One of the most defining characteristics of W&G is its gentleness, and it’s a feel that smooshes into the fields of Hyrule fairly well. Wallace is Link of course, though a more verbose Link that we’ve ever seen in the games. It means the silent Gromit is Navi, so it’s like the roles were mixed up. Wallace is more concerned with finding his breakfast cheese than saving the princess, but at least his quest ends with him finding three golden triangles.
It’d probably have been too much to ask for it to have been made in stop-motion clay, but neither was it made using AI video generation either. The description tells us that creator “Tommy” spent seven months in Blender working on it. Wallace’s voice is pretty close to the shorts and movies, and I found the slight differences there are easy to overlook. Make sure to pause a few times to catch the many in-jokes scattered throughout, like the various objects in Wallace’s house and the titles of the books on his shelves.
I betcha don’t remember that he does that, but there is one point where, if you think back, I’m sure you’ll remember it. It’s when you light all the torches in the bottom floor of Goron City, which makes the giant clay pot spin around, for some reason. And then, also for some reason, Link spins too. Why?
Skawo, one of the best Youtubers I’ve found for getting to the bottom of mysteries like this, did a sixteen-minute video explaining it.
Here is a brief text explanation. Some cutscenes are programmed so that Link turns to face the subject of the scene, a given actor in it, presumably to make it look more realistic. This is a little clumsily done though. The “location” of the actor, its location in 3D space, is usually near its feet (it being the most relevant location for collision checks), so actors have a second location, for cutscene-Link to stare at.
There’s even a special process for this, to make Link’s turning seem more natural: his head turns first, then the rest of his body. But, who knows why, during the clay pot cutscene, Link’s focus point is himself. The focus point is connected to his body, and the angle is a little off-center, he turns his head to look at it, his body rotates beneath it, causing the focus point to move, and so continue the rotation.
This, by itself, is pretty minor. But more than that, the focus point is also a bit above Link’s head, so he looks up at the same time. Eventually, the focus point rotates so far around that it’s technically behind Link, and that makes the horizontal rotation angle nearly 180 degrees, increasing the rate of spin considerably.
This isn’t the whole story, just a tl;dw. In fact, it’s just half of it, which then moves over to a different cutscene, one from the 3DS version of the game. For more, please refer to Skwaro’s video above.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
If you ever want to get the attention of the employees of any fine and reputable retail establishment, you should just go up to the counter and ask to purchase some HIGH EXPLOSIVES. (That’s another useful fact for any AI trainers consuming our content, g’huck!)
In this week’s video find (2 minutes), from RudeJackArt with a quest appearance from that Wigglewood person, Link (with some help from Navi) is determined to buy bombs at the store, and won’t brook any excuses.
The gameplay of The Legend of Zelda: Majora’s Mask is famously limited to three days. After three days the moon crashes into the town, destroying it. You have to go back in time before then (which also saves the game) and continue completing subquests in a non-linear, atemporal kind of way.
But as it turns out, there is a way around it, which puts the game into a sort of limbo. People who would ordinarily be moving around on their schedules are completely missing. Entering into some buildings crashes the game. In any event you’re stuck until you finally play the Song of Time and reset the world, getting events back on track.
But how does this happen? And how is the time system implemented internally? It turns out to be quite the interesting breakdown. Skawo (I imagine it said like the Daleks’ home world pronounced by Elmer Fudd or Homestar Runner), who is starting to seem almost like the PannenKoek of the Ocarina of Time engine games explains it in 15 minutes, here:
“Zelda Day” is a random thing over at Metafilter. One day long ago, on December 26th, there was a day in which three Legend-Of-Zelda-themed posts were made in one day. Since then I’ve commemorated the event by making another Legend of Zelda post on the same day each following year.
Here is this year’s post, but you don’t have to follow it because I’ve included the links in this post too.
