
Why Zelda’s Strangest Sequel Traded Exploration for Side-Scrolling Difficulty
A sequel that trades wide lands seen from above for sword fights seen from the side, points, and hard palaces of trial.

Every game we have scored, from the NES library to current releases.

A sequel that trades wide lands seen from above for sword fights seen from the side, points, and hard palaces of trial.

A ship that reads the player and answers in kind — Zanac's shooting demands care, patience, and swift instinct upon the NES.

Willow brings the film's hero, sword, and spell to the NES, a tale of fighting, searching, and power won through trial.

A tale of an old cartridge whose agent Hastings wars against a criminal band, mixing action, shooting, driving, and fighting stages in one grim work.

Four turtles, one long fight: this tale mends the terror of the former game, and two companions make the toil a pleasure.

A tale of turtles four made two, upon a console home, yet harder still the fight, and worthy of the telling.

A dread old house, five souls, one strange item each — Sweet Home, the NES horror that opened a genre's door, 35 years old.

A tale of a game that came after Metal Gear, made without its first maker, trading quiet dread for open fighting.

A castle, a dying flame, and evil that must not wake. Shadowgate's grim rooms reward patience and punish haste alike.

Power Blade, a 1991 NES game of blade and city, weighed for its worth: a single instrument, borne through stages of unequal strength.
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