10 octobre 2008 5 10 /10 /octobre /2008 1831 Les hacks faits sous Hyrule Magic permettant de modifier "A Link to the Past" ne courent pas les rues. Et pour cause, ayant moi-mĂȘme essayĂ© le logiciel, je le trouvais bien trop limitĂ©. Pourtant, il arrive qu'on trouve des jeux dessus. Parallel Worlds doit certainement ĂȘtre l'un des premiers... et quelle surprise ! Auteur Euclid AnnĂ©e 2006 Support Rom de A link to the past Hyrule Magic Langue Anglais ScĂ©narioVous ĂȘtes un chasseur de trĂ©sor d'un autre pays. Vous avez bougĂ© ici avec votre ami, afin de trouver des trĂ©sors bien sĂ»r ! Beaucoup de choses ont commencĂ© Ă arriver peu de temps aprĂšs avoir emmĂ©nagĂ© ici. Sept personnes sorties de nulle part sont questionnĂ©s au sujet de la Tour parallĂšle par les habitants du village Kakariko. La Tour parallĂšle se trouve dans les Ăźles cĂ©lestes au nord-est du village. La lĂ©gende concernant cette tour a Ă©tĂ© perdue, et les anciens savaient la lĂ©gende. Word commence Ă diffuser des informations sur le Tour parallĂšle, et les gens ont commencĂ© Ă en apprendre davantage sur la lĂ©gende. La lĂ©gende dit qu'elle a Ă©tĂ© le produit d'une longue guerre et quâil y a un pouvoir, connu sous le nom de Triforce, qui existait au sommet de celle-ci. On raconte que personne ne connaĂźt les indices sur la façon d'arriver en haut de la Tour, et que les sept personnes connaissent ces "indices" de la Tour. Le roi a Ă©tĂ© informĂ© de l'existence de ces sept personnes et il les invite au chĂąteau pour savoir ce qu'ils voulaient avec la tour. Juste la nuit avant laquelle les sept personnes ont eu une audience avec le roi, son assistant, Draegor, Ă©limine le roi et rĂ©clame le trĂŽne par dĂ©faut. Les sept personnes ont foncĂ© dans un piĂšge Ă©vident. Draegor, a capturĂ© les 7 personnes et les oblige Ă lui dire ce qu'ils savent au sujet de la Tour. Lorsque le peuple apprit le sort du roi, une force rebelle se rassembla secrĂštement pour comploter contre Draegor. La force rebelle apprit que deux personnes capturĂ©es par Draegor sur les sept sont encore en vie et emprisonnĂ©s dans la maison de garde. Ils ont rapidement ralliĂ© tous ceux qui pouvaient ĂȘtre intĂ©ressĂ©s par la Tour et les habitants pour aider ces derniĂšres 2 personnes. Vous et votre ami avez entendu parler de ce plan et ĂȘtes prĂȘts Ă aider les rebelles Ă combattre Draegor. La nuit de l'opĂ©ration commence l'histoire... Avant de commenter le scĂ©nario, il faut savoir que Hyrule Magic, le logiciel permettant de hacker la rom, impose quand mĂȘme des limites, aussi bien au niveau du gameplay que du scĂ©nario certains Ă©vĂ©nements sont programmĂ©s dans le cadre de A Link to the Past, aussi est-il assez difficile de se dĂ©marquer du scĂ©nario du jeu original. Et pourtant, on a bel et bien un scĂ©nario original, qui prĂ©sente peu de similitudes avec le jeu dâorigine. Ce scĂ©nario est par ailleurs assez riche. Un nouveau monde Ă explorer. GraphismesOuais, pour un fan-game Zelda, on va encore avoir droit Ă des rips de A Link to the Past... pourquoi se priver, dâautant plus quâon traficote le jeu dâorigine ? Eh bien non câest loupĂ©. Car les graphismes sont bel et bien originaux non seulement les graphismes dâextĂ©rieur et certains personnages ont Ă©tĂ© refaits en donnant un rendu plus rĂ©aliste et trĂšs agrĂ©able Ă regarder, mais de plus, ils permettent lâapparition de zones inĂ©dites dans le jeu dâorigine, ainsi que des dĂ©cors plus variĂ©s. Regardez par exemple le monde enneigĂ© et dites sincĂšrement ce que vous en pensez... magnifique, non ? Il est juste un peu dommage que les graphismes dâintĂ©rieur soient encore similaires et parfois incohĂ©rents par exemple, dans le passage dâun Ă©tage de donjon Ă un autre, la couleur des murs change brusquement, mais lâextĂ©rieur est en tout cas trĂšs bien fait. Il neige !!! Musiques Les musiques de A link to the Past Ă©taient plutĂŽt bien faites... c'est pourquoi elles sont toujours dans le jeu. Bien que quelques musiques aient fait leur apparition, comme le thĂšme de Zelda 1, il y a eu