The Evolution of Old Items

Axle the BeastDecember 11th, 2012 by Axle the Beast

Last week I talked about the Hookshot and its many variations, and I brought up having variety in the item selection from game to game by including classic items in new forms. It’s happened many times in the Zelda series already. It can come in the form of the classic item having a strange new power, like the Gale Boomerang from Twilight Princess, or they could simply have additional functionality that previous incarnations didn’t have, even if, in-world, they are the same object. An example of this would be the Bombs and Bow in Skyward Sword.

I think both methods are roughly equal. It’s just being a matter of how well-designed the item is, as well as the situations where it will be used. But I do think that having these evolved items is important. Zelda games can get stale really quickly if the only items given to you are the basic things you’ve always seen without any changes made to them. Progression in Zelda games, whether it’s progression of combat ability or progression of the story, is item-based a huge portion of the time. Collecting items and using them is a colossal part of the series, and as such it needs to be kept fresh.

I prefer a balance, with a good mix of items. Roughly one third old, one third new, and one third old with new elements. That way you have a chunk of items that are familiar to everyone (usually reserved for musts like the Bow and Bombs), a chunk of totally new concepts, and the remaining chunk to balance the two out in a way that makes the entire repertoire of items feel both new and familiar at the same time.

In terms of my favorite “evolved” items, I would have to say the Grappling Hook from Phantom Hourglass (as I mentioned last time) for just adding onto both the Grappling Hook and Hookshot items from previous games in some awesomely creative ways that really enhanced navigation. BUT, if I were to pick something else, I would probably say it’s a tie between the elemental arrows in Majora’s Mask and the Bombs and Bomb Bags from Twilight Princess. Both of these enhanced inventory management: The elemental arrows use up magic power, requiring the player to watch that resource, while the Bomb Bags carried three different types of bombs, each with their own properties, giving the player choices to worry about in addition to keeping track of how many they have.

Inventory management like this is cool to me, but the items were also great in general. The elemental arrows in Majora’s Mask were vastly improved over those of Ocarina of Time, serving as truly useful weapons not only in combat, but in navigating the environment and solving puzzles as well. Fire Arrows were constantly used to light torches and melt ice, as expected. The Ice Arrows, however, could stop water flows or freeze the water or enemies into blocks of ice the player could use to reach new areas. Finally, the Light Arrows were used to flip Stone Tower Temple, and also had a cool use during the Gomess miniboss. Meanwhile in Twilight Princess, the distinctions between standard Bombs (which now could be thrown off your horse!), aquatic Water Bombs, and the mobile Bomblings gave you a lot of options, and it made acquiring the multiple Bomb Bags even more rewarding and exciting; Collecting them meant the player could carry more types of Bombs at the same time. Getting the Bomb Bag size upgrade was also hugely useful, as the special types of Bombs took up more space, so you couldn’t carry as many. You could even add Bombs to your arrows and fire Bomb Arrows from your Bow! These items in both Majora’s Mask and Twilight Princess added a lot of creativity and life to both the Bow and Bombs, and I enjoyed them a lot.

So how about you? What are your favorite item evolutions throughout the series? Do you like the idea of items evolving as the series goes on at all? How about my idea of a balance of new, old, and evolved items in a game? Tell me your thoughts and favorites in the comments!

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  • firecrb

    water bombs good, crawlig bombs hard

    • npatoray24

      if crawling bombs are hard, then bombachus are really hard

  • toonlinkuser

    I’ve always thought bombs were really boring items, but the bombs in Skyward Sword were nearly perfect. They have a level of detail to them (mechanics wise) that I wished some of the other items in SS had (apart from the beetle).

    • Skyward Schlong

      While we’re on that topic, the bombs felt newer to me the first time I threw them on top of rather than simply at the rock I wanted to blow up.

  • Amanda Smith

    I’d have to say that my favorite item of all time were the Clawshots from Twilight Princess. The Longshot was always my favorites, and the Clawshots really enhanced everything I loved about it.

  • Shade

    I liked how in TP they actually incorporated the bombs and arrows together to make an exploding projectile. Very innovative I thought.

    • npatoray24

      definately my favorite mix item

    • Guest

      IIRC, I think you could do the same in Link’s Awakening.

  • npatoray24

    My favorite “mix” item was the bomb arrows. I loved everything about being able to shoot and arrow that would explode on impact. It had so many uses, fighiting reaching places you couldnt carry a bomb, etc.

