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Edjamakated

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Everything posted by Edjamakated

  1. What the hell? The Microphone in the controller isn't for Online multiplayer BULLSHIT! It's for setting up your game period.
  2. Your missing the point. It's not so much the functionality of the system as it is the ease of use. Your not looking at the intuitiveness of all this. Nintendo is here to market to both you and non-gamers. Non-gamers don't know what the hell online gaming truly is. They don't know how it works and how you actually go about playing. That's why Nintendo has WiFi built-in, that's why Nintendo has a free internet service, and that's why Nintendo is trying to make it so easy to connect. Now, imagine Nintendo holding a demostration where it show's this very simplistic "phone-like" online connection. Non-gamers are going to understand instantly. "So I click my friend to call them, then we can sort out what to play as if it were a phone? Ok....I can do that" and also "Oh, so when I here my Wiimote ringing, I simply press "A" to answer, then I sort out what I want to play? Ok....I can definitely do that." It's all very simple. Also, it keeps the focus on gaming. While your cooking, or reading a book in your room, if you hear your wiimote ringing, that means you have a change to play with your friend.
  3. IMPORTANT I don't post very often, if at all anymore, but to those that have read my posts one thing is for sure -- they shouldn't be takin' lightly. I did, afterall, design a mock-up that was uncanny to the Wiimote (before it was revealed of course). Anyway, as this thread mentions in its title, I believe there is a last secret. However, while you all seem concerned with new hardware and the like, I bark up a different tree. You see, instead of hoping for a new feature (though there will definitely be one), we should instead combine what we know and see what possibilities are capable. What are these peices of the puzzle? Well, actually, two new peices became apparent during Nintendo's pre-E3 press conference. WiiConnect24 A speaker in the Wiimote. Now, alone they don't make much. However, with a little creativity and hope, something amazing comes into view. You see, what if we add a Microphone into the equation? What if we add it into the Wiimote? Hell, a microphone makes more sense to add than a speaker, but adding both make far more sense than either one of them alone. So let's say they do add one. Maybe it's the last hardware feature, maybe not. Now, imagine this -- it's a little abstract so keep an open mind. Wii-Riing Using the WiiConnect24, the Wii essentially becomes an always accessible machine. With the help of software, Nintendo could create a system in which players can add friends to a list that can be managed. This list allows a unique ability never before seen thanks to the speaker and mic within the Wiimote. For instance, imagine sitting at home, on your computer, or doing something other than playing a videogame. Your friend is bored and wants to play some Super Smash Brothers: Brawl. So, he brings up his friends list, looks you up and selects the Wii-Riing option. Then, just like a telephone, your Wii Remote makes a distinct ring or beeping sound. Perhaps even customizable with NES tunes? You pick up your remote, hit the A button, and then, just like a telephone you and your buddy are talking. If you are not there to answer, then next time you turn on the console, you will see a prompt with your missed Riings. Brilliant! Many more things can happen with WiiConnect24 What Iwata mentioned in regards to Animal Crossing is a very small example. What about accessing your VC library from your DS while your Wii is off? What about applying a Bittorent like setup with all the Wii consoles connect to the internet? Since they are always connected, they are always accessible. So what do you guys think?
  4. Dude.... That Tennis game looks badass! You probably use the Nunchuck to move around your charachter as you handle business with the Wiimote.
  5. Hence the title of this thread...... You don't have to trust Falakid if you want to, it's your choice, but just know that he isn't the type to bullshit. In fact, one of his main strides as a reporter was to uncover bullshit. You can see a list of blogs or sites of which he deems untruthful on the right side of his site. So ya.......LightSaber game for Wii at E3!
  6. I'm going to make this short and sweet -- From Nintendo-Revolution.blogspot.com nuff' said.
  7. "Nintendo can't make the gamecube mistakes anymore. Even with that said... Square coming for nintendo is up to them (and what Sony would be willing to pay them for a exclusive), not nintendo... Your right.... However, I remember Square being the most enthusiastic when it came to what the REV is and what it can do. I remember their famous qoute "It is exactly what we wanted out of the next generation. Not just a portable, not just a console, but a birth of a new system." That makes me believe Square is on board and is willing to at least take a chance if not pledge full support. ALSO REGARDING TRADEMARKS Nintendo before last year's E3 registered a new Super Punch OUT trademark. Who knows what has come of it.
