As I already made my top 5 list of Nintendo Entertainment System (you can see it here http://www.retrojunk.com/details_articles/6325/) it's not time to make list for older brother of NES - Super Nintendo Entertainment System.
First of all I want to mention that as kid I never had SNES. I recall that I had a "friend", to make things worse he was my far relative that had some awesome games like The Legend of Zelda: Link to the past, Donkey Kong Country and Batman Returns but the problem was that he never give me to play. At least you, retro fans know how much SNES meant to some kid and this guy was such a douche that he even played in front of me and laughing while I begged to get some playtime. He would even tell me that I would play when he loses a life in some game he would give me a try - but when that would happen he would just continue to play and ignore me.
This made big impact on me as I only had NES and he was such a... well anyways, now as I'm older and I'm good earner (o what a irony, he doesn't earn nothing now and he is shame of his family because he acts as a bum) - I did buy myself SNES and loads of games that he owned + loads of more. I felt so satisfied.
SNES had so many great titles and it spawned generation of lucky gamers that played games which are even today present in gaming world. One way or another, Nintendo made his piece in big picture of gaming and SNES was one of his high points in 1990's. I think and it's my honest opinion that SNES had better overall titles then NES but that's up to the debate and it really depends on what person likes to play, what system did he play longer and which games. So without further ado and in no particular order:
Super Castlevania IV
Also known as AkumajÅ Dracula or Devil's Castle Dracula - Castlevania was a really great game for SNES. As we seen first Castlevania on NES and then somewhat different, RPG styled Castlevania 2 take big role in our childhood - after Castlevania 3, Akumaj Dracula take the pedestal when it comes to 16bit gaming using Mode 7.
Released by Konami in 1991, Super Castlevania IV was rather early game in SNES lifespawn but it was hell good. Great graphics, controls and everything else you knew from previous iteration was back, plus new neat things. Once again you get into the shoes of Simon Belmont who is on the quest of killing the evil Count Dracula and freeing Castlevania from his horrible curse. Unique to Super Castlevania IV's level design is its connection with Simon's whip, the Vampire Killer whip - now you could swing in all directions (diagonal, horizontal and etc.) use it like Indiana Jones to jump the gaps and that sort of stuff. Following the model set by the previous games, Super Castlevania IV employs the usage of many the series' recurring elements, such as moving platforms, pits with spikes, and stairs that one can traverse by pressing the Up or Down direction on the D-Pad. Atmosphere was as always - great, the same one from Castlevania series is here and especially the one from Castlevania 2: Simon's Quest that is for me the best game from the series as atmosphere was awesome. It's somewhat mix of courageous moments with a bit of mystique and all wrapped up in excellent music by Souji Taro and Masanori Adachi.
The game took advantage of the SNES's then state-of-the-art technology to create levels which would have been impossible to render in the 8-bit NES version of the game; one level involves the player running across stationary blocks in the center of a giant, rotating, cylindrical room, while another involves the player being made to jump from platforms suspended from a pseudo-3D chandelier while the screen slowly flashes red and black. I remember how gameplay was excellent in how fluid the game was. There were no much glitches (and we can't say this about previous Castlevania games), graphics were pretty nice and whole new set plus villians from previous games were here. Bosses like Grim Reaper was here and of course battle with Count Dracula was hard as always and that's one of gimmicks for Castlevania series. I would rate three out of five when it comes to difficulty of Super Castlevania .Even though Super Castlevania IV is based on the original Castlevania, this game is more of an expansion. The original game offers six stages of Dracula's castle, as does Super Castlevania IV, which also includes five more stages leading up to the castle, for a total of eleven stages altogether. Super Castlevania IV's soundtrack includes remixes of songs from past games. These include "Vampire Killer" (from Castlevania) and "Bloody Tears" (from Simon's Quest), two themes that would eventually reappear in many more games. "Beginning", the song played on stage 1 from Castlevania III: Dracula's Curse, is also present.