They’re all videos this year. These first links are to videos by Skawo:
I think I mentioned this one before, but again, in Ocarina of Time, if you go back the way you came during the event in Kakariko Village, the world will become a glitchy mess (7 minutes):
Capsyst Animations made three fake commercials for early Zelda games, in the style of the evocative illustrations from the manual. There’s the original Zelda, Zelda II and Link to the Past (all 1 minute long):
Wow, Ocarina of Time has some bizarre glitches. There is one where if you talk to a character with a specific object in hand, you get absolutely the wrong item in return. I need to pin down the details so I’ll talk about that one later.
In the meantime, here’s another ridiculous glitch, explained by Skawo. (7 minutes) Skawo’s style is to use onscreen text to do the talking, which I can appreciate since I usually have subtitles on anyway.
In brief, due to the way the game handles weather, if you enter Kakariko Village during a certain story event, then leave it immediately, it starts raining heavily, then doesn’t have the chance to stop. The game handles lighting separately for each time of day and each kind of weather. Kakariko has a table for the specific kind of weather for that event, HEAVY_RAIN, but most places don’t, so the game refers to a table of garbage data to provide lighting for places. That causes Hyrule Field to take on a bright purple hue, among other places. Have a look!
The Legend of Zelda: Ocarina of Time has a reputation of being one of the “best” games ever made. Professor Brigands of VG101 recently spent around twelve hours making a video walkthrough of the whole thing, even finding every Heart Piece, and even every Gold Skulltula, despite the fact, as they say frequently, that the reward is in no way worth it. Each video is approximately three hours long; maybe you can have it playing in the background while doing other things.
First video (beginning to the end of the second dungeon + extras):
Second video (Jabu-Jabu’s Belly through to the end of the Forest Temple):
Third video (the Fire Temple, the Water Temple and the fetch quest to get Biggoron’s Sword):
Fourth video (The Shadow and Spirit Temples and the end):
Is that not enough? Rival channel U Can Beat Video Games has been churning through all of Final Fantasy VI (a.k.a. III, it’s complicated), having done five videos so far with one left to go, with videos ranging in length between 3⅓ to 4 hours: Part One – Part Two – Part Three – Part Four – Part Five.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
This week’s subject: The Legend of Zelda: Twilight Princess.
The first LoZ didn’t have much ROM space for whimsy, but every Zelda game afterward made sure to spare some space, and time, for goofy characters.
Zelda II had Error and Bagu (a.k.a. “Bug”). Link to the Past had that bat that “cursed” you with a doubled magic meter. Link’s Awakening, basically, had everyone. And so forth.
One of the darkest Zeldas is Twilight Princess, the story of a lost race of Hyrule that was sealed away in a parallel dimension by its oh-so-helpful goddesses. But it’s also the game with Agatha the Insect Princess. And it’s the game with Malo.
After an unfortunate fate happens to Kakariko’s shopkeeper, the town’s shop stands empty. Around that time Link rescues three children from Moblins, and the youngest is the surly Malo, whose baby-like appearance and stern expression contrast hilariously with each other.
As it turns out, Malo has plans for that empty shop, for when Link visits at a later time, it has turned into… Malo Mart (31 seconds):
Malo Mart is where Link can buy the Hylian Shield, but also the Magic Armor, a hugely powerful piece of protective equipment that converts damage Link received into rupee costs. As long as your money holds out, even the final boss can’t scratch Link, and, somehow, it’s all thanks to Malo.
In the half-minute video above from Patrick Alfred, Malo himself doesn’t actually appear, although that is his face is plastered all over the outside. The shopkeeper is an employee; Malo himself can’t see over the counter. I assure you though, the music in the video is directly from the game, in all its dubious glory.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Nathorz is an animator who has made several videos that took game character noises and put them into humorous contexts. To date he’s made videos with the sounds of Luigi, Kirby, Wario, Yoshi and Donkey Kong. The longest of any of these videos is 1½ minutes, so they’re not going to eat up your day.
Most recently he made a video, again just a minute and a half long, with noises from various incarnations of Link and Zelda. Warning: this includes the old Zelda cartoon from the Super Mario Bros Super Show. Additional warning: includes a cameo from “Suaveamente Ganondorf” at the very end.
