April 10, 2013
Picross NP Vol 1-8 (SNES)

It seems like most of my family love Picross. I certainly do. It’s more interesting than Sudoku because there’s more variety possible, while still being purely logic. Once you really get a handle on the rules and intricacies it becomes very satisfying to smash through a puzzle while you’re in the “Picross Zone”. The other great thing about it is you get a cool picture at the end, with either nice, awkward or heavily stylised pixelart. Depending on your game, this will also be colourised or even animate at the end.

Another big draw for me in Nintendo-licensed Picross games is the Nintendo-themed puzzles. Picross NP did that so much better than other ones I’ve played, as instead of the lazy and boring way of replicating 8-bit sprites on a puzzle grid, they featured new, original pixel art renditions of characters, even ones that were already pixel sprites.

I’ve played through the Normal mode of Picross DS, to get to the Extra section with the 8-bit sprites. Too much Mario. 3 rows of it to be precise! Leaving only one row for Samus, Link, Ice Climber, and Excitebike. Getting there was awesome fun, though. Having said that, often what you filled in was very hard to distinguish until they colourised it for you, meaning you wouldn’t know until the very end what it is you were making. From my experience, the older games in the series had puzzles that were simpler in shape so you could guess.

Let me get the angry part out of the way. The PAL regions’ version of Picross DS was abysmally under-supported compared to the US and Japan. I’m talking downloadable puzzle packs. We got 2 packs of 5, they got 100 and 60 packs, respectively. I felt so cheated.

So I emulated the highlights of what they got. First, recap. Mario’s Picross for Game Boy, 1995. All regions got the cart release and later 3DS VC release. Mario’s Super Picross for SNES, 1995. Japan only for cart, Wii VC release for Japan and PAL (untranslated, and they charged more for it. The cheek!) Picross 2 for Game Boy, 1996. Japan only for cart and 3DS VC. Picross NP for SNES, 1999. Japan only, released in 8 volumes via the Nintendo Power cartridge rewriting service. Picross DS for DS, 2007. All regions got it, PAL got shafted in the DLC department. DLC, for reference, included many puzzles from Mario’s Picross, Mario’s Super Picross, and all 8 volumes of Picross NP. Picross-e and Picross-e2 for 3DS eShop, 2011-2012. Japan and PAL.

So the USA has had less games released, but a much better version of DS. The reason for that (and less for PAL too) is poor sales of the first game outside Japan.

Ok, so what I decided was the touchscreen interface was best. If I had to use the inferior button interface, I would only bother with the puzzles that were really interesting to me, namely the Nintendo IP puzzles in NP. The other 3 have some too, but mainly sprites—NP, as I’ve said, had 12 puzzles in each of 8 volumes with redrawn Nintendo characters, animated after solution. Awesome~!

The properties were covered with one per volume: Pokemon, Yoshi’s Story, Kirby, Lylat Wars, Ocarina of Time, Super Mario 64, Wario Land 2, and Donkey Kong Country. For more information see here. (They erroneously claim the games were distributed via Satellaview, but their puzzle lists are accurate.) The last 3 volumes had slightly different presentation in the menus, and of course all had many more puzzles apart from “Character Mode” but that was the only mode I concerned myself with.

It was, as I predicted, totally cool. As you go on, you could try and guess who it would turn out to be based on the theme, and then at the end the whole thing was coloured and the characters started doing a little animation loop. Very cool. I tried to make a gif, but it was so hard and it didn’t work and it got blurry and distorted.

As I said, the button interface was inferior. Much easier to make mistakes and just less natural. There were other interface issues, or rather, the DS and 3DS versions have made many improvements over these older ones. Like automatically greying out the row numbers when you fill a row, you had to do that manually here. This version also counted down and failed you after half an hour, instead of counting up and just not registering a completion after an hour (they let you finish the puzzle but it didn’t count). So actually doing the puzzles was a worse experience and just made me wish I’d been able to do the same puzzles, but with the improved interface, rules, and controls of DS. Sigh. I got used to it though and was soon racing through them.

Of course, the interface of NP was not without its charms. Its different presentation was novel and colourful, compared to the rather flat DS one. The puzzles were presented on book pages, with a character-approproate background for the NIntendo puzzles (in vol 1-5), and the cursor was alternately a crayon or pencil. Of course, DS had a series of themed puzzle tiles (although the Mario brick one for Extra was unintuitive and hurt my eyes!), and its DLC packs (I assume) all used the Mario’s Picross-style archeological chipping at stone theme. So they each have their unique features.

For that reason, I’m glad I played the Nintendo puzzles in their original form. I still feel cheated but ha! I emulated your games for free! How do you like that, Nintendo! Ugh, I’m a bad person aren’t I?

Yeah so Picross is loads of fun! It’s relaxing to just follow these logic rules for puzzles. There’s plenty of versions of it on the iOS App Store, so go pick one up (there’s even free ones). I was introduced to the concept by “Shady Puzzles” for iPhone. Or get Picross-e, it’s quite good. In that case, if you’re unlucky enough to be American, well nuts to you! Now you know how we feel about Earthbound and countless other games! (Quick note about -e compared to DS: smoother interface, less puzzles, non-animated solutions.) It was so nice to see these cameos, it’s the same reason I like Tetris DS. Enhance the concept with IP dressing. Recipe for success. Ok thanks for reading guys!

April 9, 2013
Zelda thingy part oops: I forgot something

Damn I knew I’d forget something. The Zelda HD Experience from E3 2011 completely slipped my mind. And it’s the most compelling source for the canonicity of Cursor Fairy! Well Im'a go edit Twilighty’s post, but I’m not going to bother updating the timeline. It was too much hassle to upload, especially with the horrible new Picasa interface. I’ve got plans to set up a Flickr account soon though so we’ll see.

Oh also, I did mention Spaceworld 2000 (it’s awesome) but there was also Spaceworld 1995. I neglected to mention it as I wasn’t sure which Link was represented, but I’ve been convinced that it’s meant to be Decliney guy, due to the style, the darker hair, etc. I dunno everyone else seemed pretty sure about it so why not? He looks older, but all we can really tell from the video is that some time after Zelda 2 he fought a metal guy in some cave for some reason. Let’s link it to the Game Watch, since that took place in a cave. This metal guy could be his final trial or something before getting the Triforce. The odd thing is, he holds his sword in his right hand even though all Links (including Decliney) have been canonically left-handed until Skyward Sword. Maybe it’s an Inigo Montoya-type situation, he’s learning to be ambidextrous for better mastery of the sword.

Ooh that works cos he was right-handed in the cartoon show too, which likely takes place after Zelda 2, albeit in the Silly Universe.

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April 8, 2013
Castlevania: Dawn of Sorrow (DS) and Castlevania: Lords of Shadow: Mirror of Fate (3DS)

I recently had brief experiences with both these games, so I think it’d be fruitful to compare them. I’m certainly no expert on Castlevania but even I could see the differences here. I played DoS for a couple of hours when my sister-in-law borrowed it from a friend. I previously played through all of Aria of Sorrow (GBA) via emulation, and this was a direct sequel. The other, MoF, was a demo on the 3DS eShop that I got the gist of with one playthrough (about 10 minutes).