To be honest, even if Super Castlevania IV didn't take too much of my time when playing SNES I regularly come back to finish the Count Dracula for one more time, just for pure fun. Other people seem to like it to as upon Super Castlevnia IV's North American release, the game was reviewed by Nintendo Power and given four overall scores of 4.0, 4.0, 4.5 and 4.5 out of 5. Among several items, the magazine cited the game's graphics, music and action sequences as positives. In 2006, the game was then named by Nintendo Power as the 66th best game made on a Nintendo system. Only thing I hated is that damn "throwback" that all Castlevania series employed (enemy touch you and it throws you back Ninja Gaiden style). As with many games on the Super NES, there were censorship issues as well.The statues in stage 6, which were originally topless, were redrawn wearing tunics. Blood dripping from the ceilings as well as pools of blood in stage 8 were re-colored from red to green, effectively turning it into slime or acid, and blood dripped from the opening logo in the Japanese version of the game which resembled the original Akumajō Dracula title screen from the Famicom Disk System. The game was re-released on the Nintendo Wii's Virtual Console in 2006.In any case, Super Casltevania IV was a great comeback of legendary NES title so it deserves a spot in my Top 5 SNES games. What a horrible night to have a curse...
Super Mario All-Stars
Oh man, four Super Mario games in one including so called "Lost Levels" that were in fact Super Mario Bros. 2 released in Japan? This can only be good. With enhanced graphics, better control and polished sound effects - Super Mario All-Stars was pretty good investment in your gaming experience. To put it bluntly, this is a compilation featuring remade versions of all three Super Mario games released for the Nintendo Entertainment System (Super Mario Bros., Super Mario Bros. 2, and Super Mario Bros. 3), as well as the Japanese version of Super Mario Bros. 2, which is included in the compilation under the title of Super Mario Bros.: The Lost Levels. Released in 1993 for the Super Nintendo Entertainment System, it sports graphic enhancements, glitch fixes, and the ability to save one's game, allowing the player to restart from a save point instead of from the beginning, should a player lose all of their lives. These graphical enhancements would serve as the basis for the Game Boy Advance ports of Super Mario Bros. 2 and Super Mario Bros. 3. An alternate version, also containing Super Mario World, was bundled with the Super NES in December 1993. It was very successful and well-received upon release and eventually became a "Player's Choice Million Seller". One thing that was interesting was the first splash screen. You could easily choose the game you wanted via pretty intuitive menu covered with nice "Mario" music.
The games itself have many graphical and sound improvement for 16bit platform like SNES. But most importantly, premise of this compilation and re-release of games was to have them ALL on one cartridge rather then solo improve them. Improvements just came as a bonus and they did pretty solid job. Super Mario Bros. looks really cool in all of his 16bit glory as so does Super Mario Bros 2. and Super Mario Bros 3. while Lost Level was great addition for American and European players that didn't have a chance to play this game.
It's funny how people did think they would get some crappy games in "all in one cartridge" set and then went on crying when they didn't buy it and seen how cool it at their friend's. Gameplay was good as always, graphics improved and sound made overall experience better. You had like all classics in one cartridge and that means flexibility. You would just pop up the game in SNES and you are ready to play basically all games that were Super Mario based and are released on NES/SNES. Many people don't like NES to SNES remakes of games like Ninja Gaiden Trilogy, and yeah - Ninja Gaiden Trilogy didn't live up the hype and didn't improve too much when you compare it to their NES counterparts. But Super Mario All Stars is something you should really have by yourselves if you are real SNES gamer.
