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R P G A M E R . C O M - E D I T O R I A L S

Leave No Button Unmapped!
!
!

FlameThrower
FAN EDITORIALIST



In any new Zelda game, there are additions and subtractions from previous editions. This editorial is about a fix for one subtraction that I sorely missed: the ability to use three items at once. In Wind Waker, Majora's Mask, and Ocarina of Time, it was possible to do this, but in GameCube version of Twilight Princess the player is only able to use two items at once. Be aware that this editorial contains numerous Twilight Princess Spoilers. I played the GameCube version, so that limits my perspective somewhat.

Let us start with the mappings the Nintendo team chose:

  • L - Target/Shield
  • R - Shield Attack/Action 2
  • X/Y - Items
  • Z - Midna
  • A - Action 1
  • B - Sword/Cancel
  • D-Pad Left/Right - Map
  • D-Pad Up - Items
  • Start - Collection
  • Control Stick - Move

When you talk to Midna using Z, she gives three options: change forms, warp, or talk to Midna.

Glancing at the above list, we see that D-Pad down is not mapped.

While playing, I thought switching items was quite tedious. The puzzles are designed for three items. The fact that Nintendo allowed the use of three items simultaneously in the Wii version removes any doubt that this is the case. While playing, it seems that every time I walk into a room, I need a tool that I don't have equipped to solve a puzzle. An example lies in the fifth dungeon: In one room you need to solve a chandelier puzzle using the ball-and-chain and the hookshot. When you walk into the next room, you need to solve a cannon puzzle using bombs. These three items (along with Link's wolf form) are used to solve all puzzles that require the use of items in this dungeon. It would have been much better to simply allow the player to have three equipped items instead of requiring them to change items every room. Leaving buttons unmapped (when there's something useful to assign them to) is a poor design decision.

Here are my suggested control scheme changes:

  • Change Z to Item #3. This will help players change items less often.
  • Change D-Pad Left to Change Forms (if available). You need to change forms often during the game, and there is no reason to require two button presses for this simple task. I also didn't like the whole "Secret Identity" thing when changing forms, but that is a subject for another editorial.
  • D-Pad Right would remain assigned to Map. It would cycle through the three options: No Map -> Mini Map -> Map Screen. This would cause more inconvenience for the player, but not an unacceptable amount.
  • I would assign D-Pad down to Midna, which would give you the choice of warping or talking to Midna.

Not being a game developer, I have no idea how difficult these changes would be to implement. Nevertheless, I believe the changes above would have significantly enhanced the experience of GameCube version players.

Wii control scheme criticisms and ideas would be a good subject for an editorial. Sadly, I do not have a Wii and would be writing such an editorial without the facts. It would be interesting to read about an idea for a new or improvement to an existing Wii control scheme.




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