The Wind Waker Staff: Difference between revisions

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| Object Programming   || [[Masaro Sakakibara]]<br/>[[Kouji Sakai]]<br/>[[Eiji Nishikawa]]<br/>[[Masaru Nii]]<br/>[[Hiromichi Miyake]]<br/>[[Gentaro Takagi|Gentaro Takaki]]
| Object Programming   || [[Masaro Sakakibara]]<br/>[[Kouji Sakai]]<br/>[[Eiji Nishikawa]]<br/>[[Masaru Nii]]<br/>[[Hiromichi Miyake]]<br/>[[Gentaro Takagi|Gentaro Takaki]]
|-
|-
| GBA Programming   || Shigehiro Kasamatsu<br/>Yukari Suzuki
| GBA Programming   || [[Shigehiro Kasamatsu]]<br/>[[Yukari Suzuki]]
|-
|-
| Programming Support    || Yuichi Yamamoto
| Programming Support    || [[Yuichi Yamamoto]]
|-
|-
| Sound Effect Programming || Masafumi Kawamura<br/>Taiju Suzuki<br/>Takahiro Watanabe
| Sound Effect Programming || [[Masafumi Kawamura]]<br/>[[Taiju Suzuki]]<br/>[[Takahiro Watanabe]]
|-
|-
| Tool Design/Programming || Yasunari Nishida<br/>Masato Kimura<br/>Yasuhiro Kawaguchi<br/>Hirohito Yoshimoto<br/>Yoshinori Tanimoto<br/>Takashi Endo<br/>Tetsuya Sasaki<br/>Yasuki Tawaraishi<br/>Toshikazu Kiuchi<br/>Yusuke Kurahashi<br/>Hiroyuki Kono<br/>Tatsuro Ota<br/>Kei Miyamoto<br/>Yohei Fujino<br/>Masahiro Nitta
| Tool Design/Programming || Yasunari Nishida<br/>Masato Kimura<br/>Yasuhiro Kawaguchi<br/>Hirohito Yoshimoto<br/>Yoshinori Tanimoto<br/>Takashi Endo<br/>Tetsuya Sasaki<br/>Yasuki Tawaraishi<br/>Toshikazu Kiuchi<br/>Yusuke Kurahashi<br/>Hiroyuki Kono<br/>Tatsuro Ota<br/>Kei Miyamoto<br/>Yohei Fujino<br/>Masahiro Nitta

Revision as of 19:19, February 6, 2020

The Wind Waker
The Wind Waker Title.png
WWBoxArt.jpg
Release

Platform

Date

Japan December 13, 2002
United States March 24, 2003
South Korea April 16, 2003 [1]
Europe May 2, 2003
Australia May 7, 2003

Japan September 26, 2013
Europe October 4, 2013
North America October 4, 2013
Australia October 5, 2013

Credits

Developer

Producer

Director

Guides

Walkthrough

Media

Gallery

Music

ZeldaDungeon.net 

The Legend of Zelda: The Wind Waker is the tenth installment in The Legend of Zelda series. It was also the first The Legend of Zelda title on the Nintendo GameCube.

On January 23rd, 2013, Eiji Aonuma announced a remake of The Wind Waker on the Nintendo Wii U, with updated HD graphics and a new interface.[2]

Story

WindWakerLinkHD.png
Main article: The Wind Waker Story

On the day of Link's birthday, his sister, Aryll, is captured by the Helmaroc King. Link joins a group of pirates led by Tetra in order to rescue Aryll from the Forsaken Fortress. However, he is captured upon reaching the top of the fortress and thrown out. After meeting a sentient boat known as the King of Red Lions, Link learns that in order to rescue his sister, he must ultimately face Ganondorf, the true master of the Forsaken Fortress. Using the Wind Waker, Link and the King of Red Lions travel all over the Great Sea in an attempt to locate the legendary Master Sword and find the lost kingdom of Hyrule, including the power of the Triforce.

Gameplay

The Wind Waker continues the 3D gameplay from Ocarina of Time and Majora's Mask, but improves upon it. The game features new sword abilities to combat, most notably the parry attack, which allows the player to strike an enemy of guard at a certain time. The game also features a much larger world than the titles on the N64, and has a seamless transition from sailing to being on an island. Unlike the N64 titles, which have very square dungeons, The Wind Waker's dungeons are more dynamic.

Development

The game was originally designed without cel-shading in mind; Eiji Aonuma suggested that the game should use cel-shading as a way to introduce new ideas to the series. The game was originally planned to include transparent water, but this was scrapped very early in development.

The earliest trailer for the game, shown in Spaceworld 2001, showed that the lighting and particle systems were already in place. However, the voice of Link from Majora's Mask was used as a placeholder, as the final voices for Link had not been recorded yet. The game's HUD was created in a style akin to that of the two N64 Zelda games before it. Link himself had clothing slightly different from his final clothing at this stage.