I just recently bought Chrono Trigger for Super Nintendo System with manual and box and I must say even if the price was a bit spicy - it's worth every cent. This game is incredible RPG. All in all, Chrono Trigger is a console role-playing game developed and published by Square (now Square Enix) for the Super Nintendo Entertainment System in 1995. The game's story follows a group of adventurers who travel through time to prevent a global catastrophe. Square re-released a ported version by TOSE in Japan for Sony's PlayStation in 1999, later repackaged with a Final Fantasy IV port as Final Fantasy Chronicles in 2001 for the North American market.Chrono Trigger had unique story that made gamers all over the world drool in front of the TV screens packed with maestral graphic performance. One thing to note is that in Chrono Trigger - dialogs are just awesome. Many games of that time had poor translation and that ruined many great stories like the one in Castlevania 2: Simon's Quest for NES (but game is still very good). I remember Chrono Trigger being very detailed and tactical game, you really needed to think before you make a move and soundtrack was just awesome (one of best on SNES).
Chrono Trigger's development team included three designers that Square dubbed the "Dream Team", consisting of Hironobu Sakaguchi, creator of the Final Fantasy series, and Yuuji Horii and Akira Toriyamaâ€”two freelance designers known for their work on Enix's Dragon Quest series. Kazuhiko Aoki produced the game. Masato Kato wrote most of the plot, while composer Yasunori Mitsuda scored most of the game before falling ill and deferring remaining tracks to Final Fantasy composer Nobuo Uematsu.These creators made one of staple games that will make your dreams come true as I recall myself dreaming of Chrono Trigger land. Plot is very simple but somewhat unique.Chrono Trigger takes place in an original world similar to Earth, with eras such as the prehistoric age, where early humans and dinosaurs share the earth; the Middle Ages, complete with knights and magic; and the post-apocalyptic future, where humans and sentient robots struggle to survive. The characters frequently travel through time to obtain allies, gather equipment, and learn information to help them in their quest. The party also gains access to the End of Time (represented as year âˆž), which serves as a hub to travel back to other time periods. The party eventually acquires a time-machine vehicle known as the Wings of Time, nicknamed the Epoch. The vehicle is capable of time travel between any time period without first having to travel to the End of Time. Bosses were just out of this world, such great graphics and presentation with medium to high difficulty made this game enjoyable experience for all types of gamers.
One thing that makes Chrono Trigger stand from all other RPG's of that time are the characters. Everyone from girls to boys, old or young could make connection with one of characters from Chrono Trigger. Chrono Trigger's seven playable characters come from different eras in the game world's history. Chrono Trigger begins in 1000 A.D. with Crono, Marle, and Lucca. Crono is the silent protagonist, characterized as a fearless young man who wields a katana in battle. Marle lives in Guardia Castle; though sheltered, at heart she's a princess who enjoys hiding her royal identity. Lucca is a friend of Crono's and a mechanical genius; her home is filled with laboratory equipment and machinery. From the era of A.D. 2300 comes Robo, or Prometheus, a robot with near-human personality created to assist humans. Laying dormant in the future, Robo is found and repaired by Lucca. He joins the group out of gratitude. The fiercely confident Ayla dwells in 65,000,000 B.C. Unmatched in raw strength, Ayla is the chief of Ioka Village, and leads her people in war against a species of humanoid reptiles known as Reptites.
The last two characters are Frog and Magus. Frog originated in A.D. 600. Frog is a former squire once named Glenn; Magus turned Glenn into an anthropomorphic frog and also slew his friend Cyrus. Chivalrous but mired in regret, Frog dedicates his life to protecting Leene, the queen of Guardia, and avenging Cyrus. Meanwhile, Guardia in A.D. 600 is in a state of conflict against the Mystics (known as Fiends in the US/DS port), a race of demons and intelligent animals. Under the leadership of Magus, a powerful sorcerer, they wage war against humanity. While Magus appears to be a powerful magician, his seclusion conceals a long-lost past; in the Dark Ages, he was known as Janus, the young prince of the Kingdom of Zeal, which was destroyed by Lavos in 12,000 B.C. The incident sent him forward through time, and as he ages, he plots revenge against Lavos and broods over the fate of his sister, Schala. Lavos, who awakens and ravages the world in A.D. 1999, is an extraterrestrial parasitic creature that harvests DNA and the Earth's energy for its own growth. I just loved how you could explore all the dungeons, pathways, use all sorts of magical items and still feel it's like something new every time you do it.
