Zelda wind waker android download






















It really is impossible to play the new Zelda without first letting its new toon-shaded visual style wallop you over the head. Link, all of his enemies and his entire world have all been created using simple, expressive shapes and bright colors, but everything moves with absurdly smooth animation.

The final result is a game that looks like a 3D cartoon. But while Miyamoto is throwing Zelda fans a graphical curveball, he has wisely left the classic gameplay intact, choosing only to add compelling new aspects to the established system.

If you've played Ocarina of Time or Majora's Mask on the Nintendo 64, you'll know exactly what to do here. This pint-sized Link runs, auto-jumps, climbs and fights just like his N64 forerunner. You still lock-on to enemies and assign subweapons and items such as the hookshot or boomerang to various buttons see the big screen to the right for a closer look.

Link does have some nifty new moves as well, including a Solid Snake-style wall shimmy, rope-swinging skills and the ability to pick up enemies' weapons. Link's new stealth moves came into play in one of the demo's levels, in which he explores the "Island of the Mystical Beast," a heavily guarded fortress. Hiding in the shadows, edging along walls and crawling through ducts help avoid capture here.

Giant searchlights sweep through the area, and Link can even hide inside a barrel to elude the nasty patrolling Moblins. It's this kind of intense gameplay that eliminated any concern over Zelda's challenge being scaled back to match the new kiddie look.

Another playable area featured a colossal centipede living in a pool of molten lava. While it was tempting to just stand and stare in slack-jawed amazement at this beast and its writhing animations, we found that fighting the monstrosity was actually the highlight of Zelda demo. Link's meager sword was no match for the critter's armored skin; we needed a little ingenuity to prevail.

With Link's hookshot and a careful aim, we swung over the fiery pit and loosened a large boulder looming overhead. Three of these swings brought the rocks tumbling down onto the monster, weakening it enough for our sword to hurt it.

And there ya go: a perfect Zelda boss battle--challenging, innovative and breathtaking. So, now that you've seen the amazing new graphics and experienced the solid game-play, what else about Zelda could surprise you? The plot. The game's official tagline, "The Legend is Reborn," is right on. As the game opens, Link celebrates his 12th birthday with his grandmother and sister in their quaint fishing town. Grandma gives him his trademark green duds, while Arril, his sis, presents him with a nifty telescope.

He looks skyward and spies a huge, evillooking bird being attacked by a nearby pirate ship. The frazzled bird drops a mysterious girl into the forest and Link investigates. Just as he reaches her, however, the bird swoops down and snatches Arril with its talons.

With a sword in hand and a damsel in distress, Link's adventure has begun. We like the intro and new characters, but questions fill our heads. Where is Princess Zelda? What about series boss Ganon? Is this world even Hyrule? Sadly, Miyamoto isn't talking about the storyline. All we got out of him was a sly, elfin smile. When Nintendo announced their decision to use cel-shading for the next Zelda, there were few initially who were enthused about the idea to say the least.

Reducing Link from the realistic, highly detailed action hero many were hoping for, to essentially a goony looking cartoon didn't sit well with many die hard Zelda fans, including me. Fixed various bugs that could occur when the Fire Mountain and Ice Ring Isle cave entrances were randomized. New features: Implemented color presets for custom player models.

The model's author can optionally include sets of colors with the model that can be selected via a dropdown in the randomizer's UI. Custom player models can now optionally include a custom ship model for the player to ride. Custom player models can now allow recoloring the player's sclera. Added an option to remove all music from the game. Added an option to disable custom item models that come with custom player models.

The Pirate Ship item location on Windfall is now part of the Minigames category. The trigger for the Phantom Ganon fight at Forsaken Fortress no longer extends infinitely upwards above Phantom Ganon like it did in vanilla.

This means you can fight Helmaroc King without first defeating Phantom Ganon which can now be required by the logic. Prevented the cutscene where Ivan tells you about Mrs. Marie's birthday from triggering automatically as you leave the school.

You can still trigger it manually by talking to Ivan, in case you want to get the unrandomized Joy Pendant in the tree. When the Swift Sail tweak is enabled, the ship's cruising speed is now also increased. When the randomizer runs out of items to place e. Hyrule Castle now has Moblins and Darknuts in it. Killing them is not necessary to progress like in vanilla. Outset will now play its alternate theme once you've opened a certain chest.

Drastically improved the performance of recoloring the player model preview image in the randomizer's UI, especially when lots of different color options are changed from the model's defaults. Added more custom color options for the vanilla Link model. Its effect is the same, just flipped.

