Friday, September 18, 2009

BS Zelda Tour: Map One




I finally found some free time and since I haven't received my copy of the Metroid Prime Trilogy yet, so I decided to play something else this weekend. My choice went to the BS Zelda games, because I played them only once so far and by now there are better versions available, which I wanted to try out. Also, they are a perfect blog topic. This BS Zelda tour will come in three parts, one for each of the BS Zelda games. It's not the first time I'm writing about the BS Zeldas here, so check out previous article, which was written at this year's April fools' Day and which deals with the possibility of porting those games to the Virtual Console.

Let's repeat the basics. The Broadcast-Satellaview (BS-X) Add-On was an additional base unit for the Super Nintendo in Japan, much like the Nintendo 64DD. It was linked with "St. Giga", a digital satellite channel, and enabled downloading data from this satellite stream. Games on the BS-X were broadcasted like TV shows, you could only play them at certain times for a certain time. Three Zelda games were broadcasted on the BS-X, each of them lasting four episodes, one hour each. If you missed an episode, you we're screwed and couldn't finish the game until one of the reruns. Each episode gave you access to a new part of the overworld and two new dungeons. Your goal was to beat two dungeons per episode and if you were able to do so, you were allowed to face Ganon at the end of the fourth episode. The three games included a 16-bit remake of the original The Legend of Zelda from the NES, that came in two different maps, and a smaller version of A Link to the Past, called Ancient Stone Tables. The games also featured voice acting and orchestrated music made possible by the satellite broadcasting, it's basically the main advantage of the whole system. And there was a downloadable copy of A Link to the Past, unlike the other games you could play it any time, it was like a game on the Virtual Console and probably Nintendo's first attempt of digital distribution. There were at least two reruns for every game, in case you weren't able to play them the first time. Also, you're not playing with Link, but with your BS Avatar, either a boy with a baseball cap or a red-haired girl.

Those games are the real forgotten Zeldas and unlike the terrible CD-i games the BS Zeldas are official quality products made by Nintendo. Due to their nature as live broadcast events, which were only playable once and only in Japan, the BS Zeldas are the least known games in the Zelda series. Which is why they are worth being looked at.



The most important source for the BS Zeldas is the BS Zelda Homepage. This site offers restored ROMs of the original games, as well as modified ROMs, that make the games look more like an original Zelda game (Link sprites, no clock and time limit, etc.), complete walkthroughs, as well as everything you want to know about the BS Zelda games. It's probably the most useful and interesting Zelda fanpage out there.

However, I use the Restoration ROMs, which are as close to the original version as possible. This part deals with BS The Legend of Zelda: Map One.



The remake features some nice 16-bit graphics, but the overall gameplay is exactly the same as in the original game. With the exception of the timer. At each minute of the clock new events could happen. Most events were announced, a text box would appear and originally a narrator (playing the old man, who gives you the Wooden Sword at the start) would explain what happens. Some of those events were important, like items or dungeon entrances only available for a short time, other gave you temporary power ups including infinite bombs, the powerful Mighty Boomerang or the ability to shoot the sword beam at all times. The story is the same as in the original, just with some more narration from the old man. The overworld is much more compact than in the original, there are only eight times eight screens, in The Legend of Zelda has twice as much. The game offered eight dungeons, spelling the word "St. Giga" (like the satellite):


Episode 1
  • Broadcasted on August 9th, 1995
  • New Items: Wooden Sword, Bombs, Bow, Wooden Boomerang, Wooden Arrow, Magic Shield, Letter, Blue & Red Potion, Extra Heart Container x 1
  • Level 1: Aquamentus, Level 2: Dodongo
Thanks to the episodic structure, the game is much more linear than the original. You can't go everywhere from the start, the first area is limited to Level 1 and Level 2, you can play those dungeons in any order, but that's it. You can't go to Death Mountain in the north, because you don't have the Stepladder and the Raft yet, and you can't go to the woods in the west, because you need the Blue Candle to get there. It's very similar to the way, how you explore the overworld step by step in Link's Awakening. You face Aquamentus and a Dodongo in the first two dungeons and after that you will probably have a lot of time left until the episode ends. This waiting time can be quite annoying, but after all you only had the chance to play this game once. And you can use the time to collect some rupees, which are quite useful for the second episode, where you have to purchase the Blue Candle and where you can buy the Blue Ring for 250 rupees. Unlike in the original you were able to collect more than thousand rupees in the game, the amount of rupees collected during the game was more or less part of an highscore. There's a special event at 0:20, where an extra Heart Container is washed up at the beach and only available for eight minutes.

