Throughout the history of video games, there have been certain names that are so iconic, their mere presence on a game box implies greatness. One such name applies not to a scrappy hero, off to save the day yet again, but rather to a petite princess who, despite having almost two decades to beef up security at the palace, still manages to get herself kidnapped with startling regularity. I'm referring, of course, to Zelda. Although plenty of Zelda titles have been released for the GBA so far, they've all been re-releases of one form or another, which is great for newcomers to the series or folks who don't feel like hooking up their 8- and 16-bit systems, but frustrating for gamers craving new adventures with their favorite "fairy boy," Link. So if I said that fans of the series will want to drop everything to get their hands on a copy of The Legend of Zelda: The Minish Cap (TMC), it wouldn't be all that surprising. But I'm not going to say that. Instead I'm going to say that every single person who owns a GBA and likes fun should drop everything to get their hands on a copy of The Legend of Zelda: The Minish Cap. People who enjoy being tortured by crappy control, muddy graphics, and stale gameplay need not apply.

That is a Master Sword in my pocket, and I am happy to see you

Although I will likely get all sorts of hate mail for what I'm about to say, it's the truth, and you know it: the Zelda series was seriously in need of a shot in the arm. Although each individual title is absolutely brilliant, as a whole, the series suffers from an overwhelming feeling of sameness, despite being spread across five different systems. (No, I'm not counting the CD-i releases, and neither should you. They are an abomination, a pox on all that is good and right in the world of gaming. Better to suffer a thousand Daikatanas than a single Wand of Gamelon!) Although Wind Waker's graphic overhaul did shake things up a bit, leaving gaming forums blazing with thread upon thread slamming "The Legend of Cel-da"'s new look, it didn't mess much with the actual gameplay formula that had been in place since the SNES years. Long-time fans of the franchise encountered the same enemies, weapons, and world layout that they'd come to expect from a Zelda title. Even the dungeons seemed to be suffering from déjà vu. The Minish Cap manages to breathe fresh life into the series by combining the familiar elements of its predecessors with brand new gameplay experiences in such a way that'll make players feel like giddy Zelda virgins all over again.

The action of The Minish Cap begins when an evil sorcerer turns poor Zelda to stone. Link (actually, the game allows players to name the character anything they like. I called mine "Brunch," but we'll go with Link for the sake of tradition) is sent off to find the tiny Minish, a race of gnome-like creatures who can only be seen by children. It seems that the Minish are to blame for a lot of what happens in the Zelda universe, including the triforce, the master sword, and even all those rupees hidden in the tall grass. Vaati, the evil sorcerer who put the whammy on our favorite royal personage, was once a Minish himself, but he tired of toiling to make us unappreciative humans happy, and instead decided to find his own bliss by pursuing the dark side. In one of his more mean-spirited moments, he turned fellow Minish Ezlo into a talking hat. Ok, granted, as evil deeds go, it's pretty tame, but it does make life a bit challenging for Ezlo, whose lack of legs makes it rather difficult for him to get around. Fortunately, Link not only has legs, but also a head, so when he encounters the unfortunate chapeau, a partnership is quickly forged. Ezlo is a chatty companion, offering all sorts of advice on defeating enemies, navigating dungeons, or even just where to head next. More importantly, though, he can shrink Link down to Minish size, which opens up a whole new level of adventuring, as drops of water become impassable lakes and shelves become thoroughfares. Being tiny also apparently comes with a Doolittle-esque side-effect, as Link can talk to animals that normally wouldn't give him the time of day. If they had watches, I mean. He can also, naturally, talk to the many Minish that are hidden to the naked eye of the grownups. The shrinking mechanic comes into play most vitally in dungeons, where it's often necessary for reaching certain rooms or defeating the bosses. In the overworld, it's used more for simple exploration and to flesh out the storyline. The gameplay itself doesn't change very much when Link is super small, but the diminutive scope of the environments is absolutely charming and a refreshing change to the scenery we've become so very used to.