Bug fixes: Fixed a bug introduced in 1. Fixed a vanilla bug where respawning Magtails that are killed by shooting them in the head with Light Arrows would not respawn. Fixed a vanilla bug where the stone faces in the Tall Basement Room of Wind Temple that spawn Bokoblins wouldn't allow the chest in that room to spawn until you look at the empty spot where the stone face fell and broke apart after you kill its Bokoblin. Potentially fixed a vanilla issue when sailing on the sea for a long time that could result in the game running out of memory and reloading the sea with a fade to white.

Fixed Big Octo eyes not changing color very much when destroyed if the enemy palette randomizer was on. Fixed Mighty Darknut and Phantom Ganon's capes sometimes being transparent when the enemy palette randomizer was on. Fixed the floor of the roof of Forsaken Fortress's tower being recolored along with Helmaroc King when the enemy palette randomizer was on.

Fixed a bug introduced in 1. Added an option to randomize all enemy colors. You can now choose how many Heart Containers and Heart Pieces you want to start the game with.

The Magic Meter Upgrade is now included in the list of items you can choose to start the game with. Added buttons to randomize the selected player model's custom colors.

Custom player models can now allow recoloring Link's pupils, as well as allow changing skin color without recoloring the inside of Link's mouth. Custom player models can now optionally include a custom LkAnm. Only animations that change textures. The randomizer will ignore changed bone animations and use the originals since bone animations can affect gameplay.

The item given by the final withered tree is now properly launched out with momentum like in the vanilla game instead of simply falling down. Whether you choose for the player to wear casual clothes or hero's clothes is now always respected. This option now overrides Second Quest forcing you into casual clothes, as well as loading a save file where you started with the opposite option selected. Renamed several Windfall item locations to be more descriptive.

Removing the videos from the title screen and ending is now optional instead of always being enabled. Bug fixes: Fixed a vanilla softlock when re-entering Forsaken Fortress via the left half of the big door on the second floor. Fixed a vanilla bug where Morths that fall out of bounds would not be considered dead.

They are now automatically killed after falling out of bounds. Fixed a vanilla softlock where cutting a Stalfos in half and then killing its upper half with Light Arrows would not also kill its lower half, making it impossible to kill all enemies in the room.

Because this bug is now fixed, the randomizer's workaround to avoid this where Stalfos were made completely immune to Light Arrows has been reverted, so Stalfos can be killed with them again like in vanilla. Fixed a vanilla bug where non-respawning Miniblins would not be fully considered dead when killed with Light Arrows. Fixed a bug in the vanilla code where Jalhalla would not consider his spawned Poes dead and decrease his HP if they are killed with Light Arrows.

Fixed memory corruption that occurred when the randomizer's custom code spawned the item given by the final withered tree, which was likely the cause of extremely rare and inconsistent bugs happening then or shortly after, such as the game softlocking or crashing.

Fixed a bug where Beedle would not tell you the total price he is willing to pay you for spoils you offer him. When sequence breaking DRC and going backwards, the game will no longer stutter for a second when you approach the back side of a door that has a boulder on the other side of it while the randomizer's custom actor is deleting the boulder.

Fixed a bug where being sucked into the center of the Outset whirlpool would not stop the whirlpool music from playing. Fixed colored lines appearing on the vanilla Link model when you select certain custom color combinations.

Changes: When a spoiler log is not generated, the random item layout of a given seed will now be different between the release and the source versions of the randomizer, in order to prevent cheating by learning the item layouts from the source version and using that information for races with the release version. Added an option to make Tingle Chests not materialize when you use the Tingle Tuner's bombs on them, so you must find the normal bombs item to access them.

Item location hints will no longer hint at the location of boss reward items when race mode is on. Each fishman hint is now duplicated about the same number of times across all islands, instead of some hints being duplicated much more than others. Removed some unnecessary information from the "Options selected" section of the logs.

Bug fixes: Fixed an issue with swordless logic where you could be required to get to floor 30 of Savage Labyrinth with the fully upgraded bow as your only weapon and no grappling hook, which could be impossible on some seeds with only 30 arrows and no way to replenish them.

The randomizer will no longer allow you to use a custom player model if its filesize is so large that it could cause the game to crash or bug out. The randomizer will now show an error during randomization if the chosen custom player model's color masks have invalid colors in them instead of silently ignoring the issue.

New features: Added a randomized item in a chest to Jabun's cave. Leave a Reply Cancel reply Your email address will not be published. We use cookies on our website to give you the most relevant experience by remembering your preferences and repeat visits. Manage consent. Close Privacy Overview This website uses cookies to improve your experience while you navigate through the website.

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