peu d'innovation de ce cĂŽtĂ©, mais il y en a eu il faut dire aussi qu'Ă©diter ou crĂ©er une musique sous Hyrule Magic n'est pas aussi simple qu'importer un fichier audio... Gameplay GĂ©nĂ©ralement, les modifications de gameplay pour les hacks sont moins nombreuses, Ă©tant donnĂ© que le jeu, Ă la base, avait dĂ©jĂ un gameplay "professionnel". Pourtant, ici, on retrouve quand mĂȘme des modifications, certes assez discrĂštes et pas particuliĂšrement rĂ©volutionnaires, mais elles doivent tout de mĂȘme ĂȘtre soulignĂ©es. Par exemple, la rĂ©organisation de l'HUD, qui affiche diffĂ©remment l'Ă©nergie magique sous forme de barre horizontale, l'item sĂ©lectionnĂ© on remarque aussi que le nombre de flĂšches et de bombes disponibles ne s'affiche que si elles sont Ă©quipĂ©es, le nombre de rubis qui semble ne plus ĂȘtre limitĂ© Ă 999 et de clĂ©s qui ne sont pas spĂ©cifiques Ă chaque donjon. Cette rĂ©organisation concerne aussi le menu, diffĂ©remment disposĂ©, mĂȘme si, dans l'absolu, ça ne change pas la jouabilitĂ©. Sans oublier les nouveautĂ©s pour les donjons si la carte et la boussole ne sont plus disponibles en raison d'une limite d'Hyrule Magic, une clĂ© a Ă©tĂ© rajoutĂ©e, permettant d'ouvrir les Grands Coffres, alors que la Grande ClĂ© se contente juste d'ouvrir les Grandes Portes ; et le bouton qui, Ă l'origine, servait Ă afficher les cartes de donjon, a un nouvel usage que je vous laisse dĂ©couvrir dans le jeu. Par ailleurs, il existe Ă©galement d'autres objets trouvables dans les donjons de l'autre monde, mais Ă quoi servent-ils ? C'est un secret... que vous pourrez cependant percer une fois que vous aurez trĂšs bien avancĂ© dans le jeu. Et le tout... pratiquement sans bugs Ă relever. Vraiment impressionnant, vu qu'Hyrule Magic a parfois tendance Ă buguer facilement... en fait, on peut relever quelques coquilles sur certains graphismes de portes, mais c'est tout... DifficultĂ© Cela semble trop beau pour ĂȘtre vrai ? Eh bien oui... le jeu a un niveau de difficultĂ© trĂšs Ă©levĂ©, voire parfois exagĂ©rĂ©. Cependant, la difficultĂ© se manifeste plutĂŽt dans les donjons du jeu, pratiquement aussi nombreux que ceux de A link to the Past. Certes, certains choix volontaires comme un premier donjon pratiquement sans Ă©pĂ©e, des boss qui ne donnent pas de rĂ©ceptacle de coeur ou l'ajout d'une clĂ© pour les grands coffres sont originaux et donnent plus de cachet au jeu ; certes, on peut passer au travers de certaines limites d'Hyrule Magic comme l'Ă©dition des cartes de donjons trop limitĂ©e. De ce cĂŽtĂ©-lĂ , mĂȘme si ça ajoute de la difficultĂ©, on ne s'en plaint pas, puisque ça ajoute Ă©galement de l'originalitĂ© au jeu. Ce qui, par contre, est plus contestable, sont les autres Ă©lĂ©ments, comme par exemple l'architecture des donjons alors que certains donjons impliquent des allers-retours lassants en particulier le premier donjon, d'autres sont de vĂ©ritables labyrinthes mais dans des styles variĂ©s un spĂ©cial tĂ©lĂ©porteurs, un spĂ©cial trous, un spĂ©cial "Ă la LoZ 1"... oĂč il n'y a pratiquement aucun indice pour vous aider, et pour finir, ce n'est pas trĂšs amusant de devoir refaire un mĂȘme donjon deux ou trois fois de suite allusion Ă la fameuse "Parallel Tower". De quoi mettre les nerfs Ă rude Ă©preuve. De plus, l'organisation du jeu laisse parfois Ă dĂ©sirer on peut se retrouver bloquĂ© parce qu'on a oubliĂ© de prendre un objet nĂ©cessaire Ă la suite, mais qu'on ne peut plus rĂ©cupĂ©rer car on ne peut plus revenir en arriĂšre par exemple, le boomerang bleu car on ne peut plus revenir dans le donjon oĂč on a oubliĂ© de le prendre mais c'est lĂ©gitime, puisque pour l'avoir, il fallait faire un aller-retour . Un autre exemple est l'organisation du deuxiĂšme monde mĂȘme s'il n'est pas nĂ©cessaire de faire les sept donjons avant d'aller directement Ă la "Parallel Tower", l'un des rares coups de pouce du jeu indique un ordre conseillĂ© pour les faire, bien qu'ils soient plus ou moins indĂ©pendants les uns des autres. Eh bien devinez quoi il complique les choses, car mĂȘme