Why Legend of Zelda 3DS A Link Between Worlds is Still the Best Handheld Game Ever Made

Why Legend of Zelda 3DS A Link Between Worlds is Still the Best Handheld Game Ever Made

Honestly, if you missed out on the 3DS era, you missed the peak of Nintendo’s experimental confidence. I’m not just talking about the glasses-free 3D gimmick. I’m talking about Legend of Zelda 3DS A Link Between Worlds. It’s a game that shouldn’t have worked as well as it did. It was a direct sequel to the 1991 SNES masterpiece A Link to the Past, using the exact same overworld map layout. On paper, that sounds like a lazy nostalgia cash-in. In practice? It was a revolution for the entire franchise.

It’s been over a decade since it launched in November 2013. Most games from that era feel clunky or dated now, but this one doesn’t. It’s fast. It’s snappy. It respects your time in a way that Skyward Sword never did. You aren't sitting through twenty minutes of tutorials. You get your sword, you see the inciting incident, and you're off.

The Paper-Thin Genius of the Wall Merge

The core mechanic—turning Link into a 2D painting—basically changed how we look at 3D space in gaming. It wasn't just a visual trick. By pressing the A button near a wall, Link flattens into a moving mural. You can slide along walls to cross gaps, slip through bars, or sneak behind enemies.

This mechanic was actually inspired by a boss fight in Ocarina of Time. Specifically, Phantom Ganon jumping into the paintings. Eiji Aonuma and his team at Nintendo EAD Group 3 took that tiny idea and built an entire world around it. It forces you to think about the environment as a continuous surface rather than just a floor you walk on. You aren't just looking for doors; you're looking for flat surfaces.

If you're stuck on a puzzle in Lorule, the answer is almost always right in front of your face, literally on the wall. It’s brilliant. It makes the world feel like a giant, tactile puzzle box.

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Why the Rental System Was a Huge Risk

Before this game, Zelda was predictable. You go to Dungeon A, find the Bow, kill the boss, and then use the Bow to reach Dungeon B. It was a linear gear-check. Legend of Zelda 3DS A Link Between Worlds threw that out the window.

Ravio. That weird guy in the purple rabbit hood who moves into your house. He’s the key. Instead of finding items in dungeons, you rent them from him using Rupees. This meant you could tackle the Seven Sages' dungeons in almost any order you wanted.

  1. Want the Fire Rod first? Go for it.
  2. Prefer the Hookshot? Grab it.
  3. Low on cash? Better be careful, because if you die, Ravio’s bird comes and takes all your rented gear back.

This changed the stakes. For the first time in years, dying actually mattered. It wasn't just a respawn; it was a financial setback. Some long-time fans hated this. They felt it stripped away the "reward" of finding a chest in a dungeon. But honestly? It paved the way for the total freedom we eventually got in Breath of the Wild. It was the bridge between the old-school "lock and key" design and the modern "go anywhere" philosophy.

Lorule vs. Hyrule: More Than Just a Reskin

The dark world in this game is called Lorule. It’s ruled by Princess Hilda, who is basically Zelda’s gloomier, more desperate counterpart. While the map is structurally the same as the dark world from the SNES days, the context is way different.

Lorule is falling apart. Literally. The ground is fractured into floating islands, and you have to use the wall-merging ability to slip through interdimensional cracks to get from one section to the other. It feels claustrophobic and dangerous. The music is a huge part of this, too. The Lorule Field theme is a bombastic, tragic reimagining of the classic Zelda march. It's one of the best tracks Ryo Nagamatsu ever composed.

What really hits home is the story. Without spoiling the ending for those three people who haven't played it, the motivations of the "villains" are surprisingly human. It isn't just Ganon being evil for the sake of being evil. It’s about a kingdom that lost its Triforce and turned to rot.

Technical Wizardry on a Handheld

We have to talk about the frame rate. This game runs at a locked 60 frames per second. Even with the 3D depth slider turned all the way up. That is a massive technical achievement for the 3DS hardware.