  8. What the hell? Why do you care if it sticks out or not? I can garuntee you that it is not going to be top heavy at all since the battery and rumble is located at the bottom. Also, another reason for having it stick out of the top is that it points forwards. This could mean that games may use both the shell and the NRC.
  9. It wouldn't neccesarly be too late. All Nintendo has to do is remind us of the incredible library that the NGC offers and how dirt cheap the games must be now.
  10. My bet is that TP will be released sometime before or after E3 (soon after). Imagine Nintendo demoing the possibilities of the REV with many different titles that are underway. Then imagine them bringing the already released or about to be released TP to the stage floor and Miyamoto showing us how TP will play on the REV. Miyamoto shows us how sword fighting on horse-back will be that much more immersive, with him holding the controller up towards the ceiling and Link holding his sword up towards the sky. He then jousts the Pig boss and realistically slashes the boss right off of his horse. Miyamoto for the WIN! EDIT: How much hype would that build?! It would be inSANE. In fact, it would blow away any margain of doubt left in even the most skeptical. What better game to show how classic gaming can improve then the best series of all time?! If they launched TP directly afterwards, people would go nuts. They'd buy it just for the prospect of playing it on the REV sometime down the line. However, they'll enjoy it on the Cube no doubt. Then before the REV launches (starting in September/October), Nintendo reminds us of the gem of a game we already have and it's ability to be played on the REV. Not only that, but shows us again how killer games such as Metriod, Smash Bros., Mario Paint (wishful thinking) and the OFFICAILY ANNOUNCE Camelot RPG play on the REV. REV would be locked up
  11. So that entire discussion concluded two things: 1) It is technically possible. 2) It is smart from a business prospective. E3 2008 is my guess for its announcement.
  12. Exactly. There are problems mechanically and aesthetically, but those can be solved as we head into the future. Though I said it, I actually don't mean for it to be released in the near future. The GBA had one of it's strongest sales ever last christmas, and the DS is absolutely dominating everywhere but the US (though it is still winning per se). Nintendo will likely ride these consoles to the ground before jumping ship. I believe will see this console in 2 years or so. Till then, Nintendo can focus on the REV and build it up as a system. Then at some E3 in the future, they unviel it, and all those that have bought a REV now have a reason to go out and buy GC games, even before the PGC is released. Not only that, but companies can now create GC games really fast (since they are well used to it), and with RE4 like graphics. Who knows, maybe developing more on the GC can unlock even prettier graphics then RE4. The best part about it though, is that the GC essentially becomes the GB. With the GB label, companies will flock to produce and finally give the cube the attention it deserves. Nintendo will make even more money have critically-acclaimed titles (especially TP) and have hundreds of games right out of the gate. Nintendo could even afford to allow a drought in order to make a spectacular game, due to the abundance of games already out. The DS is the GBA reincarnated. It will handle the quick and quirky gameplay, while the PGC will dominate the other side of the spectrum. The REV will be the central hub that allows interactivity and seemless trasitions for both consoles. Also, about battery life. Nintendo could put in an HD (check out western ditigal, they have a 100 gb hardrive that is absolutely tiny). This HD could transfer huge chunks of information from the disk and store it. The cool thing about that is, you can now have a Stand-by feature. Loading a new game up would be a bitch, but once it's loaded, you can play on and off between random intervals of time. It would make it feel like a cartridge. Also, whoever brought it up, it would be a damn good idea to have WaveBird compatibility built in. People will be more likely, as REV owners, to buy WaveBirds if they new that they could use it on the PGC.
  13. True, when I wrote this it was last year around this time.... I honestly bet that come 2007 or 8, they will AT LEAST unviel it, and say "hey...it's coming. Maybe not this year, but it is coming!"
