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Link's Crossbow Training

Link's Crossbow Training[a] is a shooting video game developed and published by Nintendo for the Wii video game console. It was bundled with the Wii Zapper peripheral and was the first title to use it. The game was released worldwide in 2007, and in Japan in May 2008. It uses several environments, enemies, and other assets from The Legend of Zelda: Twilight Princess as stages for targets with various shootable background objects.

Link's Crossbow Training
European box art
Developer(s)Nintendo EAD
Publisher(s)Nintendo
Director(s)Makoto Miyanaga
Producer(s)
Composer(s)Kenta Nagata
SeriesThe Legend of Zelda
Platform(s)Wii
Release
Genre(s)Shooter
Mode(s)Single-player, multiplayer

Gameplay

Link's Crossbow Training is set in a world in the style of The Legend of Zelda: Twilight Princess, and in the game the player assumes the role of the protagonist of The Legend of Zelda series, Link. To perfect Link's crossbow marksmanship, the player must pass a series of tests, starting with stationary bullseye targets, before moving onto moving targets and actual enemies.[2] After every level, the player gets a medal depending upon their score. The types of medals range from bronze to platinum.

Link's Crossbow Training features 9 playable levels, and the goal in each is to achieve the highest score possible within the time limit.[5] These levels are divided into three main gameplay styles.[5]

  • In Target Shooting levels, players fire their crossbow at targets, which start stationary, but move as the difficulty increases in later levels. Hitting the center of the bullseye earns more points, and the points earned multiplies if the player hits subsequent targets without missing.[5]
  • In Defender levels, players remain stationary, while retaining the ability to shoot and aim through 360°.[5] Here, Link must fight off hordes of enemies, including Stalfos in a desert-themed level, and defending a wagon from boar-riding Bokoblins.[5] If Link takes damage the player's score will decrease.
  • In Ranger levels, the player assumes complete control over Link (via the control stick on the Nunchuk), in levels including a siege on an enemy encampment, and fighting through a forest.[5]

In some levels, Link battles bosses, most of them having weak spots that the player must hit. Link's Crossbow Training has a multiplayer mode, where players take turns competing for the highest score.[5]

Development

Link's Crossbow Training was produced by Shigeru Miyamoto, Eiji Aonuma and Takashi Tezuka. The idea of a first-person The Legend of Zelda title started with Ocarina of Time, which Miyamoto wanted to develop in the first person; however, the inclusion of a child Link got in the way of this idea. Miyamoto also created the game to show Japanese gamers how fun the genre can be by bridging the gap between simple scrolling shooters and advanced shooters.[6] It was also made with the intent of being a side-story to Twilight Princess, and make use of its vast overworld.[7]

Miyamoto original envisioned a story involving a time warp, having Link wield a gun - this idea was quickly discarded.[8] The development staff began work on the game's story, which Miyamoto intended to be an extra story based around Twilight Princess, but the staff had been coming up with what could be better described as "epic tales" rather than "side stories". When Miyamoto revealed that he would not make the game with an "epic tale", much of the staff was shocked, saying it was like killing all of the ideas they had been working with until then. Some argued that they should not even do it, as it would be simply reusing existing software and selling it to the consumers. Miyamoto proposed that they make a working prototype and have test players give impressions of the game. If they did not like it, Miyamoto would stop development right there. Nintendo of America gathered together several die-hard The Legend of Zelda fans, who all reacted positively to the game. Reports from these test players were given to the development team daily, allowing them to tweak the game as they went along.[7]

Miyamoto created a list of "do nots" for the development team, including not incorporating anything unnecessary, not "making a movie", and making sure a player could be able to complete a stage within three minutes, so as to not discourage the player from trying to beat the level again if he or she fails. Miyamoto also told the developers to not get caught up in the rewards, letting the players focus on the "journey" first, and to not include any boss battles so the developers could focus on making the whole game entertaining rather than focusing on making bosses. Miyamoto eventually gave in after the developers insisted on there being three bosses in the game, although he reduced that to one to make them focus on making one "fabulous" boss battle instead of attempting to make three boss battles.[7]

Choosing which game to use the Wii Zapper with proved to be difficult. Because the project was due to the ideas of The Legend of Zelda staff, Miyamoto wanted it to be in The Legend of Zelda universe, although some staff argued that giving Link a gun would be too strange. Miyamoto proposed a Terminator-style plot about a time warp to the future, but the idea was vetoed immediately. Miyamoto enjoyed the Hidden Village from Twilight Princess's spaghetti western theme, and recreated it so people could enjoy it in an FPS setting. He also thought using the Wii Zapper in a western theme would make it even more fun. The development team eventually settled for giving Link a crossbow. Despite crossbows being unable to do a rapid-fire effect, Miyamoto felt that because it is just for fun, they did it anyway.[9]