Something old, something new…

Minish Cap has a few other nifty tricks up its green sleeve, however, with the addition of some brand new weapons, such as the Mole Mitts and the Gust Jar. As the name implies, the Mole Mitts allow Link to carve tunnels through the hillside, while the Gust Jar, much like Ping Pals for the DS, both sucks and blows, uncovering items or passageways covered by dust and cobwebs. Traditionally, the items in Zelda games have been used in fairly specific, limited ways, usually to successfully navigate the dungeon in which they were found. Part of the appeal of Minish Cap is figuring out the many different ways to use the new items, such as using the Gust Jar to act as a motor for a leaf-boat or the Pacci cane to send Link flying up out of a hole. As Link upgrades his sword, he can also use special panels to create temporary copies of himself, useful for activating switches or pushing especially heavy rocks.

Another new element of Minish Cap is the kinstones, another Minish invention. Kinstones are circles that have been split in two, the halves scattered across the world. If two people join the matching halves of a kinstone, they're both supposed to have good luck. Link finds kinstones in all sorts of places throughout the game; in treasure chests, long grass, after killing enemies, and can then join them with the folks he meets in the game. The effects of joining kinstones are usually fairly random, but for the most part grant Link access to rupees, mystical shells, fairies, or heart containers. Although kinstone fusion is required in a few places to advance the game, by and large it's entirely optional. Players who want to find each and every last little secret in the game will have a fun time tracking down all of the goodies the fusions reveal, but players who don't want to be bothered don't have to be. Before you decide which kinstone path to take, be advised: fusing kinstones and taking advantage of the secrets they reveal makes the game much, much easier. Those looking for a more challenging adventure may want to skip that aspect of the gameplay.

Zelda purists need not worry, however; Minish Cap stays true to its roots, playfully acknowledging its heritage with a wealth of cameo appearances. The rock-like Gorons dig through the dirt, Malon sells milk from the Lon Lon Ranch, and Syrup the witch brews potions in the forest. Link can even use his Ocarina to warp from key location to key location, something for which I would personally like to thank the developers. (Thank you.)

You look like a million rupees

Much like the cast of "Desperate Housewives," the older the Zelda franchise gets, the better it looks. Minish Cap is a real stunner, with bright colors and cartoony character design. Although a lot of the old characters and enemies are making reappearances, new characters add their own flavor. My personal favorites are the ghosts who attack by holding you close and licking you senseless, sort of like a gigantic puppy. The shrinky-dink environments are simply charming, as Link scampers under giant leaves and past enormous acorns. The dungeon settings might not be particularly groundbreaking, (a swamp, an ice cavern, a fiery mine), but the level design within them is simply brilliant, taking full advantage of Link's new shrinking and copying abilities.

The most subtle, but by no means least important, upgrade to the handheld Zelda library is Minish Cap's fantastic musical score. Never obtrusive, it serves as the perfect backdrop to the action, whether Link is strolling through the streets of Hyrule or climbing to the top of the rocky Mt. Crenel.

There's a "but" coming, I can just sense it…

For all of the items in Minish Cap's "Pro" column, there is but one item in the "Con" column: it's just too darn easy. The dungeons, though fantastically designed, are fairly small and light on monsters. Although one or two bosses prove tricky, it's entirely possible for players to finish the game without dying once, especially if they've taken the time to fuse kinstones and track down all of the heart containers and fairy fountains. In the overworld, the few enemies that exist simply don't do much damage, and are very easy to avoid. Fans expecting a robust challenge may be disappointed by Minish Cap's low level of difficulty.

The Legend of Zelda: The Minish Cap is sort of like a greatest hits album. It takes all of the best stuff from previous Zelda titles, and adds one or two new elements to make it all seem fresh. Gamers new to the series (having apparently just crawled out from under the rocks they've been living under for nearly 20 years) will definitely find Minish Cap to be a fun, accessible introduction to one of Nintendo's most beloved franchises. Long-time Zelda groupies will find everything they've come to love about the series, and then some. For those who weren't paying attention, that means that no matter who you are, you have no excuse to not get this game. It's great, you'll like it, 'nuff said.