Music was something awesome. I still remember me whistling it in school bus or at home before lunch. I recall getting that beautiful 16bit sound into my ears and it just wouldn't go out. Chrono Trigger was scored primarily by Yasunori Mitsuda, as well as veteran Final Fantasy composer Nobuo Uematsu, with one track composed by both Uematsu and Noriko Matsueda. A sound programmer at the time, Mitsuda was unhappy with his pay and threatened to leave Square if he could not compose music.Hironobu Sakaguchi suggested he score Chrono Trigger, remarking, "maybe your salary will go up."Mitsuda composed new music and drew on a personal collection of songs composed over the previous two years. Crew that was behind Chrono Trigger's development was one of a kind, and all starting from story, characters, music and gameplay was just great - not perfect but great being modest.
Donkey Kong Country
Oh boy, I did play this one until my eyes nearly pop out. Donkey Kong Country is a 2-D side scrolling platform video game developed by Rare, featuring the character Donkey Kong. It was released for the Super Nintendo Entertainment System (SNES) in 1994. Following an intense marketing campaign, the original SNES version sold over 8 million copies. It was the first Donkey Kong game not to be produced or directed by Shigeru Miyamoto. Instead, it was produced by Tim Stamper. I loved everything about Donkey Kong Country. Gameplay was just great, soundtrack was more then decent and graphics were revolutionary for that time (RARE always had great graphics in their games). Basically, the object of Donkey Kong Country is to make it through 39 different side-scrolling levels and recover the Kongs' banana hoard, which has been stolen by the Kremlings.Each level is uniquely themed and consists of varying tasks such as swimming, riding in mine carts, launching out of barrel cannons, or swinging from vine to vine. Players lose a life if they get hit by any enemy or fall off the screen. When the player has lost all their lives, the game is over. However, the player can gain additional lives by collecting items scattered throughout the levels, including bananas; golden letters that spell out K O N G; extra life balloons; and golden animal tokens that lead to bonus levels.There are also many secret passages that can lead to bonus games where the player can earn additional lives or other items. Controls were perfect in any sense of word, you never had problems with it - but when you would die, it would be because you were clumsy with controlling the Kongs.
Game was pretty difficulty at some levels, I remember level where you are driving trough the mine was a pain in the ass but after "try and error" method you would get a grip on it and happiness after you beaten the hard stage in Donkey Kong Country was priceless. layers of Donkey Kong Country control one of two characters: Donkey Kong or his nephew Diddy. The player can switch between characters if they are both on the screen. Donkey Kong is the larger and stronger of the two, and can defeat enemies more easily. Diddy Kong is faster and more agile, and can take out multiple enemies at once. I always preferred Donkey Kong but Diddy was a must for some stages as he was very versatile. In several levels players can gain assistance from various animals, who are found by breaking open crates. These helpers include Rambi the Rhino, Expresso the Ostrich, Enguarde the Swordfish, Winky the Frog, and Squawks the Parrot. Each animal can be found in an appropriately themed level: for example, Enguarde can only be found underwater, and Squawks will be found in caves.Some animals can also give players access to bonus games. My favorite was Rambi the Rhino but I always feeled that Enguarde was most badass. Levels in the sea were also somewhat hard, especially with that octopus chasing you. Chasing while having little time was tricky of the day for the games in 1990's it seems. Programmers of Teenage Mutant Ninja Turtles for NES made the same thing and many more games did have this nasty feature. But that made the game just more fun but sometimes also frustrating.
