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Mr Khan said:
Helios said:
Mambo's song teleports you to Mambo's pond, yes, but it also brings you to the entrance of the dungeon you're currently in. Quite useful, I've found.

Mr Khan's plight is interesting in light of the current backslash against "handholding." It is clear that the older titles are quite unforgiving if you do miss out on something. I personally never had any problems with this... but I am used to the older school of 2D Zelda design.

Of course, I don't mind the the way Twilight Princess handles the player - it is quite subtle, actually - though the game is ultimately very linear. Would it even be a good thing to find a balance? It depends on what you want from the game, I suppose, though I personally wouldn't mind a return to the Ocarina of Time model. Skyward Sword probably won't be the game to do that, though.

I haven't had too many problems, mostly given that Ulrira is usually handholding enough, it's just that i wrecked the hint curve by getting the Face Key before tackling the Catfish Maw, and then it started falling out of order

My most recent question i could have answered myself, given that going west of the hen house is basically process of elimination, the only part of the map i haven't thoroughly explored yet, and i do remember the one part that i needed a better shield to advance past (some cave with a flamethrower), i was just asking because i could



Heh. That's why the player is said to be an agent of chaos... But what's important is if the designer is willing to let it get to that point. A game as linear as Twilight Princess simply doesn't let the player wreck the hint system, except by some critical design flaw.