For being not so far apart, the two games are radically different. DoS is an extension of what the series has always been, more exploration-based but with a new “soul-capturing” system where you can collect abilities from every enemy. This was introduced in Aria and I like it as a motivation for defeating as many enemies as you can and changing up the combat however you want (even if I only ever used a few abilities once I found ones I liked). But the combat was tight, with responsive controls (accounting for lag of your actions) and highly defined pixel art. These factors are, from what I can tell, typical of classic Castlevania games (except for the soul ability thing).

On the other hand, MoF is more centred around combat, doing combos on enemies with high health and moving linearly through 2.5D environments (ie. 3D modelled backgrounds, 2D playing area). I’ve heard it’s an attempt to bring the mechanics of 3D Castlevania games to 2D gameplay, and that makes for a very different feel and mechanics. The areas may look very nice, but they are very small and flat compared to DoS’s sprawling castle. You may have a lot of moves in MoF, but they’re all pretty samey and not better than mashing the same button, plus they seem very slow and laggy, the comboing being at cross purposes with the need to avoid attacks. It may be I’m not used to that style of game and I’m not, but it is certainly very different to most Castlevanias, insofar as they are represented by DoS.

MoF is reviewing very badly, and I tend to agree. In addition to the gameplay criticisms I’ve noted, there are serious framerate issues and the game is constantly switching between three characters, undermining progression in the traditional exploratory sense in favour of plot-driven linear set pieces. It doesn’t seem that mashing the 3D style into the 2D world works very well, especially if people are expecting traditional Castlevania. To be honest, the demo was maybe not enough for me to see all these issues, but I found it frustrating. And too many Quicktime events, seriously why are we still doing that?

I guess it’s part of the modern vs retro thing. DoS evokes classic games that were well tuned, and simple in presentation (ie pixels) but deep in mechanics. MoF seems indicative of modern games that are big on flair but shallow in gameplay and half-baked in execution.

I don’t know a whole lot about Castlevania lore so I don’t think I should go into it, but I’ve said the important part I think so this one’s short and sweet. You can thank me later.

April 7, 2013

One thing I like to do when I’m feeling lazy is browse through old gaming magazines, scanned and uploaded by the good folks of Retromags and other places. It’s fun to reminisce about when beloved childhood games were new, or see previews for ones I know were never released. You might even find a comic or two! It’s also worth it to find gems like these.

These two are from an issue of Club Nintendo UK, the official Nintendo magazine of Britain. It wasn’t as good as Nintendo Power, judging by what I’ve seen of that now. But they did have some delightfully off-model art that the staff seem to have drawn themselves. How Megaman and Wario ended up so wonky, and so wrongly coloured, I have no idea.

April 6, 2013
DK: Jungle Climber (DS)

I don’t remember if I’ve written about this before (my blog’s been going for a while now! woo!) but I went back and cleared Jungle Climber to 100%, so I’m writing about it now. (To reiterate, a game is “finished” when the story is cleared, or I see the credits. “Completed” is 100%, most often according to the game’s metrics.)

This is one of those games that the DS seems to have a lot of; an IP revival of sorts that seems built around a new mechanic. Most of them were trying out features of the DS itself, but this one isn’t actually reliant on the hardware, except for tall stages that span both screens I guess. Anyway, the “difference” or you could say “gimmick” about this game was the peg-swinging central mechanic.

Based on the old NES game Clu Clu Land, the idea is of controlling a character’s arms independently to grab things and use your momentum to change direction based on spinning and swinging. This idea was used in 2004’s DK: King of Swing combined with gravity and physics to make a hybrid platformer-style game, of which this game is a sequel. Compared to KOS, JC fleshes out and expands on a lot of gameplay stuff, and brings the artstyle more in line with the Country games with its 3D pre-rendered sprites, compared to the bright, cartoony flat sprites of KOS (which are very appealing in their own way too).

These two games, developed by Paon, kept the light alive for the Donkey Kong series in its dark years. They were somewhat maligned at the time for their nontraditional gameplay, but at least they were faithful to the characters and spirit of the franchise. This is compared to what we got on the home console, with Jungle Beat throwing the series’ history under a bus and 3 bongo rhythm games with terrible licensed music. And on the handheld front, the Mario vs. Donkey Kong games were muddying the identity of the franchise and DK himself, not to mention the strange gameplay tack that series also took after its first installment. So seeing Paon treat the characters and setting with such respect is something I really appreciate about their games (the third of theirs was Barrel Blast/Jet Race on the Wii). They tried something new, but they made an honest attempt to make it fit in.

And that’s why I like Jungle Climber. The reason I stopped playing for a while, before getting to 100%, was the DS-breakingly frustrating difficulty of the extra challenge stages. Also I was trying to get good ranks on the minigames, which was also infuriating. But getting any rank was enough to score the completion percentage, so I have a C in some modes but I don’t mind! Finally beating those extra stages was satisfying, and I got a cool cutscene!

The peg-swinging mechanic is strange, yeah. And maybe it’s not a “true” platformer. But like any new control mechnism, like when I first started Metroid Prime or Katamari, once I got the hang of it it became very natural. And mastering a new skill is one of the fun things in life, even if it’s so minor as a variation in player control.

The plot of this game is silly (wouldn’t have it any other way), but it’s great how it takes you to so many different places. Each world (island) has its own identity, and the weird dimension stages are also unique—but they can be repetitive (too many mirror stages, not enough farm stages) and their reuse of some environments on islands that have interesting environments is an annoyance. JC handles the progression well though by having cutscenes at the end of each island, where the protagonist group catches up to K. Rool and they have a chat, with sufficient ham and cheese. The world map is really cool too, DK smoothly jumps around the island’s geography between stages, like an extension of the Country’s world maps.

That’s a point where we can compare this to Donkey Kong Country Returns. Returns was an awesome game with totally interesting levels and backgrounds, and smooth platforming gameplay that was quite similar to the Donkey Kong Country series, but pared back in some respects, was a bit lacking in characters and the world map was just tokens on paths (that’s totally a legitimate complaint!). Compared to this game, whose actual gameplay was quite unlike the Country games but did the characters and world very well. Ok I think I’m exaggerating here but there’s aspects of each that are great for a Donkey Kong Country fan.

Compared to the previous game, King of Swing, Jungle Climber is super-tightened up in mechanics and gameplay, it’s a bit less floaty which is good and I think the collectibles are better. Better music too. One factor it falls down on though is the boss battles. KoS by comparison had very interesting boss fights with cool, flavourful characters, whereas JC’s bosses were mostly transformed Kritters which I found disappointing. They also reused a few in JC like the giant robot. Another lesson to be learned: don’t imitate DKC1 on everything, its boss fights were dull and shallow. I just don’t get how they took a step back between the two games—of course, that’s only my opinion.

Well, anyway I had heaps of fun with this game. It has lots of other odd mechanics involving Diddy that are used only a bit, but I guess they don’t overstay their welcome you could say. I think it does a lot of fun things, and there’s plenty to replay levels for with the collectibles.The difficulty is quite steep at times, especially in the final boss battle, but stock up on stuff and turn on the “cheats” to make it a bit easier. The swinging and pegs can actually be frustrating when it doesn’t go your way, but it’s so unique. I’m really glad I could experience it, I think it was my first pick for DS game when my wife got her DS and I borrowed it from her. I don’t regret that decision at all. Actually cos I played JC so much she made me get my own! So yes, I bought a 3DS for Jungle Climber. Anyway, goodbye for now. Jump in my jet and jive, Clive! Ha, Funky Kong.