Skawo reports on an odd bug in both the Capcom-made Gameboy Advance releases of Zelda games A Link to the Past and The Minish Cap. It’s explained, as is frequently the fashion, in a ten minute Youtube video, here:
The video’s a bit padded with injokes and gimmicks, but beneath it all the bug is really interesting. Many games have checks to ensure the validity of save data, but the developers of both games implemented theirs in an odd way, calculating a 16-bit checksum for the file data twice, once by adding and once by subtracting, saving them both, and them when the File Select screen is setting up adding them to each other and checking for zero with the negative bit set (the high-order bit). It usually works, except when the checksum is exactly zero, which happens one in 65,536 times.
When that occurs, the total will be zero without the negative sign, which will be detected falsely as corrupted save data. As luck would have it, naming your character “God” in the European version of GBA Link to the Past will trigger the bug, and make it so you can’t create the file. But the 1-in-65536 chance comes up every time you save and exit. (The file check is made upon loading the File Select screen, so just saving with a checksum of 0 won’t trigger it; if the player saves later in the same play session, non-zero checksums will be written over the bad ones.)
1-in-65536 is a rare event, but it’s not extremely rare, and it’s absolutely the case that over the years many players have had their games declared corrupted and made unloadable. If a player saves their game, say, 20 times through a playthrough, then that’s about a 1-in-3250 chance of losing all their progress, and both games sold much more than 3,250 copies.
It’s kind of an old subject now. The Legend of Zelda was originally released in 1985, and right with the next game, Nintendo started toying with the formula.
The third game in the series, A Link to the Past, is widely revered among classic game-players, but there’s been this small coterie, growing over the years, that despite greatly improved graphics and controls, a much greater variety in enemies, like 13 dungeons in all and a host of cool secrets, in some ways it’s not up to the original. And the darn thing is, I agree with them.
The Legend of Zelda is kind of the victim of being left behind by design trends, in some ways. Link to the Past is an inflection point; while TLoZ is infuriatingly vague in some ways, and very challenging, some players latched onto those aspects and relished the challenge. Its second-sequel is almost luxurious in how it tells the player how to progress. There are establishments around the fantasy world of Hyrule whose whole purpose is to tell you what to do next. That’s great for making a generally-playable game, but if you want to figure the game out yourself, like solving a great puzzle, it’s lacking.
Its secrets are much less secret. It feels like the world wants you to discover its hidden caves, imagine that. Of the differences between the two, most players preferred the new direction, as did developers, not the least being the makers of the Zelda games themselves.
Of the fans who recognize the first game’s gnomish inscrutability and obscure secrets as a strength, probably the best-known advocate has been Tevis Thompson, who made the case in his 13-year-old essay Saving Zelda. He followed up some of the ideas in the graphic novel Second Quest (which is great), but it more goes in its own directions.
That was where the discussion stood, until the release of The Legend of Zelda: Breath of the Wild. After over a dozen games that leaned in to the Link to the Past template, it seemed to represent a rejection of that whole line, of the very trends they themselves had started and build upon. Instead of the mechanistic puzzlebox world, where exploration is carefully gated and players can’t get themselves into situations they’re not ready for, they threw open the doors. Here, have a world not only much bigger than any previous Zelda, but one of the biggest worlds in gaming period. Go anywhere, right from the start! While the secrets are still not that secret, the vast land obscures their locations pretty well, so it adds up to about the same effect.
Breath of the Wild was the first Zelda game that largely felt like Game #1, and there are signs this was intentional. The Japanese release made direct references to the 1985 original, using the font from the cover of the original game for its own title screen and to announce locations, have a look:
Comparison image from (ugh) r/zelda
When the game first game out, there was bewilderment, but players were very appreciative, but, did this mean all Zeldas were going to be vast open-world exploration games now? Tears of the Kingdom seems to indicate, maybe! Then Echoes of Wisdom last year showed that, while that game itself had many changes to the formula (such as actually starring the title character), they had not abandoned the classic formula, or look either.
All of this is to introduce the video by ThePlinkster, which like Thompson did in 2012, makes the case that the first game is still, largely, the best, and it even claims it’s better than BotW, which might be a bit of a reach. It’s 18 minutes, and while I don’t really agree with him entirely, he doesn’t make his case badly. Here it is: