Wind Waker missing dungeons

NES, SNES, N64, Gamecube, Wii
msimplay
64-bit
Posts: 379
Joined: Tue Apr 11, 2006 4:13 am

Re: Wind Waker missing dungeons

Post by msimplay »

fastbilly1 wrote:Ok Ill admit that I hated Phantom Hourglass and Twilight Tracks because of the stylus controls, but I recently discovered a way to play them that REALLY made me happy. If you have a flashcart and an updated cheat database, you can play the games where you move with the dpad and can play it mostly like it should have been
gtmtnbiker wrote: So does handle running, rolling, super slow walk, spin attack, slash without using the stylus?
It replicates every move to button presses but the game was made with touch controls in mind and so when using buttons the game becomes a lot easier.
Also coming from Wind Waker to the DS games the DS versions lacked the advanced sword techniques Wind Waker had which were the best on Wind Waker so far.
Twilight Princess suffered from Waggle and Ocarina of time was adequate for now and good for its time but the DS games made concessions to accomodate the touchscreen controls although it did add new mechanics not possible otherwise such as the boomerang.
I still feel the controls would have been better mostly as button presses and the occasional use of touchscreen instead.
gtmtnbiker wrote: I can understand why the developers used the stylus on the DS because they're trying to replicate analog controls. I found it very natural to use and easy to learn. Sure, there was an occasional time when it did a slash instead of a roll but for the most part, the controls worked well.

Sometimes you just have to try sticking with something before giving up on it. I will admit that the Super Mario 64 stylus controls took me a while because I was going between the different ones but then I stuck with it and it was very comfortable for me.

I can see with the 3DS that Nintendo might offer dual controls (stylus and analog) for future Zelda games. I'll definitely have to give that slider a try.
Yeah I understood why the touchscreen was used to replicate analog control but in all honesty I didn't really like it.
I was the opposite when it came to Mario 64 I started off using the Stylus controls as I couldn't imagine playing the game without analog however I switched to standard dpad with a button for run which I found more accurate.

I'm not opposed to the slider its a worthy alternative to analog stick I've gotten used to the analog nub on the PSP
User avatar
Xeogred
Next-Gen
Posts: 14387
Joined: Thu Apr 02, 2009 7:49 pm
Location: KC

Re: Wind Waker missing dungeons

Post by Xeogred »

CFFJR wrote:
Xeogred wrote:On that note I'm still kind of disappointed the 3DS doesn't have dual joysticks, when it looks like there's definitely enough room for it.
Agreed.

I figure they're just more focused on the touch screen again, which is no surprise. But a second stick still would have been nice.

Edit for a sidenote:

I've been meaning to ask you, how did you change your username?
And I have no interest in the touch screen at all outside of menu's... I hope they tone that focus down a bit as compared to the DS. One of the best things about CV:OoE is that they finally said screw it to the stylus, haha.

And for the name change I PM'd an admin about it.
Image
HLTB | PSN Trophies | RFG (WIP)
Incognito D
128-bit
Posts: 614
Joined: Mon Dec 01, 2008 2:05 pm
Location: Scotland

Re: Wind Waker missing dungeons

Post by Incognito D »

msimplay wrote:
Twilight Princess suffered from Waggle...
not on Gamecube :wink:
Image
msimplay
64-bit
Posts: 379
Joined: Tue Apr 11, 2006 4:13 am

Re: Wind Waker missing dungeons

Post by msimplay »

Incognito D wrote:
msimplay wrote:
Twilight Princess suffered from Waggle...
not on Gamecube :wink:
I know but i completed the game now can't be assed to play it again plus the game is madly expensive to buy in comparison to the Wii version.

Btw since you have played the Gamecube version does it have the sword play Wind Waker had ?
Incognito D
128-bit
Posts: 614
Joined: Mon Dec 01, 2008 2:05 pm
Location: Scotland

Re: Wind Waker missing dungeons

Post by Incognito D »

msimplay wrote:
Incognito D wrote:
msimplay wrote:
Twilight Princess suffered from Waggle...
not on Gamecube :wink:
I know but i completed the game now can't be assed to play it again plus the game is madly expensive to buy in comparison to the Wii version.

Btw since you have played the Gamecube version does it have the sword play Wind Waker had ?
what do you mean? - does Link use the exact same moves in TP as in WW?

I haven't played TP since its release, so I can't remember exactly, but it's certainly similar.
Image
msimplay
64-bit
Posts: 379
Joined: Tue Apr 11, 2006 4:13 am

Re: Wind Waker missing dungeons

Post by msimplay »

Incognito D wrote:
what do you mean? - does Link use the exact same moves in TP as in WW?

I haven't played TP since its release, so I can't remember exactly, but it's certainly similar.
No I didn't say exact same I said the sword play like that Kung Fu guy in WW taught more advanced moves as you got further into the game.

But its okay you answered the question :P
User avatar
Xeogred
Next-Gen
Posts: 14387
Joined: Thu Apr 02, 2009 7:49 pm
Location: KC

Re: Wind Waker missing dungeons

Post by Xeogred »

Glad this was brought up, since we were talking Oracle of Seasons/Ages, I started up Seasons last night and it seems amazing so far. Though I was curious if I'd miss out on anything by emulating these two games, since I hear they connect in some way... is that still possible via emulation? I really have no idea how they connect.
Image
HLTB | PSN Trophies | RFG (WIP)
Flake
Moderator
Posts: 8075
Joined: Wed Dec 16, 2009 3:27 pm
Location: FoCo

Re: Wind Waker missing dungeons

Post by Flake »

Xeogred wrote:Glad this was brought up, since we were talking Oracle of Seasons/Ages, I started up Seasons last night and it seems amazing so far. Though I was curious if I'd miss out on anything by emulating these two games, since I hear they connect in some way... is that still possible via emulation? I really have no idea how they connect.
When you finish one game, you are given a code to put into the next game. The code is based on your own gameplay, so it is unique.

That code alters the gameplay in the next game and when you finish it, you are given ANOTHER code to put back into the original game. Then you get to see the true end of the Oracle story.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
User avatar
Xeogred
Next-Gen
Posts: 14387
Joined: Thu Apr 02, 2009 7:49 pm
Location: KC

Re: Wind Waker missing dungeons

Post by Xeogred »

That sounds crazy awesome. And I guess I should ask, does it really matter which game you go with first? Was Seasons a good choice? (honestly Ages looks and sounds cooler to me, so I figured I'd save the best for last perhaps).

That almost sounds like if I go with Seasons then Ages, if I do that in reverse it'd make the whole experience different another time around?
Image
HLTB | PSN Trophies | RFG (WIP)
Flake
Moderator
Posts: 8075
Joined: Wed Dec 16, 2009 3:27 pm
Location: FoCo

Re: Wind Waker missing dungeons

Post by Flake »

Xeogred wrote:That sounds crazy awesome. And I guess I should ask, does it really matter which game you go with first? Was Seasons a good choice?

That almost sounds like if I go with Seasons then Ages, if I do that in reverse it'd make the whole experience different another time around?
I'm going off of what I have heard because I am actually on my own first play through of Seasons right now as well.

Seasons is supposed to be more action oriented and Ages is supposed to be more puzzle oriented.

So the idea is that the second game you play through will be less difficult - though I don't yet know how that is. I do know that the story is pretty much the exact same no matter how you play.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
Post Reply