Episode 2
  • Broadcasted on August 16th, 1995
  • New Items: Blue Candle, Blue Ring, Food, Magic Boomerang, Raft, Ocarina, White Sword, Extra Heart Container x 1, Bomb Holder Bag Upgrade
  • Level 3: Manhandla, Level 4: Digdogger
In the second episode you can finally buy the Blue Candle in the shop northwest of the starting location. With this item you can enter the woods in the west, where Level 3 is located. Level 3 offers the Raft, but you can only use it to get to Level 4, which lies on the second island of the lake. You can't use it to go to the other areas yet, because a whirlpool prevents you from reaching the eastern part of Death Mountain. In the west there's a small graveyard of the size of one screen, where you can get the White Sword. But before that you have to pass the Lost Woods and a stormy area. As special events the curses of those areas are lifted at the end of the episode, so you can go get the White Sword easily at that time. But you can also pass the Lost Woods in the traditional way and try to dodge the whirlwinds in the stormy area, but I did not manage to perform the latter. It's easier to wait for the end of the episode.

Episode 3
  • Broadcasted on August 23rd, 1995
  • New Items: Stepladder, Magic Wand, Extra Heart Container x 3, Bomb Holder Bag Upgrade
  • Level 5: Patra, Level 6: Gohma
The third episode is interesting, because it's getting dark for the first time. Not only for the first time in the game, but for the first time in the entire Zelda series. The first game to introduce a day and night cycle in the main series was Ocarina of Time. The BS Zeldas are also the only 2D Zelda games, where you have day and night. However, at night the monsters come out of the dungeons, most of the regular enemies on the overworld are replaced by Darknuts. While this sounds horrible, since the strong enemies are now at the outside, they aren't inside the dungeons and you have an easy time there. The sixth Level is located at the beach, where you found the Heart Container in the first episode. At 2:35 a tile with an Ocarina on it appears and by playing the Ocarina you can summon the dungeon, which rises out of the water. Also, in this episode you can already take a glimpse at the final area, but you can't go to the final two levels yet, because you need the Power Bracelet and the Armos Knights are still sleeping.



Episode 4
  • Broadcasted on August 30th, 1995
  • New Items: Power Bracelet, Red Candle, Magic Book, Silver Arrow, Magic Sword, Red Ring
  • Level 7: Aquamentus, Level 8: Blue Gohmas
It's dawn at the beginning of the final episode and the Armos Knigths are waking up. You can play Level 7 and 8 in the order you like, I choose Level 8 first, because it's on the way and we don't have much time. And Level 7 is much larger than Level 8 and it's shape and color also remind me a little of Level 9 in the original game. Your dungeon crawling is eventually interrupted by the old man at 3:25, who tells you, that Ganon is looking for the Magic Sword and Red Ring to become more powerful. You only have ten minutes to find those items before him. Overall this episode might be the one where you can get in trouble and face some serious time pressure. Especially if you happen to die. At 3:45 it's night again and Ganon attacks the old man. There is no real Level 9, you will face Ganon in the small cave at the starting point of the game, where the old man gives you the Wooden Sword. Actually this cave has some extra rooms including Zelda's prison cell. The fight against Ganon is very similar to the one in The Legend of Zelda, you will need the Silver Arrows to deliver the final blow. Those are cleverly hidden at the entrance of Level 8 and you get the hint, that Wallmasters can show you the way to the Silver Arrow.




A lot of Zelda fans would like to see those games on the Virtual Console and I can only join them. However, because of the nature of those games, a port is rather problematic. For example the timer definitely would have to go, because it's not much fun to play against the clock or to wait for the next episode. The BS Zelda Homepage team already made a version, that comes with Link as the main character and without the clock. The main events are all triggered by collecting the Triforce Shards, which works fine. For example the White Sword is accessable after collecting the fourth shard. The special abilities could be turned into temporary power ups like the Guardian Acorn and the Piece of Power in Link's Awakening. Basically the most important upgrades would be the Mighty Boomerang, which is really cool, the infinite bombs and the all time sword beam. Others are the clock and fairies, but you already get those as regular items. And there is a Thunder attack, that kills all enemies on the screen similar to the Thunder spell in Zelda II. So, if they include all that, you would get a Zelda game, which provides the overall feeling of the BS Zeldas without using a clock. The first game would be more or less a very nice, but short 16-bit remake of The Legend of Zelda.