For me plot vas decent and classical way of storytelling via levels and scenes (like one where Cranky gives you tip and uncovers a bit of plot), graphics were just wonderful. Level design made this just better as colors just made you drool. As we pinned on the plot, in Donkey Kong Country, Donkey Kong, together with his nephew Diddy Kong, must recover his stolen hoard of bananas from King K. Rool and the Kremlings. Upon investigating the empty "Kong's Banana Hoard", located directly underneath his home in the Kongo Jungle, Donkey Kong embarks on an adventure throughout his native Donkey Kong Island. While collecting bananas on the island's vastly different regions, Kong must defeat many enemies, including the reptilian Kremlings, and other hazardous creatures native to the island. Aiding him in his quest are some of the other Kongs: Diddy accompanies Donkey Kong on his quest, Cranky provides hints (and comic relief), Candy operates the island's save points, and Funky offers a means of transportation around the island. Also assisting Donkey Kong at times are various 'animal buddies' (Rambi the rhino, Expresso the ostrich, Enguarde the swordfish, Winky the frog and Squawks the parrot), each with their own unique abilities. After progressing through the island's different areas, Kong ultimately arrives at a pirate ship called Gangplank Galleon, where Kong's nemesis and leader of the Kremlings, King K. Rool awaits with Kong's Banana Hoard. Upon his defeat, the game ends with a final shot of Kong's Banana Hoard restored to its former glory, filled with bananas once again.
Once Again I can't stress enough how graphics were so good for those old school days. The game was revolutionary in that it was one of the first games for a mainstream home video game console to use pre-rendered 3D graphics. It was a technique that was also used in Rare's Killer Instinct. Many later 3D video games also used pre-rendered 3D together with fully 3D objects. Rare took significant financial risks in purchasing the expensive SGI equipment used to render the graphics. A new compression technique they developed in house allowed them to incorporate more detail and animation for each sprite for a given memory footprint than previously achieved on the SNES, which better captured the pre-rendered graphics. Both Nintendo and Rare refer to the technique for the creating the game's graphics as "ACM" (Advanced Computer Modelling).
There is also some trivia about this game as you (if you have the cartridge) can earn quite a bit of cash off it. A very rare version of Donkey Kong Country was used in competitions such as the Nintendo PowerFest '94 and Blockbuster Video World Video Game Championship II (1995). The goal was to get as many points as possible before time ran out. Points could be gained by defeating enemies, throwing barrels, collecting bananas, collecting balloons, and collecting KONG letters. Many finalists in Nintendo's PowerFest tournament were given the cartridge. The carts used in the Blockbuster Video tournament were sold to Nintendo Power magazine subscribers through its Super Power Supplies Catalog in a green plastic case labelled with the Blockbuster championship logo and some game artwork.
As I sad, I loved the music, especially main theme. Donkey Kong Country also had a popular soundtrack which was released on CD under the title DK Jamz. Composers Robin Beanland, Eveline Fischer and David Wise collaborated on this ensemble of jungle music. The diverse composition consists of over 20 tracks.
The soundtrack was also the focus of an OverClocked ReMix collaboration titled Kong in Concert, later praised by Wise
In 2000, a version of Donkey Kong Country was released for the Game Boy Color. In 2003, another version of the game was released for the Game Boy Advance. This version had increased brightness, at the cost of contrast and colour saturation, to make the game easier to see on an unlit LCD. Both games had some new features including new minigames, hidden pictures, and a Time Trial mode; additionally, the GBC version had a new stage in Chimp Caverns, "Necky Nutmare", as well as a revamped and longer Winky's Walkway, while the GBA version had multiplayer games. Both versions also had lower sound fidelity and a number of minor changes. Candy Kong no longer runs a save point, so players can save the game in any area. The GBC version had some of the music scrapped and replaced, often with music that originated in Donkey Kong Land.
The game was re-released on Nintendo's Virtual Console service on 7 December 2006 in Australia, 8 December 2006 in Europe, and 19 February 2007 in North America. I still today fire up this jewel and play it all the way trough on my SNES. Also, my garbage "friend" had this game too.
