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Forums - Nintendo - All right gamrConnect, we're going to play Zelda games together!

Soma said:
IncredibleZombieMan said:
Soma said:
IncredibleZombieMan said:

well, my friend has a 3ds and i have played super street fighter 4 i think and i also took a few 3d pictures. I didnt really encounter any problems. The 3d worked fine with me. So zelda feels weird and star fox does a bit, but not much right?

Soz, meant to post as a quote.


Yes, I also played Street Fighter some months ago and didn't have any problem. Star Fox looks good from what I've seen, just a few parts of those videos I feel my eyes strange, but in the Zelda video is almost immediately. I don't know why but I feel that way. Just o_O

Someone has seen that video? Is in the shop channel.

What is the name of the video? Have you tried searching about it online? Perhaps there are others who are experiencing the same problem as you are. Anyways, i hope i helped. I have to go sleep. It's 7am and i havent slept all night. Good night

The video is in the shop channel of the 3DS. Just go to the shop channel, select Zelda anniversary and there will be a video in 3D. It didn't occured to me to look it in google :p  that's a good idea lol

And just a quick search, (Zelda 3D double image), and yes, it appears it's very common. There are a lot of people complaining about the same. It seems is has something to do with the contrast when there's a dark background with something bright (like Link in green). Currently my 3DS is at max in bright, I'll try to reduce it and see if that helps. Maybe the video is always at max despite if I change it with the slider? I don't know. =/

Thanks for the help :)

Your welcome :)



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Kenology said:
Ok, so I have another Zelda rant.

Currently I'm in the Snowpeak Ruins in Twilight Princess, but I'm also playing Ocarina of Time on the 3DS and some things are irking me about it.

The game had potential to be more challenging than it was had Navi not held your hand throughout the entire quest and pretty much gave you solutions to puzzles. But then, what also annoys me is how some puzzles would be pretty decent but then an item creates a scapegoat for it. For example: The very last room you visit in the Forest Temple's second floor - it has the pillar in the middle of a moat with a torch on it with the four rotating pillars around it and the frozen switch that untwists the second corridor. Most people probably didn't even have to figure out the puzzle at all and just got bailed out by using Din's Fire. There shouldn't be easy ways out of stuff like this, I don't think.

I actually don't mind that if it's done right. Ocarina of Time has lots of instances where extraneous items/abilities can come of use. Beyond the obvious example of the Scarecrow's Song, I think the single most notable occurance is the use of Fire Arrows in the Shadow section of Ganon's Castle. These instances are obviously meant to reward the thorough player. The problem is, as you say, that they often completely break the intended difficulty of the passage in question. The Shadow section actually is an exception, illustrating a good use of extraneous items by providing an alternate (but not entirely trivial) solution. Hence, I think that, when implemented correctly, the idea itself is sound. It's the same principle as with the dungeon items. Most Zelda dungeons show the utility of their designated items by letting the player use them in such a way as to trivialize any previously difficult passages before introducing new puzzles. It makes things seem more worthwhile by making the game (temporarily) easier.



IncredibleZombieMan said:
Kenology said:
Ok, so I have another Zelda rant.

Currently I'm in the Snowpeak Ruins in Twilight Princess, but I'm also playing Ocarina of Time on the 3DS and some things are irking me about it.

The game had potential to be more challenging than it was had Navi not held your hand throughout the entire quest and pretty much gave you solutions to puzzles. But then, what also annoys me is how some puzzles would be pretty decent but then an item creates a scapegoat for it. For example: The very last room you visit in the Forest Temple's second floor - it has the pillar in the middle of a moat with a torch on it with the four rotating pillars around it and the frozen switch that untwists the second corridor. Most people probably didn't even have to figure out the puzzle at all and just got bailed out by using Din's Fire. There shouldn't be easy ways out of stuff like this, I don't think.


Wait... So Oot on 3DS is easier than the original?

It's exactly the same.  This is a criticism of OoT in general.  Though one could argue that the 3DS version is easier due to the inclusion of the new Shiekah Stones which offer "visions" (i.e. show you exactly what you need to do to proceed).



Helios said:
Kenology said:
Ok, so I have another Zelda rant.

Currently I'm in the Snowpeak Ruins in Twilight Princess, but I'm also playing Ocarina of Time on the 3DS and some things are irking me about it.

The game had potential to be more challenging than it was had Navi not held your hand throughout the entire quest and pretty much gave you solutions to puzzles. But then, what also annoys me is how some puzzles would be pretty decent but then an item creates a scapegoat for it. For example: The very last room you visit in the Forest Temple's second floor - it has the pillar in the middle of a moat with a torch on it with the four rotating pillars around it and the frozen switch that untwists the second corridor. Most people probably didn't even have to figure out the puzzle at all and just got bailed out by using Din's Fire. There shouldn't be easy ways out of stuff like this, I don't think.

I actually don't mind that if it's done right. Ocarina of Time has lots of instances where extraneous items/abilities can come of use. Beyond the obvious example of the Scarecrow's Song, I think the single most notable occurance is the use of Fire Arrows in the Shadow section of Ganon's Castle. These instances are obviously meant to reward the thorough player. The problem is, as you say, that they often completely break the intended difficulty of the passage in question. The Shadow section actually is an exception, illustrating a good use of extraneous items by providing an alternate (but not entirely trivial) solution. Hence, I think that, when implemented correctly, the idea itself is sound. It's the same principle as with the dungeon items. Most Zelda dungeons show the utility of their designated items by letting the player use them in such a way as to trivialize any previously difficult passages before introducing new puzzles. It makes things seem more worthwhile by making the game (temporarily) easier.