    And since we are on the subject of items, im going to take this opportunity to express how SS had my least favorite item set of all the most recent games. I mean there were some good aspects of the items such as: rolling bombs and the upgrading idea, but other than that i just didnt have as much fun with them as i did in other zeldas. For myself personally, it just didnt feel like you had as much choice with the items, (i guess im trying to say there werent that many). I also think some of this could be contributed to Nintendo’s lack of incorporating all previous items into the dungeon you were currently in. Instead the focused on that particular dungeons item. Yes, i know that is what usually happens, but i expect some curveballs thrown in from having to go back and use an item from your first dungeon. Lastly, i was disappointed with how late in the game you get the bow. Did anyone else feel like they didnt get to use it enough? imo the bow shouldnt have been left till the very end, as it is an expected item in zelda, and arguably the most useful. Nintendo could have done a little better incorporating the items to more than just the puzzles in their specific dungeon.

    Sorry for the rant, feel free to disagree

    • Skyward Schlong

      I disagree with Skyward Sword’s item set being weak on account of utilization of Wii Motion Plus. Only the whip I wished I’d used more and to cleverer effect outside of Ancient Cistern.

      Do you know what I agree with? Find the bow early in the game, maybe on an optional sidequest–if you don’t acquire it before a certain dungeon, let it be the main treasure, but if you do, may something else come out of the big box.

    • TheMaverickk

      The reason for getting the bow so late in the game is to give the sling shot and beetle items more space to breath and be useful.

      One of the problems with Twilight Princess is the fact that the slingshot was pretty useless shortly after you get it. As the bow and arrow easily out performs it.

      Also the arrows make a lot of boss fights a lot easier. For example you can take out the Imprisoned’s feet without ever getting close. Or you can take out most flying enemies with out any challenge.

      I will agree that no Zelda game needs both the slingshot and the bow though. They should simply choose one over the other. Also the bow in Skyward Sword isn’t used to it’s full potential…. there could’ve been more puzzles that make use of it…. like lighting arrows on fire to light object on fire or so on.

      Mind you torch lighting puzzles have more or less been put on ice for the time being in Zelda titles.

    • Mr. Deborah

      I understand your pain, but I actually liked getting the bow late. I know, it’s a little different of me, but it made me actually excited to get the bow. In the games where you get it early, I always feel disappointed to get such a mundane item that doesn’t have a lot to explore. I want something fun. But in Skyward Sword, I had spent the whole being forced to fight enemies with my sword and the motion controls (which I really enjoyed.) Skyward Strikes were my best friend in Hero Mode. Archers presented a kind of challenge you don’t see in Twilight Princess–I only single that one out because it was the only other 3D game with archers–when they were enemies that had to be eliminated more strategically than ever. I loved using the beetle and slingshot to buy me time to get close. When I actually got the bow, I felt beastly finally being able to kill enemies that used to take a lot careful sword swipes with a single arrow. It certainly made the sense of progress in the game more dynamic.

      Also, finding out that I could draw arrows with the nunchuk was the greatest experience of my life. I didn’t even know until months after I had beaten the core game.

      Sorry for the counter-rant. Feel free to disag… ah, well, I guess that job.

  • Blu_Lizalfos

    One of my favorite Zelda item innovations was the Beetle in SS. This evolution of the Boomerang was something I found extremely creative. Also the fact that it used the Wii Motion+ perfectly was a boost. Then the ability to grab items and drop them?! Mind= blown.

    • Gaseous Snake

      I definitely agree. I also think that the beetle should be in the next zelda game

  • Imposer

    The Bomb arrow was awesome. I also enjoyed sniping with the Hawkeye mask.

  • baileygirl99

    I liked the water bombs in TP. Other than that I can’t really say much else.

  • CourageBringsSuccess

    I really enjoy the dynamic of your idea (new/old/upgraded). Like you said, it’s the perfect balance to keep things fresh, yet familiar enough to the point that it’s still very much “Zelda.”

    Twilight Princess had a good development of items, I enjoyed being able to combine certain weapons and the many different uses one can get from each combination. Skyward Sword introduced a new upgrading system, as well as some new mechanics, which I thought were fantastic! I’ll probably get some thumbs down for that since SS seems to be the center of hate around here recently, but oh well. Sue me. I loved being able to roll bombs and charge the bow.

    One evolution I’d love to see in a future game is the incorporation of an item similar to the Roc’s Feather, or the Pegasus Boots in a 3D(as opposed to a 2D top-down) title.

    • Skyward Schlong

      I consider myself a member of this community, and I am fiercely fond of SS.

