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the first part of Adventures in Nintendo Whoredom:
Super Legends of Nintendurbation (it's my first time
typing it, and I'm already regretting the title), we take
a look at what happens when Milton Bradley decides to
create a board game out of a one-player video game. Not
to spoil the result, but it is about as exciting as rolling
dice over and over again for a solid half an hour. But
that's not all, of course; there also happens to be a
gratuitous amount of card flipping action! With so much
excitement happening, after a round of The Legend of
Zelda Game, the pleasures in life you once thought
to encompass the purest heavenly ecstasy will devolve
into shriveled up Zoda droppings by any comparison. |
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The
box is majestic in appearance, even legendary, I
will award it that compliment. It sure is an eye-catcher.
Having played the game for a short while, experiencing what
it offered in whatever rashes that it transmitted to me,
the brightly colored box that I began with remains to be
the best highlight of it all. It is fantastically unique
depiction of some very familiar characters who, at that
time, were characterized only as best as the graphical limits
of the day could output. Here Link displays a very Tom Sawyer-esque,
eternal boyhood image, that when you look at it makes sense
to brand him that way as the board game was meant for that
"Ages 6 and Up" crowd, which except for a few
popular exceptions, usually translates to strictly kids-only
stuff. (A teenager in 1988 is certainly not going to Toys
'R Us and walk up to a cashier with this in hand, unless
he has a younger sibling along.) The Zodas are amazing and
nicely detailed, too. Zelda, although much, uh, looking
much "fuller" than what I imagined her size to
be, also is a nice touch and goes well with the rest of
the scenic portrayal. I hope the original artwork painting
is hanging somewhere in an art museum, where it belongs.
And
that just about does it for the positives. The fact of that
matter is there was no purpose for this board game to have
ever existed. The cardboard box, the paper used to make
the board game instructions, all would have benefited if
it had gone to better use: such as, to make an outer cardboard
box for The Legend Zelda video game and paper for
the video game's manual. Buy why, but why, why, why to create
a board game? A deficiently unneeded game of board? Did
we really build this city on unnecessary board games?

Because
Milton Bradley wanted a piece of some of that golden Zelda
ass. Nothing's going to stop them now.
The
Contents (Alt Title: Place Sand Inside, Present to Household
Cat)

I'm
not one for reading instructions on how to play board games,
especially those designed for children. For example, if
you need to read the rules on how to play The Game of Life,
perhaps you should not be living a life to be playing the
game based on it to begin with. I made an exception this
time after looking at the mess of cards and strange dice,
and forced myself to yield to it.
Instructions
Page
1, Page 2,
Page 3, Page
4
The first thing that struck me odd was the inclusion of
only one game piece. I could just imagine the men and women
at Milton Bradley who were presented with the project of
transferring a single-player video game played on the TV
onto a static board game for up to four children players.
They could have gotten creative and made, besides Link,
a player tile of Ganon, Zelda, or a fairy. It would have
pleased all different types of child personalities: the
boy bully, the princess girl, and the guy bully who believes
he was born a princess girl. Instead, there is one, and
only one, which makes things "interesting," and
by interesting I mean "George W. Bush holding a press
conference" interesting. Six-year-old kids, especially
the ADD video game playing ones, are going to be about as
welcoming to sharing a single player tile in a board game
as they are the NES controller during a real Zelda
game.

Behold,
the game pieces. There are in all four labeled dice, one
numbered die, thirty-three cardboard playing tiles, thirty-six
heart chips, and the aforementioned Link cardboard figure.
The photograph does not do them justice; they're much plainer
looking in person, really.

The thirty-three cards, broken up into six colors to represent
the six divided worlds on the board, ascend in number as
you progress through the levels. I have not yet touched
upon the game mechanics in this article, so it's as good
a time as any. From my understanding of the instructions,
the action of the game comes from drawing cards from the
shuffled deck and hoping you turn over a magical item card,
like a fairy in World One. If you're unlucky to not have
drawn a magical item card, the player has to join with the
other players to defeat the enemy card, the only other sort
of cards in these decks. World One has a measly three cards
in its pack, allowing the chance of pulling a magical item
only one third (or three-fourths for those of you who failed
out of math in high school). When you do possess a magical
item card, you are allowed to move to the next world on
the board. As you progress to more levels, extra cards of
enemies are thrown in for the later levels, meaning more
time and dice battling before finding the magical item of
that world. The World Two deck consists of four cards, World
Three has five, World Four six, etc. etc.
I'm
a regular mind reader, so I know you're wondering what happens
if an enemy card is chosen instead of a magical item card.
(Is it just me or is this is beginning to sound like a Sony
E3 press conference?) Well, that's where the excitement
comes in...the excitement of rolling dice! Yes, you get
to battle giant enemy crabs, or Tekittes, or whatever they're
called, through the use of brutal dice rolling! The number
that appears on the enemy card indicates its health points
and how much massive damage must be inflicted in order to
defeat it. Each die has two kinds of stickers on the six
sides, four of which are swords (attack) and the remaining
two are red blanks (miss). If you're still following along
at home, that means an enemy card which has two health points
requires two or more dice rolling on the sword side for
victory. If you win, you pick up a heart chip. If you lose,
you remove a heart chip from your supply. Lose 'em all,
and you've lost not only the game, but my respect as a human
being.
There's
more to the delicate nature of the game rules, about two
paragraphs worth, but as it is I've written enough about
them, probably more than the whole instruction booklet or
anyone on the face of the Earth has. I think you get the
picture, unless you need the Cliff's Notes version: roll
the numbered die, move, pick up card, if it is an enemy
card--battle with the other dice, eventually obtain magical
item, go to next world. In case you're wondering, the final
magical item card is Princess Zelda, whose magic is far
greater than that of raft or bomb: it possesses the great
power of love.