si les donjons sont tous plus ou moins indĂ©pendants, il est prĂ©fĂ©rable d'en faire certains avant d'autres pour avoir des objets utiles voire indispensables par exemple, la baguette de feu pour vaincre Kholdstare... et si on suit l'ordre indiquĂ©, on se rend compte qu'on bloque trĂšs vite ! RĂ©sultat tout le monde n'est pas un hardcore gamer, et donc tout ce que le jeu y gagne pour ces gens-lĂ , c'est une baisse considĂ©rable du plaisir. Et ça semble parfois mission impossible d'arriver Ă finir le jeu sans avoir eu recours Ă des codes de triche ou Ă des solutions trouvĂ©es sur Internet... et lĂ encore, tricher gĂąche le plaisir et la satisfaction personnelle mĂȘme si parfois, en trichant, ça ne reste toujours pas aussi simple.... Cela dit, les hardcore gamers sauront sans doute y trouver leur pourrait ĂȘtre l'archĂ©type du jeu, mais heureusement, tous les boss ne ressemblent pas Ă ce genre de compilation... DurĂ©e de vie La durĂ©e de vie est quand mĂȘme, du coup, assez longue, voire plus que celle du jeu original forcĂ©ment, avec la difficultĂ©, on reste souvent des heures bloquĂ© Ă un certain endroit. Mais de plus, le jeu propose aussi une seconde quĂȘte ! Le hic, câest quâelle est censĂ©e ĂȘtre encore plus dure que la premiĂšre... alors on peut ne pas avoir le courage de la faire, bien qu'elle soit plus courte. Cependant, en la faisant, il est possible qu'on s'aperçoive que peu de choses changent, alors que les nouveautĂ©s par rapport Ă la premiĂšre quĂȘte apparaissent un peu plus loin. Ce serait donc un exemple de jeu qui a un... excĂšs de durĂ©e de vie ? Ce serait assez paradoxal, mais en tout cas, les joueurs occasionnels ne seraient sans doute pas trĂšs tentĂ©s... mais les joueurs fĂ©rus et acharnĂ©s se rĂ©galeront peut-ĂȘtre. Conclusion Un jeu qui se dĂ©tache quand mĂȘme beaucoup du jeu original malgrĂ© certaines rĂ©fĂ©rences cependant voulues et qui mĂ©rite un coup dâĆil de la part des fans de Zelda, mais aussi des autres... Finalement, le jeu est de trĂšs bonne qualitĂ© et mĂ©rite d'ĂȘtre remarquĂ© Ă©galement par le fait que c'est l'un des rares hacks de A Link to the Past faits sous Hyrule Magic que je connaisse, et ses dĂ©fauts la difficultĂ©, pour ne pas les citer, ne dĂ©pendent mĂȘme pas d'Hyrule Magic, ce qui peut sembler Ă©tonnant vu qu'il a tendance Ă buguer parfois assez facilement... Annexes Site du jeu en anglais Guide par Zeldahack, plutĂŽt utile vu la difficultĂ© du jeu... Published by garsim - dans Hyrule Magic
Paged'accueil News Notre dĂ©finition Participez Jeux Abandonware Abandonware facile Dans le navigateur TrĂ©sors exhumĂ©s Sagas/sĂ©ries DĂ©mos/Shareware Non Abandonware Chambre vaudoue Manuels Solutions Trucs & astuces Utilitaires BIIPER Screenshots Covers Scans Disques PublicitĂ©s Abandonware TV Musiques CompagniesHome 3DS Adventure The Legend Of Zelda Twilight Princess 30 years ago, a stubby elf dude in a green windbreaker was told it was dangerous to go alone. He picked up his sword, held it up high, and wandered out into the world, taking us with him. We never looked back. The Legend of Zelda has spent three decades defining adventure in video games, each entry in the series doubling as both a new quest and a definitive statement about the capabilities of the Nintendo hardware it appears living up to his name, ties the series together. Heâs always there, jaunty green cap and sword in tow, ready to save the day. But just like the consoles his games appear on, Link has changed and grown in ways both subtle and dramatic. Here is how he's evolved from 1986 to Legend of ZeldaAs both a tiny sprite on the Famicom Disk System as well as the warm cover art adorning his debut, Link was indeed a nubby fellow. What he lacked in stature, he made up for in maneuverability and versatility. The original Link was fast for an action RPG hero, and his arsenal of items found in dungeons or purchased in shops gave him impressive reach. The boomerang extended his ability to grab errant rupees and hearts from across a screen, the bomb let him pound