April 5, 2013
Zelda Character Recursion Part 6: The Hero of Twilight

The name Hero of Twilight is given to the Link of Twilight Princess. He has to defend Hyrule from an incursion from the Twilight Realm, with the help of various Hyruleans and Twili. And Sky People (there’s at least 3 races in the Zelda series who live in the sky). This Link is able to wield the powers of the Triforce of Courage, due to his bloodline as a direct descendant of the Hero of Time.

Twilighty really only has the one major appearance, but he also starred in the following spinoff, Link’s Crossbow Training. This is an arcadey target-shooting light gun game, with stages set in various Twilight Princess locales, during the events of the game. So it’s kind of like an extra chapter of that game, intermissions or such like. It presupposes the existence of the crossbow weapon and minor events that are unseen in Twilight Princess. For example, the most significant event is the final boss battle with “Fossil Stallord”. It’s implied this follows the fight in the Arbiter’s Grounds. The different name, location outside in the desert and Stallord’s extra horns point to a follow-up encounter, which is cool and fits with a reanimating skeleton. There’s not much else to say about this game.

This brings us to the tricky part. It seems at first glance that the Link in Brawl is obviously Twilighty. But look closer, beyond the shorter Master Sword (that can be explained by him finding it during his initial cutscene in Subspace Emissary, it must be a slightly different iteration or Master Hand’s replica): his face is subtly different in detail, and his hair has a much blonder tint. It’s been suggested that this “Link” is an amalgamation of the styles of Twilighty and Timey, who appeared in the previous Smash tournaments. This is backed up by the appearance of Snake, which draws from the look of Naked Snake and Solid Snake (two separate individuals—actually one’s a clone (spoiler!)). More importantly, Sheik appears as an alter ego of the TP-inspired Zelda of Brawl. But Zelda was never Sheik in TP!

This is actually problematic for my theory that these characters are their true selves from their respective games, summoned to an intermediate dimension. But perhaps we can say that Master Hand is able to change them slightly, for whatever reason, for the duration of their stay in his world. It would explain their differing movesets between games (and in some cases, appearances). It’s a bit of a copout but I’m honestly stumped here. It does explain some other things that are great for the game, but tricky for continuity such as alternate costumes (Dark Toon Link for example). There must be some measure of surrealistic shenanigans, to explain the cognitive black hole that is Mr. Game & Watch.

Now I’m all confused. Comes from thinking too much about how Smash Bros. is supposed to work. Where was I? Yeah, let’s say it’s just Twilighty, but Master Hand subtly gave him some of the traits of Timey to make him more awesome, and obviously gave Zelda the capabilities of Sheik to make her much more awesome still. Master Hand can explain many inconsistencies, that’s why he’s great. As for Twilighty’s origin, since he finds the Master Sword during a Brawl cutscene, let’s say he’s been lifted from before the Lost Woods bit but after Zora Temple (he has the Clawshot). This is not even halfway through the game, so he needed a bit more awesomeness. Explained!

Now we come to the biggest question about Twilighty: is his fairy canon?? (Is that the question you were thinking of?) Let me explain. In the Wii version of Twilight Princess, the Wii Remote cursor’s position on screen is represented by a blue fairy much like Navi from Ocarina of Time. Now the Gamecube version obviously does not have this feature, and its left-handed world of Hyrule is considered canon. But I like to think there are canon aspects to both, and as I often say, additive continuity is more interesting than subtractive continuity (ie. it’s more fun to consider the fairy canon than non-canon). The fairy has no other part in the storyline and is never mentioned or acknowledged.

But! This fairy appears with Link in a Subspace Emissary cutscene in Brawl, and is part of one of his in-game taunts. The question now is, is the fairy Navi, who came along with the other Timey-like traits, or the same person as Cursor Fairy? Obviously I’m going to say they are both Cursor Fairy, but consider this: we don’t know where Navi went at the end of OoT. Maybe with Link’s descendants moving back to a peaceful life in the forest (and the Kokiri nowhere to be seen), Ordonians made friends with forest fairies and in some cases took them on as companions? Perhaps even Navi herself bonded with Link’s children, for several generations?

Either way, whether Cursor Fairy is Navi or not, I like to imagine that Twilighty was accompanied by a fairy through his adventure. She must have been fairly passive to go along with Midna as much as Link did, so she may be a young fairy. Or perhaps she was really just super shy, much unlike Tatl in Majora’s Mask. She helps to aim, like Timey’s fairy companions. Anyway it’s just nice to picture a journey where Link is never lonely, even if Midna is being withdrawn. Of course, loneliness is a strong tonal effect, but the good part is I’m reading all this in anyway, so I can turn it off if I feel like it! It’s the perfect plan. Ok that may seem a little hypocritical but hey lighten up it’s a video game.

On that note, I’ll end my series on in-depth lore of the Zelda universe. I hope you enjoyed coming along with me through all these weird timelines (and hopefully the timeline image helped with that). And yeah like I said these are all just silly games but we can make more of them with a little critical thinking, and imagination! So until next time… Hoo Hoo Hoot! Also Kooloo Limpah~!

EDIT: Stop the presses! I forgot the Zelda HD Experience, ie. that Wii U tech demo they showed at E3 2011.

This Link is obviously Twilighty, all the details are there, also the accompanying UI and setting is reminiscent of Twilight Princess. They made new HD assets to show it off, but we can tell a few things. The place looks kinda like the Temple of Time, but it could easily be some other temple, and those feminine statues weren’t found there. Link has the Hylian Shield, but no Master Sword! He seems to be using the Ordon Sword, the one he uses before that. But there’s also an inventory screen, showing the post-Master Sword items the Spinner and Sky Book. So we can’t place this chronologically before obtaining it.

Of course, Link can equip the Ordon sword at any time during the game. And he replaces the Master Sword in the Sacred Grove at the end. So this encounter with what seems to be Gohma of some type could take place any time after the Arbiter’s Grounds, but it makes more sense to put it after TP is wrapped up due to no Midna and why would you switch back to the Ordon Sword if you had a better one?

So we come to Cursor Fairy. Link is accompanied by a fairy, similar to the Wii cursor and Brawl Fairy. So clearly now we can say without a doubt Cursor Fairy is a real character. She also seems very active in this tech demo, flying all over and even pointing out Gohma’s weak point to Link. I can picture her gaining confidence as a guide over the course of the TP adventure, and stepping up when Midna leaves.

I feel much better about Cursor Fairy now. Apart from that, all this shows us is that, as we’ve seen before, even after Ganon is defeated, there’s things to do in Hyrule: temples to be explored, monsters to be slain, and quests to be questing on. We don’t know why Link is in this palace—maybe it has something to do with the book? It is a lot like the Past Temple of Time, enough that I’m pretty convinced it’s the same place, and there’s any number of reasons to go back there.

So I hate to ruin my nice conclusion up there, but this definitely needed to be here, and I didn’t want to try integrating it in. So uh Link I think your name shall go down into history!

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April 4, 2013
Zelda Character Recursion Part T: Timeline, baby!