Some more screenshots:




In the next part I will take a closer look at the second Map of BS The Legend of Zelda.

Wednesday, September 16, 2009

Spirit Tracks US Cover and Release Date




Good news. The Legend of Zelda: Spirit Tracks will be released on Monday, December 7th in the US. According to Amazon, Europe gets this game the Friday before, on December 4th, which is not unusual lately (Wii Sports Resort was the same). Since I live in Europe, I will try to get this game on day one and deliver some first look impressions here on Hyrule Blog at the weekend before the game comes out in the United States.

The cover looks nice, I like the improved logo with the train in it. And the cover shows a mine cart as the fourth wagon. My guess was, that the wagons and the locomotive will be like "train parts" similar to the ship parts in Phantom Hourglass. Since we only have four different parts, we probably will get more themes to choose from.

Source: Businesswire

Thursday, September 10, 2009

Rumor: Zelda Wii Trailer in October




Actually, I wanted to ignore those "news", but they are all over the place by now. I'm talking about this. Those guys over at Infendo are crying for attention and attention they get. They claim, that right now a trailer for Zelda Wii is being made and that it will launch at Nintendo's fall press conference. Of course talking about an "insider source who wishes to remain anonymous" makes you look much more reliable while stating something like that. "Hey, I have an insider source at Nintendo too. It's my cousin, who happens to be close friends with Aonuma, and he says, that Spirit Tracks is going to have a stage builder. He even gave me a screenshot of the early beta, go look here."

Of course those kinds of rumors are nothing more than predictions. But because predictions aren't half as interesting as some fake news, we're talking about anonymous insider sources. We want to get attention. And if the prediction turns out to be right, hey, then we're big news and all those Zelda fans come to our site, because they want to hear more from our awesome secret sources.

However, those rumors are contradicting with earlier statements about Zelda Wii, for example at E3 they weren't even sure, if MotionPlus will be required or not depending on how successful MotionPlus will be. Right now there shouldn't be any doubts left, but I don't think, that they are far enough into the MotionPlus gameplay development to show a good trailer. Also, in an Iwata Asks interview at the end of July it was stated, that the Zelda team is facing pressure after seeing the amazing graphics of Monster Hunter 3 (source). Doesn't sound much like "we're confident enough to show a trailer by now".

I would say, if they're going to show something about Zelda Wii, it will be more or less just a small teaser trailer shedding light on the mysterious artwork from the E3. This would make sense, since the artwork wasn't supposed to be leaked and by now half the internet is confused about the whole Fairy Spirit looking like an incarnation of the Master Sword while Link is not holding a sword thingy. So maybe there will be a small teaser trailer, which explains the artwork and maybe the title of the game will be revealed. If anything this is something, I would expect.

Zelda Wii or not, I'm definitely looking forward to Nintendo's next press conference. I'm still waiting for a Virtual Handheld announcement.

Tuesday, September 8, 2009

Spirit Tracks and a Stage Builder




Apparently this fall we will get the first DSi-exclusive and DSi-enhanced games (source). You can probably compare this to the GameBoy Color, some games like Link's Awakening DX did run on both GameBoy and GameBoy Color, but came with some exclusive features for the new system, and some games like the Oracle games were entirely exclusive for the GBC and didn't run on the older version of the GameBoy. Same concept here with the DSi.

While The Legend of Zelda: Spirit Tracks was announced to run on all three DS versions, I wouldn't wonder if it's a DSi-enhanced game, which comes with some DSi-exclusive features to boost the sales of the DSi system a little. Nintendo does that all the time, just take a look at the Zelda series. I already mentioned Link's Awakening DX, which came with the Color Dungeon. Oracle of Ages & Seasons did have the GBA Shops, which were selling two exclusive (but worthless) rings, but you could only enter the shops while playing the games on a GameBoy Advance. Probably not biggest motivation for someone to buy a GameBoy Advance, but still an exclusive feature. And finally The Wind Waker featured the Tingle Tuner to advertise the GBA connection cable. Of course those are all just small things, you could look at them more as a bonus for having the new hardware, not as a real reason to buy the hardware.

As for Spirit Tracks I don't think, that we would get something, that utilizes the cameras. But the game could take advantage of the option to download things on an SD card. One possibility could be downloadable content, like a new bonus dungeon, that can only be downloaded and played on the DSi. That would be similar to the Color Dungeon in Link's Awakening DX in a way. Or since Spirit Tracks will have a multiplayer mode, they could offer new stages. But why not even take it further and give the Zelda fans the possibility of making their own stages? Much like the Stage Builder in Super Smash Bros. Brawl. People loved that thing, just look at the thousands of stages available at IGN. Stages for Spirit Tracks could be stored on your SD card and traded all over the internet.

And unlike the Stage Builder in SSB Brawl selfmade stages wouldn't lack quality compared to the original stages. Because the graphics in the NDS Zelda games are already very simple. You wouldn't need much, the default stage while loading the Stage Builder would be a large floor square enclosed by walls at the perimeters. You would be able to place new walls, to change the floors to your liking and to place game elements like items. And there should be different themes. The dungeon theme of course with spiked floors, pits and maybe safe zones. And an outdoor environment theme with water, trees and rocks as special structures. You wouldn't need too many elements to make a powerful editor, which is able to create stages close to the environments in the actual games. The following picture, which I've made using Photoshop, shows how I would picture such an editor:



I guess, something like this would be a lot of fun, Zelda fans all over the world could trade their self-made Zelda stages. For me personally this even would be finally a good reason to get a Nintendo DSi (I still don't have one, only a DSLite). I love working with level editors and my own Spirit Tracks stages would be a nice addition for my download section on this blog, which only features Unreal maps and SSB Brawl stages so far. And I don't think, this is an unrealistic vision, since the Stage Builder of SSB Brawl was quite the popular feature and because Nintendo is experimenting with User Generated Content a lot lately, especially on the DSi. So, I wouldn't be surprised, if we get a level editor for Spirit Tracks' multiplayer mode, actually I would be a little disappointed if not.

Sunday, September 6, 2009

Color Changing Ignorance




Well, Color Changing: Tingle's Balloon Trip of Love was released on August 6th in Japan and we haven't heard or seen anything specific about it yet. Over at Gametrailers there are some new gameplay videos including a 3D dungeon maze and a fight against a crow. Over at GameFAQs there are some guys, who actually have imported the game, but they only talk about puzzle solving problems. But at least someone uploaded some screenshots there.



Looks like there are still rupees in the game (not a surprise), but I hope there is no bargaining. The dungeon scene reminds of the crawling mazes in The Wind Waker, especially the one behind the prison cell, where Tingle was imprisoned and where you ran into some rats using trapdoors, if you took the wrong corner. And judging from the comments on GameFAQs the game is devided in levels, which are the chapters and pages of the faiy tale book. But you're able to visit older pages again by travelling with your balloon.

That's it, more I can't say about the game even one month after its release. But you can't blame anyone for ignoring this game, it's probably not that good and most people haven't even played the prequel yet. Well, I only care about it, because I really liked Tingle's Rosy Rupeeland and because I have a large curiosity when it comes to Zelda and all things related to Zelda. But I won't import Balloon Trip of Love, I still hope it will be released in Europe at one day. I don't know any Japanese and the game is an Adventure game with a lot of text, so importing it won't do me any good. But if it will be released in Europe, I definitely will get it. Right now it's selling about as good as Rupeeland did, which isn't much but enough for a game like this, so it probably will be released in Europe too. But it took a year for the first game to be released here, so I won't hold my breath.

Thursday, September 3, 2009

Master Quest and the Virtual Console




By now we already have five Zelda titles available for Nintendo Wii's Virtual Console:

  • The Legend of Zelda (NES)
  • Zelda II - The Adventure of Link (NES)
  • A Link to the Past (SNES)
  • Ocarina of Time (N64)
  • Majora's Mask (N64)

You might say, that with Majora's Mask we finally got all Zeldas for the Virtual Console systems. But that's not entirely the truth, one is still missing (not counting any possible remakes of the BS Zeldas). I'm speaking about Ocarina of Time Master Quest, which was only released on a bonus disc for the Nintendo GameCube. Some say, "Master Quest won't make it to the Virtual Console, because it was a GameCube game", which isn't correct. Master Quest was emulated the same way Ocarina of Time was, since it is a Nintendo 64 game.