through walls, and the power bracelet let him move heavy objects just to name a few. He was nowhere near as expressive as he was nimble, but he had his signature move down pat whenever he found a new item or a piece of the Tri-force, heâd hold it straight up in the air like a champ. While most Links appear in multiple games, the design of the original has never popped back up. His diminutive size and brown shock of hair is most closely echoed in the 3DSâ Link Between Legend of Zelda 2 The Adventure of LinkLink grew up strong and he grew up right after all those mean Hyrule nights. Everything changed in Zelda 2. The overhead adventuring changed to a weird hybrid of map wandering, fetch questing for townsfolk, and sidescrolling, platforming action. Link himself grew as well, turning into a tall young man with a perpetual grin on his elfin face. Swordplay evolved even though Linkâs reach was shortened. He could stab up or down while jumping, and even level up his health and attack power by gaining experience from downing the gameâs insanely aggressive enemies. He also traded in his armory of attack items for a series of spells that granted physical abilities like increased defense or turning into a fairy. He also met a guy in the woods named Error. Thatâs pretty cool. This Link, along with the wild sidescrolling elements, disappeared after this Legend of Zelda A Link to the PastReturning to the seamless overhead structure of the original, A Link to the Past transformed Link from a largely unreadable avatar to a gloriously personable cartoon character. Gone were the blank stares of the Link in 1 and 2. This guy bobed up and down, jogging around Hyrule and Ganonâs Dark World, his little hat flopping around on a head of weirdly punk rock pink hair. Thanks to a massive upgrade to his item store, Link also had a variety of new moves. He could run thanks to a pair of snappy boots, swim thanks to some flippers, and even genuflect at a desert shrine after finding an ancient book. He also turns into a bunny at one point. A Link Between Worlds for 3DS may borrow Linkâs look from the original NES, but itâs A Link to the Past that is the basis for most of his moves and his nearly identical Legend of Zelda Linkâs AwakeningThe strangest thing about Linkâs 1993 transition to the technologically inferior, black and white Game Boy was that it also gave us a look at the hero in multiple art styles for the first time in game. Zelda 2 let us see Link tiny in the overworld and big in action stages, but Linkâs Awakening opens and closes with bonafide cutscenes depicting Link as a wide-eyed anime hero. That incarnation of the character would stick around for two more games on Game Boy Color, Oracle of Ages and Oracle of Seasons. Game Boy Linkâs moveset wasnât dissimilar to the one in A Link to the Past, but he did pick up the ability to play multiple instruments rather than just the usual one flute. This was also the first time that a predominantly overhead view Link gained the ability to jump. He also hangs out with an owl who is secretly the soul of a magic space Legend of Zelda The Ocarina of TimeThe Nintendo 64 brought Link into the third dimension, broadening his combat skills dramatically. Nintendoâs 90s-tastically named Z-targeting system locked Linkâs perspective onto an enemy, letting him circle around like a proper sword fighter. The hero could dodge, roll, dive, and pull off a variety of swipes and stabs. More dramatic, though, was the ability to play as Link at two different stages of life. At the beginning, you play as an adolescent Link, short and able to use only a limited number of items. Later on, though, you play as Link as a young adult when he can wield heavier weapons and ride a horse. Travelling back and forth through time lent this Link a previously absent physicality, an intimate sense of how he related to the environment around him. This young Link appeared later in the deeply unsettling Majoraâs Mask. His girlfriend is also a fish Legend of Zelda The Wind WakerWhen