Link's Crossbow Training

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Link's Crossbow Training
Developer(s) EAD
Publisher(s) Nintendo
Release date(s) US: November 19, 2007
Europe: December 7, 2007
Japan: May 1, 2008
Rating(s) ESRB: T (Teen): Fantasy Violence
PEGI: 12+
OFLC: PG
CERO: A
Platform(s) Wii


image:Sw_small_logo.png Guide/Walkthrough at StrategyWiki

Link's Crossbow Training (リンクのボウガントレイニング, Link's Bowgun Training) is a spin-off of the The Legend of Zelda series for the Wii. It ships with the Wii Zapper and most likely takes place at different times during The Legend of Zelda: Twilight Princess. It was created to demonstrate the use of the Zapper. Link must pass a series of tests to perfect his marksmanship with the crossbow. Link's Crossbow Training supports a four player turn-based multiplayer mode, where the Wii Zapper is passed among the players, who play individually and compete for the highest score.

The game is notable for being the first official Zelda title developed by Nintendo of America as opposed to Nintendo of Japan or Capcom. As a result, the game was released in America 6 months before being released in Japan.

Contents

Game mechanics

Controls

With the Wii Remote and the Nunchuk inside the Wii Zapper casing, simply aim the Zapper as you would the Wii Remote. Pull the trigger to fire the crossbow (this effectively presses the Wii Remote's B button). Holding down the trigger will cause the crossbow to charge a shot which will fire a bomb arrow (unless you have the automatic crossbow power-up, in which case it will rapid-fire arrows). The Z button will zoom in, much like Twilight Princess's Hawkeye. The control stick will change function depending on the game mode: in defender-type stages, the stick will rotate your view. In ranger-type stages, it will move Link. In target shooting-type stages, the stick serves no purpose.

Scoring

The scores for various targets will change with the stage, from 10 to 100 points. Hitting a target will add 1 to a multiplier, so the next successful shot will earn you that target's points times the multiplier. However, a miss will cause the multiplier to reset to 1, and the multiplier will only rise when shooting a stage's designated target (i.e. the Moldorms in Stage 5-2); shooting certain other things will earn you points, but will not increase your multiplier.

Medals

At the end of each stage you will be awarded with a medal. These serve little purpose other than to be a "rank" of sorts. These are awarded based on your overall score for that stage (all three levels' scores added together). An overall score of at least 20,000 points will get you a bronze medal. 40,000 points will earn you a silver medal. 60,000, a gold medal. Finally, scoring at least 80,000 points will get you a platinum medal, the highest achievable rank within the game. Below 20,000 points will earn you nothing.

Earning any level of medal in a stage will unlock the next stage.


Game modes

An example of the Target Shooting mode in Ordon Village.
An example of the Target Shooting mode in Ordon Village.

Target Shooting

In target shooting your goal is to shoot down targets. Most of the targets are red, and worth 30 points in the bull's-eye. However, there is a rarer gold variation that is worth 150 points in the bull's-eye. During earlier stages, the targets are stationary, but over time the difficulty increases and the targets begin to move in various ways and speeds.

All target shooting stages are split into 3 20-second segments, each taking place in a different area of the stage. Once a 20-segment is over, a whistle will blow and the timer will stop while the camera moves to the new area, at which point the timer will start again. Targets and other items can still be shot during this paused-timer session.

Most target shooting stages also feature a scarecrow in the first 20 seconds. If the scarecrow's chest is shot 8 times, and then the head is shot, the head will explode for 1000 points. This will cause another scarecrow to appear in the next 20-second segment. If the same tactic is used against this scarecrow, then the player will be taken to an alternate area for the final 20 seconds, wherein there are many more gold targets.

Link attacking a group of Bulblins in the Ranger mode.  The setting mirrors the encampments found around the Gerudo Desert.
Link attacking a group of Bulblins in the Ranger mode. The setting mirrors the encampments found around the Gerudo Desert.

Defender

In this game mode the player remains in a fixed position, but may move the camera freely in 360 degress. Most of these stages has a green enemy which can be shot to gain 100 automatic crossbow shots, which will be continuously fired for as long as the trigger is held down. Familiar enemies will appear on-screen such as Bokoblins.

Ranger

In ranger mode players have free control and may move across the environment freely by using the nunchuk attachment's analog stick. The goal is to find 25 of certain enemy (from Bulblins to Skulltula) by moving around the given stage. Many other objects can be shot in the process, and is in fact necessary sometimes as seen in Stage 5-3, wherein you must shoot several windows to break them in order to be able to shoot your enemies.