Originally Nintento developed two Zelda games for their Nintendo 64DD AddOn, both of them being expansions of Ocarina of Time. The first one, called Ura Zelda ("Reversed Zelda" or "Another Zelda"), was supposed to be a 2nd Quest for Ocarina of Time using harder dungeons and new enemies. The second one, Zelda Gaiden ("Zelda Side Story"), should offer a new overworld and new quests. However, Nintendo early stopped supporting the Nintendo 64DD in the believe, that it would be a commercial failure, and most games developed for it were either scrapped or ported to the Nintendo 64. Zelda Gaiden evolved then into Majora's Mask, but the Ura Zelda project was cancelled.

However, fans demanded, that Nintendo should release Ura Zelda as well, and believe it or not, from time to time Nintendo listens to their fans. It was then bundled as "Master Quest" together with the original Ocarina of Time on a bonus disc for the GameCube, that came with the Limited Edition of The Wind Waker. The bonus disc is now only available as a premium of Club Nintendo and on ebay of course. But since the Ura Zelda project never really was finished, Master Quest only featured the 12 modified, more challenging dungeons, no extra content.



I personally love Master Quest. It adds huge replay value to Ocarina of Time and comes with some really smart puzzles, that try to screw with you, if you know Ocarina of Time too well. And consider, Nintendo did make this for the Zelda fans and Zelda fans only. This one is for the fans and that alone is reason enough for every Zelda fan to love Master Quest, even if it doesn't feature any new items or enemies.

Back to topic, Master Quest is a Nintendo 64 game and was emulated like one. The bonus disc only contained a Nintendo 64 ROM of the game and an emulator shipped with it, much like Ocarina of Time and Majora's Mask on the Collector's Edition. And unlike Majora's Mask, the emulation of Master Quest was already perfectly stable at that time. Also, every Virtual Console game gets its own emulator, so there shouldn't be any problems in case it uses slightly more RAM than other Nintendo 64 games do. So, there's no technical reason, why Master Quest shouldn't appear on the Virtual Console. And on the other hand there are some good reasons why the game should appear on it:

  • It's a rare Zelda title. People tend to have a huge curiosity when it comes to Zelda and probably check it out. The Zelda games are the most popular games on the Virtual Console after Super Mario.
  • It's a special version of Ocarina of Time. Everyone loves Ocarina of Time. It was called the best game of all times often enough.
  • They already successfully emulated it on GameCube, so they should't have any work with it.
  • It was never a retail game and it's "hard" to get nowadays, which makes it as special as for example The Lost Levels.

So, the real question is not, whether Master Quest will appear on the Virtual Console, but when. I don't think, it will be released in the near future. My best guess would be, that they're going to save it for the time, when Zelda Wii comes out, to celebrate on the Virtual Console the release of the newest Zelda game. They did the same with Metroid and Super Metroid, when Metroid Prime 3: Corruption came out. And Master Quest doesn't have any priority right now, there are still many demanded games left and we already have the original Ocarina of Time, so they can save this for later.



For me personally this would be more or less just for my Virtual Console collection, since I already have the bonus disc. But I tend to replay the VC games more, because I don't have to swap the disc to play them. Which is why I like VC games. Still I'd say, a lot of Zelda fans would pass on this download, because of various reasons including the typical whining, that Nintendo just wants money from rip offs and that Master Quest only offers modified dungeons with different puzzles. However, for new Zelda fans, who never experienced Master Quest before, this download would be an absolute must.

Wednesday, September 2, 2009

The Future of Zelda: WiiWare




The NDS Zelda team, which previously made the Zelda games Four Swords Adventures and Phantom Hourglass, is now finishing their current project, Spirit Tracks. As soon as the game hits the stores, they either could join the rest of the Zelda team to work on Zelda Wii or they could start their own new project. I personally find the latter option much more interesting. I've already dealt with the idea of another Four Swords game following New SMB Wii, but I have to admit, that I don't like that idea at all. Multiplayer in Zelda is fine and all as long as it is a small and simple addition to a good singleplayer Zelda game. We don't need another multiplayer-only Zelda game, the ones before were a failure anyway, sales-wise, and are the last games to hit a Zelda fan's list of "favorite Zelda games". But I still like the idea of a WiiWare Zelda title. In the last weeks I was thinking a lot about how a WiiWare Zelda game could look like, so let me introduce some of my ideas to you.

