![]() ![]() ![]() Taking the map out of the game and putting it in the player’s hands cut to the underpinning of the original LoZ: Adventure! Not having an in-game map may have been another limitation of the NES hardware, but in retrospect it feels like Nintendo made a deliberate choice. The original LoZ came with a small portion of the map included in the game booklet, but a full scale map was necessary if you planned on making any headway. So how were we supposed to find our way around when we couldn’t see what was in front of or behind us? You could see the screen you were on, but not the adjacent ones, which forced you to tread blindly from screen to screen at times. Not exactly seamless, but these were the limitations of the 8-bit NES. The game played in a top-down perspective that meant you could only see one screen – or square on the grid – at a time. The original LoZ overworld was laid out in an 8×16 grid each square on the grid was one viewable game screen. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |