Targeting: Difference between revisions
m (→Z-Targeting) |
m (→Z-Targeting) |
||
Line 1: | Line 1: | ||
==Z-Targeting== | ==Z-Targeting== | ||
[[image:Ztargeting.jpg|thumb|left|250px|Learn how to Z-Target]] | [[image:Ztargeting.jpg|thumb|left|250px|Learn how to Z-Target]] | ||
[[image: | [[image:Ztargeting2.jpg|thumb|right|250px|Z-Targeting in action]] | ||
Up until the release of the [[N64]], all Zelda games were 2-dimensional games with a clear view of all the action on the screen. In order to incorporate an easy battle system into a 3-dimensional game, something different had to be done to make combat more manageable and less frustrating. ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]'' marked the beginning of '''Z-Targeting''', a combat and environment interaction interface that locks [[Link]]'s focus onto a single enemy with a press of the Z Button. Once an enemy is Z-Targeted, [[Navi]] flies to the selected enemy and all of [[Link]]'s attacks are directed at the targeted enemy. [[Navi]] can give [[Link]] useful information about enemies that are targeted. Z-Targeting helped make ''Ocarina of Time'' a success, and the interface was carried over to ''[[The Legend of Zelda: Majora's Mask|Majora's Mask]]'' with the help of a new [[Fairy]], [[Tatl]]. | Up until the release of the [[N64]], all Zelda games were 2-dimensional games with a clear view of all the action on the screen. In order to incorporate an easy battle system into a 3-dimensional game, something different had to be done to make combat more manageable and less frustrating. ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]'' marked the beginning of '''Z-Targeting''', a combat and environment interaction interface that locks [[Link]]'s focus onto a single enemy with a press of the Z Button. Once an enemy is Z-Targeted, [[Navi]] flies to the selected enemy and all of [[Link]]'s attacks are directed at the targeted enemy. [[Navi]] can give [[Link]] useful information about enemies that are targeted. Z-Targeting helped make ''Ocarina of Time'' a success, and the interface was carried over to ''[[The Legend of Zelda: Majora's Mask|Majora's Mask]]'' with the help of a new [[Fairy]], [[Tatl]]. | ||
Revision as of 23:02, 13 March 2009
Z-Targeting
Up until the release of the N64, all Zelda games were 2-dimensional games with a clear view of all the action on the screen. In order to incorporate an easy battle system into a 3-dimensional game, something different had to be done to make combat more manageable and less frustrating. Ocarina of Time marked the beginning of Z-Targeting, a combat and environment interaction interface that locks Link's focus onto a single enemy with a press of the Z Button. Once an enemy is Z-Targeted, Navi flies to the selected enemy and all of Link's attacks are directed at the targeted enemy. Navi can give Link useful information about enemies that are targeted. Z-Targeting helped make Ocarina of Time a success, and the interface was carried over to Majora's Mask with the help of a new Fairy, Tatl.
L-Targeting
The layout of the GameCube controller lacks a *conveniently located* Z Button. In order to carry the popular targeting system over to the GCN, the button used for targeting was switched from Z to L. The idea is the same, but with a different button. The L Button is used in The Wind Waker, in GameCube re-releases of Ocarina of Time and Majora's Mask, and in Twilight Princess.