Zelda made the jump to Gamecube, it reimagined Linkâs world as a primary-colored cartoon archipelago whose emotive inhabitants looked wholly unique. Squat and barely into his teens, Toon Link moves more swiftly than the Nintendo 64 Link as he sails from island to island above a long sunken Hyrule. While this Link grunts and yells like the newly vocal Ocarina Link, his face was even more communicative, the broad cartoon features expressing fear, doubt, impatience, determination, and real giddiness. For the first time he also teamed up with other characters, mentally directing friends Medli and Makar around dungeons using the titular Wind Waker baton. Toon Link popped back up in two Nintendo DS adventures, The Phantom Hourglass and Spirit Tracks. His mentor is also a boat possessed by an old Legend of Zelda The Four SwordsWhat began as a side game in the Game Boy Advance version of a Link to the Past ultimately expanded into two more games on Gamecube and Nintendo DSi, as well as the excellent GBA adventure The Minish Cap. As indicated by the title, this Link used the mystical Four Sword that lets him split into four different bodies. In addition to his traditional green tunic, he also splits into red, blue, and purple garbed Links as well. Many of the Four Sword quests involve puzzle solving focused around using multiple bodies, an unusual spin on the spatial challenges common in Zelda games. The Minish Cap version is even weirder because Linkâs hat is an irascible warlock that can shrink him down to the size of a ratty old Legend of Zelda Twilight PrincessAfter years of running around as a kid, the young adult Link returned in the surreal Twilight Princess. And like most young adults, he had a pretty rough job. This Link is a goat herder, and nothing says high adventure like goat herding! Actually, he stops herding goats and goes on a quest to save Hyrule from being eternally merged with the spooky Twilight Realm, but thereâs still a lot of goat herding up top. While the costume tweaks didnât bring this Link too far from the adult version in Ocarina of Time, he did have one significant new characteristic. When heâs in the Twilight Realm, he forcibly turns into a wolf who bites enemies glowing shadow hearts directly out of their chests. Pretty hardcore. He also meets a yeti and has to help make soup for his sick wife because heâs nice like Legend of Zelda Skyward SwordFor better or worse, Link changed a lot in his marquee Wii exclusive. The consoleâs motion controller recast the Zelda swordplay as a series of exacting puzzles, with each motion of your actual arm being mimicked by Link on screen and needing to slash enemies in specific ways. In theory at least. Skyward Swordâs motion controls can vary wildly in terms of precision based on the environment itâs played in. But this Link was different in other ways too. For starters, he has a stamina meter that can run out if he sprints too long or climbs a cliff face too quickly. Heâs also a craftsman now, gathering up raw materials to make new items and improve old ones. Skyward Sword Link also hangs out with a giant red bird with a hilariously oversized beak and his sword is also an irritating, over-sharing artificial intelligence that loves to skate. I've been playing games since I turned four in 1986, been writing about them since 1987, and writing about them professionally since 2008. My wife and I live in New York City. Chrono Trigger is my favorite game ever made, Hum's Downward is Heavenward is my favorite album, and I regularly find myself singing "You Won't See Me" by The Beatles in awkward situations. LeRoi d'Hyrule vous offres des solutions Ă vos jeux Zelda, des astuces ainsi que des news sur la saga ! OK . Legend of Zelda. The Adventure of Link. A Link To The Past. Four Swords. Link's Awakening . Ocarina of Time. Majora's Mask. Oracle of Ages. Oracle of Seasons. The Wind Waker. The Minish Cap. Four Swords Advantures. Twilight Princess. Phantom Hourglass. Spirit Home 3DS Adventure The Legend Of Zelda A Link