  14. There is no rumor I am basing this off of; this is just plain old deduction. With the annoucement of the Revolution being backwards compatible, the statement strikes up many interesting questions. Before I get to those questions though, I'd like to add some other insight..... If the DS is truely a third-pillar platform, then noone would deny that a new GameBoy is the works, or at least being contemplated. Also, during the official press conference regarding the GameCube media some years ago, Nintendo executives stated that using the GC-rom later for a handheld isn't out of the question. They never said "it's likely," but saying that future hardware might capitilize on the GC-rom's small disk size and high density brings me to the point that they are at least looking for ways to incorperate it. It is also more likely from a business stand point, since using a previous media by-passes thinking up a new propriety scheme as well as the securities invovled. Overall, it is just cheaper to do so (in the short run, definitely). Now it is fact that the Revolution is backwards compatible. What would compell Nintendo to do such a thing, since it hasn't been done in previous consoles? The obvious answer is the Digital Disk format. It's hard to incorperate backwards compatibility into a system if the system doesn't use the same media. Also another answer could be, because of pressure from outside companies, a.k.a. Sony. Nintendo doesn't want to look "under-featured" this time around, but that is a moot point. Nintendo sees the Revolution backwards compatibility extending the life of the Cube through software, even if they don't release any new games. Late adopters of Nintendo can go back and pick up highly-acclaimed videogames and enjoy them as we have. Of course Nintendo could end it there and be done with it, or, they could continue to support the Cube games, while making Revolution games. Supporting the Cube though, requires resources, resources that Nintendo cannot afford to waste on a "dead-console" come 2006. The only way I could see them putting enough backing behind the extension of Cube software is to some how get Third Parties to also develope for the system. No Third Party in their right mind would support a piece of software that belonged to a console that didn't have a huge userbase. They are more likely to develope for next-gen consoles, which would cost them more money, but in a business aspect, bring in more revenue. So how can Nintendo persuade developers to keep developing for the Cube? And how can Nintendo afford to extend the GC's life with new software, while supporting other systems? Launch the Gameboy: Portable GC. It would have access to the many GC games already out, while leaving room for many future titles. A new GameBoy line would already attract many developers; couple that with the fact that it's cheaper to develope for and they already have the dev-kits, and you have a winning combination from the very beginning. Gamers who bought the Revolution, but not the GameCube will line up to buy it. The incentive would be there, for they already have a GC Player but not much of a reason to buy new/old software, until now. It would extend the sales of current GameCube games and with developer support lead to many more hits. Nintendo could then merge the two branches (GC and GB) of developing into one and with the experience, churn out games faster and games not visually seen before (i.e. REmake and RE:4). It would attract those gamers who did not buy a Revolution or GameCube soley becuase it has a large selection from the start, as well as being a new powerful system. Then after the purchase, they would give a Revolution purchase more consideration, becuase playing most titles would be better at home. It would use pre-existing hardware, cutting down costs for Nintendo. Adding WiFi, a mini-HD, and a SD-card adapter that allows for transporting saved game data as well as providing the possibility to play music or movies, all wrapped up into a sleek bundle that is the GBGC, and it'll sell. With the characteristics of a GC-controller, but unlike it, so it is comfortable yet easily carried. It would sell....period. From soley a business prospect, it seems very likely. It cuts down on costs while effectively selling software already made. The only problem I see is the design and package. How could you make it play all GC games, and also make it easier to tote around? Your thoughts?
  15. That's true, but what happens if your playing LAN and there are more than 4 controllers? How does it distinguish one from the rest? The REV must be able to allow at least 16 different controllers at a time, because other wise, you couldn't play huge LAN games. I'm pretty sure it can. Maybe a way to signify you have port 5 is to light up port 1 and 4. Hopefully they solve this problem, especially since they have DS like LAN gaming.
  16. If you would of told me one of the greatest 2D platformers this gen was controlled by bongos, I probablly would of laughed in your face. You can't be synical, but have an open mind when Nintendo finally reviels what it has been working on.