The game was originally titled Introduction to Wii Zapper, but the development team opted to change this, to avoid confusion with Introduction to Wii, the Japanese title of Wii Play. The team also did not want to call it something like The Legend of Zelda: Phantom Crossbow, as it would appear to be a grand-scaled sequel in The Legend of Zelda series, and they did not want it to be interpreted as such. They settled for Link's Crossbow Training in the end.[6] Nintendo revealed during its E3 2007 media briefing[10] that a new game would be bundled with the Wii Zapper accessory. This was not announced until the GameStop Expo in September that Link's Crossbow Training was that game,[11] while Nintendo officially confirmed it on September 10.[2]

Reception

Reviews were generally mixed. Nintendo Power praised the game and its potential of the zapper, but they criticized it for being too short.[17] IGN stated that the game was enjoyable, but agreed that it was too short. IGN's review also panned the Wii Zapper as actually "making the game more difficult" to play and generally frustrating to use.[16]

Sales

By July 2008, the game had sold 194,849 copies in Japan.[18][19] By September, the game had sold 2.75 million copies worldwide.[20] It was the 16th best-selling game and seventh best-selling Wii game of December 2008 in the United States.[21] It was in the Top 10 on the best-selling Wii games list for nearly two years until being surpassed by Wii Sports Resort, Wii Fit Plus, and later New Super Mario Bros. Wii.

Notes

  1. ^ Known in Japan as Link's Bowgun Training (Japanese: リンクのボウガントレーニング, Hepburn: Rinku no Bōgan Torēningu).

References

  1. ^ "In shops now: Wii Zapper". Nintendo of Europ. December 7, 2007. Retrieved December 29, 2008.[permanent dead link]
  2. ^ a b c . Nintendo. September 10, 2007. Archived from the original on October 12, 2007. Retrieved September 10, 2007.
  3. ^ . Aussie-Nintendo.com. Archived from the original on January 11, 2009. Retrieved June 7, 2010.
  4. ^ "Wiiリモコンがボウガンに! 『リンクのボウガントレーニング+Wiiザッパー』" (in Japanese). Famitsu. February 27, 2008. Retrieved December 29, 2008.
  5. ^ a b c d e f g "Link's Crossbow Training packaging, fact sheet". GoNintendo. September 21, 2007. Retrieved September 23, 2007.
  6. ^ a b Iwata, Satoru (May 8, 2008). "Iwata Asks: Link's Crossbow Training". iwataasks.nintendo.com. Retrieved January 27, 2016.
  7. ^ a b c Iwata, Satoru (May 8, 2008). "Iwata Asks: Link's Crossbow Training". iwataasks.nintendo.com. Retrieved January 27, 2016.
  8. ^ Iwata, Satoru. "Iwata Asks: Link's Crossbow Training". iwataasks.nintendo.com. Retrieved September 12, 2022.
  9. ^ Iwata, Satoru (May 8, 2008). "Iwata Asks: Link's Crossbow Training". iwataasks.nintendo.com. Retrieved January 27, 2016.
  10. ^ Casamassina, Matt (July 11, 2007). "E3 2007: Nintendo E3 Media Briefing Live Blog". IGN. Ziff Davis. Retrieved May 25, 2021.
  11. ^ McElroy, Justin (September 10, 2007). "Zelda Crossbow Training packed in with Wii Zapper [update]". Engadget. Verizon Media. Retrieved May 25, 2021.
  12. ^ . GameRankings. CBS Interactive. Archived from the original on April 16, 2019. Retrieved May 25, 2021.
  13. ^ "Link's Crossbow Training". Metacritic. Red Ventures. Retrieved May 25, 2021.
  14. ^ Kumar, Mathew (November 26, 2007). "Link's Crossbow Training + Wii Zapper". Eurogamer. Gamer Network. Retrieved May 25, 2021.
  15. ^ Bryn Williams (November 20, 2007). "Link's Crossbow Training (Wii)". GameSpy. Retrieved April 2, 2008.
  16. ^ a b Casamassina, Matt (November 20, 2007). "Link's Crossbow Training Review". IGN. Ziff Davis. Retrieved May 25, 2021.
  17. ^ a b Shepperd, Chris (December 2007). "Link's Crossbow Training review". Nintendo Power. Vol. 223. Future US. p. 84.
  18. ^ Weekly Famitsu, issue 1020
  19. ^ . Japan Game Charts. July 25, 2008. Archived from the original on August 5, 2008. Retrieved August 3, 2008.
  20. ^ "Financial Results Briefing for the Six-Month Period Ended September 2008" (PDF). Nintendo. October 31, 2008. p. 6. Retrieved October 31, 2008.
  21. ^ Kohler, Chris (January 16, 2009). "Top 10 Games of December 2008, By Platform". Wired. Condé Nast. Retrieved May 25, 2021.