After the cold response to the Spaceworld 2001 trailer, Shigeru Miyamoto declared that no more trailers for the game would be shown until the game was well into the beta phase.[3] In 2002, Nintendo showed the next trailer for the game at E3 in Los Angeles. By this time, Dragon Roost Cavern was nearing finalization, and a playable demo of Outset Island was included for attendees to try. The enemy music shown in the trailer was different from the final music, however. Link still had his early clothing from the Spaceworld 2001 trailer.

Between 2002 and 2003, more preview images of the game were released. The name of the game was revealed in October 2002, and in December, the English translation was revealed.[3] Link's clothing, as well as the HUD, were finalized to their current versions. Several dungeons were scrapped to save time for a December release in Japan and a slightly modified American release in March 2003.

Reception

During Spaceworld 2000, Nintendo showed several tech demos for the then-unreleased GameCube showing off the power of the system. One of the demos consisted of Link and Ganondorf battling each other. Fans and industry reporters assumed that the next Zelda game would be in a realistic style. However, during Spaceworld 2001, Nintendo showed a trailer for the new Zelda game featuring a cel-shaded child Link, eliciting anger from fans, many of whom criticized the graphics as "childish".

Professional reviewers were more forgiving to the game; many were neutral to the style, and some saw the style as hearkening back to the graphics style of A Link to the Past.[4]

When The Wind Waker was released in 2003, it received almost universal critical acclaim, in part due to the cel-shaded graphics style. Critics also praised the new gameplay mechanic of sailing, as well as the musical score. However, there were also points of contention about the game; the Great Sea featured in the game almost seemed too big, and sailing took quite a long time to accomplish, making side-quests and the storyline itself quite a long task to accomplish. Some critics also expressed dislike with the depth of field and character proportions, particularly the design of Link. Despite the negatives, the game received a 40/40 from the notoriously strict Japanese gaming magazine Famitsu, making The Wind Waker the second Zelda game to receive a perfect score from Famitsu.

Remakes

The Legend of Zelda: The Wind Waker HD

Tetra The Wind Waker HD.png
Main article: The Legend of Zelda: The Wind Waker HD

On January 23rd, 2013 during a Nintendo Direct Wii U Games presentation, Nintendo announced that The Wind Waker was to be remade for the Wii U console. The game includes upgraded graphics, a tuned up overall game experience, ability to play it off-screen on the Wii U GamePad, and Miiverse compatibility.[5] It was slated for a release in October 2013.[6]

It was released in North America on September 20, 2013. In addition to updated graphics, The Wind Waker HD includes the Swift Sail, an updated Triforce Shard quest, and a Hero Mode like the one in Skyward Sword. The Wind Waker HD's Hero Mode adds a certain level of difficulty to the game by doubling the amount of damage that Link takes from enemies and removing Recovery Hearts from the game. A few minor changes made to the game are the change to the Pictograph Box to allow it to hold 12 pictures at a time, the ability to take pictures of Link, and the addition of the Tingle Bottle, which replaced the Tingle Tuner.

Graphics

The Wind Waker uses a unique style of cel-shading, designed to emulate the style of a large-studio animated film instead of the simpler style of a comic book or television animation. As such, background elements use textures that are somewhat more detailed than those used for non-static objects, such as characters. Most lighting on background elements is pre-rendered, though the game also uses much real-time lighting on all objects. A cloth simulation system, which affects cloth, hair, grass, and particles, provides some realism, as does the subtle depth of field effect and image distortion caused by heat. The graphics style itself was partly influenced by Japanese feature animation.

Races

TWWHD-medli-makar.png
Main article: The Wind Waker Races

Characters

Enemies

Items

Locations

The Wind Waker is set on the Great Sea. There are 49 islands in the Great Sea to explore along with enemy Submarines and Platforms. He travels the Great Sea with the help of a talking boat known as the King of Red Lions. Link can use the Wind Waker to control the flow of the winds, which allows him to set his course without dependence on the wild nature of the winds of the ocean. When Link arrives at an island for the first time, he can ask a Fishman for information on said island, as well as a map of the territory and its position on the Great Sea.

Music

The Wind Waker's music had an overall Irish theme, with wood winds and string instruments taking center stage in crafting a beautiful sound track for the world to fall in love with. The Overworld theme is replaced with “The Great Sea”. Link does not use an instrument in this game, instead using a conductor's baton, the Wind Waker. With this Link conducts tunes in ¾, 4/4, and even 6/4.

Other media

Merchandise

Gallery

Main article: Gallery:The Wind Waker

Screenshots

Main article: Category:The Wind Waker (GCN) Screenshot Files

Videos


American Commerical

Japanese Commerical

Game Intro

E3 2002 presentation for The Wind Waker

References

  1. Ruliweb
  2. Nintendo Direct, January 23rd, 2013
  3. 3.1 3.2 Wikipedia: The Legend of Zelda: The Wind Waker
  4. "Celda: A Retrospective" - Super Train Station H
  5. Nintendo Direct, January 23rd, 2013
  6. [https://web.archive.org/web/20131206035842/http://e3.nintendo.com:80/games/detail/the-legend-of-zelda-wind-waker/ Nintendo E3 Web Site

This is a list of the staff who developed The Legend of Zelda: The Wind Waker.