  17. StarFox (is the shit)
  18. Make fun of my bitching all you want, but my point still stands. There are OBVIOUS games that have been left out, and no survey in the world should have to tell you that. I guess my concern isn't for the list, rather its for Nintendo's pre-metitative ignorance. Why would they omit such obvious additions. It worries me....
  19. Ok....have you ever thought about HOW THE HELL YOU WOULD TURN AROUND in a FPS?! If you want to stand up and look like a jackass, be my guest. However, most people like to relax when playing games. Also, could you imagine multiplayer?!
  20. That list of games SUCKS! Where's Diddy Kong Racing and MarioKart 64? Killer Instict, but no Killer Instict Gold? GoldenEye, but no Perfect Dark? Blast Corps, but no Battletoads for either NES or SNES? Punch Out!, but no Super Punch Out?! And what the hell is "Zelda"? Do you mean OOT, A Link to the Past, Majora's Mask.....etc? Which one?! This is either completely fake, or insane. Nintendo can kiss there advantage good bye if they don't even have the essentials covered. I mean, I would of been less dissapointed if it had every Nintendo game ever made for those systems and NO rare games at all. But if Rare is willing to comply, then why not EVERYGAME by both companies?!
  21. You guys jump to conclusions far too easily. Think about what your saying first..... The was no mention of REV in the announcement. That's all well in good, but come to think of it, who has announced a REV game except for the overly enthusiastic? Even Capcom hasn't said a word. Square, the company (out of the major Japanese companies) that has shown the MOST interest, has yet to announce any projects. There have been very few announcements regarding the REV and games. You can take that for what it is, or you can look deeper and realize that something special is awaiting us at a convention. When companies finally show what they have been hiding for so long.... No Resident Evil for REV? Yeah f*ucking right. Just cause it hasn't been announced doesn't mean it doesn't exist. (Also, reggie and crew have dropped considerable clues regarding RE. If you don't know what I'm talking about, that's....too bad). I believe that Nintendo purposefully told third parties to NOT announce any games, or at least not formally (but maybe through an interview, i.e., every single concrete third-party game announcement we have has been through an interview). Nintendo is planning some mega-shock convention that will host the unvieling of ALL games that are currently being worked on, in a collaborated effort with third-party companies, with most games playable. Think about it... They don't want third-parties showing screens or footage before they do. That would essentially ruin there plans and make them look horrible in the lime-light. They want people to hold the controller in the hand and make a good impression on those that gamers trust most (whatever journalist that maybe). If third-parties were to show screens or footage, that would essentially....f*ck sh*t up. Anyway, I'm done ranting...peace
  22. They didn't lie! Nintendo is out to spread the word...its that simple!
  23. That is probably the most interesting part of the whole article. Good eye . Add that qoute to another "You'll be able to use it with games you already have and new games too" and you have a very interesting bit of news. My theory is that they flew to Tokyo to test out NEW demos. In every article regarding testing out the REV they have never failed to tell you what they had tested out. Every article described the same demos. This time, they mention swinging a bat, driving a car, and painting. These are new demos released by Nintendo to the press. On top of that, Nintendo mentioned the idea that some games COULD use the REVmote. They didn't announce it. However, they will in the near future and drop a BOMB when Reggie speaks later next month. So to re-cap: - New demos - Greater possibility of fowards-compatibility As for smash bros, here's a control scheme that i think could work marvelously: Analague stick: Movement A: Normal attack B: Special attack z1: block z2: throw Holding A then flicking your wrist: Weak Smash Attack (Smash attacks can now be aimed in any direction) Flicking your wrist + A: True Smash Attack Flicking your wrist + A (then Hold): Charging Smash Attack (even more powerful then before but takes longer to reach maximum power. Also you can alter the direction mid-smash (only after being charged for a set amount of time)) Flick of the wrist upwards / up and to the right / up and to the left: jump up / up and to the right / up and to the left Flick of the wrist downwards: Dodge (which is changed to allow you to "A" attack (no smash) afterwards) While in air, holding Block then flicking your wrist: Air Dodge Flick of the wrist left while facing right: slide/jump backwards (if a jump, you still have 2 jumps as you would normally have) Flick of the wrist right while facing right: lunge forward Lunging forward and at anytime before landing pressing A: Jump Attack (there is a recovery time invovled) Sprinting and Lunging forward: Dive roll Holding Block then flicking your wrist: roll Holding Throw and flicking your wrist: throw item Flicking your wrist + Throw: Smash throw item (Can be charged) Throw w/o an item: grab While grabbing, flicking your wrist: Will throw the opponent in any direction While grabbing in air, flicking your wrist: Will throw the opponent in any direction and will result with your charachter moving slightly in the opposite direction. While grabbing in air, flicking the ANALOGUE STICK downwards: Dive while subdueing charachter. If the charachter isn't that weak, he/she/it can break free. D-pad: This could be used creatively somehow. I know your probably thinking "Why have a jump back/ lunge forward move when you already can roll?" Well, because you can not only dodge, but jump while jumping back (something you can't do while rolling). Their is no recovery time when you finally land (unlike rolling, where you have a brief moment where you can't do anything). Also, jumping back is very fast. So you can jump back and forth really fast if you time it right. However, rolling still has the ability to roll around a person. Jumping forwards or backwards doesn't allow you to jump through someone. You can, however, shove them back if the charachter is stronger or the opponent has a high percentage. For example, an opponent is charging a smash. Before they release it you lunge into them, disrupting their charge and forcing them back. While they slide back, you can press A mid-lunge and attack them. The opponent can counter this move simply by releasing the charging smash before you hit them. However, if you were to jump Attack the opponent instead of just lunge, then the player who had the more powerful attack would deal more damage and would move less. I see a one on one fray between masters going like this: Ganondorf: 110% Link: 75% Ganons on the right, Links on the left. Ganondorf does a super-punch. Link jumps back barely missing the punch, then jumps forwards and attacks. Ganon rolls back, charges, grabs Link, and tosses him forward. Ganon follows up with a sliding kick. Link, as soon as he touches ground from the throw, hand-springs backwards (requires perfect timing), jumps upwards and stabs downwards. Ganon is sent flying off to the left. He returns to the platform barely by hanging off the edge. He flips upwards off the edge. Link retaliates by jumping and attacking mid-air. Before he can attack though, Ganon grabs him mid-air and dives towards the ground. They crash into the ground, and Ganon flips off of Link. Link rolls to the right, and it becomes a stand-still. Link charges forward, stops short, throws his boomerang, and jump attacks forward. Link had hoped Ganon would dodge the boomerang then get hit by his jump attack, instead Ganon simply blocks and slides across the playing field as a result of the force (the block "bubbles" are gone, and are now replaced with translucent bubbles that light up at the point of contact). Link sprints towards Ganon. Ganon prepares a charge smash attack (which direction can be changed mid-smash after a set amound of time). Link sprints towards the charging Ganon, only to dive roll as Ganon releases his charging smash attack. Link, now behind Ganon, delivers a spin-attack..... So on and so forth
  24. ~~~~~~~~~~~~~~~~~~~~~~ -- Quote -- I really like your camera control ideas for the NRC - they're brilliant. What you described would be completely intuitive and it would help the gameplay so much more. One questoin, though. In "Up C" mode, is there a way to lock the camera? Because it would be nice to run around and control the camera so extensively, but what if you want to lock it in one specific place? When you use the C-Stick, you set the angle and then it stays there. With this setup, I didn't see a way to keep it in once position. No, I'm afraid there isn't. However, maybe a mechanic could be added to lock the camera where ever you decide to twist the NRC upright (undoing your manual control). Would that solve the problem? -- Quote -- But that brings up the whole debate about whether these controls actually help the game or if they are just there to make it different but don't really improve the system. The example you gave was that instead of just shooting the arrow (which you still incorporate), you would pull back the controller and press B to fire it. You even said yourself that you won't want to pull it back in many situations. I see your point. The NRC has the ability to make gameplay more realistic; however, some gameplay we deem as fun would be incredibly hard, and thus not fun, if we had to perform those actions realistically. The NRC shouldn't make anything harder, even if that means not using the NRC at all. They should use it when it is best to use it, and only then. That is the only way you can better the product as a whole. You see, I don't think Nintendo is out to replace EVERY aspect of a game. If they are, they would be stuffing NRC where NRC doesn't belong. Still, the bow and arrow will benefit from the NRC simply because you can aim faster and more accurately. Honestly, I see that as a worthwhile improvement. I could do without the "pull back the arrow" mechanic until you can actually hold the bow with your other hand to aim. I added it simply because there may be some puzzles or challenges that require you to shoot a strong or weak bow. Also, imagine winning a prize similar to the Golden Scale that allows you to shoot father than before and maybe throw certian materials. Now, I want to remind you that this problem you pointed out only comes about with items that cannot be translated well to the NRC. Even with those items being midly improved The NRC will revolutionize Zelda to the point where you will be satisfied with the change.