EDIT: I made a new, super way better version of this image. You can see it here http://miloscat.tumblr.com/post/108420462008 EDITEDIT: There’s an even more superer one now too. Just search the zelda-timeline tag on my blog to see the newest version: http://miloscat.tumblr.com/tagged/zelda-timeline

Before I continue to Twilighty, first a look at the Super Official Zelda Timeline Seriously You Guys. While dashing many fans’ theories, this timeline from the recent Zelda fan’s bible, Hyrule Historia, is super useful and makes pretty good sense too. Here’s a copy of Glitterberri’s translation of the original Japanese with added pictures for reference, plus my own additions for stuff Nintendo blatantly omitted (so really it’s not so serious after all).

Whew, that took longer than expected. I added all the canon, non-canon, and pseudo-canon sources with new narratives or content. It’s more fun that way.

Thus, a new timeline is born! As discussed previously, the “adaptation (decay)” of the characters of Zelda 1 and 2 created a sub-universe/alternate timeline which includes the 3 CD-i games, 2 choose-your-own-adventure books, the cartoon, the Valiant comic, and the even more adaptatious Captain N cartoon (although Link and Zelda there follow pretty closely from their previous cartoon incarnation… ahem). I have dubbed this timeline “The Silly Era” due to the large amounts of cheesy dialogue and wonky character design.

There is also the Tingle anomaly, or “The Tingle Era”, which includes the three Tingle games. These seem to feature the same Tingle having strange adventures, but I couldn’t even begin to guess where they fit in the timeline. Plus there was some empty space on the infographic so I plopped it off to the side. Done!

(Slightly better quality png version here: https://plus.google.com/photos/113941221735499452887/albums/posts/5862568106766505794?banner=pwa)

March 31, 2013
Zelda Character Recursion Part 5: The Hero of Winds

Our next Link is that initially-controversial redesign from Wind Waker, sometimes known as Toon Link (although this refers to the general design, which is reused in many future games, including some in the Child Timeline and the eras before the branch). The individual of the Hero of Winds though was the first in this style, with the big head and thick outline.

But this isn’t about art styles, it’s about people. Windy starts out as just some kid from a small island in the Great Sea. His humble beginnings include coincidentally being dressed in similar clothes to the Hero of Time, spoken of in legend (the clothes are standard in this society for boys his age to wear ceremonially). This causes a reaction in Ganondorf when he re-emerges, but he recognises that this boy is no hero.

And it’s true! Windy is, like I said, just a kid. No destiny, no magic bloodline. His story is the story of one who earns his destiny, who comes into the status of a hero from humble beginnings, (debatably) similar to Link in the original Zelda. He gains the power of the Triforce of Courage by literally dredging it up with a sea crane. It accepts him and then, he is the Hero.

His name derives from his extensive use of a power over the winds, which he is given by the old king of Hyrule (not the same one who wonders what’s for dinner). This power helps him cross the sea on his boat, which is also the king. Yep. He also is acquainted with two gods of the air (frogs on clouds).

Windy appears in a direct sequel to Wind Waker, Phantom Hourglass on the DS. But first, there’s the Smash Bros problem again! “Toon Link” appears in Brawl, and at that point the style had been used on many Links. But this one is obviously based on the Wind Waker incarnation, judging by the items he uses. He has the Hero’s Shield design found in many Toon appearances. The Bow and Boomerang are a bit more distinct to WW. The giveaway is the Master Sword, which is rarer. Here, it is the fully restored version after both Sages Makar and Medli have prayed in their temples. This sword is left inside Ganondorf’s head at the conclusion of the game, so Windy must have been sourced from the last part of the game before this fight, probably while he was sailing all over the Sea looking for Triumph Forks. Again, he won’t remember these events. His stage is Tetra’s pirate ship, under bombardment from Bokoblin platforms.

Another intermediate step in the time between WW and PH is one of the rare Japan (and Korea)-only Zelda games: Navi Trackers. Originally known as Tetra’s Trackers, this is a third mode (along with the main Hyrulean Adventure and Shadow Battle modes) in the GCN-GBA connectivity-heavy game, Four Swords Adventures, that was never localised due to the large amount of voice acting and speech synthesising based on limited name inputs. It is apparently some sort of test by Tetra for Link to properly join her pirate crew, by finding her other crew members on various islands. As shown, it’s the only 3D representation of the Four Swords Link colours outside of Brawl (they seem to have similar personalities to their manga representations).

This fact makes it a problematic event, as we have to trace the history of the Four Sword. Traditionally it seals the Wind Sorcerer Vaati and has the power to split its wielder into 4 copies. Link must be using it here. But how? It resting place is in Hyrule, so either he retrieved it while under the sea on his way to the confrontation at Ganondorf’s Tower, or Tetra’s ancestor took it while the Hylians were fleeing the Flood and passed it to her. Either way, what happened to Vaati? Four Swords Adventures shows Vaati alive and well within the seal, hundreds of years in the future of the Child Timeline. Also, the remake of Link to the Past (in the Decline Timeline) features the Four Sword seemingly corrupted taking the form of four Dark/Shadow Links. This may be a manifestation of Vaati, which means he is defeated in two of the three timelines. In the Adult timeline, it would seem that the Hero of Winds is uniquely placed to deal with a Wind Sorcerer. However, we might have to assume that he perished in the Flood, which was after all intended to destroy the evils besieging Hyrule at the time. This frees up the Four Sword, no longer needed as a seal, to apparently be used for sport in a kind of treasure hunting game. It is then never seen again (in this timeline).

Although other Links borrow the art style, the same person of Windy appears in PH, as stated. This game is interesting in how similar the setting is to Link’s Awakening: a pocket universe created by an aquatic deity. The other cool thing though is that some of the inhabitants of said universe were able to migrate into the greater world upon resolution of the plot, which I’d like to think was possible in the former game as well, as it had some memorable characters (some of which in fact seem to appear in the Oracle games so there you go).

Anyway PH is about Tetra and Link (now presumably a full crew member) sailing off into unknown parts, to fulfil the King of Red Lions’ final wish for them to find a new land to call home, rather than the ephemeral existence most citizens of the Great Sea experience. They end up encountering the Ghost Ship from WW, and find themselves in the aforementioned World of the Ocean King.

The only other thing worth mentioning is the implied events following this, revealed through the next sequel, Spirit Tracks, set 100 years later. It takes place in a new land that has been christened New Hyrule, and so we see that Windy and Tetra did indeed find a new land they could live in, along with other Great Sea peeps and Ocean King peeps too. Tetra founds a new lineage of royalty, perhaps with Windy…?

Well, that’s all for him. I think the biggest thing to take away from Windy is that anyone can be a Hero. Also that he’s so damn cheerful all the time. It’s really nice to see the little guy with a smile on his huge head. And his impression of a cat in Wind Waker was really cute. Um. So yeah, he created a new legend in his own right.

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March 30, 2013
Zelda Character Recursion 4.6: Timey’s Lost Future

I forgot something! Although Timey missed out in his home Child Timeline on ever being acknowledged for saving the world, there is another timeline that certainly did not forget. The Wind Waker takes place in the Adult Timeline, following what is called the Era Without a Hero. This refers to the disappearance of Adult Link due to Zelda sending him back to his childhood at the end of OoT. However, those deeds and events actually did take place in this timeline that remained, with a lonely Zelda but also a land of peace.

In recognition of the great Hero of Time who saved their land, the people of Hyrule rightly erected a noble statue of him within the castle. This statue can be seen when you travel to the kingdom beneath the sea in Wind Waker. They also (at this time, 100 years later) have many tales and legends of this hero, including replicas of his trademark green clothes being an important part of a coming-of-age ritual for young boys. This custom carries through even to another hundred years aftewards, when all the guards of Hyrule Castle wear a green uniform designed after this garb.