To The Past Itâs a testament to The Legend Of Zelda A Link to the Pastâs quality that even today, more than two decades after its original release, many Nintendo fans including me still herald it as one of the best adventures â if not the best overall â in Zeldaâs had blown away 8-bit-era gamers with the original Legend of Zelda, a massive top-down adventure that saw the young hero Link exploring an open world setting and fighting his way through dungeons to save Princess Zelda from the evil Ganon. It was a stunning game â not just because of its general high quality, but also because it was released at a time when most games still followed the arcade method of providing a number of linear stages. Going from Pac-Manâs labyrinths or Donkey Kongâs stack of girders to an entire explorable landmass was revolutionary at the following up with Zelda 2 The Adventure of Link opens in new tab which was also well-loved, but divided gamers with its side-scrolling action and RPG-style levelling up elements, all eyes were focused on Nintendo to see how it would evolve the Zelda series with its next console, the significantly more powerful SNES. Before long, gamers would have their in Japan as The Legend Of Zelda 3 The Triforce of the Gods the name was changed to A Link to the Past in the west because Nintendo of America had a policy on not having religious references in its games, Linkâs third adventure raised the bar so high that the residents of Skyloft found themselves tripping over it on a regular basis. Making use of the SNESâs powerful 16-bit processor, A Link To The Past was the first SNES game to be stored on an 8Mbit rather than a 4Mbit cartridge, giving Nintendo the space it required for a truly massive what an adventure it was. A prequel to the first two Zelda games hence its English title, A Link to the Past opens with a young boy called Link sleepwalking as Princess Zelda calls to him telepathically. She explains that sheâs being held prisoner in the basement of Hyrule Castle and needs Link to rescue her. Sneaking out in the pouring rain â we still reckon this is one of the most atmospheric moments in any Nintendo game â Link hotfoots it over to the castle, makes his way inside and meets his uncle, who gives Link a sword and shield and tells him to save the day. What ensues is a quest spanning tens of hours as Link tries to save Hyrule and rescue Zelda from the evil wizard Agahnim and, ultimately, Ganon."Truly, A Link to the Past wrote the winning recipe for the adventures to come."Although it was preceded by two games, it was A Link to the Past that introduced many gameplay mechanics, items, locations and concepts that have since become Zelda staples. The Master Sword, often the weapon that first springs to mind when Nintendo fans think of Link, did its whole evilâs baneâ routine for the first time. Linkâs trusty hookshot, the device responsible for countless head-scratching dungeon puzzles over the years, also appeared here first, as did the speed-enhancing Pegasus Boots and the Ocarina although the latter didnât truly come into its own until the aptly named Ocarina of Time arrived on the Nintendo 64.Linkâs room-clearing spin attack was born on SNES, as was the way he swings his sword in an arc, rather than simply stabbing it meaning he can attack opponents slightly off to the side of him, instead of always having to face them head-on, as in the first Zelda game. Then there are the ever-elusive pieces of heart â tucked away in hard-to-find locations and useless until you find four of the blighters to make a full heart container â which also made their first appearance. Truly, ALTTP wrote the winning recipe for the adventures to A Link To The Past is packed with memorable moments from start to finish, the ones that startled me and many other gamers mostly took place in what Nintendo lead us to believe was the final stretch of the game. Linkâs mission appears straightforward at first in order to defeat the evil Agahnim he has to claim the Master Sword, but to prove