Boss fights

There are two boss fights in later stages, both based on battles from Twilight Princess. In Stage 8-3, Link fights a Darknut in a battle similar to the one in the Temple of Time, while in Stage Finale-3 he fights a newly-resurrected Stallord in the Gerudo Mesa. The Darknut fight plays like a Ranger level in that Link can freely move to dodge the Darknut's attacks, but the Stallord fight plays like a Defender round, in that Link is immobile and must shoot oncoming enemies to prevent them from attacking him.


Development

Link's Crossbow Training came about as a result of Shigeru Miyamoto's love for First-Person Shooter games[1]. Miyamoto and the other staff who had previously worked on Twilight Princess had wanted to do a sort of "side-story", similar to what was done with Ocarina of Time and Majora's Mask[1], trying to keep the same setting from Twilight Princess in use for those who enjoyed the game. Eventually, it was decided that trying to come up with a new "epic" story would cause game development to take too much time, and using Miyamoto's love for First-Person Shooters, the idea was eventually brought along to utilize the then-upcoming Wii Zapper for the game in some way.

Prototype Wii Zappers
Prototype Wii Zappers

According to Miyamoto, many of the staff working on the game were upset by this news as it essentially destroyed everything they had come up with for the game up to that point[1]. However, once a working prototype was created, the prototype was then given to Nintendo of America to test out, using prototype and even makeshift Wii Zappers. Nintendo of America then gathered a group of "die-hard Zelda fans" and had them test out the prototype, and it was a success. Further work on the new game then commenced, and the project was handed over to Nintendo of America to work on.

Miyamoto had already mentioned during the beginning of the creation process that there were certain "don'ts", such as no long cutscenes, and levels must be made as short, rapid-fire levels as opposed to long, drawn-out levels. In fact, Miyamoto had even said not to make any bosses, so that they could just focus on making the game fun; however, due to pressure from the team, he allowed them to add one boss, claiming that making one boss excellent is better than having three to focus on, which is what the team originally wanted[1].

Stages

The stages in Link's Crossbow Training all take place in various locations previously featured in Twilight Princess. The stages all use the GameCube orientation as opposed to the Wii orientation (as the Wii version of Twilight Princess was mirrored from the GameCube version), since the Gamecube version is canon.

Stage 1

Ordon Target Practice
This is a stationary target practice in Ordon Village, with the location switching every twenty seconds.
Gerudo Stalfos: Defender
In the Gerudo Mesa you will fight Stalfos, which are large, slow targets that are easy to hit. Some Stalfos, however, have shields, and must be shot several times to destroy their shield.
Arbiter's Grounds: Ranger
This level is a re-creation of the very Bulbin-laden area of the Arbiter's Grounds, right before entering the temple.

Stage 2

Goron Target Practice
This level is much like Ordon Target Practice. However, Gorons are holding the targets, and if you wait too long, they will replace the target with another target, which could cause you to miss a gold target.
Zora River: Defender
This stage takes place on a boat travelling down Zora River. You cannot steer the boat itself. The enemies are Toadpolis, and they can fire projectiles at you (which can be shot as well).
Skull Shooting (Target Practice)
This is much like clay-bird shooting, only the targets are skulls. Skulls are worth 50 points, whereas rarer red skulls are worth 100.

Stage 3

Kakariko Target Practice
This is more or less exactly like Ordon Target Practice, only taking place in Kakariko Village.
Fruit Balloons (Defender)
The fruit balloons from Plumm's Fruit Balloon Popping game in Twilight Princess are the targets here. The points given increase from watermelon (10 points), to orange (20 points), to strawberry (50 points). Occasionally, shooting a big fruit will cause four of the next fruit to appear. Shooting falling meteors will give you 300 points.
The Great Bridge: Defender
On the Great Bridge, you must defend yourself from swarms of Kargaroks.

Stage 4

Zora River Target Practice
Another target practice, though this time most of the targets are moving, quite often down a waterfall.
Hyrule Castle: Defender
Taking place in the Hyrule Castle's courtyard, colonies of Keese are swarming around trying to attack you.
Skulltula Woods: Ranger
As no "Skulltula Woods" exists, you will be searching for and killing Skulltula in the southern part of Faron Woods. They may be on the ground or climbing on trees. They require two hits to kill.

Stage 5

Oocca Target Practice
In the City in the Sky, many Oocca will fly around carrying targets. As such, the targets will bob up and down as they fly, making the targets difficult to hit. If an Oocca is hit, it will drop its target, making the target worth many more points.
Gerudo Moldorm: Defender
Once again in the Gerudo Mesa, you must now defend yourself from many Moldorm that sink into the ground and then pop back up.
The Shootout (Ranger) (known as 'Kakariko Shootout' in the European version)
A re-creation of Twilight Princess's Hidden Village's Bulbin hunt.

