Link's Crossbow Training

 is a spin-off of the for the Wii. The game ships with the Wii Zapper and most likely takes place at different times during or after. The game was created to demonstrate the use of the Wii Zapper. LCT: must pass a series of tests to perfect his marksmanship with the LCT:. also supports a two to four player turn-based Multiplayer mode, where the Wii Zapper is passed among the players, who play individually and compete for the highest score.

Controls
With the Wii Remote and the Nunchuk inside the Wii Zapper casing, the Zapper should be aimed as it would with the Wii Remote. The trigger must be pulled to fire the LCT: (this effectively presses the Wii Remote's B button). Holding down the trigger will cause the LCT: to charge a shot which will fire a LCT: (unless LCT: has the automatic LCT: power-up, in which case it will rapid-fire arrows). Pressing the A button will pause the game, allowing the player to return to the title screen, return to the stage select (Or return to level select depending on if the player is on Score Attack), to continue in the stage or to adjust the alignment of the motion controls. In the adjust alignment menu, the player can adjust the motion controls based on their preferences. The player can change the height of the cursor, and how fast the cursor moves when the player moves the Wii Zapper. The Z button will zoom in, much like 's TPHD:. The control stick on the Nunchuk will change function depending on the game mode: In ranger-type stages, it will move LCT:. In target shooting-type stages and defender-type stages, the stick serves no purpose.

Scoring
The scores for various targets will change with the stage. 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 NaN Moldorms in Stage 5-2); shooting other certain object will earn you points, but will not use or increase your multiplier.

Medals
At the end of each level, LCT: will be awarded with a medal. These serve little purpose other than to be a "rank" of sorts. These are awarded based on the overall score for that stage (all three stages' scores added together). An overall score of at least 20,000 points will get LCT: a bronze medal. 40,000 points will earn a silver medal and 60,000 a gold medal. Finally, scoring 80,000 points or higher will reward LCT: with a platinum medal, the highest achievable medal within the game. If LCT: scores below 20,000 points, he will not awarded with any medals. Earning any level of medal in a stage will unlock the next stage.

Target Shooting


In target shooting, the 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.

Most 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.

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

There are twelve Target Shooting stages in, including LCT:, LCT:, LCT:, LCT:, LCT:, LCT:, LCT:, LCT:, LCT:, LCT:, LCT: and LCT:.

Defender
In this game mode the player remains in a fixed position, but may move the camera freely in 360 degrees. NaN Enemies will appear all around LCT:, slowly moving closer to him to attack him. If LCT: is hit by any NaN Enemiesbefore he can shoot them, he will lose 100 points. Most of these stages has a green LCT: which can be shot to gain 100 automatic crossbow shots, which will be continuously fired for as long as the trigger is held down.

There are nine defender stages within, one for every level. These stages include LCT:, LCT:, LCT:, LCT:, LCT:, LCT:, LCT:, LCT:, and LCT:.

Ranger
In ranger mode stages, players have free control and may move across the environment freely by using the nunchuk attachment's analog stick. The goal is to find a number of a certain enemy (from NaN Bulblins to NaN Skulltulas) 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 LCT: must shoot several windows to break them in order to be able to shoot the enemies.

There are six ranger stages in, including LCT:, LCT:, LCT:, LCT:, LCT: and LCT:.

Boss Fights
There are two boss fights in later stages, both based on battles from. In Stage 8-3, LCT: fights a LCT: in a battle similar to the one in the LCT:, while in Stage Finale-3 he fights a newly-resurrected LCT: in the LCT:. The LCT: fight plays like a Ranger level in that LCT: can freely move to dodge the LCT:'s attacks, but the LCT: fight plays like a Target Shooting round, in that LCT: is immobile and must shoot oncoming enemies and targets to defeat LCT:.

Development
came about as a result of Shigeru Miyamoto's love for first-person shooter games. Miyamoto and the other staff who had previously worked on had wanted to do a sort of "side-story", similar to what was done with  and, trying to keep the same setting from  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.

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, 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, Nintendo of Japan continued to receive feedback from Nintendo of America so that they could further tweak the final product.

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.

Levels
The Levels in are all made up of 3 Stages. All of the Stages take place in locations previously featured in. Revisited locations and returning character models all use the GameCube orientation as opposed to the Wii orientation (as the Wii version of was mirrored from the GameCube version).

Level 1
Ordon Target Practice
 * This stage is set in Ordon Village. It transitions between three sections, the last of which is variable, depending on whether Link has shot the two scarecrows in the first two sections.

Gerudo Stalfos: Defender (Gerudo Stalfos Ambush)
 * This stage is set in Gerudo Mesa and sees Link battling several Stalfos.