that heâs worthy to yank the illustrious weapon from its resting place he first has to find and retrieve the three magic pendants scattered throughout Hyrule. Since these mystic gewgaws are dotted far and wide and collecting them earns Link the Master Sword, I reasoned that the final step was to break into Hyrule Castle and give Agahnim a righteous kicking. I was gloriously just before Agahnim is defeated he sends Zelda and Link to the mysterious Dark World, a parallel version of Hyrule in which everything is reversed; the bright, cheery environments are replaced with gloomy, miserable surroundings and what were once scorching, dry deserts are now freezing, boggy marshes. What gives? It emerges that Zelda is trapped in Ganonâs Tower in the Dark World, and in order to get in there Link must rescue the seven descendants of the mythical Seven Sages and harness their combined power. In other words, rather than the game approaching its end it turns out it had only really just begun, with another seven dungeons to find and a brand new world to was a twist of M. Night Shyamalan proportions or did Sixth Sense have a twist of Zelda proportions? and it blew me away. In an age when games are uploaded to YouTube in their entirety on the day of release, itâs impossible to imagine a developer ever pulling off such a grandstanding trick again. It says a lot about the depth of Nintendoâs talent that, even when it pulled the exact same trick â with the ability to travel through time in Ocarina of Time and see a grim, essentially Dark World-ised future version of Hyrule in that game, too â I was blown away speaks volumes for the strength of A Link to the Past's version of Hyrule that it became the centre of another adventure in 2013 with A Link Between Worlds on 3DS. Set six generations later, it recaptures that Zelda magic that it's predecessor paved the way for. So enduring is the game's appeal that I wouldn't be surprised if we revisited it again another two decades from now... Chris Scullion is a Celtic supporter. As a Scottish football fan, heâs used to not spending fortunes on superstars. He wants the FIFA 17 Henrik Larsson legend player, but since Henrikâs 495,000 coins, he might have to settle for Danny Ings. Gradingcompany PSA has worked through an enormous backload of 12 million cards and, as of today (6/9/22), is resuming its value card service that was temporarily suspended last year. The news. The Joystick Reviews â Chip ân Dale Rescue Rangers. Jun 7, 2022. The Legend of Zelda Echoes of the Past is the twentieth main instalment of The Legend of Zelda series. It was released simultaneously worldwide for the Nintendo Switch and Nintendo Switch Plus on March 14, 2022. Echoes of the Past is the sequel to Breath of the Wild and Age of Calamity, and uses the same engine, as well as many art resources. Many of the conventions pioneered in Echoes of the Past are present in Breath of the Wild, including characters, enemies, and items. Story The game starts with Link and Zelda walking through a huge cave with luminous stones everywhere, but they find a corpse, with a mysterious light blue hand holding the wound on it's chest, after a piece of rock crumbles, Link falls down, but the hand catches Link and saves him, and his arm becomes infused with the blue hand holding the corpse, but then the corpse awakens and it's eyes glow red, and malice is seen flowing through the cave, then Hyrule Castle is seen slowly floating upwards, with tentacles underneath it. After Link and Zelda escape from the cave, which is in Hebra mountain, Zelda tells Link to go to the wise Sheikah elder Impa, who then tells him that the hand is a part of a Sheikah elder, who died thousands of years ago, but she also told Link that she doesn't know why there is only an arm, and why it went inside Links arm, Impa tells him to go to the Hateno Ancient Tech Lab, to see what the arm could be used for, when Link talks to Purah, she tells him that he can turn it into a sword if she changes the Sheikah Slate, after