I apologize in advance, if this article is drifting too much away into a game idea post. I'm normally talking about possibilities for future Zelda games, not fan visions. Which is why I will focus on game mechanics, main ideas and distribution on WiiWare, and not on elements like the story or who is the main villain or details like how all the dungeons would look like. I want the idea to be as open as possible. I don't even have a title for the game right now, so it's all really basic and the following picture (photoshopped by myself) basically sums my idea up perfectly:



A Trilogy

Well, let me introduce the main idea to you. It's about that there won't be just one game, but three games. Yes, a trilogy. It's not uncommon on WiiWare, that larger games get split up into multiple episodes, Strong Bad or Tales of Monkey Island are examples for this. Splitting the game up into multiple games does have the advantage, that you can put much more content in them, since there's a strict size limit for one game on the WiiWare platform (about 40MB). And it wouldn't be the first attempt of making a trilogy for the Zelda series. The first one was on the NES, but Zelda III never made it because of the Super Nintendo. And the second one was for the GameBoy Color, where Flagship (Capcom) wanted to make three games, which could be connected. But they failed, because it was too hard to connect three games using passwords, so they made only two, Oracle of Ages and Oracle of Seasons. Linking three games failed, because their connection system was too complicated. It forced you to play through one game first in order to link it with the second game and to experience the altered story. And it even forced you to play the games again in the other direction, if you wanted to get everything. Linking a third game that way would be a mess, there would be six different ways of how to play the games in all orders. And what if I want to play the games parallel and unsynchronized? Like playing one dungeon in the first game, then go over to the second game and play two dungeons there, because I'm stuck in the first game, and so on. Take a look at the Metroid Prime Trilogy, no one forces me to play through Metroid Prime first, then go play Echoes and then finally after beating Echoes I'm allowed to play Corruption. No, I can start playing a little Echoes here, then maybe I go visit Tallon IV and so on, which is fun. Of course those games aren't connected like the Oracle games were, but still forcing you to play the games in any order is not fun. Which is why the linking system has to work differently here.


Linking the Games

Like I said, there should be three games. You can download and play the games in any order, you can even stop playing one game and turn to another, it doesn't matter. Every game should have four main dungeons. While this doesn't sound too much, consider that all three games are more like one big Zelda game and 12 dungeons is quite a lot then. But you can download and play one game, beat the four dungeons, beat the final boss of that game, never touch any of the other two games and still be happy. However, every game will have an individual set of items, the ones you get in the dungeons are unique for every game. Of course every game will have like sword, shield, bombs, shovel and similar default items, but the items found in the dungeons, like for example the Roc's Cape, Hammer or Magnetic Gloves, are not available in the other games. Unless you trade the items between the games. Which is what you do, instead of passwords, events and stuff you just sent your items over to the other games and complete your item collection in all games that way. The games could even share one save game or recognize the other save games, so trading the items happens automatically. The new items then will open new paths in all three games.

In every game there will be now a set of areas and minidungeons, which you can't enter and finish without the items from the other two games. Those minidungeons, let's say there are four again in every game, are the final quest. It's similar to the Triforce Shard hunting in The Wind Waker, but just not as boring (bad example, I know). Basically after you have finished all three games you hunt all over the worlds and try to find those hidden minidungeons. Maybe on your quest you will also meet characters from the other games. Then, if you collect the rewards from all those minidungeons, you can face the final final boss (in any of the three games). And of course there are other rewards for trading the items, like hidden collectible items, which you can't get without for example the Magnetic Gloves from the other game. That way you're still rewarded, if you only download two of the games and can't participate in the final quest. Maybe playing those minidungeons already gives you some rewards, even if you can't finish all of them.

Imagine the following example. On your way through one of the games you will get to a graveyard. But there's one tombstone, that is too heavy to push, so you can't enter. But now you find in one of the other games the Power Bracelets in one of the dungeons. Finally you can pull and lift heavy things. The item will be automatically transferred to the other games, so all you have to do, is firing the first game up and go back to the graveyard. You will now also meet a character of the second game there, who's looking for a secret (as a hint, that there's something hidden here). Finally you can enter the tomb, which is a minidungeon with some minibosses or whatever. You'll get a useful optional item as a reward, which will be transferred to the other games as well, and one of those things, which you need to collect in order to face the final boss (Triforce Shards or whatever).

