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GamesRadar
GamesRadar
Technology
Nikole Robinson

The Legend of Zelda: The Minish Cap was smaller in scale but massive in heart and ambition

Minish Cap

Following the dual success of Oracle Of Ages and Oracle Of Seasons for the Game Boy Color, Capcom and its now‑defunct subsidiary Flagship began work on a fresh Zelda concept for the newly released Game Boy Advance. Hidemaro Fujibayashi would return as director of the project, while 3D Zelda savant Eiji Aonuma was brought in to supervise the development and ensure the game felt like it belonged in the Zelda series. 

The first step was deciding upon a unique theme to build the world around, much like how the Oracle games used the passage of time and the changing seasons to harness the limited space available on game cartridges to create expansive and dynamic settings. The idea of having Link change in size was put forward as the core concept of the game, allowing the same locations to be explored in new ways and gameplay to be built around seeing the world from a tiny perspective. Zelda titles have always played with symmetries – light and dark, past and future, adult and child – and size was another way to bring two contrasting worlds together.

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