Nintendo is evil. Nasty. Downright diabolical. With The Legend of Zelda: Four Sword Adventures, they are quickly wearing away at the fact that I don't own four GBA systems, nor do I own four link cables. But if they keep coming out with games like this, I just may be shelling out the several hundred dollars needed to get the full experience they're trying to offer. Wonderful, talented, innovative jerks.

At first glance, The Legend of Zelda: Four Swords Adventures looks like just a remake of A Link to the Past, the classic Super Nintendo game that marked the third entry in the popular Zelda series. The graphics seem somewhat dated, and knowing Nintendo's penchant for remaking everything under the sun (still waiting for Duck Hunt Extreme, though), it may be easy to write this off as just another one. But, like momma always used to say, don't judge a game by its screenshots.

This is a brand new Zelda adventure, through and through. Some of the environments are definitely reminiscent of A Link to the Past, and not having played the GBA version of Four Swords I was treated to a new story, different adventures, and innovative gameplay.

Most of the innovative gameplay comes from the fact that there are now four Links. Whaaaa? Well, yep, there are four Links. You see, when he draws the Four Sword, he splits into four identical Links. It has to do with midochlorians and genomes and nanotechmalogee. Yes indeed.

Anyway, as the four Links go through their adventures in Hyrule, you'll almost see a best-of from all of the Zelda games. You'll notice Link's house from A Link to the Past, the desert section of the original game, even Lon Lon Ranch from Ocarina of Time. Enemies are also varied, with many coming from the Super Nintendo classic but others from as recent as The Wind Waker.

As a one-player game, Four Swords Adventure is strong. You control the lead Link (always in green) while the other three follow you right on your heels. You can even switch up their formation, from four-horizontal to four-vertical, from diamond formation to block formation. Unfortunately, unlike the multiplayer game, the other three Links can't just go off and automatically attack or defend based on your orders, but you can take individual control of each one if need be.

But yes, the meat of the game is in the multiplayer mode, and that is where the biggest flaw is also realized. If you don't happen to have at least two GBA systems and two link cable, you can forget about playing it with a friend. In fact, you aren't even able to play the mini-games of Tingle's Tower or Shadow Battle against computer-controlled opponents. So you best do yourself a favor, get that suit on, gel back that hair, and get to the mall and socialize with folks who do have a GBA and a link cable. Continuing...

Multiplayer mode is truly fantastic. Not only is there a sense of cooperation when trying to defeat all foes in your way, but there are Force Gems throughout that affect your overall ranking at the end of each level. The absolute greed that comes through in four Links scrounging for every last gem is a sight to behold.

There are also a number of puzzles to accomplish as a team. Whether it be all four players pulling a heavy lever together or standing on a raised platform to open a doorway, there are a number of times when all four need to be on the same page. The one-player game also allows you to do the same thing, albeit in a more time-consuming fashion, but there are still some genius puzzles to be solved no matter how many players you play with.

So what do the GBA systems actually do during the game? It allows each Link a certain amount of freedom when on a particular screen. If there are a couple of house and caves, the Links can go their separate ways and explore the region on their Game Boy Advance before coming outside and proceeding to the next screen together. It's pretty innovative and a nice change of pace, and it definitely adds to the frantic pace of trying to get all the treasure before your teammates/opponents.

It also seems a big reason for why the graphics are way below what the GameCube is actually capable of. Instead of jarring you back and forth from one art style to another, the transition from the GameCube to the GBA is seamless. That's not to say there aren't special flourishes in the GameCube overworld. Setting a bush on fire now creates a chain reaction with flames billowing out of control, while swimming in the lakes and rivers leaves behind glistening ripples on the water's glossy surface. While not huge uses of the GameCube, these are great, subtle touches that add up to an overall beautiful presentation.

In addition to the Hyrulean Adventure, multiplayer also extends to eight mini-games you can unlock by meeting Tingle at Tingle's Tower, and also to Shadow Battle. The mini-games range from things like a horse race to "Hammer Tag," where someone is "it" and they have to tag someone else with a hammer so they become "the one who is it."

As for Shadow Battle, you start off with five arenas and unlock five more by finishing the game, and this is just a free-for-all between the four Links. The battles take place in an overworld and also within houses and caves, and the chases from GameCube to GBA and back are a lot of fun. Items are also placed strategically so you can assault your opponents with everything available to you within the game, from bombs to arrows and more.

Overall, this game is a must-have no matter what your GBA ownership situation is like. The story and adventure are original to the Zelda series, and if you only get it for the one-player game it's still a lot of fun. The real meat of the game comes in the multiplayer aspects, and that's where you'll find yourself quickly trying to do the math in your head. It is hard trying to justify the expense of four GBA systems and four link cables, but The Legend of Zelda: Four Swords Adventures is that great of a multiplayer experience where it actually goes through your head for a moment. Nintendo, you suck because you rule.