Link's Crossbow Training
Link's Crossbow Training is a 2007 shooting video game developed and published by Nintendo for the Wii. It was bundled with the Wii Zapper peripheral and was the first game to use it. The game was released worldwide in 2007, and in Japan in May 2008.
Link's Crossbow Training
- Model
- The Legend of Zelda
- Date
- 2007
- Publisher
- Nintendo
- Language
- German
- Genre
- shooter game
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Documentary summary
Link's Crossbow Training is a 2007 shooting video game developed and published by Nintendo for the Wii. It was bundled with the Wii Zapper peripheral and was the first game to use it. The game was released worldwide in 2007, and in Japan in May 2008.
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wikidata · Q1351639 · wikipedia · Link's Crossbow Training
In this article
The object
The object
It uses several environments, enemies, and other assets from The Legend of Zelda: Twilight Princess as stages for targets with various shootable background objects. It received mixed reviews.
Key facts
Key facts
• Title — Link's Crossbow Training • Developer — Nintendo EAD • Publisher — Nintendo • Producer — * Eiji Aonuma • Takashi Tezuka • Director — Makoto Miyanaga • Composer — * Kenta Nagata • Toru Minegishi • Series — The Legend of Zelda • Platforms — Wii • Genre — Shooter • Modes — Single-player, multiplayer
Gameplay
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. 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. These levels are divided into three main gameplay styles. • 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. • In Defender levels, players remain stationary, while retaining the ability to shoot and aim through 360°. Here, Link must fight off hordes of enemies, including Stalfos in a desert-themed level, and defending a wagon from boar-riding Bokoblins. 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. 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.
Development
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 game started with Ocarina of Time (1998), 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. It was also made with the intent of being a side-story to Twilight Princess (2006), and make use of its vast overworld. 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. 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 they fail. 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. • Illustration — The game was bundled with the Wii Zapper and was the first game to use peripheral. 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 Princesss 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. 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 (2007). 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. Nintendo revealed during its E3 2007 media briefing 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, while Nintendo officially confirmed it on September 10.
Sales
Sales
By July 2008, the game had sold 194,849 copies in Japan. By September, the game had sold 2.75 million copies worldwide. It was the 16th best-selling game and seventh best-selling Wii game of December 2008 in the United States. 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.
History of the object
Dated record
History of the object
The full dated record · 2 entries
2007
Link's Crossbow Training published.
2007
Link's Crossbow Training is recorded as published in 2007.
Places
Named by the record
Places
Only places the record itself states, plotted where the house gazetteer settles their coordinates. Nothing is inferred from a name or a nationality.
- Japan
Named but not plotted · 1
Link's Crossbow Training is associated with Japan.
Country
Reception
Reviews were generally mixed. Nintendo Power praised the game and its potential of the zapper, but they criticized it for being too short. IGN stated that the game was enjoyable, but agreed that it was too short. IGNs review also panned the Wii Zapper as actually "making the game more difficult" to play and generally frustrating to use.
Primary material
Documents and archives
reference work
- “Link's Crossbow Training”, English Wikipedia, consulted as further reading
Reputable secondary · Wikipedia
authority record
- Wikidata, structured authority record Q1351639: Link's Crossbow Training
Unverified · Wikidata
Notes from the source article
Cited by Wikipedia
Notes from the source article
These works are cited by the source article, in its own numbering. They are recorded as its citations, not as sources VALÉORINE has verified.
- 1.Nintendo of Europ. In shops now: Wii Zapper. December 2017.
- 2.Aussie-Nintendo.com. News.
- 3.Famitsu. 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』. 2008-02-27.
- 4.GoNintendo. Link's Crossbow Training packaging, fact sheet. 2007-09-21.
- 5.Iwata, Satoru. Iwata Asks: Link's Crossbow Training. iwataasks.nintendo.com. 2008-05-08.
- 6.Iwata, Satoru. Iwata Asks: Link's Crossbow Training. iwataasks.nintendo.com. 2008-05-08.
- 7.Iwata, Satoru. Iwata Asks: Link's Crossbow Training. iwataasks.nintendo.com. 2008-05-08.
- 8.Casamassina, Matt. E3 2007: Nintendo E3 Media Briefing Live Blog. IGN. Ziff Davis. July 11, 2007.
- 9.McElroy, Justin. Zelda Crossbow Training packed in with Wii Zapper [update]. Engadget. Verizon Media. September 10, 2007.
- 10.Nintendo. Nintendo's New Wii Zapper Targets Fun. 2007-09-10.
- 11.CBS Interactive. Link's Crossbow Training. GameRankings.
- 12.Red Ventures. Link's Crossbow Training. Metacritic.
- 13.Kumar, Mathew. Link's Crossbow Training + Wii Zapper. Eurogamer. Gamer Network. November 26, 2007.
- 14.Bryn Williams. Link's Crossbow Training (Wii). GameSpy. 2007-11-20.
- 15.Shepperd, Chris. Link's Crossbow Training review. Nintendo Power. Future US. 223. 84. December 2007.
- 16.Casamassina, Matt. Link's Crossbow Training Review. IGN. Ziff Davis. November 20, 2007.
- 17.Weekly Famitsu, issue 1020
- 18.Japan Game Charts. Nintendo Wii Japanese Ranking. 2008-07-25.
- 19.Nintendo. Financial Results Briefing for the Six-Month Period Ended September 2008. 6. 2008-10-31.
- 20.Kohler, Chris. Top 10 Games of December 2008, By Platform. Wired. Condé Nast. January 16, 2009.
References
Citations
References
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