Why A Link to the Past and Four Swords is the Most Bizarre Relic in Zelda History

Why A Link to the Past and Four Swords is the Most Bizarre Relic in Zelda History

If you grew up in the early 2000s, you probably remember the purple tint of the Game Boy Advance screen and the sheer frustration of trying to find three friends who also owned a link cable. It was a weird time for Nintendo. They were obsessed with connectivity. They wanted us to hook our handhelds into our GameCubes, our friends into our handhelds, and basically live in a web of proprietary wires. Right in the middle of this experimental phase, we got A Link to the Past and Four Swords.

It wasn't just a port.

Honestly, calling it a simple "re-release" feels like an insult to how much work Capcom—yes, Capcom, not just Nintendo—put into this package. It was a collision of two completely different eras of gaming. On one hand, you had the 1991 SNES masterpiece that defined the action-adventure genre. On the other, you had a chaotic, experimental multiplayer frantic mess that required actual physical proximity to play.

Most people bought it for the nostalgia of the SNES classic. They stayed for the shouting matches caused by stealing Rupees in the multiplayer mode.

The Secret History of the Capcom Collaboration

The first thing you have to understand about A Link to the Past and Four Swords is that it marks a very specific moment in the "Zelda" timeline—both the fictional one and the real-world development one. Flagship, a subsidiary of Capcom, handled the heavy lifting. They were the ones who had to figure out how to squeeze a 16-bit powerhouse onto a tiny GBA cartridge while also inventing an entirely new way to play Zelda.

Hidemaro Fujibayashi, who later went on to direct Breath of the Wild and Tears of the Kingdom, was the director here. You can see the seeds of modern Zelda in this GBA game. The focus on physics-based puzzles and the way items interact with the environment in Four Swords felt like a laboratory for what was to come decades later.

It wasn't a perfect transition. The GBA had a lower resolution than the SNES. To compensate, the developers had to brighten the color palette significantly so you could actually see what was happening on the original GBA's non-backlit screen. If you play it on an emulator today, it looks almost neon. It’s loud. It’s vibrant. It’s a bit jarring if you’re used to the moody, atmospheric vibes of the 1991 original.

Everyone talks about the multiplayer, but the single-player port of A Link to the Past in this bundle had some deep-cut changes.

Link now has a voice. Well, sort of.

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The developers added voice clips from Link’s Ocarina of Time incarnation. Every time you swing your sword, you hear that "Hut! Hyah!" that became iconic on the Nintendo 64. For purists, this was heresy. For kids in 2002, it made the game feel modern. They also added a completely new dungeon: The Palace of the Four Sword.

But there was a catch.

You couldn't even enter this dungeon until you beat Ganon in the main game and finished the Four Swords multiplayer mode. It was a brutal requirement. Most players never even saw the entrance because getting four people together with four GBA systems and four copies of the game was like trying to align the planets.

Inside that secret dungeon? You fought four different versions of Link. It was a precursor to the "Shadow Link" fights we'd see later, and it offered some of the toughest combat in the series at that point.

The translation was also completely overhauled. The SNES version had that charming, somewhat clunky 90s localization. The GBA version tightened everything up, making the lore more consistent with the rest of the series. They changed "Wise Men" to "Sages." They fixed the weird naming conventions for the bosses. It was Nintendo's way of "fixing" the history of Hyrule.

Four Swords: The Chaos Engine

Then you have the secondary title. It was short. Maybe only three or four stages long. But the gameplay was a radical departure.

In A Link to the Past and Four Swords, the multiplayer component forced cooperation while simultaneously encouraging betrayal. You needed your friends to help you push a massive block or stand on four switches at once. But at the end of every floor, the game tallied up your Rupees. The person with the most money got a medal.

This turned every session into a greed-fueled nightmare.

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I remember specifically throwing my brother into a pit just so I could grab a stray 50-Rupee piece. The game encouraged this. It wasn't an accident. It was the first time "Zelda" felt like a competitive sport. The levels were semi-randomized, too. Depending on how many players you had, the puzzles would shift. A bridge that existed for two players might be out of reach for four, requiring a different solution involving the Magnetic Glove or the Roc’s Cape.

Why the Anniversary Edition Changed Everything

In 2011, Nintendo released a "25th Anniversary Edition" of Four Swords on the DSi and 3DS. This is where things get complicated for collectors. This version allowed for a single-player mode where you controlled two Links at once. It also added levels based on Link's Awakening and the original Legend of Zelda.