His disappearance, of course, allowed Ganon to attack Hyrule unopposed when he managed to break his imprisonment from the Sacred Realm, but people don’t seem to hold resentment over this, and still have a high regard for Timey. So although he’ll never know, he was indeed revered and respected in this parallel timeline that we get to see but he, unfortunately, doesn’t.

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March 29, 2013
Zelda Character Recursion Part 4.5: Timey’s Missing Days

We’ve just seen the Hero of Time’s first adventure, his second, and the form he ultimately takes after his death. So what happened in between? Let’s go through a rough chronological view of his exploits as we know them, opening some cans of worms as we do.

First, how do we identify Timey? He was the first voiced Link, so his grunts and barks (which are frequently reused) can identify him by voice. Of course, these sound bites were also reused in the GBA remake of LttP, so perhaps they’re not a perfect identifier. He’s an obvious template for future “realistic” styled Links, and the first 3D Link, so that iconic design will come up. His look is just echoing previous official art—although I believe he’s the first to have an earring, which carries through to the other realistic Links (Twilight Princess and Skyward Sword take their cues from Adult OoT Link, whereas many other games after this point are closer to Wind Waker, after that was developed of course).

Enough digressions. Basically Timey is the only Link in 3D with a normal-sized head until TP. His relatively simplistic design compared to this later overhaul is also evident. So let’s get to it.

Young Link, or Child Link, has another two appearances before growing up for real this time. The first is a children’s chapter book called Link and the Portal of Doom. Link has to learn parts of a whole song from diverse sources over Hyrule to close up a magical portal that is sucking in matter, with the help of Zelda and the owl Kaepora Gaebora. It is unclear when this occurs: perhaps after OoT, but the presence of Navi and the sense of introducing him to areas suggests to me that it is concurrent with the initial events of OoT, before his stasis. A sidequest, if you will, that happens to not be shown in the game. Alternatively, it may have occurred in the new timeline created at the end of the game before Navi leaves.

Majora’s Mask happens after this, but first we must address Smash Bros. Melee, in which the child and adult forms of Timey both appear. This is a big wormy can, less so than Brawl but the crossovery nature of the game with little explanation, the intro cutscene and the mystery of Master Hand muddy the true explanation for these events. Are these characters pulled from their native worlds and times? Or are they merely dolls, puppets, trophies—replicas—animated for the amusement of a being all-powerful within his little world?

To make it a little more interesting, I’m going to say they’re the real deal, brought by Master Hand to battle each other until he can find an opponent worthy of himself… or perhaps to help him in the struggle against a greater enemy? (ie. Tabuu) Of course, to avoid mind-bending repercussions, let’s say that after their fights in this implicitly consequence-free realm, their memories are wiped. (Except Mr Game & Watch and ROB. They know all.) As far as I can tell, this is similar to the plot of the Dissidia Final Fantasy games (although they seem to be as narratively lanyrinthine as the games they are crossing over, so…)

So we’ve decided that the Smash Bros. really happened. When did Melee happen for Link subjectively? This gets a little tricky, and in fact it involves the Adult Link of both the N64 Smash Bros and Melee being earlier chronologically. Try and follow me here. Later sources which we’ll discuss in a bit reveal that Link held onto some of his equipment gained in Majora’s Mask until his true adult years, when he grew up for real. In both Smash and Melee, Adult Link exclusively uses items based on their OoT appearance. This is also the time when he did his greatest deeds, so it makes sense for Master Hand to take him from here, instead of later in his natural life when his attitude may have turned a little more cynical.

Link in both these games uses the Bow, Hookshot, Boomerang, and Bombs. The latest you acquire is the bow. So the Smash timeline placement goes like this: during the events of OoT, between Link beating the Forest Temple and defeating Ganon to be sent back in time, Master Hand intervenes to pluck him away, not once but twice. Since he has that control over time, they could just have been right after each other. Link then goes back, none the wiser, etc. and ends up a child at the end of it all.

The child form is also playable in Melee. When is he from? His sword, shield, bow, hookshot, and boomerang are all OoT-exclusive designs. (The milk bottle model is shared between OoT and MM, although SSBM uses a new model anyway.) This implies that the transdimensional abduction occurs before Majora’s Mask, but his home stage is Termina’s Great Bay—this is not directly tied to him as the items are, though (Adult Link’s stage seems to be based on Zelda II, hundreds of years later in a different timeline branch). So after Link and Zelda prematurely get Ganondorf put to trial (as revealed in TP), and Link has time to physically mature slightly more, enough to be competent with his adult weapons—but before he leaves for Termina—this post-OoT Child Link is taken the same way. This makes sense I suppose—his smaller, faster form allows for a different fighting style but he has some competence with his more powerful weapons now. So we see that Link had already subjectively participated in Hand’s strange game twice before his younger form had his chance.

So that’s four things happening in between OoT and MM. He was a busy kid, wasn’t he? But all kids grow up, and the next we hear of the Hero of Time is the Gamecube demo reel from Spaceworld 2000. Showing off what their new hardware was capable of, Nintendo showcased some graphically impressive (for the time) FMVs. One showed Link and Ganondorf (!) fighting in some kind of castle. As I said, TP showed that Ganondorf had been tried and sentenced by the Sages and banished through the Mirror of Twilight. Therefore that sentence must have occurred after this fight, evidently there was no reason for punishment at that time (the putting young Hitler on trial paradox). This event must have been the culmination of Ganondorf’s deferred grab for power, then.

The reason we place it thus is that the Link shown is obviously Timey, but using the MM version of the Hylian shield. In that game, Link initially wields the Kokiri sword and Hylian shield, but their designs are oddly quite different to their OoT appearance. Why is this? My theory is that those specific items were warped in some way during the passage to the twisted dimension of Termina, changing their look in devious ways. Most of his other possessions were similarly affected, rendering them unusable, which is why he starts with squat and has to replace his stuff with Terminian equivalents (bigger stuff like the Megaton Hammer he stashed in Hyrule as he was still not physically able to wield them).

When he gets back from Termina, Link grows up gradually, wary of Ganondorf who just has to be up to something. When he finally makes a play, Link has grown up to roughly the equivalent of his OoT Adult form, ie. around seven years later. He takes the Master Sword now that he needs it, and his Terminian Hero’s Shield and goes to confront the schemer. (Glitterberri theorises the location to be a Gerudo fortress, I agree). During the fight, importantly, he (for some reason) tosses his shield aside to meet a particular attack with a two-handed strike.

Back to fanon. Link prevails over Ganondorf, and the sages are motivated now to take action, banishing him as stated. Link’s shield slid under a couch and he can’t find it, so he goes back to Hyrule Castle Town and buys a stock standard Hylian shield again (established to be mass-produced). The stage is now set for our next appearance.

Soul Calibur 2 had Link as a Gamecube version exclusive character. Awesome addition, and very interesting for canon (my canon, anyway). The backstory in this game says that Link has just fought off an attack on Hyrule by an evil sorceror, who was being controlled by the plot MacGuffin of the Soul Calibur series. Another adventure of Timey’s, in which he saves Hyrule! What is that Shade complaining about?