Stage 6

Ordon Target Practice 2
Again taking place in Ordon Village, however this time the screen is constantly scrolling and so targets must be shot before exiting the screen.
The Bridge of Eldin: Defender
In a scene similar to the escort mission in Twilight Princess, you must shoot oncoming Bokoblins. Some Bokoblins will be carrying bows and arrows.
Snowpeak Ruins: Ranger
In the Snowpeak Ruins, you must hunt down all 25 Chilfos in the area. They cannot be killed while holding a staff; however, without it, one hit is all that is necessary. The staff can be destroyed with 4 hits.

Stage 7

Underground Target Practice
Taking place in the beginning areas of the Arbiter's Grounds, you must shoot regular targets for the first 40 seconds, then in the last 20 seconds fight many ReDeads. They require many hits to kill, and if you're not quick, they can overwhelm you easily. However, if one utilizes the two scarecrows in the first 40 seconds, the ReDeads may be avoided, and many targets will appear instead.
City In the Sky: Defender
This is a vastly more difficult defender stage. It takes place in the same area as the Argorok battle in Twilight Princess, only instead of fighting Argorok, you must fight many Aeralfos, sheilds and all. You must wait until they drop their guard before you fire. Charging your shot works well here.
Temple of Time: Ranger
This ranger level takes place in certain parts near the beginning of the Temple of Time, and the enemies you will fight are Lizalfos, with the occasional Keese, and two Beamos. The Lizalfos take two hits: the first knocks them down, and the second kills.

Stage 8

Horseback Target Practice
This level takes place while riding Epona, and is like stage 6-1 in that you're moving the entire time. The first two 20 second segments are side-scrolling, and the final 20 seconds is head-on, much like a rail shooter.
Snowpeak: Defender
Taking place on the mountain itself, you must defend yourself from many White Wolfos. They will circle around you, stop, circle again, then run at you to attack.
Darknut Battle (Ranger)
A battle against the black Darknut from the Temple of Time. It will swing its sword, releasing a wave black Keese-like creatures, which will pursue you. After you've hit the Darknut enough times to shake its armor off, it will move faster and become much nigh impossible to hit. The only way to cause damage to it are by shooting at it while it is using its teleportation move, which consists of the Darknut turning into many Keese and moving towards you. When this happens, white Keese will also appear. All of these must be shot, as doing so will lower the Darknut's defenses. This will allow him to be shot over and over without him blocking the shots, at the cost of the Darknut becoming much more aggressive.

Stage finale

Ranch Target Practice
Unlike most other target practice stages, the targets this time are Bokoblins, many of them riding goats from the Ordon Ranch. Red Bokoblins are worth 100 points.
Sacred Grove: Defender
In the area of the Sacred Grove where you fight the Skull Kid in Twilight Princess, you must defend yourself from oncoming Puppets. Skull Kid also appears and can be shot for automatic crossbow shots.
Stallord Battle (Defender)
This is a difficult battle against Twilit Fossil Stallord. He has two weak points (the palms of his hands) which must be shot when Stallord raises his arms to pull himself toward you. When his hands are destroyed, he will fall over revealing a weak point on his head which must be shot. After several times of this, he will continue the strategy, while shooting rocks at you and releasing many Fire Bubbles, which must be shot before they come in contact with Link.

Multiplayer mode

A simple multiplayer mode was added into the game. It supports up to 4 players, albeit alternately as opposed to simultaneously. The players are chosen, followed by a choosing of the Stage to be played (note that one cannot play a full 3-level stage, but merely one stage, i.e. Stage 1-3, Stage 6-2, etc.). Each player completes the stage one at a time, passing the Wii Zapper on to the next person as necessary. Once the final player has completed the stage, one star will be awarded to the player who attained the highest score. This can be continued for as long as desired.

Multiplayer scores are not recorded in the game itself, so once multiplayer mode is left, all multiplayer scores will be erased.


Secrets and bonuses

In the midst of all the shooting of targets and bad guys, there are objects in most, if not all, stages that can be shot at for extra points:


Reception

The game was received rather well, currently holding an average review score of 70% on GameRankings.com[1]. In fact, reviewers were far more disappointed with the Wii Zapper itself. Regarding the game itself, however, many critics were disappointed with the length of the game, but forgave it given the price of the game. IGN reviewer Matt Casamassina says that "I would have preferred more stages and more options, but for $19.99, I'm a little more forgiving."[1] Another widely-criticized portion of the game was the multiplayer aspect, which EuroGamer says that "sadly there's absolutely nothing to it."[1] Overall, though, most critics were pleased with the game. GameSpot mentions that "As long as you don't expect more than a short but sweet shooting game, you'll be pleased with what Link's Crossbow Training has to offer."[1]

Movie gallery


References


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