  25. I'll answer that... Note: This is from the PlanetGameCube forums. I had posted it there first. I guess it's time I add my own scheme... I've put some thought into it and coming up with a proper control scheme is actually quite difficult. I came up with one that I think is the most complete and intuitive. I tried to find a balance between classic or IANistic controls, and revolutionary control. I feel that the balance between the two would be the most beneficial. Well first off, I'll explain the control scheme in three parts: Link on foot; Link Attacking; and Link on horse-back. Link on foot ---------------------- -- Analog stick -- controls Link's movement. -- REVmote -- will effect, and or, completely control the camera. When running normally, the camera will be mostly automatic. You can point the Revmote left to look left, but you don't have complete control over it. It is more like temporary control. So you can quickly look at what's above you or to the side of you if you please, simply by pointing. However, the camera will return to normal after a short time, unless you return the camera yourself. The purpose for this is to allow precise pre-targeting. If you want to target the beast on the left, rather than the one on right, then simply point towards that beast and lock-on. Now, if you twist the controller on its side, then it will allow you complete control over the camera. It's kinda like "Up-C" in past Zeldas, except the view is over the shoulder and you can still run. So now you can look everywhere, and even zoom in or out by moving the controller forward or back. Also, I must note that the view will not always start out as over the shoulder. For instance, when your are already looking upwards and you see something of interest, you can twist the controller and zoom in without having the camera first restart behind Link. NOTE: The zoom feature is pretty limited, but the purpose for it is to allow you to target things that in past Zelda's may have been un-targetable. For example, while looking around, you see something hanging from a tree way above you. You zoom in enough to finally lock-on. Once locked-on you fire an arrow. Turns out its a chest full of rupees! -- "A" button -- Context Sensitive. Unlike IceCold, it will handle all context sensitive situations. For example, if you have to jam a gear with a small metal beam, you first press "A" (similar to RE4) to open the view and allow direct revmote activity, then you use the revmote to pick up the beam with "B", finally, you simulate the action. -- "B" trigger -- Whips out or sheathes sword. Once unsheathed, the revmote will handle all attacks with an assortment of pre-configured wrist flicks to control Link's attacks. Also, the camera will then switch to automatic. The revmote will also mimmick arm movements. So, if you'd like to create your own attacks you can. For example, large arm swings and stabs will actually be represented in the game. If you'd rather save your energy, you can always fall back onto the pre-programmed wrist flicks, or you can use both. This will come in handy when you need to deflect arrows and such with your sword. Remember, this is Link before he has locked-on to anything. -- D-pad -- This will handle Link's items. Once an item is selected, depending on what item it is, you may have full control over it. Having full control over an item will switch the camera to automatic. An example of an item that you can control is a lantern, jar, butterfly net, deku stick, or lasso. Items you don't have complete control over are a bow, boomerang, and hookshot. Don't get confused, if you have your bow out, you can "pull the arrow back", although you won't want to in many situations. You'll most likely want to fire quickly. To do so, you hold the same direction on the D-pad that selected the bow, then press "B" button. So it's somewhat of a combo move to fire. The reason for doing this is to allow you the ability to pull back the arrow if you'd like. To do that, you hold the bow button then pull back the controller to fire, then press "B" to release. This will allow you to put exactly how much power you may want in an arrow, be it a really strong arrow or a weak arrow. While holding your bow, the camera will act normally as if your running with nothing in your