      • CourageBringsSuccess

        That’s definitely refreshing to see!

    • TheMaverickk

      I feel your pain, SS is an amazing game which many people have chosen to sadly hate on generally for either it’s art style, or it’s use of motion controls (which a certain sect of gamers hate to the fullest and resist it with every fiber of their being as opposed to actually learning it).

      As opposed to realizing just how much of the game serves to progress and evolve Zelda.

      • CourageBringsSuccess

        Couldn’t have said it any better myself.. I could go on and on about how much I believe Skyward Sword did right, and I know some of the opinions I’d receive would leave me wondering whether or not we’re all playing the same game.

        It’s always really disappointing to seen someone shoot the game down for it’s impressionist style or motion controls. As biased as it sounds, considering the fact that I personally love both aspects, disliking them is truly a poor excuse to miss out on the incredible story the game brings to the table.

      • JeredenDonnar

        The thing about the motion controls is that they take a while to learn, making that initial gameplay period completely awful. And if you don’t have the time to sit down for hours, yo’re screwed. That really doesn’t instill much love for me. (and no minimap on screen??Auuuugh!!)

        • TheMaverickk

          The thing is that learning the motion controls doesn’t take long. A lot of it is pretty self explanatory. Not to mention that you learn as situations arise that demand you to use them.

          Mastering them on the other hand can take a while depending on the players skill.

          If you are sloppy/impatient you will get frustrated. There are certain aspects that are certainly hard to grasp for some….

          For example in order to roll a bomb, you need to tilt the controller down first, and when you see that long line on the ground (it pops up instantly when your controller is pointed down) that means you are set to swing and release the bomb…. if you tilt your controller up you will get an arcing arrow… showing you that when you give a swing gesture you will throw the bomb over head.

          It’s not a hard thing to perform, many people though struggled with it because they would just wildly swing over head or under hand thinking that would do the trick. Which of course doesn’t because the controller needs clear input. Not wild hand movements.

          Considering I beat the game in under 40 hours on my first play through (only had 3 days to complete the game when it was released) I can’t understand how so many people had so much trouble with this game. It really shouldn’t have taken people that long to learn the controls.

        • AliatusAquilan

          It took me less than an hour to get the hang of the motion controls… honestly how bad do you have to be to not be able to learn the basics of the motion controls?

    • Guest

      Ah, someone else who has pondered the use of Roc’s Feather/Cape in a 3D Zelda! It’d be a very interesting idea, and I imagine it would open up a lot of new opportunities for gameplay while also retaining a sense of familiarity.

    • Philip Kunhardt

      Hover Boots were a 3D-model reinterpretation of the Pegasus Boots, wings and all.

  • Mononcseby

    Of course, one great evolved item is the ocarina in OoT (or the other instruments in MM) if you compare it to the recorder in LoZ.

  • Skyward Schlong

    The Gust Bellows would be twice as cool if you could toggle between blowing stuff away and sucking it in. Kiiind of weird Nintendo didn’t think of that….

    • Ninty

      I could only see that being useful for rupees and other dropped items, but I guess that’s still pretty convenient.

      • TheMaverickk

        Tons of other uses could easily be implemented…. for example what about collecting a bunch of material into the jar and then expelling it all at once into a charged shot of debris.

        Or how about using it in battle to pull enemy weapons away… for example taking bows away from archer enemies, or armor off of a stalfos.

        There are certainly other uses for the item that could be implemented… it just takes time to program in more uses.

        • HeyListen!

          The whip should have been used for that. Its pretty much the least important item in the game.

          • TheMaverickk

            Yeah the whip is under utilized in general. Certainly the weakest weapon in Skyward Sword…. but I can let it slide considering it’s still a step up over weapons like the Dominion Staff…. and it’s put to use at least in puzzles through the rest of the game.

            Still it should have been more useful for other things other then just smacking enemies…. stealing enemy clubs, weapons, ect….. or more treasures for that matter. Mind you one thing that’s bothered me for some time is the fact that you can’t use the clawshot to reel in items any more. Something that you could do in the past.

          • Mr. Deborah

            I love that whip! I’ve massacred many a’keese with it. Far more effective than anything else. And when I discovered that you can make it crack… ahhh… truly serendipitous. Whip a Remlit sometime. Fun stuff. My problem with it is the “mystical blue ball.”

            I felt the Gust Bellows was the least important. I also felt the need for some inhaling action. And yeah, you used it in a few dungeons, but to me, it felt like it had been shoehorned in. I didn’t feel any sort of empowerment when I first cooled magma. But that isn’t to say that I didn’t have some good times with the magical leaf blower too.