Executive Producer Satoru Iwata
Producers Shigeru Miyamoto
Takashi Tezuka
Director Eiji Aonuma
Script & Event Planning Mitsuhiro Takano
Hajime Takahashi
System Director Shigeo Kimura
Assistant Directors Yasuyuki Oyagi
Kimiharu Hyodo
Toshihiro Kawabata
Isao Moro
Kentaro Tominaga
Taku Matoba
Yoichi Yamada
Kenta Usui
Yoshiaki Koizumi
GBA Planning Toshiaki Suzuki
Design Managers Yoshiki Haruhana
Satoru Takizawa
Masanao Arimoto
Character Design Daisuke Kageyama
Ryuji Kobayashi
Yoshiyuki Oyama
Keisuke Nishimori
Yo Ohnishi
Koji Takahashi
Map Design Shinichi Ikematsu
Hiromasa Shikata
Hirotake Ohtsubo
Yoshihisa Morimoto
Koji Kitagawa
Akito Osanai
Yuu Kudo
Kanae Kobata
Eiji Mukao
3D Animation Kimihiro Ozaki
Takahiro Nishigaki
Chikako Nishizaki
Takeshi Yamaguchi
Screen Design Takahiro Hamaguchi
Satoshi Furukawa
Effect Design Yusuke Akifusa
Haruyasu Ito
Music Kenta Nagata
Hajime Wakai
Toru Minegishi
Koji Kondo
Demo Design Takumi Kawagoe
Naoki Mori
Hiroyasu Kuwabara
Shunsuke Makita
Programming Directors Toshio Iwawaki
Kazuaki Morita
Player Programming Hiroshi Umemiya
Main System Programming Kenzo Hayakawa
Yuhiki Otsuki
Kunihiro Komatu
Game System Programming Makoto Sasaki
Kenji Matsutani
Camera Programming Masatoshi Ogawa
Enemy Programming Takamitsu Kuzuhara
Takafumi Noma
2D Programming Atsushi Sakaguchi
Shigeki Yoshida
Nobuo Okajima
NPC Programming Nobuhiro Sumiyoshi
Atsushi Nishiwaki
Yoshitaka Takeshita
Satoru Takahata
Nobuhiko Sadamoto
Object Programming Masaro Sakakibara
Kouji Sakai
Eiji Nishikawa
Masaru Nii
Hiromichi Miyake
Gentaro Takaki
GBA Programming Shigehiro Kasamatsu
Yukari Suzuki
Programming Support Yuichi Yamamoto
Sound Effect Programming Masafumi Kawamura
Taiju Suzuki
Takahiro Watanabe
Tool Design/Programming Yasunari Nishida
Masato Kimura
Yasuhiro Kawaguchi
Hirohito Yoshimoto
Yoshinori Tanimoto
Takashi Endo
Tetsuya Sasaki
Yasuki Tawaraishi
Toshikazu Kiuchi
Yusuke Kurahashi
Hiroyuki Kono
Tatsuro Ota
Kei Miyamoto
Yohei Fujino
Masahiro Nitta
Library Programming Hiroto Yata
Hajime Nakamura
Eiichi Shirakawa
Motoi Okamoto
Sound Library Programming Taro Bando
Yoji Inagaki
Hideaki Shimizu
Yasushi Ida
Mitsuhiro Hikino
Toru Asakawa
Technical Support Masahiro Imaizumi
Voice Sachi Matsumoto
Hikari Tachibana
Takeshi Nagasako
Eiji Maruyama
Osamu Hosoi
Hironori Mayata
Takeharu Ohnishi
Asami Imai
Chiaki Takahashi
Progress Management Keizo Kato
Shinya Takahashi
Debug Support Hironobu Kakui
Yoshito Yasuda
North American Localization Rich Amtower
Nate Bihldorff
Reiko Ninomiya
Tim O'Leary
Bill Trinen
Localization Management Leslie Swan
Jeff Miller
NoA Engineering Debug Team Scott Callahan
Paul Rush
Dan Simpson
Tim Casey
Miho Hattori
Christine Zumwalt
Andy Becraft
Robert Crombie
Yoshinobu Mantani
Raychole L'Anett
Supervisors Tadashi Sugiyama
Hideki Konno
Toshihiko Nakago
Special Thanks Takaya Imamura
Tomoaki Kuroume
Takeshi Hosono
Hiromu Takemura
Satomi Maekawa
Noriko Ikegawa
Kazumi Yamaguchi
Jun Takamura
Aya Sumimoto
Shinko Takeshita
Taeko Sugawara
Atsushi Miyagi
Kenta Motokura
Akiko Hirono
Yoshihiro Matsushima
Tomomi Iwasaki
Tsuyoshi Watanabe
Shigeki Yoshida
Yasuyo Yamamoto
Akira Ito
Naoki Takami
Junya Hanai
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