Link’s default weapons are the Master Sword and proper Hylian Shield (not the MM one). All well and good, but you’ll see why I required all my earlier justifications, as this game has a big item list for each character. Among Timey’s arsenal are the Megaton Hammer, Biggoron’s Sword and Mirror Shield that his artificially aged form used in OoT (meaning they couldn’t have been destroyed in Termina—although he could have gone separately to claim their non-paradox versions from the Child timeline). He also uses items acquired in Termina, ie. the Razor Sword and Great Fairy’s Sword, meaning that both these optional items are canon and this version of Link is post-MM, meaning he’s the naturally-aged Link of the Child Timeline.

Strangely, other equipment he uses include the Cane of Byrna (from LttP), and the Magic Sword and Shield (from LoZ) meaning he must have adventured to acquire special items in the interim, items that otherwise would have lain dormant in Hyrule for generations (in the alternate timeline, they did until being claimed by later Links). Pretty cool huh!

So SC2 is another example of a Link dimension-hopping to other universes (although arguably Timey already did that in MM). And that’s all the New Adventures of Timey we know about. Let’s examine.

Link saves Hyrule from Ganon, and is sent back in time so he can save it from destruction, erasing all his hard work from the minds of his friends and all Hyrule (except perhaps that owl, but who knows really). This is supposedly a major reason for the Shade’s regret. However, Timey saves Hyrule 2 or 3 more times in the meantime, and seems to have had some serious adventuring to boot, acquiring some sweet loots. He stops the sucking portal, journeys to a parallel world and saves it too, goes in an interdimensional tournament 3 times (but doesn’t remember), fights Ganondorf a second time from his perspective, defeats some other evil sorceror, goes in another interdimensional tournament (with higher stakes, I think—and he remembers it) and finds some of the mighty treasures of Hyrule.

Of course, life is long. Half of those didn’t take place in Hyrule. I have my own fan theories about Timey’s life after SC2, the last we hear of him. He has to have lost or injured his left eye at some point, to explain the appearance of the Shade (and Golden Wolf). I like to think he went back to Termina as a result of not feeling at home in Hyrule at some point—as we discussed, his experiences there must have affected him deeply, creating a connection there. Something has to have happened in the Lost Woods: Skull Kid is there in TP, the Master Sword was put there (presumably by Timey), and the Shade’s undead appearance must be linked to the tales of Hylians becoming Stalchildren when venturing there.

I think the loss of his defining experiences from the world was still a huge barb to Timey. It is stated as a source of his regret as the Hero’s Shade. The other stated reason involved his lack of a pupil. In a world without Ganon, peace was the status quo. Despite these things I’ve mentioned, most of them have an extra-Hylian origin. Hyrule itself was at peace. No-one wanted to be trained for war or adventuring.

After a while even Timey itself must have run out of adventuring to do. A fan theory I subscribe to is that he eventually settled down with Malon (or Romani, is my theory) and turned to a life of farming. His descendants, of which the Link of Twilight Princess is one, carried on this legacy (that particular Link started the game as a farmhand with a knack for animals). This is the other big reason the Shade could not move on after death. He was that era’s greatest hero, whose skills ended up being unneeded and squandered, never taught to pupils or apprentices or sons. Teaching his descendant healed that regret.

You can sort of see how it all fits together. Timey has a long arc, with many big life events (which we fortunately know a lot about). He has his ups and downs—a traumatic but exhilirating childhood, spending his prime trying to recapture those days, and finally giving up on that life (not without major reservations). Finally, he finds absolution after a period of undead wandering. Enough waffling though, I’ve said enough about this Link.

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March 28, 2013
Zelda Character Recursion Part 4: The Hero of Time

Now we come to one of the more influential Links. Possibly the most well-known these days, considering the popularity of Ocarina of Time among gamers and the subsequent callbacks in later games. The Hero of Time was given his name due to events that occurred during this first game, in which he was suspended in stasis for 7 years until he matured, and was then able to transport himself between this new future and his previous present.

This is a strange experience, I imagine, as subjectively for Link he is the same kid, suddenly in an adult body. He is able to switch back and forth, between eras and his own corresponding physical forms, while keeping a continuous subjective experience. Also, any people he meets in the adult era have experienced seven years of time while he has a major discontinuity. The adult Link represented in OoT is not a true adult emotionally. Through the events of the game though, Link grows from an innocent fairy child of the woods (adopted) to accepting his role as Hero. Still, at the end, it is brought home just how young he is when he must interact with the still childish Zelda.

In the seven years, Hyrule has been ruined and scoured by Ganondorf, the King of Evil. This terrifying wasteland future is erased at the end of the game, with Link the only one who remembers it. Now wonder he feels out of place in the new, peaceful world of the so-called Child Timeline, the only one he knows from his perspective. This theme carries through later references, so mind it. The end of the game has adult Zelda sending Link back to his home time, with the plan to collaborate with her unknowing child self to stop Ganondorf before he can execute his plan.

We need to clarify this a bit more. Three timelines are generated in the events of this game’s ending. The first, and most stupid, is the Decline timeline that results form Link dying in the final battle and Ganon triumphing. Never before has a Game Over scenario been canon! The second, the Child Timeline, is the one Link ends up with and is basically new events as Zelda’s final act sends you back to about 1/3rd of the way through the game to start a new history and erase the other events of the game, including Link’s initial stasis. The final, the Adult Timeline, is the one left over when adult Zelda sends Link back and the ruined Hyrule must continue with Ganon defeated and Link absent, and thus all the events of the game are contained in it, especially the other 2/3rds.

So, the Hero of Time, after OoT, only exists in the Child Timeline. Appropriately, he is a child at this point, but with some of the experience of an adult. This makes him a more capable warrior and Hero even while he still has to grow, and (presumably) even more so when he matures for real. Majora’s Mask is a direct follow-up to OoT. Link is seen to have retained the skills of his Adult form, but to be afflicted with loneliness after the departure of his fairy companion, Navi. He is roaming, on a fruitless journey to find her again when he stumbles on a twisted parallel world, Termina. He meets a new fairy friend, Tatl, and during the game must heal the souls of many people he meets. Perhaps in the process his own heart is eased? The dark character art here echoes the dark tone of the game, but ultimately both Link and the antagonist, Skull Kid, are redeemed and now face hopeful futures. That’s what I got out of it, anyway.

This is where things get interesting for Timey. The next definitely canon source to feature him is Twilight Princess, in which he is a decaying, cadaverous spirit, with a wounded eye and riven armour—this suggests a hard life full of danger and adventure. Full of regret from his life, the “Hero’s Shade” wishes to pass on his skills with the sword, which he lacked the chance to do during his living days (despite him having children—the Hero of Twilight is his descendant). He also feels disappointed and greatly burdened that his deeds in the Adult Timeline necessarily went unreported and unacknowledged. In fact he seems, perhaps, to have done no great deeds in Hyrule during his life in the Child Timeline.

So we have painted a picture of a Hero who feels disconnected, robbed of the glory of his deeds. What happened in all his years that he feels so regretful, that he could not find fulfillment? If his time in Termina was so meaningful, what dreary days did he face in Hyrule? With a realm in peace, no threats to face and no enemies to fight, a Hero must feel unwanted. Also, what happened to his eye? We’ll find out some more about Timey in Part 4.5.