          • HeyListen!

            Your right about that, all in all, I used the whip more than the gust bellows, but not as a core gameplay element, only in the water temple to swing around, beat this phoenix enemy, and steal loot, while the gust bellows were used to safely travel through its temple’s mazes, was needed to beat the scorpion boss(I’m german, so I don’t know the names)and as you said could be used to cool magma. They are close, but due to the fact that the gust bellows were necessary in a boss battle, the whip is slightly less important in the game. I stated the whip was the least important, not the least used.

        • Ninty

          Oh.. True, good points, I just don’t really like those concepts, especially considering I want to see more advanced sword play, and less of the kind of whimsical stuff you mentioned.

          • TheMaverickk

            Uhhh…. whimsical stuff I mentioned? You mean items utilized more fully? That’s not really whimsical. In past Zelda titles you’ve been able to do similar things.

            Also Skyward Sword pretty much nails it for advanced sword play… you won’t get more advanced then that in regards to game play freedom. What they need to do is build on enemy programming though, and make them a little more adaptive for such dynamic sword play.

            I mean I expect future Dark Nuts to be true challenges for motion plus sword play, and more enemies should be fleshed out in regards to how they attack (some enemies in skyward sword are very adaptive, like Skulltulla’s but many are still rather bland).

            That’s where you will get more depth out of the sword play.

          • Ninty

            You’re right. I just don’t like the idea much, though I might feel different if I got the chance to play it. For some reason your idea reminds me of the weapon variety in the Alice: Madness Returns (not a bad thing, just rambling a bit).

            Mm, that makes more sense, (improving enemies) within they type of game Zelda is, anyway. I was thinking of Dark Souls, but that system is very different (level up system, class system, etc) though more advanced in the sense that timing and ground movement are much more crucial, and enemies are just way more challenging. That could be a bit much for a Zelda game though since Dark Souls more action-packed and would change the core essence of it, I see that now. Unless of course Nintendo incorporates a much lighter system suited for a Zelda game.

            Anyway, back to issues with enemies. I can run up to a Bokoblin from behind (which you think they would hear) and just strike ‘em once or twice and that’s it. That falls into AI more, but how the enemies behave is a big piece of advancing sword play. Regarding Link himself, was he able to strike horizontally to an enemy’s head? I haven’t played it in a while, but if he can’t, Nintendo could add a high stance and low stance with the sword like No More Heroes had with him and enemies, and that could make things a little more advanced.

          • Mr. Deborah

            “…And that was the day Link started slicing open heads, and Zelda games were no longer family friendly. The end. Off to bed now, kids.”

            That’ll work. Joking aside, I’m pretty sure they meant to make it easy to defeat Bokoblins. They were kind of everywhere. And I’m thinkin’ that “run up from behind” was meant to give you more options. And was fun. Besides, they aren’t “intelligent under any definition” in the words of Fi. Now, this is just me, but I’m thinking that adding stances and the like would be a whole lot of buttons that I don’t wanna press. I like my button-free butchery. But I get what you’re saying. Added depth is always nice.

          • Ninty

            lol. I actually thought maybe you could wear away at a helmet an enemy would wear, but that also makes you wonder, slicing a body is okay in Zelda games? Somehow it kinda is. lol Or I guess they could make an enemy with an eyeball for a head (hmm I wonder what the weak spot is). XD

            I suppose the basic Bokoblins were supposed to be easy but I don’t think it would be bad to make ‘em smarter next time. As for the stance thing, in No More Heroes you simply raise or lower the Wii Remote, so I’d say that would be consistent with Skyward Sword’s controls and not hard at all if you’ve ever played NMH. They even provide a little indicator that lets you know if you’re in the right stance you want.

          • Ninty

            Hmm… actually, maybe it wouldn’t work the way I described since in NMH you execute your attacks with the A button. I guess it would have to be a button then to change the stance or something else.

    • TheMaverickk

      It’s only wierd because the Gust Jar from Minish Cap (which the Gust Bellows is based on) could do both, giving the item a lot of flexibility.

      The impression I get though is that they just didn’t have time to really push the item to it’s full potential. Mayb in the next Zelda they could develop the item and puzzles more to really use the item to it’s fullest.