External links

  • Link's Crossbow Training at Nintendo.com

link, crossbow, training, shooting, video, game, developed, published, nintendo, video, game, console, bundled, with, zapper, peripheral, first, title, game, released, worldwide, 2007, japan, 2008, uses, several, environments, enemies, other, assets, from, leg. Link s Crossbow Training a is a shooting video game developed and published by Nintendo for the Wii video game console It was bundled with the Wii Zapper peripheral and was the first title to use it The game was released worldwide in 2007 and in Japan in May 2008 It uses several environments enemies and other assets from The Legend of Zelda Twilight Princess as stages for targets with various shootable background objects Link s Crossbow TrainingEuropean box artDeveloper s Nintendo EADPublisher s NintendoDirector s Makoto MiyanagaProducer s Eiji AonumaTakashi TezukaComposer s Kenta NagataSeriesThe Legend of ZeldaPlatform s WiiReleaseNA November 19 2007 2 EU December 7 2007 1 AU December 13 2007 3 JP May 1 2008 4 KOR October 28 2010Genre s ShooterMode s Single player multiplayer Contents 1 Gameplay 2 Development 3 Reception 3 1 Sales 4 Notes 5 References 6 External linksGameplay EditLink s Crossbow Training is set in a world in the style of The Legend of Zelda Twilight Princess and in the game the player assumes the role of the protagonist of The Legend of Zelda series Link To perfect Link s crossbow marksmanship the player must pass a series of tests starting with stationary bullseye targets before moving onto moving targets and actual enemies 2 After every level the player gets a medal depending upon their score The types of medals range from bronze to platinum Link s Crossbow Training features 9 playable levels and the goal in each is to achieve the highest score possible within the time limit 5 These levels are divided into three main gameplay styles 5 In Target Shooting levels players fire their crossbow at targets which start stationary but move as the difficulty increases in later levels Hitting the center of the bullseye earns more points and the points earned multiplies if the player hits subsequent targets without missing 5 In Defender levels players remain stationary while retaining the ability to shoot and aim through 360 5 Here Link must fight off hordes of enemies including Stalfos in a desert themed level and defending a wagon from boar riding Bokoblins 5 If Link takes damage the player s score will decrease In Ranger levels the player assumes complete control over Link via the control stick on the Nunchuk in levels including a siege on an enemy encampment and fighting through a forest 5 In some levels Link battles bosses most of them having weak spots that the player must hit Link s Crossbow Training has a multiplayer mode where players take turns competing for the highest score 5 Development EditLink s Crossbow Training was produced by Shigeru Miyamoto Eiji Aonuma and Takashi Tezuka The idea of a first person The Legend of Zelda title started with Ocarina of Time which Miyamoto wanted to develop in the first person however the inclusion of a child Link got in the way of this idea Miyamoto also created the game to show Japanese gamers how fun the genre can be by bridging the gap between simple scrolling shooters and advanced shooters 6 It was also made with the intent of being a side story to Twilight Princess and make use of its vast overworld 7 Miyamoto original envisioned a story involving a time warp having Link wield a gun this idea was quickly discarded 8 The development staff began work on the game s story which Miyamoto intended to be an extra story based around Twilight Princess but the staff had been coming up with what could be better described as epic tales rather than side stories When Miyamoto revealed that he would not make the game with an epic tale much of the staff was shocked saying it was like killing all of the ideas they had been working with until then Some argued that they should not even do it as it would be simply reusing existing software and selling it to the consumers Miyamoto proposed that they make a working prototype and have test players give impressions of the game If they did not like it Miyamoto would stop development right there Nintendo of America gathered together several die hard The Legend of Zelda fans who all reacted positively to the game Reports from these test players were given to the development team daily allowing them to tweak the game as they went along 7 Miyamoto created a list of do nots for the development team including not incorporating anything unnecessary not making a movie and making sure a player could be able to complete a stage within three minutes so as to not discourage the player from trying to beat the level again if he or she fails Miyamoto also told the developers to not get caught up in the rewards letting the players focus on the journey first and to not include any boss battles so the developers could focus on making the whole game entertaining rather than focusing on making bosses Miyamoto eventually gave in after the developers insisted on there being three bosses in the game although he reduced that to one to make them focus