Moving
along before I become too overly feminine in my emotions...

There
she is spread out, legs open, flashing for all to see. She's
not a looker, but she'll do in a pinch. Diseased a little,
maybe. Look, what I'm trying to say is, she's a filthy stinking
whore with smeared make-up all over her face, but you're
desperate, you paid the money to the corporate overlords
to bathe in the goat blood, and, honey, it's bath time.
You can judge a book by its cover, because you bought it
and used it in the bathroom, it's been marked for good.
Money can't buy you love, but it can buy you this game board.
Milton Bradley has taught a very important lesson in finance
and captialism to many a kid.
I
could tell this article was heading to rapidly delve into
the recesses of my cynicism, so I invited some friends over
to play and keep my mind busy from thinking.
If
I haven't mentioned it yet (and I don't think I have), the
board game, like the video game, can be played alone. By
yourself. You don't need them. You don't need any of
them! In fact, according to the rules, after you get the
Zelda card in World Six, if only one is playing, you don't
have to roll to win Princess Zelda. That's right, it's to
my advantage to play alone in my room without anybody around!
It's to my advantage to not have friends. Yes. They want
to label you, say you're too "artsy fartsy" and
"poetic" and, oh hell, too gay for their
ape-like masculinity. Well, that's just fine. I couldn't
help the raspy lisp even if I wanted to hold it back. God
how I've wanted; how I've tried.

Back
to what I was saying before the flashback, I invited two
close doll friends of mind, Steve Urkel and Baby Sinclair,
and always the fashionably late, Android Krang action figure
to partake in some bad board game festivities.
Unfortunately,
my "friends" got into a fight from the very start,
arguing over who would go and roll first. The instructions
clearly states that the "youngest" begins, but
Urkel made the astute point that Baby Sinclair was, even
although theoretically, the youngest, evolutionarily speaking,
he was in actuality the oldest of the three assembled. Krang
did not get into the fight; he was too busy blubbering to
Shredder on the comm something about cooking turtle soup.
When finally Urkel brought up affirmative action, Baby and
Android Krang looked at each other and shared a sigh, rolling
their eyes a little. I tried to stop the ruckus, but before
I could Krang went to looking at the back side of every
card. When Urkel, confused at what Krang was doing, asked
him, Krang replied, "I seeeee Keeploops and Ganon cardsss,
but I have not seeeeen any race cards as of yet. Don't worry,
I'm still looking, blabblabblab...." Baby then was
all "Aw shit!," Urkel snorted loudly, and I drank
heavily.
 
The
game appropriately stopped when Baby Sinclair reached down
and forced Link into his mouth, all the while saying, "Not
the mama! Not the mama!" It made us all have a good
chuckle, hearing that good catch phrase again, but after
the twentieth time he recited it, I began to indulge in
more drinking. Heavy drinking.

Krang
got out of control and began stuffing his android body with
paper hearts after convincing himself that God had chosen
him to capture the Princess card and become the new Son
of Man. He was tripping on something, definitely.

Everything
else that evening was a blur. All that remains are these
graphic developed pictures. (I was wondering at the time
why that clean shaven man at CVS slipped in his phone number
inside the envelope of photographs when he handed them to
me. Now I know.)


I
can't remember if we ever did make it to World Six and save
the Princess Zelda by rolling four matching dice swords,
but I do know we all have memories to last a lifetime pent
up in the back subconsciousness of our minds. We, strangers
from different walks of life, came together that day, and
touched each other's hearts. We are The Milton Bradley Club,
and we shared out innermost secrets, desires, and faults
together. We also found how badly this board game sucked,
and how much time has been wasted playing it and subsequently
writing this cute review. Looking on the bright side, at
least I'm not a fat guy who makes obscure references about
Star Wars all day on his computer. (No, I make obscure "I
Am Error" references instead, and it's just that more
productive in the long run to do so, too.)
The
shamelessness is high on this merchandising item that should
never have existed, which is why I give The Legend of Zelda
board game a rating of:

ONE
VOYEURISTIC UPSKIRT UNDERAGED GIRL RIDING BICYCLE!
Have
you no shame, Milton Bradley and Nintendo? Have you no shame?

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