[Home]History of LegendOfZelda


Revision 35 . . July 2, 2010 21:03 by 76-14-173-178.wsac.wavecable.com
  

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* Spirit Tracks (NintendoDS?)

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*The one sour point in Ocarina of Time is that it created the "Link yell" sound effect (especially the kid Link, grr), which has been annoyingly duplicated in every game since and even edited into the remake of Link to the Past. Of course, this is a similar gripe to Mario64?'s inclusion of the pengiun cry sound effect. I don't mind bad sound effects, I just hate necessarily repetative bad sound effects.--EvilSouthie
*The one sour point in Ocarina of Time is that it created the "Link yell" sound effect (especially the kid Link, grr), which has been annoyingly duplicated in every game since and even edited into the remake of Link to the Past. Of course, this is a similar gripe to Mario64?'s inclusion of the pengiun cry sound effect. I don't mind bad sound effects, I just hate necessarily repetitive bad sound effects.--EvilSouthie

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Oracle of Seasons/Oracle of Ages (2001) continued with the same Link as the NintendoSixtyFour? games, this time sending Link into other worlds in which he must command time and seasons in order to stop the witches Twinrova from ressurecting Ganon. The games were odd in that while each one was a full adventure, you had to beat both to get to the final boss fight. In addition, the second game you played would, via a password system, turn into a sequel for the first one you played, and you would occasionally be sent back to the first game to retrieve some stuff. Both games played similarly to A Link to the Past, although they brought enough new ideas to the series to be considered original in their own rights.
*Oracle of Seasons was excellent; Oracle of Ages was less so. Seasons had cooler items (the magnetic gloves, for instance), made excellent use of its premise, and had a cool subterreanean world. Ages, on the other hand, felt like it didn't really make much use of the time-traveling trick, and it more or less became another iteration of the Lightworld / Darkworld concept. It wasn't a bad game by any means, it just wasn't terribly memorable. It's worth playing through both, as the password gimic is kind of cute. --AlexBobbs
Oracle of Seasons/Oracle of Ages (2001) continued with the same Link as the NintendoSixtyFour? games, this time sending Link into other worlds in which he must command time and seasons in order to stop the witches Twinrova from resurrecting Ganon. The games were odd in that while each one was a full adventure, you had to beat both to get to the final boss fight. In addition, the second game you played would, via a password system, turn into a sequel for the first one you played, and you would occasionally be sent back to the first game to retrieve some stuff. Both games played similarly to A Link to the Past, although they brought enough new ideas to the series to be considered original in their own rights.
*Oracle of Seasons was excellent; Oracle of Ages was less so. Seasons had cooler items (the magnetic gloves, for instance), made excellent use of its premise, and had a cool subterranean world. Ages, on the other hand, felt like it didn't really make much use of the time-traveling trick, and it more or less became another iteration of the Lightworld / Darkworld concept. It wasn't a bad game by any means, it just wasn't terribly memorable. It's worth playing through both, as the password gimmick is kind of cute. --AlexBobbs

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The Wind Waker (2003) was the first (and only, to this date) Zelda game to be done with cel-shaded graphics, which caused a thousand wankers to scream "TEH KIDDIE!" on message boards across the world. Of course, true afficianados of the series know that Link has usually been a kid in his adventures (Ocarina of Time and Zelda II being the exceptions that featured teenage Link). The Wind Waker followed in the footsteps of Ocarina of Time, but featured a drastically different world design (an archipelego), and thus involved much sailing around. The story, while it starred yet another version of Link, connected heavily to the Link from Ocarina of Time and explained the tragic events that led to this new vision of Hyrule.
The Wind Waker (2003) was the first (and only, to this date) Zelda game to be done with cel-shaded graphics, which caused a thousand wankers to scream "TEH KIDDIE!" on message boards across the world. Of course, true aficionados of the series know that Link has usually been a kid in his adventures (Ocarina of Time and Zelda II being the exceptions that featured teenage Link). The Wind Waker followed in the footsteps of Ocarina of Time, but featured a drastically different world design (an archipelago), and thus involved much sailing around. The story, while it starred yet another version of Link, connected heavily to the Link from Ocarina of Time and explained the tragic events that led to this new vision of Hyrule.

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Four Swords Adventures (2004, and the associated Four Swords add-on to the Link to the Past GBA variant) is designed specifically for multiplayer Link action. While the Gamecube version can be played solo (and in fact is very much fun, and in EvilSouthie's opinion, worth the price of the game by itself), the game truly shines when you get four people to link four GBAs to the gamecube ports and each control an individual Link. Both Four Swords games are "cooperative" in that there's a total score that has to be reached by the end of the level, but since there's also awards for recieving the individual highest score, competition gets pretty fierce. The playstyle and graphics style are very much based on Link To The Past, using effectively the same "world". The enemy is not Ganon this time around, but instead a wind mage named Vaati. Various puzzles around the worlds will depend on being able to use more then one player at once (lifting heavy rocks, pushing heavy switches, standing on multiple triggers), and the cooperative-competive balance is amazing. The GBA version manages to randomly create the layout of the levels with puzzles based on how many people are playing, so the game is "new" each time you play through it, and even then there's added difficulty levels depending on how many times you've played through it. The Gamecube version adds the element of the players being able to play on either the TV or the GBA connecting them to the gamecube depending on where they are and how close to the other players they are. The utter dread that anybody who's played Link To The Past will feel when they see the army of twenty blue soldiers (on the first level, no less) sprinting towards the player on a limited-room bridge is intense.
Four Swords Adventures (2004, and the associated Four Swords add-on to the Link to the Past GBA variant) is designed specifically for multiplayer Link action. While the Gamecube version can be played solo (and in fact is very much fun, and in EvilSouthie's opinion, worth the price of the game by itself), the game truly shines when you get four people to link four GBAs to the gamecube ports and each control an individual Link. Both Four Swords games are "cooperative" in that there's a total score that has to be reached by the end of the level, but since there's also awards for receiving the individual highest score, competition gets pretty fierce. The playstyle and graphics style are very much based on Link To The Past, using effectively the same "world". The enemy is not Ganon this time around, but instead a wind mage named Vaati. Various puzzles around the worlds will depend on being able to use more then one player at once (lifting heavy rocks, pushing heavy switches, standing on multiple triggers), and the cooperative-competitive balance is amazing. The GBA version manages to randomly create the layout of the levels with puzzles based on how many people are playing, so the game is "new" each time you play through it, and even then there's added difficulty levels depending on how many times you've played through it. The Gamecube version adds the element of the players being able to play on either the TV or the GBA connecting them to the gamecube depending on where they are and how close to the other players they are. The utter dread that anybody who's played Link To The Past will feel when they see the army of twenty blue soldiers (on the first level, no less) sprinting towards the player on a limited-room bridge is intense.

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