The Legend of Zelda: A Link to the Past[/c]
The Legend of Zelda: A Link to the Past... it's really legendary game. You remember opening screen when would a sword go trough letter "Z" and glorious music started? Yeah, The Legend of Zelda: A Link to the Past is one of best games for SNES in all fields. I will not try to tell you how much graphics were great, sound was in his pinnacle and gameplay... let's say all RPG's after The Legend of Zelda: A Link to the Past have something of this game inside of their own code. To put it in context of someone who never played this too good to be truth game, The Legend of Zelda: A Link to the Past. "The Legend of Zelda: Triforce of the Gods"), is an action-adventure video game developed and published by Nintendo for the Super Nintendo Entertainment System video game console, and the third installment in The Legend of Zelda series. It was first released in Japan in 1991, and was later released in North America and Europe in 1992. Shigeru Miyamoto and his team were solely responsible for this game's development. Plot is so important in RPG's and The Legend of Zelda: A Link to the Past had a great one. Plot focuses on Link as he travels on a journey to save Hyrule, defeat Ganon and rescue the seven descendants of the Sages. A Link to the Past uses a top-down perspective similar to that of the original The Legend of Zelda. It added mechanics and concepts to the series that have become commonplace, including multi-level dungeons and new equipment (such as the hookshot and the Pegasus Boots), as well as establishing the concept of an alternate, parallel (and sometimes far more dangerous) world.
Sound for me was another great iteration of most known Japanesse composers and it just fit so well in the game itself. The score to A Link to the Past was composed by KÅji KondÅ. The overworld theme of The Legend of Zelda ("Hyrule Overture") returns in A Link to the Past, redone in S-SMP style. The theme is also featured in "Light World Overworld" and in "End Credits". A Link to the Past helped to establish the musical core of the Zelda series. While the first game originated the "Hyrule Overture", many recurring motifs of the Zelda scores come from A Link to the Past, including "Zelda's Lullaby" (Princess Zelda's Theme), "Ganondorf's Theme", "Hyrule Castle" (Royal Family Theme), "Kakariko Village" and "Select Screen / Fairy Cave". These themes have been used in subsequent The Legend of Zelda games.
A soundtrack to A Link to the Past, entitled The Legend of Zelda: Sound and Drama, was released in Japan. Disc one is 44 minutes long and features rearranged versions of a selection of the game's themes, along with a bonus drama track. Disc two is 54 minutes of the original arrangements for the game and those of the original NES game, The Legend of Zelda. Music from this game was remixed for Super Smash Bros. Brawl. I recall going trough woods and fighting tones of enemies while listening to beautiful sounds that made my ears enjoy for themselves. Every stage had just appropriate music for it and that made game so much better.
Gameplay was something special. I could play this games for days only to find out what's in store for me next. This is because game has all three most imporant things in the video game in highest level possible - gameplay, graphics and sound. You hear it and you love it, you play and you love it and you play to see what's next. Characters are even better or on same level as the ones of Chrono Trigger. Players once again assume the role of archetypal hero Link, here a young boy living with his uncle south of Hyrule Castle. Princess Zelda, a descendant of the seven sages, is held captive in the castle dungeon by the wizard Aghanim. Agahnim, a treacherous wizard who has set forth a chain of events to unleash Ganon. Sahasrahla, a descendant of those who forged the Master Sword, mentors Link on his quest. Series antagonist Ganon remains sealed in the Dark World.
Great addition to all of this was plot. According to the text on the back of the game's packaging (US version), A Link to the Past stars the predecessors of Link and Zelda from the NES games The Legend of Zelda and The Adventure of Link, but is the sequel of the Zelda NES games".This was contradicted by a 1998 interview with Zelda creator Shigeru Miyamoto (English translation), in which he stated: "Ocarina of Time is the first story, then the original The Legend of Zelda, then Zelda II: The Adventure of Link, and finally A Link to the Past."However, this assertion has failed to be widely propagated by Nintendo themselves since it was made, with numerous other official sources (including Nintendo Power magazine) remaining at odds with it.
