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Legend of zelda sprite master sword beam animation
Legend of zelda sprite master sword beam animation






legend of zelda sprite master sword beam animation

The kinstones play a part in the biggest sidequest of the game, with many NPCs having half a keystone to which you can match to your own collection.

Legend of zelda sprite master sword beam animation full#

There are items, paths and caves superfluous to your quest, full of goodies, money, pieces of heart and kinstones. If you do race through the game really quick, there's an almost solid guaruntee you won't have done everything there is to do in the game. This is frustrating when you've gotta walk them all through a veritable gauntlet just to get them all to stand on some buttons or stab switches. If one of your clones walks into a wall or walks through a block or an enemy/projectile - it's curtains for your identikit brethren. So if the glowing blocks are in a certain unusual formation, once you transform, you are locked into that formation.

legend of zelda sprite master sword beam animation

The abilities it gives you and the challenge therein is just like Four Swords! Where it's different in this game is that you can't control each Link seperately or change formation. There are some puzzles similar in difficulty to the best ones in Four Swords adventures on the Gamecube:Īs you progress, you will infuse your sword with more and more power - enabling you to split into 2, 3, then 4 Links by standing on upto 4 glowing blocks and charging your sword. One thing that gets your brain going quite a bit: I think there will be quite a few people out there who have the same trouble. basically, when I have eventually figured out where I've been going wrong, I have been tending to regard it all in hindsight like "oh my god, that was obvious". I'd be interested to see what others make of the difficulty because. Luckily, pressing select is akin to pressing up-C and speaking to Navi in Ocarina of Time: Ezlo (your talking hat) will give you helpful hints or tell you where you should be trying to get next. You'll use the big key in a dungeon and only be half way to the dungeon's boss. But in reality there are six dungeons or something like that, and getting to each one can be a dungeon in and of itself. Looking at the map after a couple of dungeons, you could be forgiven for thinking the game might be quite small. At times I've been moseying on along, right as rain, actually thinking "perhaps this game is too easy?" - and then all of a sudden I'm retreading ground in a vain attempt to figure out what I have or haven't done. wind stones/tablets, flower arrangements, pots, holes in the ground) - you really get to know your limits pretty well, and for quite a large part of the first three dungeons - you progress steadily at a nice pace, with little hindrance. Once you realise what certain things are and what they look like (ie.

legend of zelda sprite master sword beam animation

And in some major strokes of genius - simply pushing boulders into holes, leaping your way to once unreachable areas, or having a good old toot on an ocarina will give you a shortcut to and from your newly accessed area from then on in. Soon enough - albeit after some hefty journeying - your new items, kinstones and other things will open the way for you. There are areas of the map and certain screens that I have been going nuts trying to reach. Things are well thought out and well designed in general. Shallow waters become like Lake Hylia itself, complete with the prospect of drowning. He can't tread through thick grass without trouble. Link has had a history of just waltzing into peoples' houses and smashing pots unannounced, but no more! As mini Link, he can't go from flat ground to a simple bit of raised concrete at the foot of a doorway. But it's all laid out so that it's both realistic, and impossible to get everywhere straight away. As soon as you start wandering around Hyrule Town (not far from your starting point), you can see tiny door ways, path-like flower arrangements, and tiny bridges over water, ladders up bookcases etc. That isn't to say either aspect is too easy, it's just that early on - you hopefully won't die very much. The earlier dungeons are fairly straight foreward, and the bosses not too taxing - and you get eased into the whole Honey-I-Shrunk-The-Link business. And so your adventure begins.įor me, this game showcases a very new balance of things in terms of difficulty. Ezlo, in a Star Wars-esque Master-Padawan type scenario, has unfinished business with Vaati.








Legend of zelda sprite master sword beam animation