Thursday, March 1, 2012

The Legend of Zelda: Four Swords Serenity of the North (Part II- Mechanics)

Most of my theories and stories aren't that far off of most speculations made by Zelda fans, in fact some of them are inspired by those theories. I probably won't elaborate on why certain things are the way that they are in my stories and theories, because that can be theorized by you. Generally the story that goes with a common theory can be analyzed and make sense because of other stories I made up, or because of factual things from Zelda itself. I understand that I may make some mistakes, that contradict main Zelda things that are confirmed, and if I do, I encourage you to comment on them and I will look into it and change it if I see fit. Now take this into consideration if you tell me that something in my theories and stories can't be true, that the series of Zelda contradicts itself all the time, whether it be because the creators changed their minds or something of the sort, but it does happen. Finally, I know that there are many errors in English grammar and spelling in my articles, but they are meant to be bullet points of sorts, and I am not that good at writing in a proper manor.
--Serenity of the North is an idea of an entirely new Zelda game that Nintendo could make.

1. The path of the Ball and Chain and the path of the Obsidian Long-Mace are controlled by an analog stick or a slider.
2. Link can run at the cost of stamina. Link cannot run while wearing Hover Boots, because he will stay in the same spot or he will slide until he comes to a stop (in which case, he will run in place).
3. Link can roll. Link can ram into things by rolling. If he rolls of the edge of something, he leaps further than he would be running or walking off of it. When Link runs and then rolls the afore mentioned effect increases and he hits thing harder when he rolls into them. If Link uses the Hover Boots and then rolls, he gains the effect of the hover boots before he rolls and then will jump at the end of his Hover boots effect if he rolled at the right time. This will allow link the ability to jump further gaps that he couldn't before.
4. There are three buttons that have items that can be set to them (probably on a D-Pad).
5. Link can run and then climb up taller walls to get to the top of an edge than when he just walks and hops to the edge.
6. When Roc's Cape is equiped, Link will not be able to roll and instead of rolling, he will jump high in the air. But, if he also has the hover boots on, he will be able to roll instead of jumping, if he has already jumped once.
7. Link can super jump from a ceiling if he has the Roc's Cape equiped. Once he jumps he automatically pulls out his sword and does a dramatic spinning dive where he slams into the ground. No matter which sword he uses, the impact does 4x normal sword damage.
8. Link can obtain 24 hearts of total health in all. When Link uses the Four Sword, each of the four Links will get approximately 1/4 of Link's current total hearts.
9. If Link charges a spin attack, but he doesn't release it, then he can jump with the Roc's Cape and this will automatically release the charge, sending Link spinning into the air.
*10. Link learns how to do seven, sacred, sword techniques that are mostly different from ones he has learned in previous games.
Technique 1:
Technique 2:
Technique 3: Surf Plow: Link can throw his shield on the ground after he starts running. If he does this right before he would run into an enemy, he will knock the enemy over (if it isn't huge or really heavy) and run his sword behind him on the enemy.
Technique 4: Ending Blow (same as in Twilight Princess)
Technique 5: Tower Spin: When Link is using the Four Sword, three of the Links can jump on the shoulders of the bottom one and this will create a tower. They can then preform a synchronized spin attack that will devastate huge enemies.
Technique 6:
Technique 7:
11. Each Link can only wear one set of specific clothing items at a time.
*12. The general order that Link acquires his items:
Start. Small Wallet
1.
*13. The order in which the bomb types are available:
1. Bomb
2. Water Bomb/
14. There are four Heart Pieces to every Heart Container
15. Link starts his quest with 3 full Heart Containers
*16. You get  full Heart Containers from Boss Battles
*17. There are   Main Dungeons,   Mini dungeons, and 1 final boss dungeon.
18. There is an extra mode to the game that supports multiplayer. This mode is similar to the design from Four Swords Adventures, but this mode is in 3D. It allows up to four players to fight through dungeons that have random layouts, or they can fight each other (as Links) in combat mode (with the items that have been aquired in campaign mode). These modes are unlocked when the Four Sword is aquired in campaign mode.
19. When Link draws the Four Sword, a menu opens up that makes the player choose which item goes with what Link. This is because there can only be one type of item in existance at a time. The player can choose to give each Link the same items every time. The player can also go into this menu at any time. This menu can be customized never to open when the player draws the Four Sword, so the items will automatically be distributed.

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