  • iKhan

    I love bomb arrows. Sometimes I used them when I didn’t even need to cus they were so damn fun

  • Kablamogroup

    It’s interesting to see a few people talk about the bomb arrows in TP, but do you know what’s really interesting about them? You basically had them in LA, too! It was more of a glitch than an intended game mechanic (like Roc’s Feather+Pegasus Boots=long jump, or Pegasus Boots+Sword=Dash Attack), but if you equipped the bombs to one button, and the bow to the other, and press both buttons at the same time, you basically fired off a bomb arrow across the screen! Very exciting, and the (possible, if not likely) inspiration for the bomb arrows in TP.
    Another interesting glitch in LA involved “warping” your character sprite from one end of a screen to the opposite end of the same screen. I don’t remember how to do it, though…

    • TheMaverickk

      Agreed, a lot of people thought TP was innovating, but in reality it was just paying tribute to a Zelda gem many people have yet to discover.

      Not to mention brought bomb arrows into the modern generation.

  • TheMaverickk

    Sadly I have to disagree with the whole “evolved bombs” aspect of Twilight Princess.

    My issues with the different bombs is how useless the variations are.

    For starters the water bombs are really only needed for the Water Temple and blowing things up under Lake Hylia…. which didn’t have a lot to blow up in general. That lake is pretty empty down below.

    So it leaves the water bombs pointless after competing the Water Temple. Which is another issue in general… there’s no other bodies of water to even explore or use the bombs in.

    Bomblings are also a pointless addition. It’s great that they can run up walls and travel across the ground (essentially Bomblings were created as a Bombchu replacement) but the problem is that there isn’t any puzzles that require the use of Bomblings (even puzzles in OoT dungeons made good use of them… like using find illusions in the Well, or to blow up walls farther up walls and to go around fenced objects…. not to mention Bombchu bowling).

    Not to mention the bombling is completely over shadowed by the Bomb Arrow combo. It basically does everything the bombling does, and you get it long before bomblings are available for purchase.

    The Bomb Arrow is a good example of item evolution though in a Zelda game. The problem with it though was how over powered it was. It made it very easy to deal with creatures such as ReDead Knights.

    I do agree though with Axle’s sentiments about the magic arrows actually having more uses in Majora’s Mask. Adding puzzle solving abilities to them. That was an excellent evolution of items. Hopefully they bring back the magic arrows with that ability soon.

    • npatoray24

      I agree that bomblings were basically pointless with bomb arrows available, going off what you said with the water and regular bombs, i found myself always carrying water bombs solely because they could be used in and out of water. Essentially, once the water bombs became available there were no need for bomblings or regular bombs, because correct me if im wrong but couldnt water bombs be used for bomb arrows as well?

      • TheMaverickk

        Your right water bombs can be used for bomb arrows, but water bombs take up more room in bomb bags.

        You can fit 30 regular bombs in a bomb bag,
        15 water bombs in a bomb bag,
        10 bomblings in a bomb bag.

        So yeah after the water temple keeping Water bombs in your bomb bags does nothing more then waste space. You are better off to just switch back to using regular bombs and get the most bomb arrows possibility out of your bomb bag space. Personally I’d rather have a 90 bomb arrows then 45.

        Again like I said… making them basically pointless after you complete the one dungeon and area they are useful in.

        • Joshua Anderson

          I always got all 3 bomb bags ASAP, as well as the capacity upgrade. ThenI reserved 2 bags for regular bombs and the remaining bag for waterbombs. Also, quiver size was limited. One upgrade was available after obtaining the clawshot, the other available after obtaining the double clawshot(which is really late in the game. I personally never had any problems with running out of bombs with this set up.

          Oh, and there are other water ways to use the water bombs in. The zora river in zora’s domain for a start, as well as the river in north hyrule field, and the river in Links hometown of Ordona. Oh and the hidden room with King Zora’s grave as well had uses for the water bombs.

          • TheMaverickk

            …… again, you can count on one hand the instances in which you need water bombs. Just proves my point even more. Never said there weren’t other places to use them, just that there was very few.

            Also the hidden room with King Zora’s grave (which in the end leads to Lake Hylia) is all a part of the sequence of getting the Zora armor and the whole stretch of the game revolving around the water temple.

            The simple truth is you don’t need water bombs after you’ve blown up the few under water rocks/walls that there are in the game. You can easily blow up every rock and then leave them behind because you simply don’t need them.

            Also even if with the doubled bombs upgrade, I’d still rather keep regular bombs in the bags, because you simply get the most bang for your buck. Water bombs are pointless shortly after the Water Temple.

    • Mr. Deborah

      On bomblings, my thoughts exactly.

