Targeting: Difference between revisions

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==Z-Targeting==
==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 managable 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 [[OoT]] a success, and the interface was carried over to [[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. [[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 [[OoT]] a success, and the interface was carried over to [[Majora's Mask]] with the help of a new [[fairy]], [[Tatl]].


==L-Targeting==
==L-Targeting==
The layout of the [[GameCube]] controller lacks a *convieniantly 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 [[Wind Waker]] and in [[GameCube]] rereleases of [[Ocarina of Time]] and [[Majora's Mask]], it will also be in use in [[The Legend of Zelda: Twilight Princess]].
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 [[Wind Waker]] and in [[GameCube]] re-releases of [[Ocarina of Time]] and [[Majora's Mask]], it will also be in use in [[The Legend of Zelda: Twilight Princess]].


[[Category:Zelda]]
[[Category:Zelda]]

Revision as of 15:41, 19 March 2007

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 OoT 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 Wind Waker and in GameCube re-releases of Ocarina of Time and Majora's Mask, it will also be in use in The Legend of Zelda: Twilight Princess.