I see what you're saying, and I agree the concept is sound when better implemented.  But the example I gave was a little irking to me only because most players would have Din's Fire already by the time they get to the Forest Temple - which ruined a really clever puzzle.



Kenology said:
IncredibleZombieMan said:
Kenology said:
Ok, so I have another Zelda rant.

Currently I'm in the Snowpeak Ruins in Twilight Princess, but I'm also playing Ocarina of Time on the 3DS and some things are irking me about it.

The game had potential to be more challenging than it was had Navi not held your hand throughout the entire quest and pretty much gave you solutions to puzzles. But then, what also annoys me is how some puzzles would be pretty decent but then an item creates a scapegoat for it. For example: The very last room you visit in the Forest Temple's second floor - it has the pillar in the middle of a moat with a torch on it with the four rotating pillars around it and the frozen switch that untwists the second corridor. Most people probably didn't even have to figure out the puzzle at all and just got bailed out by using Din's Fire. There shouldn't be easy ways out of stuff like this, I don't think.


Wait... So Oot on 3DS is easier than the original?

It's exactly the same.  This is a criticism of OoT in general.  Though one could argue that the 3DS version is easier due to the inclusion of the new Shiekah Stones which offer "visions" (i.e. show you exactly what you need to do to proceed).

So the shiekah stones show you visions of what to do. I can choose whether to use it or not right?



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Kenology said:
Ok, so I have another Zelda rant.

Currently I'm in the Snowpeak Ruins in Twilight Princess, but I'm also playing Ocarina of Time on the 3DS and some things are irking me about it.

The game had potential to be more challenging than it was had Navi not held your hand throughout the entire quest and pretty much gave you solutions to puzzles. But then, what also annoys me is how some puzzles would be pretty decent but then an item creates a scapegoat for it. For example: The very last room you visit in the Forest Temple's second floor - it has the pillar in the middle of a moat with a torch on it with the four rotating pillars around it and the frozen switch that untwists the second corridor. Most people probably didn't even have to figure out the puzzle at all and just got bailed out by using Din's Fire. There shouldn't be easy ways out of stuff like this, I don't think.

I would disagree. The ability to approach a problem in different ways is what makes the games better. I find it more irksome when there's only one solution and they go out of their way to make other solutions impossible, and prefer to experiment with all sorts of ways of fighting different enemies or engaging certain challenges



Monster Hunter: pissing me off since 2010.

That's right, Mr Khan - emergent and open-ended puzzle/dungeon design is one of the things that make the Temple of the Ocean King such a great dungeon (for the record, I'm just about to finish PH). It is important to remember, however, that this emergence is still very much directly controlled by the game developers (unlike, say, a strategy game) - I'm sure they had a reasonably optimized route in mind when designing the temple.

Fundamentally, it's a balance act between pre-scripted content (ala Monkey Island) and emergence (ala Minecraft). Zelda, I think, leans more towards the former, with some notable exceptions.



TWRoO said:

See that's the kind of thing I would enjoy, but I find it difficult not to go pick up the heart piece before warping out of the boss chamber. It's a compulsion, if I don't pick up the heart I don't feel I have completed the dungeon (same as if I don't open all the dungeon chests)

I think with the number of times I have completed WindWaker, and it also being the easiest of the three, I could probably still complete the main story of the game on three hearts without needing a fairy till puppet gannon. Twilight Princess though I think I would have trouble with some of the smaller enemies, definately have to be careful around the ice enemies, and anywhere there are multiples of knights or the large lizards I think I would likely die (I don't think those high tier enemies come in multiples until the castle though)

I will get a lot of trouble with the Cave of Ordeals. Like you said, the ice enemies are maybe the hardest to beat. And agree, The Wind Waker is the easiest, and with the help of the Granny's Soup, well... I think Majora's Mask will be pointless to do given the fact that side-quests are the point of the game.



Proud to be the first cool Nintendo fan ever

Number ONE Zelda fan in the Universe

DKCTF didn't move consoles

Prediction: No Zelda HD for Wii U, quietly moved to the succesor

Predictions for Nintendo NX and Mobile


IncredibleZombieMan said:

I've done it on Oot, and im on the last dungeon in tp with 3 hearts

Are you planning to do with Master Quest? Is not that dificcult, at least the cube version. And talking about OoT, how hard/easy is Ganon on 3DS OoT? I see on YouTube that is easier than N64/Cube.

BTW, no Zelda II love?



Proud to be the first cool Nintendo fan ever

Number ONE Zelda fan in the Universe

DKCTF didn't move consoles

Prediction: No Zelda HD for Wii U, quietly moved to the succesor

Predictions for Nintendo NX and Mobile


Pavolink said:
IncredibleZombieMan said:

I've done it on Oot, and im on the last dungeon in tp with 3 hearts

Are you planning to do with Master Quest? Is not that dificcult, at least the cube version. And talking about OoT, how hard/easy is Ganon on 3DS OoT? I see on YouTube that is easier than N64/Cube.

BTW, no Zelda II love?

I will be getting oot on 3ds and It has master quest on it right? If it does i'll 3 heart it and the original.