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The Legend of Zelda: The Wind Waker [b] is an action-adventure game developed and published by Nintendo for the GameCube.An installment in The Legend of Zelda series, it was released in Japan on December 13, 2002, in North America on March 24, 2003, and in Europe on May 2, 2003.
Makar is the Koroks' resident musician, as well as the Sage of Wind. Link meets him when the Great Deku Tree sends the young hero out to find the missing korok. Link finds Makar just as he gets eaten by Kalle Demos, so he defeats the evil plant and saves Makar. Later, he accompanied Link to Wind Temple to restore the Master Sword's power.
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It revealed traditional top-down Zelda gameplay optimised for the DS's features, with a cel-shaded 3D graphical style similar to The Wind Waker for Gamecube. The game is a direct sequel to The Wind Waker. [107] Phantom Hourglass was released in June 2007, for Japan and October for North America and Europe. It was later released on the Wii U ...
Instead, the protagonist Link begins the game stranded on Koholint Island, a place guarded by a whale-like deity called the Wind Fish. Assuming the role of Link, the player fights monsters and solves puzzles while searching for eight musical instruments that will awaken the sleeping Wind Fish and allow him to escape from the island.
Features touchscreen functionality and visuals similar to The Legend of Zelda: The Wind Waker. [60] Originally developed as The Legend of Zelda: Four Swords DS. [61] Takes place after the events of The Legend of Zelda: The Wind Waker and uses its cel-shaded visuals. [60] Also released in a bundled package with a The Legend of Zelda-themed DS. [59]
[26] [27] The toy-like plasticine character designs also depart from the Wind Waker-inspired designs typical of many top-down Zelda games since the release of Four Swords Adventures. [2] [28] [29] It features a tilt-shift effect that exaggerates the camera's perspective and depth of field.
Tingle was created by Takaya Imamura for The Legend of Zelda: Majora's Mask, a game designer at Nintendo EAD, doing so in a "very relaxed manner." [3] [4] Imamura was intending for him to have a creepy design, and hoped that he would continue to appear in more games.