The smoothness makes the combat feel incredibly responsive. Link’s sword swing is instant. The way the camera shifts perspective when you merge into a wall is seamless. Most 3DS games struggled to maintain 30fps with the 3D on, but Nintendo prioritized performance here because they knew the wall-merging mechanic required visual precision.

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The StreetPass Legacy

Remember StreetPass? It was the coolest thing about the 3DS that we'll probably never see again. In Legend of Zelda 3DS A Link Between Worlds, you could set up a "Shadow Link" based on your current gear and stats. When you walked past someone else with a 3DS, your Shadow Link would appear in their world as a mini-boss.

It was a great way to earn Rupees and Medals. If you had high-end gear like the Red Mail and the Master Sword Lv.3, you became a nightmare for other players. It added an asynchronous multiplayer element that felt meaningful without being intrusive.

Common Misconceptions and Nuance

Some people claim this game is too easy. If you play on Normal mode and you're a Zelda veteran, yeah, you might breeze through it. The bosses have clear patterns and the rental system means you're always over-prepared.

However, Hero Mode is a different beast entirely. You unlock it after beating the game once, and it makes you take quadruple damage. One hit from a simple crow in the beginning of the game will take away two heart containers. It turns the game into a survival horror experience where every movement has to be calculated. If you thought the game lacked challenge, you haven't played Hero Mode.

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Another point of contention is the art style. When the first screenshots leaked, people called it "plastic" or "mobile-looking." But in motion, on the actual 3DS screen, it looks gorgeous. The toy-like aesthetic is intentional. It’s meant to look like a diorama you can reach in and touch.

Essential Tips for New Players

If you're picking this up for the first time on a 2DS, 3DS, or through... other means... keep these things in mind.

  • Farm the Maiamais: There are 100 lost "Maiamai" creatures hidden around the world. For every 10 you find, Mother Maiamai will upgrade one of your permanent items. An upgraded Fire Rod or Bow is significantly more powerful.
  • Don't buy items early: Renting is cheap. Buying is expensive (800 to 1200 Rupees). Only buy an item once you're sure you're going to use it constantly, or if you're tired of Ravio taking your stuff back when you fall into lava.
  • Check every wall: If a wall looks slightly different, or if there’s a trail of flowers leading to a cliffside, try merging. There are hidden caves and Rupee stashes everywhere.
  • Talk to the birds: Save points are scattered everywhere. Use them. Not just to save, but to fast-travel using Irene’s bell.

Why It Still Matters in 2026

We’re living in the era of "Open Air" Zelda with Tears of the Kingdom and its massive, sprawling maps. Those games are great, don't get me wrong. But there’s something lost when a game gets that big.

Legend of Zelda 3DS A Link Between Worlds represents the perfection of the "tight" Zelda formula. Every screen has a purpose. Every bush might hide a secret. There is zero filler. You can beat the main story in about 15 hours, and every one of those hours is packed with discovery.

It’s the ultimate "commuter" game. You can finish a dungeon on a train ride, or hunt for Maiamais while waiting for a doctor's appointment. It's a reminder that a game doesn't need a 100-hour runtime to be legendary. It just needs a brilliant core idea and the guts to let the player choose their own path.

If you have a 3DS gathering dust in a drawer, this is the reason to charge it up. It isn't just a tribute to the past; it’s a masterclass in game design that stands entirely on its own two feet.

Practical Steps to Take Now

To get the most out of your playthrough, start by focusing on the Eastern Palace to get the wall-merge ability as soon as possible. Once you have it, spend an hour just exploring the Hyrule map before touching the next dungeon. This will give you enough Rupees to buy—not rent—the Bow and the Bombs, which are essential for most early-game secrets. Finally, keep an eye out for the "Hint Ghosts" if you get truly stuck; they require Play Coins (or a bit of walking) to give you a nudge in the right direction without spoiling the puzzle entirely.