on making one fabulous boss battle instead of attempting to make three boss battles 7 Choosing which game to use the Wii Zapper with proved to be difficult Because the project was due to the ideas of The Legend of Zelda staff Miyamoto wanted it to be in The Legend of Zelda universe although some staff argued that giving Link a gun would be too strange Miyamoto proposed a Terminator style plot about a time warp to the future but the idea was vetoed immediately Miyamoto enjoyed the Hidden Village from Twilight Princess s spaghetti western theme and recreated it so people could enjoy it in an FPS setting He also thought using the Wii Zapper in a western theme would make it even more fun The development team eventually settled for giving Link a crossbow Despite crossbows being unable to do a rapid fire effect Miyamoto felt that because it is just for fun they did it anyway 9 The game was originally titled Introduction to Wii Zapper but the development team opted to change this to avoid confusion with Introduction to Wii the Japanese title of Wii Play The team also did not want to call it something like The Legend of Zelda Phantom Crossbow as it would appear to be a grand scaled sequel in The Legend of Zelda series and they did not want it to be interpreted as such They settled for Link s Crossbow Training in the end 6 Nintendo revealed during its E3 2007 media briefing 10 that a new game would be bundled with the Wii Zapper accessory This was not announced until the GameStop Expo in September that Link s Crossbow Training was that game 11 while Nintendo officially confirmed it on September 10 2 Reception EditReceptionAggregate scoresAggregatorScoreGameRankings69 26 37 reviews 12 Metacritic68 34 reviews 13 Review scoresPublicationScoreEurogamer5 10 14 GameSpy 15 IGN7 10 16 Nintendo Power6 5 10 17 Reviews were generally mixed Nintendo Power praised the game and its potential of the zapper but they criticized it for being too short 17 IGN stated that the game was enjoyable but agreed that it was too short IGN s review also panned the Wii Zapper as actually making the game more difficult to play and generally frustrating to use 16 Sales Edit By July 2008 the game had sold 194 849 copies in Japan 18 19 By September the game had sold 2 75 million copies worldwide 20 It was the 16th best selling game and seventh best selling Wii game of December 2008 in the United States 21 It was in the Top 10 on the best selling Wii games list for nearly two years until being surpassed by Wii Sports Resort Wii Fit Plus and later New Super Mario Bros Wii Notes Edit Known in Japan as Link s Bowgun Training Japanese リンクのボウガントレーニング Hepburn Rinku no Bōgan Toreningu References Edit In shops now Wii Zapper Nintendo of Europ December 7 2007 Retrieved December 29 2008 permanent dead link a b c Nintendo s New Wii Zapper Targets Fun Nintendo September 10 2007 Archived from the original on October 12 2007 Retrieved September 10 2007 News Aussie Nintendo com Archived from the original on January 11 2009 Retrieved June 7 2010 Wiiリモコンがボウガンに リンクのボウガントレーニング Wiiザッパー in Japanese Famitsu February 27 2008 Retrieved December 29 2008 a b c d e f g Link s Crossbow Training packaging fact sheet GoNintendo September 21 2007 Retrieved September 23 2007 a b Iwata Satoru May 8 2008 Iwata Asks Link s Crossbow Training iwataasks nintendo com Retrieved January 27 2016 a b c Iwata Satoru May 8 2008 Iwata Asks Link s Crossbow Training iwataasks nintendo com Retrieved January 27 2016 Iwata Satoru Iwata Asks Link s Crossbow Training iwataasks nintendo com Retrieved September 12 2022 Iwata Satoru May 8 2008 Iwata Asks Link s Crossbow Training iwataasks nintendo com Retrieved January 27 2016 Casamassina Matt July 11 2007 E3 2007 Nintendo E3 Media Briefing Live Blog IGN Ziff Davis Retrieved May 25 2021 McElroy Justin September 10 2007 Zelda Crossbow Training packed in with Wii Zapper update Engadget Verizon Media Retrieved May 25 2021 Link s Crossbow Training GameRankings CBS Interactive Archived from the original on April 16 2019 Retrieved May 25 2021 Link s Crossbow Training Metacritic Red Ventures Retrieved May 25 2021 Kumar Mathew November 26 2007 Link s Crossbow Training Wii Zapper Eurogamer Gamer Network Retrieved May 25 2021 Bryn Williams November 20 2007 Link s Crossbow Training Wii GameSpy Retrieved April 2 2008 a b Casamassina Matt November 20 2007 Link s Crossbow Training Review IGN Ziff Davis Retrieved May 25 2021 a b Shepperd Chris December 2007 Link s Crossbow Training review Nintendo Power Vol 223 Future US p 84 Weekly Famitsu issue 1020 Nintendo Wii Japanese Ranking Japan Game Charts July 25 2008 Archived from the original on August 5 2008 Retrieved August 3 2008 Financial Results Briefing for the Six Month Period Ended September 2008 PDF Nintendo October 31 2008 p 6 Retrieved October 31 2008 Kohler Chris January 16 2009 Top 10 Games of December 2008 By Platform Wired Conde Nast Retrieved May 25 2021 External links EditLink s Crossbow Training at Nintendo com Portals Video games Japan Retrieved from https en wikipedia org w index php title Link 27s Crossbow Training amp oldid 1151688636, wikipedia, wiki, book, books, library,

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