At the beginning of A Link to the Past, a young boy named Link is awakened by a telepathic message from Princess Zelda, who says that she is locked in the dungeon of Hyrule Castle. As the message closes, Link finds his uncle ready for battle, telling Link to remain in bed. After his uncle leaves, however, Link ignores his uncle's command and follows him to Hyrule Castle. When he arrives, he finds his uncle seriously wounded. Link's uncle tells Link to rescue Princess Zelda from her prison, giving him a sword and shield. After his uncle dies, Link navigates the castle and rescues Zelda from her cell, and the two escape into a secret passage through the sewers that leads to a sanctuary.
I shouldn't really go on about the plot as it could spoil it for you if you didn't have chance and honor (and pleasure) to play this incredible game.
Stages were not so difficult but it was hard to sometimes understand where to go and what do to next. Translation was near perfect but Legend of Zelda games were always somewhat confusing and you needed to do lots of traveling and exploring. Instead of continuing to use the side-scrolling perspective introduced to the series by Zelda II: The Adventure of Link, A Link to the Past reverts to an overhead perspective similar to that of the original. Despite using mechanics and concepts from the original, A Link to the Past introduces new elements and innovations. For instance, arrows are now separate items, as bombs are in the original, instead of using a Rupee to fire an arrow. A Link to the Past also takes concepts from The Adventure of Link, such as the magic meter, which is used by items such as the Lamp. Control of Link is more flexible than in previous games, as he can walk diagonally and can run with the aid of the Pegasus Shoes, an obtainable item. Link's sword attack was improved to swing sideways instead of merely stabbing forward; this gives his sword a broader range and makes combat easier. Link swings his sword as the default attack in future Zelda games, although stabbing is also possible in the later 3D incarnations. This made gameplay enjoyable experience to such an extent that you would sit, sit and sit until you beaten the game.
A Link to the Past is the first appearance of what would subsequently become a major Zelda trademark: the existence of two parallel worlds between which the player travels. The first, called the Light World, is the ordinary Hyrule where Link grew up with his uncle. The second is what was once the Sacred Realm, but became the Dark World when Ganon acquired the Triforce. The Dark World is a corrupted version of Hyrule; the water is a dark, unpleasant green colour, the grass is dead, skulls replace rocks and pots, and trees have faces. People change forms in the Dark World based on their nature; without an item to prevent it (in this case, the Moon Pearl), Link turns into a pink rabbit. Each location in the Light World corresponds to a similar location in the Dark World, usually with a similar physical structure but an opposite nature (e.g. a desert in the Light World corresponds to a swamp in the Dark World, a peaceful village in the Light World corresponds to a dilapidated town of thieves in the Dark World)
This feature is in my opinion unique now and back then and it was pretty cool to see something like this in a game and be sure that me and my friends (my bum "friend" also had this game) stood in awe while looking at these switches between Light and Dark world.
There were many re-releases and sequels but The Legend of Zelda: A link to the Past on SNES is my favorite of them all. To date, A Link to the Past has sold more than four million copies, and has been re-released for the Game Boy Advance and the Wii's Virtual Console. A Link to the Past is one of the best-selling SNES games, with 4.61 million units sold worldwide, and has had an exceptionally long stay on Nintendo Power's top games list: when the SNES list was finally retired, A Link to the Past had more than five consecutive years in the number one spot. It was re-released as a Player's Choice title in North America, indicating that it has sold a minimum of one million copies there.
You see how it's hard to make Top 5 choice? Many will ask where are the games like Final Fantasy III and II, Super Metroid, Donkey Kong Country II and III, Mega Man X series, Super Mario Kart, Super Mario RPG: Legend of the Seven Stars, Super Mario World and Mortal Kombat series. I just love all of these games but I needed to make some get into the list and others just couldn't make it in.
So, there you have it and I hope you enjoyed this article. SNES made a pretty childhood for every kid that had it and most of us wanted it as crazy when we were kids (if you grown up in 90's). Even today I get my SNES going and play old classics that I listed here but many more as gallery of SNES games is very huge and I recommend to anyone who didn't play greatest hits of SNES - that they get right on it.
Sorry if my grammar was a bit off, I hope you forgive me.