Link's Crossbow Training

 is a spin-off of the for the Nintendo Wii Console. The game ships with the Wii Zapper, and was created to demonstrate the use of the Wii Zapper. takes place in the TPHD: from at an unknown time, where 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 LCT: (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 NaN Stages, it will move LCT:. In target shooting-type NaN Stages and defender-type NaN Stages, the stick serves no purpose.

Scoring
The scores for various targets will change with the LCT:. 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 LCT:'s designated target (i.e. the NaN Moldorms in LCT:); shooting other certain objects will earn you points, but will not use or increase your multiplier.

Medals
At the end of each LCT:, 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 LCT: (all three NaN 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 LCT: will unlock the next LCT:, except for LCT: and LCT:, as the following NaN Levels are already unlocked upon starting the game.

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 NaN 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 NaN Stages are split into three 20-second segments, each taking place in a different area of the LCT:. 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 NaN 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 11 Target Shooting NaN Stages in, including 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 Enemies before he can shoot them, he will lose 100 points. Most of these NaN Stages have 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 10 defender NaN Stages within, one for every level. These NaN Stages include LCT:, LCT:, LCT:, LCT:, LCT:, LCT:, LCT:, LCT:, LCT: and LCT:.

Ranger
In ranger mode NaN 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 LCT: (from NaN Bulblins to NaN Skulltulas) by moving around the given LCT:. Many other objects can be shot in the process, and is in fact necessary sometimes as seen in LCT:, wherein LCT: must shoot several windows to break them in order to be able to shoot the enemies.

There are six ranger NaN Stages in, including LCT:, LCT:, LCT:, LCT:, LCT: and LCT:.

Boss Fights
There are two boss fights in later NaN Stages, both based on battles from. In LCT:, LCT: fights a LCT: in a battle similar to the one in the LCT:, while in LCT: LCT: 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:.

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.

Multiplayer Mode
The Multiplayer mode supports from 2 to 4 players. The players start by choosing the LCT: they will play. Each player completes the LCT: one at a time, passing the Wii Zapper on to the next person as necessary. Once the final player has completed the LCT:, a 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, NaN 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 NaN Stages to have a significant increase in targets, specifically gold targets. Certain NaN Stages have hidden NaN Fairies, which will grant 1000 points when revealed. Each LCT: contains a segment of the Triforce, which grants bonus points and can be found through various means, such as defeating every enemy in the LCT: or hitting all of the targets.



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.

The development for Link's Crossbow Training began with the idea of creating a side-story game that connected toTwilight Princess and had it's own story''. ''However, partway into development, Miyamoto began to insist that the game actually be a third-person or first-person shooter game the new Wii utensil, the Wii Zapper. This was a great shock to the development team who had already developed the game's story. Miyamoto also set several guidelines for the game. It could not include an "epic story", there could not be any long movies, and it had to be made up of "stages" that took no longer then a couple of minutes to finish.

The development team struggled with making a shooter game fit in with the Zelda universe as Link wielding a gun did not feel right. Nevertheless, Miyamoto insisted that it be set in the Zelda universe, and suggested a "terminator-style" plot in which Link time-warps into our modern world where he finds and begins using an AK-47 to defend Tokyo City and his own Kingdom from monsters. This idea was shot down immediately by everyone else on the team as atrocious. In the end, they decided to give Link a crossbow, and to flex what it could do so that it acted more akin to a modern day firearm. The game's original Japanese title was Introduction to Wii Zapper, but this was changed, both due to being far too simplistic and to avoid confusion with games like Wii Play (which is called "Your First Step to Wii" in Japan). However, The team did not want to call it "The Legend of Zelda: [Subtitle]", to avoid people mistaking the game for a large-scale main series Zelda title. In the end, "Link's Crossbow Training" was decided as a middle-ground.

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."