Link places the Sheikah Slate on the Sheikah Slate Pedestal, the player can press ZR + ZL to change Links right hand to a sword, after going back to Impa to tell her, Zelda runs in and tells Link that Korok Forest is on fire, when they travel to Korok Forest, they find Astor, and the Master Sword is on the floor next to him, broken in half, Link fights Astor, but he uses his orb to disappear. Not done yet Gameplay Open World Echoes of the Past features a vast open world for Link to explore. Most of Hyrule's scenery is accessible by walking, paragliding or climbing. While the game still includes barriers such as weather effects, inhospitable environments or strong enemies, many of these can be overcome by using Food, effective weapons and armor or finding alternate routes. The world also includes an elaborate physics system which allows for creative interactions cutting down a tree and using its trunk as a raft on a river, or setting grass ablaze and spreading the fire with wind gusts. Similar to Breath of the Wild, Echoes of the Past does not enforce a specific order in which quests or dungeons have to be solved, with the exception of going to Ganon, as Link needs to go to Sukairofuto, a new region, first. The game does encourage exploration in order to solve Dungeons and thus gaining additional Hearts or Stamina, find useful and powerful equipment. Additionally, many of the game's puzzles can also be solved in various different ways, often rewarding Link for creative solutions. MrNico666 The Legend of Zelda Walkthroughs. The Legend of Zelda · The Adventure of Link · A Link to the Past · Link's Awakening · Ocarina of Time · Majora's Mask · Oracle of Ages · Oracle of Seasons · Four Swords · The Wind Waker · Four Swords Adventures · The Minish Cap · Twilight Princess · Phantom Hourglass · Spirit Tracks
Est-ce possible de changer la langue du jeu Zelda Link to the Past sur SNES avec le Rom version Europe ? Merci Ă vous !ForThe Legend of Zelda: A Link to the Past on the Super Nintendo, a GameFAQs message board topic titled "Wow people are still playing this game!" - Page 2. - Page 2. Menu Current Version 3 About the Legend of Zelda A Link to the Past Randomizer or ALttPRandomizer Using the Randomizer Select a base ROM, either the Japanese or US Version of the GBA Game will work. The "Casual" Difficulty is simmilar to "Standard, No Glitches" on the SNES Rando. The "No Logic" Difficulty is simmilar to "Standard, No Logic" on the SNES Rando, but does include Key and Lamp Logic. Differences from the normal game There are a number of differences from a randomized game to the normal game. Here's a short list The Intro is Skipable Just Select "New Game" on first startup. Chest items and items given to you by the bottle vendor, Sahasrahla, the sick kid, the purple chest, the hobo under the bridge, the catfish, King Zora, and the old mountain man are randomized. Note that this doesn't include chests in the various chest games throughout Hyrule. Some bugs that wouldn't crop up in normal play have been fixed ..... what, you expected bug fixes? You get a free Mirror to get you unstuck /s How to build from Source Go to the ALttPRandomizer/Assembly folder and follow the Instructions in "Setting up Assembly Go to the LibIPS GitHub " in the Solution Folder and download the Code as ZIP. Unpack the .zip into the Solution Folder. Licences Adjustments to the Randomizer for, among other things, working with GBA are made by Michael Kunze. These adjustments are Licensed under the MIT License. Copyright c 2021 Michael Kunze. The Randomizer is based of Dessyreqts work up to June 2016, forking of Version 3. No Licensing information provided. Copyright c 2016 Dessyreqt, Karkat, ChristosOwen, and Smallhacker. is made by based on the work of Alcaro for Floating IPS. is licensed under the GNU Lesser General Public License, version or higher. Copyright c 2013 - 2021 Copyright c 2012 Alcaro. The CRC Library was made by Simon Haga. No Licensing information provided. Copyright c 2018 Simon Haga. jFzt.