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March 27, 2013
Zelda Character Recursion Part 3: The Travelling Hero

A Link to the Past was conceived as a distant prequel to the original Zelda, but featuring several common characters, thus being the genesis of the true iteration idea. The Link featured spends much of his time after this, his first game, travelling to other lands and so I have called him the Travelling Hero.

As you can see, his design is very similar to that seen in promotional materials for Zelda 2, and certain artwork of Zelda 1. The clothes, sandy blonde hair, and bangs all echo this design, but this Link is explicitly a separate individual with a different backstory. He is the descendant of a line of Knights who have long protected Hyrule’s royal family. We find out later that this game, and the original two, take place in the Decline timeline, which results from the death of the Hero of Time in Ocarina of Time. The backstory to this game accordingly involves an all-consuming war between the peoples of Hyrule and Ganon’s forces, after the Hero failed to stop his rise to power.

In this case, the designation of Hero is carried through the bloodline, similarly to Twilight Princess’s Link but dissimilarly to Wind Waker’s. How, if Timey died without descendants in this branch? Well, they both share the blood of the Knights of Hyrule, a group of people who in some way have been granted the blessing of the gods, even if there is no direct line. Other Links have earned their Hero status and the Triforce of Courage by proving themselves, but this one is born into his destiny.

After defeating Ganon and freeing Hyrule from its dark shadow (ie the Dark World), this Link has adventures mostly in other lands. I believe in relation to Link’s Awakening it is mentioned that Link is travelling to grow stronger, so that he can better defend Hyrule. Fair enough, as he is one of the last Knights of that bloodline. His first foreign adventure after LttP though is Oracle of Seasons, in which it is stated that the Triforce itself sends link to the land of Holodrum (this is anachronic, as it was developed after Link’s Awakening).

Therefore, I believe that the Triforce is initiating the training of this hero. Then again, the Triforce cannot distinguish good and evil. Perhaps, again, it is forcing the Hero to prove himself worthy of it. Whatever the case, Link journeys for some time (same hair, same shield, same Link!).

As I said, first Seasons takes place in Holodrum, then Ages in Labrynna. Link is sent to these lands to protect the Oracles, avatars to some degree of the Golden Goddesses. A rogue Gerudo warlord and Sheikah sorceress threaten them, and it is revealed that Twinrova (Gerudo witches of Ocarina of Time) are trying to revive Ganon after his defeat in Link to the Past. Zelda also gets involved in the plot. After it all wraps up, Link leaves by boat—obviously his decision to find training this time. Impa takes Zelda back to Hyrule.

Following this, then, Link’s Awakening happens. His boat is wrecked on a tropical island, a very strange place with a surreal atmosphere. The reason for this is that he has been marooned within a dream world, the creation of a sleeping ocean deity. By waking the Wind Fish at the end of the game, the island and its inhabitants disappear. They lived on to some extent though, with some concepts and character designs being incorporated into later games—all of which take place before or parallel to this, implying that they were reflections of the real world. Marin at least is implied to be reborn in the real world, so it is not inconceivable that others are manifested in reality by the Wind Fish’s power. That’s what I think anyway.

The fate of the Travelling Hero is not represented in any other game after this, but he pops up in cameo roles in other Nintendo games. This could be a part of his training journey before or after Link’s Awakening (sure, why not right?). This includes an appearance in Donkey Kong Country 2 and a mention in DKC3 (Earth/DK Isles), an appearance in Super Mario RPG (Mushroom World), and an unused sprite in Golden Sun 2 that totally counts because I say so (Weyard). Now these appearances are ambiguous and don’t have to be Travelly but since he is explicitly travelling to other regions, I put them here—also, these games were made after LttP and mostly before OoT. F-1 Race and Tetris are Decliney because they have trademark equipment to distinguish them (and were also made at that time). These cameos have the darker hair of that earlier design, but I felt better about putting them here anyway, for the reasons stated.

One more thing worth mentioning about Travelly is that while he is travelling (after Oracle of Ages anyway), Hyrule is not sitting idle. While he is off getting stronger to defend it, ironically Hyrule comes under attack again. The Satellaview satellite broadcasting add-on for the Super Famicom gave us a new game (really a mod of LttP, but it had a new plot) called Ancient Stone Tablets. The Hero who rises up to defend it in Link’s absence is an otherwise unkown boy or girl (the mascots of the Satellaview system, and usually a player avatar). Presumably the Triforce recognises the need for a Hero role while its nominated guy is somewhere else at its own request, and thus we have a new hero brought from other lands. It is set six years after LttP, so we know Link’s combined adventures take at least that long. This Hero is known as the Hero of Light. Whether they are counted as a “Link” or not is up to you, but “Heroes” are a similar title anyway.

So that’s the “Era of Light and Dark”, according to Hyrule Hystoria. We don’t actually know what happened to Travelly after what I’ve outlined, or whether he ever got back to Hyrule. Things only got worse for the kingdom in the years following though, so perhaps he tragically never returned to the land he swore to defend. Or maybe he did, with the Triforce leading him home. I’ll leave that one to the fanfiction writers.

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March 26, 2013
Zelda Character Recursion Part 2: The Hero of Decline

The first example of a recurring Link is obviously in the games Zelda and Zelda II. I’ve named him the Hero of Decline as he appears at the end of the Decline branch of the timeline, according to Hyrule Historia (it’s an exercise to the reader which of Spirit Tracks, Four Swords+ and Zelda II is the latest chronologically). Before the concept of reincarnation, iterations, and cycles, the second game was explicitly a straight sequel to the first with the same characters (except Zelda, strangely. She was replaced by a comatose ancestor with the same name- I suppose the first example of iteration). Link has aged three years by the time of the sequel.

This Link also is probably the one in the Legend of Zelda Game Watch from Nelsonic, and the Zelda Game & Watch from Nintendo. My theories: the Game & Watch is set between the two main games, as the Link in artwork is squat, resembling the first one. Some dragons kidnap Zelda and rehashing the first game, Link has to reassemble the Triforce of Wisdom. The lankier, older Link from Zelda II is reproduced in the artwork of the Game Watch, on the other hand. It takes place in a single cave with Link assembling another Triforce. This time my theory is that this Triforce is the one of courage, this cave being a test of Link’s courage for him to obtain the physical Triforce as seen later in Wind Waker, him having proven his right to it by defeating his shadow at the end of Zelda II. So it goes Zelda 1 -> Game & Watch -> Zelda 2 -> Game Watch.

There’s a different kind of iteration on this Link—adaptation iteration. The Valiant comics and the cartoon series were based on the first two games and set after it, in what you might call another alternate branch of the timeline in which things get a whole lot cheesier and surreal. You see, instead of the route some adaptations take in adapting game logic to more realistic alternatives, these media made their world follow some bizarre game logic in a superficially realistic setting. They were also strangely non-violent, with Link “zapping” Ganon’s minions with his “Crissword”, magically sending them to his “Evil Jar”. And there was all the cheesy, mugging dialogue. Ugh. This means that while implicitly based on the same Link, the version seen in these sources is so different in terms of personality we have to separate him for the sake of our sanity. (Well excuuuuuuse me, Princess!)

A further adaptation removed another step was the Link seen in the Captain N cartoon, which ran at the same time as the Zelda cartoon. In some ways he’s a continuation, with a similar personality but a more mature look and attitude (making this perhaps the latest pseudo-canon source in its own timeline). However, this cartoon is explicitly set in a weird “videogame” crossover universe where everyone knows they’re game characters or something. So I don’t really know what to make of it.