hand. As soon as you hold down the bow button, the camera will swoop to over-shoulder view and the Revmote will aim your bow. You can still run even while aiming. The boomerang works in the same way. You hold the boomerang button to aim with your revmote. You can then lock-on to multiple targets by pressing Z1. To fire, you can either press the "B" button, or quickly flick your wrist. The hookshot, you simply hold the button and press "B" to fire. Some items, such as the deku stick, will allow you complete control. So it will be very easy to light the stick in a fire, even from a fire place. You can then wave the stick to signal someone, or reach up high to light something, or maybe even light a specific candle (similar to E.Darkness). Holding the deku stick button, will allow you to chuck it. You first hold the deku stick button, draw back, then as your making the "chucking" motion, you release the deku stick button. The lasso would work in the same way. You hold the lasso button, twirl the revmote in a circle, then release the button as you perform the "chucking" motion. -- Z1 -- Lock-on / Return view to behind Link. -- Z2 -- Link's Sheild. Once this button is held, you can control Link's shield anyway you like, and even thrust it forward as an attack. You can defend every part humanly possible, so even above your head. Geez....I assure you the rest won't be as long..... Link Attacking ---------------------- Attack mode is triggered by locking-on to something (Z1). The camera is behind Link at this point. The sword is controlled by Revmote. All items are controlled the same way. -- "A" button -- Jump / Jump attack/ downward thrust (when enemy is down) -- "B" button -- Unsheaths / sheaths sword (tap "B") / Roll (while moving) / charge spin-attack (hold "B" : You're sword will charge even as you attack and run. No longer will he form that spin-attack stance) -- Z2 -- Sheild This will allow you to pull off complex moves such as, slice, stab, slice, roll, spin-attack, downward thrust. Link on Horse-back ----------------------- In general, it's basically the same as "Link on foot." -- Analog stick -- controls Link's movement. -- REVmote -- the same as "Link on foot." You can have partial control of the camera at all times, but you can have full control with just a twist of the controller. Camera returns to automatic when sword is unsheathed. -- D-pad -- All items are controlled in the same fashion, however they feature minor changes. For instance, when aiming your bow while on your horse, the view will be over the shoulder. The Revmote will aim, and as you aim from left to right, the camera will swivel from left/ over Link's left shoulder / over Link's right shoulder / right. This will allow you to precisely aim in all directions except behind you. You still have full control of the horse, but until you tell it otherwise, iit will automatically do whatever action it was doing before you started aiming (so if it was standing still, it will continue to stand still). -- "B" button -- Unsheaths / sheaths sword. The REVmote will control the sword exactly the same as "Link on foot" with quick flicks attacking. However, the position of the revmote will dictate if your attacking to the left or right of the horse. You still have the possibility of creating your own attacks. For example, you can hold out your sword exactly the same way Link held it during the bridge battle against the boss. Also, you can hold your sword above your head as you charge into battle. Charging works the same way. So you can point the sword towards the sky as you charge your spin-attack and head into battle. -- "A" button -- Speed up -- Z1 -- Lock-on / Puts camera behind Link. You can't Lock-on to moving targets though. -- Z2 -- Sheild To reiterate the spin-attack: To preform, you hold the "B" button down. The beauty of the REV is that it will allow you to charge the spin-attack as you are attacking normally. You can even run/strafe as you normally. To release the spin-attack, you release the "B" button. So you can combine moves such as, horizontal slash, stab, spin-attack, roll, downward thrust. In my next post I show exactly how this will Revolutionize Zelda in many ways besides the obvious ones..... ~~~~~~~~~~~~~~~~~~~~~~~~
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