  • Mseevers95

    Next Zelda game needs to bring back the magic meter. I love bomb arrows but I miss being able to use the old school elemental arrows

  • Ninty

    I actually want less items overall, so that staple weapons like the sword can become more advanced in mechanics. Advancing sword-play doesn’t need to make gameplay so much harder compared to what the Zelda series is currently like, but just make the game harder than it’s been. That’s assuming the control scheme for the next big Zelda game is traditional. Not sure what more they can do with the motion plus controls, or if this kind of advancement is even possible with motion controls.

  • Thareous

    TheMaverickk took everything I wanted to say, except…

    Zelda has amazing items, music, characters, and…everything! =D

  • Waker of Winds

    I liked the bombling but it felt too much like the bombchu which , I think looked much cooler.

    • Mr. Deborah

      Exploding robo-mice? I think yes.

  • HeyListen!

    I don’t see how SS added more functionality to bombs and arrows. The bomb’ functions are explode and destroy, the arrow’s function is to hit distant objects. This different and better feel was caused through the new control scheme. But in combination wih the beetle, bombs do have more functionality, since they then can explode and destroy objects at a distance. And if you really want to resort to it, bombs were used to create platforms in the quicksand, so the argument with the bombs in SS would be true, but the arrows still don’t have added functionality.I was hoping you would defend that statement you made in the last sentence of your introductory paragraph, but you didnt mention it at all. I often get the feel that you have these slight inaccuracies in your texts…its just… kind of annoying. I am open to being proven wrong, in essence this was just a constructive critique to Axle the Beast to support and defend each of his statements in his articles.

  • Aaron hill

    like the idea but it could go wrong and that would be bad.

  • BlackRaven6695

    It’s a weird choice of item to bring up, but I love how the Iron Boots have been used for so many different uses in the three games they appeared in. In Ocarina of Time, they’ re used to sink underwater to get to hidden areas. In Wind Waker they’re used to activate spring based switches and remain standing in areas of very strong wind. In Twilight Princess they let Link walk and use his Water Bombs and Clawshot on the lakebed. Also, the weight they provide allows Link to out-muscle the gorans and he can use them to walk along magnetic walls and ceilings! Awesome!

  • Mr. Deborah

    One of my favorite item evolutions not previously mentioned is the Boomerang in Wind Waker. OoT’s boomerang wasn’t used much and, comparatively at least, was a bit clunky to use. WW’s auto-lock made it not only more effective, but more fun. TP’s Gale Boomerang was cool and I’m definitely enjoyed the creative twist, but looking back, I liked using WW’s the most.

    But the boomerang in Link’s Awakening is a monster. That takes the cake.

    • TheMaverickk

      The sad truth about the Gale Boomerang is that it nerfed the boomerang for the most part. Enemies weren’t stunned like in previous Zelda titles (the one real benefit of the boomerang in older Zelda titles) and it couldn’t even kill a single enemy in the game. Instead of killing weak enemies, all it would do is bring them in front of you…. the boomerang in OoT and WW both could kill various small enemies and even a variety of flying enemies.

      The truth is that it’s just another instance of poorly executed dungeon items in TP.

  • IMFWeirdo

    I think they should do more item combinations. I also feel like more RPG-esque items would be nice… like more armor, tunics, swords, shields, etc… I know Zelda’s an adventure game but having moar stuff never hurts. SS and WW only had one sword…idk, it’s just fun to see Link wielding different items

  • niespeludo

    Bomb Arrows did not debut on TP…they did in Link’s Awakening. Just wanted to mention that.

  • Scott Fountain


  • MsNerrrrrd

    The bomb arrows were a brilliant innovation! The though of a fast and flying exploding projectile was great. It is also one of my favourite items in the entire series, since I love bombs and arrows, bombarrows were a gift from above.

  • Mike Rentschler

    bomb arrows were the best. they should be brought back.

  • Joseph Conner

    You do release that if you drop a bomb then shoot an arrow at it you can make bomb arrow similar to Twilight Princess.

  • GSusanj

    I wonder how many failed ideas have come through Nintendo’s conference rooms. I’ve got one: BOUNCY BALL! YOU CAN SIT ON IT! BOUNCE ON ENEMIES! BOUNCE OVER RAVINES! IT’S BOUNCY BALL!

  • anonymous

    I personally liked the remote bombs in Minish Cap. Both sets actually had a strategic use:
    for placing multiple bombs, use the regular variety
    for precision timing, use the remote controlled ones.

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