Of course, the last two points are not so relevant, until we consider the CD-i games. Oh yes. The first two at least, Link: The Faces of Evil and Zelda: The Wand of Gamelon, base their character depictions on the cartoon, with designs more from the first two games. King Harkinian of Hyrule here has colour in his hair, so they must be set before the cartoon and comic in this strange timeline branch, where his hair has gone white. Now you see what I mean by Decline!

Zelda’s Adventure, the third CD-i game (different developer this time) is harder to place and has a very different tone, especially in the cutscenes. They’re live-action and less campy but still hammy, if that makes sense. Let’s say for simplicity it occurs after the other two CD-i games, in development order, and that the universe fell down a realism hole briefly before going a bit wacky again in the cartoon.

The Hero of Decline, now that I look at him, seems to have had a lot of appearances. And I didn’t even mention the two Nintendo Adventure Books, which depict original plots: The Crystal Trap and The Shadow Prince. This Link also makes cameo appearances, like several other Nintendo characters, in F-1 Race and Tetris on the Game Boy and NES, respectively, in the context of those games with a new sprite (an illustration of the concept of the Videogame Crossover Universe, depicted differently in Captain N, Smash Bros., etc—you can tell it’s Decliney due to the crucifix shield and flute, exclusive to the first two games). Other games, such as the WarioWare series, Tetris DS, and Picopict, present Link in his sprite art appearance from Zelda 1, in an appropriate context (so they don’t really count, as he’s still in Hyrule during those events that are merely being depicted).

Well, that’s the original Link. The comics claim he is a traveller from the neighbouring kingdom of Calatia, but either way, by all accounts he is an unassuming youth who takes on the mantle of destiny and proves himself worthy to the goddesses to possess the Triforce of Courage. Of course, we find out later that he’s one of the last Links in a very long line of heroes who is retrospectively revealed to be following traditions of previous heroes. We leave him still defending a Hyrule ruined after many years of decline. Can he and Zelda restore the kingdom to its previous prosperity?

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March 25, 2013
Zelda Character Recursion Part 1: Iteration Theory

The Zelda series features many recycled character designs, signifying that their world contains a strong phenomenon of archetypal reoccurrence. Obviously Link recurs many times with a similar look, as does Zelda. Ganon is nominally the same person in most appearances (except Four Swords+, which features a new Ganondorf), and other villains have been hinted to share a common bond of some kind. Apart from this though, characters such as Talon and Malon, Tingle, and the Postman have also resurfaced at various points as distinct individuals with common looks and personality.

Many games feature an all-new Link in a new generation (whether older or more recent). However, some Links persist between games to create an even greater commonality than the similar designs suggest. Other Links are also hinted at or referred to in backstory but are never playable.

This will be a series of posts dealing with some of the many Links, specifically the ones who we see more than once.

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March 23, 2013
Metroid Prime 2: Echoes (Wii)

So I picked this up again after a long hiatus. Originally the reason was that I had borrowed Wind Waker and Paper Mario 2 from a friend, and wanted to get those awesome games back to him ASAP. So I put my playthrough on hold (halfway through Torvus Bog, I think), which stretched a long, long time as I put off restarting that. But I finally did and finished it.

My initial impression of the game was that it seemed like a mod, or expansion pack, of Prime, rather than a fully developed sequel. The engine is obviously the same, the interactable objects are mostly quite similar, certain enemies are reskins of Prime enemies, the beams are quite simple reskins. It differentiates itself a bit more as you go on though, with some stunning environments, new items and concepts, and a more active plot (rather than mostly inferred through scans, although it has that too).

That’s not to say that building so closely upon Prime is a bad thing. Prime was a fantastic game, still recognised today as a classic and a brilliant extension of the Metroid franchise despite some pre-release concerns. The sequel is less accoladed, but to my mind it’s probably just as good and different enough to be worthwhile playing. Also, similarly to Majora’s Mask, a few changes can go a long way toward the atmosphere, especially in environments. The comparison is apt as both are lesser-liked sequels that share many assets and mechanics, but with a darker tone and new ideas.

Echoes is a little less experimental than Majora’s Mask though, although carrying the Zelda link further, designers who worked on A Link to the Past apparently consulted with Retro to develop the Light World/Dark World concept. It’s well-executed here, with familiar structures but twisted and a dangerous feel to Dark Aether, although the portal loading screens were a little long and annoying.

I realised as I went on that Echoes was a bit smaller in area than Prime, but the dual worlds added to the size, and I feel bactracking was handled a little better. The smaller size and interconnectedness helped this aspect. As I got to know this little world, I felt good moving around confidently.

This feeling was hampered in the long run by a lacking “sense of progression”. Progressing meant collecting items and upgrades, getting MacGuffins, and opening new areas—all well and good, and staple to Metroid. But adding cutscenes and a major NPC (and Dark Samus scenes) was ultimately futile as it was not followed through enough. I didn’t feel as if my efforts were hindering the Ing or helping the Luminoth. I suppose the Dark Samus subplot was handled well, but due to all the explicit scan lore I expected some reflection of the conflict I was currently carrying out on the game world or dialogue with U-Mos, for example. Prime also felt a bit strange in this respect, as everything was implied and I didn’t feel as if I was accomplishing much until the end, which then felt a little flat.

Then again, the restrained and laid-back storytelling (for the most part) is refreshing in this age of Quicktime events and dull cutscenes. Echoes’s cutscenes were snappy and light on text, leaving some more lore/audiolog-type scan stuff for optional finding. This also applies to more retro stuff, but the comparison is more appropriate for this, a 3D first-person action-shooter. Just the tone and pace was so nice and slow and subtle. I liked that.

Combat is, well, it’s ok. At first you have to be careful, as threats are unknown and can do much more relative damage, but as you get to know everything’s patterns and capabilities—and your health increases—you tend to just rush past most creatures. Thus I think the start of the game and new areas that you venture into are more effective in building tone so on. Of course, once you get the Annihilator Beam there’s another shift because it makes it so much easier to just blast through things. So the tonal shifts are a little strange in that way but cool.

I like the sound design in this game. Sound effects are not too loud most of the time, the compositions for the different areas are nice, and part of the soothing change back into Light Aether after a stint in the Dark.

Another positive was the interactions of different groups. The Luminoth built everything, then the Ing corrupted it. The Luminoth then lost the war and went to sleep, waiting for a redeemer. The Federation showed up later and promptly got slaughtered by some Ing. Space pirates also make the scene (with Phazon), but are mainly possessed by more Ing. Finally, Dark Samus wrecks some stuff. Then Samus arrives and has to figure all this out by scanning stuff. It’s a fairly rich world, although the Federation and Pirate stuff is pretty much just in the first quarter of the game, I guess.

Oh by the way, there was a manga produced for this game which the Metroid Database has translated (except the last chapter) here. It focuses much more on the Federation troopers, and Samus arrives before they all die. It’s not bad.

Not sure what else to say, as I actually finished the game a little while ago and (appropriately to my playthrough) put off the review. But yeah it was a sweet game, and on the strength of it I bought Hunters for the DS too, which I will play before starting Corruption as they were developed in that order, although Hunters is set between Prime and Echoes. I really respect Retro at this point, they should hire a bunch more people so they can work on more than one game at a time! Anyway that’ll do so, see you next mission!

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