However, it was a limited-time digital release.

If you didn't download it during those specific windows in 2011 or 2014, you're basically out of luck unless you want to resort to "extra-legal" methods of gaming. This has made the original GBA cartridge of A Link to the Past and Four Swords a weirdly essential piece of hardware for fans. It is the only way to officially own that specific version of the game in a permanent, physical format.

The Connection Between Worlds

What’s truly fascinating is how this game acted as a bridge. It bridged the gap between 2D and 3D. It brought the SNES's best game to a generation that missed it. It introduced the Vaati storyline, which would eventually culminate in The Minish Cap, one of the most underrated games in the franchise.

It’s also the reason we have Four Swords Adventures on the GameCube. Nintendo saw the potential in the GBA's multiplayer and decided to blow it up into a full-scale console experience. Without this weird GBA experiment, we wouldn't have the "Force Gems" or the specific multiplayer logic that still pops up in games like Tri Force Heroes.

The game also refined the "Link Cable" technology. It proved that you could have a stable, low-latency multiplayer experience on a handheld, even if the barrier to entry was ridiculously high.

How to Play It Today (The Real Way)

If you're looking to dive into A Link to the Past and Four Swords today, you have a few options, but none of them are as easy as they should be.

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  1. Nintendo Switch Online: It’s there. You can play it. It even has online multiplayer, which finally solves the "I have no friends with Link Cables" problem from 2002.
  2. Original Hardware: If you're a purist, you need a GBA (preferably an SP for the backlight) and the cartridge. If you want to play Four Swords, you need the cables. It's an expensive hobby.
  3. Analogue Pocket: This is the gold standard. It plays the original carts on a modern screen and supports the original Link Cables.

One thing people often forget is that the GBA version of A Link to the Past actually has a few more items and a slightly different inventory screen than the SNES version. There's a Riddle Quest involving Q. Bumpkin that unlocks the "Hurricane Spin"—a massive, screen-clearing sword attack. To finish it, you have to catch a bunch of bugs and show them to a woodcutter. It’s a small, quirky addition that adds a bit of flavor to a game most people thought they knew inside and out.

The Verdict on the GBA Port

Is it the "best" way to play A Link to the Past?

Honestly? No. The screen real estate is too small. The sound chip on the GBA couldn't quite replicate the lush, orchestral feeling of the SNES's Sony-designed sound chip. The colors are a bit too "neon."

But as a historical artifact? It’s unbeatable.

It represents a time when Nintendo wasn't afraid to take their most sacred cow—the 1991 masterpiece—and cut it up to fit a multiplayer experiment. It was bold. It was loud. It was a bit messy.

Moving Forward with the Four Sword

If you’re planning on revisiting this title, don't just rush through the single-player campaign. You've probably beaten that a dozen times on various platforms. To truly appreciate A Link to the Past and Four Swords, you have to find a way to play the multiplayer.

The way the game handles "cooperative competition" is something modern games still struggle with. It’s about the tension. It’s about the moment you realize your "friend" is about to throw you into a spike trap so they can grab a chest full of Rupees.

Actionable Steps for New Players

  • Check the Version: If you're playing on Switch Online, make sure you use the "suspend point" feature before the Palace of the Four Sword. It’s much harder than the rest of the game.
  • Sync with Friends: If you're playing Four Swords online, use voice chat. The game was designed for people sitting on a couch together. Without the ability to yell at your teammates, half the fun is gone.
  • Complete the Riddles: Don't ignore the woodcutter near Kakariko Village. The Hurricane Spin is genuinely useful in the late-game combat encounters.
  • Watch the Rupee Count: In Four Swords, the player with the most Rupees gets a higher rank at the end of the stage. This isn't just for show; it affects the medals you receive, which are required to unlock certain secrets in the single-player game.

Ultimately, this game is a time capsule. It captures the transition from the 2D era to the interconnected, experimental future of the 2000s. It’s flawed, it’s beautiful, and it’s still the only place where you can see the classic Zelda world through the lens of Capcom’s unique design philosophy. It’s worth the headache of setting up a multiplayer session just to experience that specific brand of Nintendo chaos.


Next Steps for the Hyrule Historian:
Start by locating a copy of the GBA manual online; it contains specific artwork and lore tidbits for the Four Sword that aren't present in the game's dialogue. After that, prioritize unlocking the Palace of the Four Sword by completing the multiplayer requirements on the Switch Online version, as it provides the most significant "new" content for veteran players of the original SNES title.