A while back, I set myself the goal of finishing all of the Zelda games I’ve yet to play before I start the latest game in the series, The Legend of Zelda: Breath of the Wild. Oracle of Seasons is the first one I can tick off that list.
Originally released for the Game Boy Color back in 2001, just as the ageing handheld was being superseded by the Game Boy Advance, Oracle of Seasons is an odd fish. For a start, it was the first Zelda game to be developed by an outside studio, Capcom, and confusingly, it was actually released as two games – Oracle of Seasons and Oracle of Ages. At the time, I assumed that this dual release was a way to jump on the Pokemon bandwagon, a tactic of releasing two basically identical games with a few minor differences. But that’s not the case – each game is a fully fledged, unique, standalone adventure, although there’s an overarching narrative that spans the two. Cleverly, you get a password when you complete one of them that lets you carry over your save game to the next instalment, although it doesn’t matter which order you play the games in.
Apparently, the whole thing was originally going to be THREE games, each representing an aspect of the Triforce. But the third game was cancelled, and the protracted development saw the concept undergo enormous changes – hence why the games were released so late into the GBC’s life cycle. In fact, they didn’t emerge until well after the release of the GBA, the GBC’s replacement. The Oracle games’ huge ambition and wonderful graphics are typical of late-stage software for an ageing console, as developers finally master the hardware and are able to push it to its absolute limits.

But to start with, I wasn’t enormously enthusiastic about playing Oracle of Seasons. I recalled a few reviews from the time being a little lukewarm about the game, especially in the wake of the astonishing Ocarina of Time, so I never saw it as a ‘must-play’ title. How wrong I was.
I’ll just put this out there right now – I reckon Oracle of Seasons is better than Link’s Awakening. In fact, I’d easily class it in my top 5 Zelda games, it’s that good. It’s just packed with so many great ideas, such as a boxing kangaroo called Ricky that you can ride on to leap over holes and punch out enemies. (In fact, that bit was so fun, it’s a real shame that Link stuck to riding boring old horses in the later entries – bring back Ricky, I say.) The collectible items are also inspired, particularly the magnetic gloves, which allow you to attract or repel certain enemies and pull yourself across gaps by latching onto a metal pole.

But it’s the brilliant dungeons that really make the game. The below instalment of Boss Keys does a much better job than I could of explaining what makes these dungeons so good. They’re a joy to play through – challenging but never frustrating, with a real sense of achievement when you make it through alive. Wonderful stuff.
I’ve already started on the next game, Oracle of Ages, and judging by how much I enjoyed Oracle of Seasons, The Year of Zelda is going to be a very fun year indeed.
This article is part of The Year of Zelda, an attempt to play through all of the Zelda games I’ve yet to finish.