This is how the linking of the games should work. Much more simple than in Oracles, but still interesting and also much more flexible. Basically it's simply like all three games form one big Zelda game, where the world is cut into three parts. Unlike in Oracles there's no way the system will force you to stay on one game.


Visuals and Controls

The games should be all in beautiful 2D graphics. I don't care if it's the style of A Link to the Past and Four Swords Adventures or the style of Four Swords and The Minish Cap or a completely new style. Just beautiful 2D graphics. For controlling the games you hold your Wiimote sideways, items would be placed on 1 and 2, which also includes your sword and shield. So, the action items should work like in most of the GameBoy Zelda games, take Link's Awakening or The Minish Cap for example, where you can combine all the action items like you want. "B" would be your shoulder button for some additional actions like rolling. But of course you would be able to use your Classic Controller, which is more comfortable.


The World

Okay, this is going more into detail, but I had the vision of all three games being placed in different worlds, which I like. Also, this adds something to the linking mechanic. The first game should be placed in the common Zelda environment. Lakes, forests, mountains, a castle and a village to give you the well known Zelda feeling and experience. But the other two games should be a little more exotic. The second game could take place in some kind of underworld environment, similar to Subrosia in Oracle of Seasons, with lava lakes, deserts, but not too serious of course. The game could be more sidequest and puzzle oriented. And the last game should feature a sky world with sky temples, sky islands and sky villages and so on, maybe a more action oriented game with strong enemies. I mentioned the idea of a Zelda in the sky in one of my earlier articles, so why not put it into a small WiiWare Zelda game, where it can't deal any damage? The above picture with the fake screenshots actually shows, how I imagine the concept of the three different worlds (though I used sprites from earlier Zelda games to make them). This way they also could be like on top of each other, the underworld of the second game is located under the overworld of the first game and the sky world could float over both of them. That way the games would form one big world and it would explain, how Link is able to travel between the games and how he gets the items from the other games so easily. I mentioned this earlier, basically the linking system works like all three games form one big Zelda game, where the world is just cut into three parts. Of course you wouldn't need to have an underworld and sky world for this, you could also just have different kingdoms like Holodrum and Labrynna, where Link is able to travel between them.


Content and Distribution

I'd say each game would cost like 1000 Wii Points. I wouldn't release all three games at the same time, but one after another. That way Zelda fans get a new dose of Zelda over a certain period of time, like one new game per month. Each game will have four main dungeons and four additional minidungeons, that can only be accessed, if you have the items from the other games. Sidequests should contain some collectible items. Of course there should be additional heart containers in each game and I would like to see something like the rings from the Oracle games, where each item is unique and gives the player a different ability, like a defense upgrade, a flaming sword or a sword beam attack. There could be a unique set of those "rings" in each game and you can trade the "rings" between the games again. I was also thinking about Downloadable Content (DLC). At first I had the idea of downloadable bonus dungeons, but that idea then turned into the final minidungeon quest. But what would be cool is some kind of "2nd Quest" / "Master Quest", which makes the games much harder, changes all the dungeons entirely, as well as the locations of collectible items on the overworld. You would be able to download the 2nd Quest of one game for 500 Nintendo Points, which is a fair price considering that you're getting new dungeons. So, alltogether the package would cost 4500 Nintendo Points, which is about the price of a retail game. But consider, that you don't have to download everything and that the three games and 2nd Quests would be released over a longer period of time, like a couple of months.


Conclusion

Overall I think, this is quite a realistic concept for a WiiWare release of Zelda. Don't get me wrong, I'm not someone who loves to pay for lots of WiiWare games, actually I don't have any WiiWare games yet, only Virtual Console games. What I like about the concept is the thought, that we would regulary get new Zelda content over a longer period of time, like one new game or 2nd Quest per month. On average we get one new Zelda game per year at max and maybe a couple of rereleases, which are mostly a fine motivation to replay the older games. But I love to have something to look forward to and a series of individual WiiWare releases would keep me entertained and excited for a much longer time than a normal game does.

So much about my idea for a WiiWare Zelda game. I know, this is not the usual read on my blog, but it shows the possibilities of the WiiWare platform quite well. They could do something entirely different, like a multiplayer-focused game or a minigame or both. For example something like Shadow Battles or Navi Trackers from Four Swords Adventures as a standalone game, DLC could be additional stages. But in conclusion I can just say, that the WiiWare platform is definitely promising, especially if you want to experience some traditional 2D Zelda again.