Hence me referring to Zelda 1, There's very little z-sorting going on in that game. Introducing an angled view is of course a lot of fun to work on, but once you have it working it means that you'll have to draw all the stages with that in mind which increases the size of the project considerably. Talking man-hours here
Just wanted to step in with my non-existent knowledge of what z-sorting even is.
About the angled view (seeing all walls around you, not just the one north) I imagine that shouldn't be that much of a problem. Sure, it means more tiles, unless it is easier to just flip/mirror tiles using the Lynx hardware. In that case you would only need one wall and could flip it.
But the things like movable blocks don't need to be correct in perspective. It's not like they are actually warped on other systems to have an accurate perspective when moved throughout the room. They are either that stylized top-down-view from the center, but with the sides visible, or stanndard top/front view all the time like the characters.
Just for fun I made a little mock up.
On the left we have micro-Zelda with tiles of just 8x8. It looks minimalistic, but I'd argue that in it's own way it would still look nicer than NES Zelda. On the right I did the 16x16 version. Link is also as big as on NES, but looks much better imo.
On each we have Link, the walls in the typical perspective, and a block to push that doesn't need to be changed in perspective (EDIT: accidently erased the block in 16x16, but it's essentially the same as 8x8 anyway XD).
I agree that the lack of height on the Lynx screen confines the space a bit, but seeing that such a project would not be a port, but a clone the game could be designed around that. You can design rooms accordingly, and even flip screen in a single room if necessary, with the bad guys not following maybe.
Or what about using tiles of maybe 12x12? The middle ground between Micro Zelda (allowing bigger game area on-screen) and NES-Zelda (maybe too zoomed in on Lynx).
Edited by 108 Stars, Mon Jun 23, 2014 12:03 PM.