Arbiter's Grounds: Ranger (Bulblin Hideout Raid)
 * In this level, Link moves through the Bulblin camp in Gerudo Desert, fighting Bulblins.

Level 2
Goron Target Practice (The Goron's Target Game)
 * This level transitions through three separate sections of Death Mountain, similarly to Ordon Target Practice, but the targets are held by Gorons, who gradually change the targets that they hold.

Zora River: Defender (Battle on Zora's River)
 * This stage takes place on a boat traveling down Zora River. Link cannot steer the boat itself. Several Toadpolis appear in this level, as well as Red Tektites.

Skull Shooting
 * In this stage, several white and red skulls are thrown into the air in Hyrule Field, and the player must shoot them.

Level 3
Kakariko Target Practice
 * In Kakariko Village, Link shoots targets in three phases, as with the previous Target Practice stages. In this stage, each time Link shoots targets, new ones appear in their place.

Fruit Balloons
 * Here, Link must shoot balloons shaped like watermelons, oranges, and strawberries, flying over Hyrule Castle Town. For every eight targets that Link shoots in succession, a meteor will fall.

The Great Bridge: Defender (Kargarok Assault)
 * On the Great Bridge, Link must defend himself from swarms of Kargaroks.

Level 4
Zora River Target Practice (Zora's Waterfall Challenge)
 * This level is set in Zora's Domain, and in it, targets fall down waterfalls.

Hyrule Castle: Defender (Graveyard Ambush)
 * Taking place in the Hyrule Castle's courtyard, Link must battle Keese and Stalfos.

Skulltula Forest: Ranger


 * This stage is set in an undescribed location somewhere in or near LCT: where LCT: must defeat 18 NaN Skulltulas before the time runs out.

Level 5
Oocca Target Practice
 * In the City in the Sky, many Oocca will fly around carrying targets.

Gerudo Moldorm: Defender (Gerudo Moldorm Ambush)
 * In Gerudo Mesa, Link is attacked from all directions by Moldorm and Peahats.

The Shootout (Kakariko Shootout)
 * Link must fight several Bulblins in the Hidden Village.

Level 6
Ordon Target Practice 2 (Back to Ordon Target Range)
 * A scrolling level set in Ordon Village.

The Bridge of Eldin: Defender (Carriage Escort)
 * Link is chased across the Bridge of Eldin by Bokoblins, Bulblins, Bullbos, and Kargaroks.

Snowpeak Ruins: Ranger (Snowpeak Ruins Encounter)
 * In the Snowpeak Ruins, Link must hunt down all 25 Chilfos in the area. Ice Keese also appear.

Level 7
Underground Target Practice (Underground Target Range)
 * Link must shoot several moving targets and Gibdos in Arbiter's Grounds.

City in the Sky: Defender (City in the Sky Defence)
 * In Argorok's arena in the City in the Sky, Link is attacked by several Aeralfos.

Temple of Time: Ranger (Retaking the Temple of Time)
 * In the Temple of Time, Link fights Lizalfos, Keese, and Beamos.

Level 8
Horseback Target Practice (Horseback Target Run)
 * Link shoots targets in Hyrule Field while riding Epona.

Snowpeak: Defender (Snowpeak Wolfpack)
 * Taking place on the mountain itself, Link must defend himself from White Wolfos and Ice Keese.

Darknut Battle (Darknut Duel)
 * A battle against the black Darknut from the Temple of Time, which is made of several insect-like creatures.

Finale
Ranch Target Practice (Ordon Ranch Defence)
 * At the Ordon Ranch, Link battles Bokoblins, many of which are riding goats.

Sacred Grove: Defender (Sacred Grove Puppet Battle)
 * In the Sacred Grove, Link battles Skull Kid and his Puppets.

Fossil Stallord Battle
 * The final boss fight against the Twilit Fossil Stallord, who summons Bubbles.

Multiplayer Mode
A simple multiplayer mode was added into the game. It supports up to 4 players, although 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 enemies, there are objects in most, if not all, stages that can be shot at for extra points. These include pots and jars, doors, windows, and barrels, amongst many other background objects. Most give minor amounts of points, though Orange Rupees can give significant amounts if shot as soon as they appear, and strategically shooting scarecrows can cause the last part of Target Shooting stages to have a significant increase in targets, specifically gold targets. Certain stages have hidden fairies, which will grant 1000 points when revealed. Each stage contains a segment of the Triforce, which grants bonus points and can be found through various means, such as defeating every enemy in the stage or hitting all of the targets.



Reception
The game was received rather well, currently holding an average review score of 70% on GameRankings.com. 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. 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." Another widely-criticized portion of the game was the multiplayer aspect, which EuroGamer says that "sadly there's absolutely nothing to it." 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 has to offer."