My Ultimate Game, Creating The Legend of Zelda: The Hero of Time
I mentioned earlier that this is a sequel to Majora's Mask. Now, what is my reason for doing that? Well, I was always curious about what happened to the Hero of Time after he randomly disappeared to the woods at the end of Majora's Mask. Plus, 3 time's the charm! Having the Hero of Time return offers great potential for exploring deeper into one of our favorite and most popular Links in the entire franchise. So, where does this game fit into the official Zelda timeline? That is self-evidently obvious, but I would like to elaborate: the game takes place a few years after Majora's Mask, but before the execution of Ganondorf (a flashback scene from Twilight Princess). This creates symbolic relevance on the fact that I want this game to have a desert setting from the start of the game, which means exploring lore from the desert area in Twilight Princess like Arbiter's Grounds. Another symbolic aspect of that scene I will explore (as you continue reading this below) are the distinguished themes of water compared with other elements of the game in order to justify and foreshadow the death of the water sage that Ganondorf successfully killed after the execution failed to eliminate him.
Now, how about we begin with the most exciting part of any Zelda game? Dungeons! In THoT, there will be 5 grand, challenging dungeons. 5 is something very symbolically important in this particular Zelda title. I would like to recall that in Majora's Mask, we had 4 major dungeons outside of the final dungeon. I am including one more. Plus, due to the potential level of challenge from the start of this game, Link will begin his journey with 5 hearts. You will need it! In Skyward Sword, Link starts with 6 hearts. I reduced one in order to balance a slightly greater challenge than Skyward Sword, which I remember how many near death experiences I had from the start of its first dungeon. Now, let us go over the 5 dungeons in order:
- Desert Temple
- Forest Temple
- Water Temple
- Fire Temple
- Desert Temple
Now, let us be very clear. The reason why Desert is listed twice is due to the fact that the desert temple you start with, like the Spirit Temple in Ocarina of Time, is done in two parts. There's another part of that dungeon that cannot be completely accessed until the end of the Fire Temple. The only difference is that accessing the Desert Temple again won't happen until near the end of the game compared with the immediate return in the Spirit Temple.
This temple rewards the following:
- Bow and Arrows
- Deku Mask
Wow, 3 items in one dungeon? I know what you are thinking. There's something to be understood about the trio dungeons: the masks actually are somehow connected to one of those items, so as soon as you dig deep into the Forest Temple, you'll receive 2 items at once somehow. Another thing that's impressive about the Deku Link is his ability to combine previous items for new uses. For instance, the whip is inherently combined with the Deku Mask. Technicality aside, this Deku Shrub is one that can do things others shrubs can and cannot do. I will elaborate with visual aid on the technical aspects of this shrub in the future. For now, that whip is treated like the sword for Link. Just like enemy Deku Shrubs, Deku Link can use the Deku Nuts for projectile stunning attacks. Also, there's a way to combine the preexisting magic bubble used from Majora's Mask combined with the Deku Nuts for a more devastating paralyzing strike. Again, all item controls will be explained in the section I write about items.
Remember when I said earlier that water is a very symbolic theme in this game to represent the foreshadowing of the Sage of Water's death by the hands of Ganondorf? Well, in this water-themed dungeon known as the Water Temple, it is simply a combination of the Shadow Temple and the Great Bay Temple mixed together. It is an eerie place filled with death, evil, frightening moments, and mystery. Not only that, it will utilize some means of transporting water to a minimal level by destroying bouldered walls that block the path of water flow that existed in the past. Yes, this means that bomb arrows will be making a return to this game. As previously mentioned in the Forest section, Link's magic bar finally makes a comeback. Now, onto the items rewarded in the Water Temple:
- Ice Arrows
- Zora Mask
- Dual Gale Boomerangs
- Lens of Truth
Like I said, the trio dungeons receive trio items. Get it? Tee hee! However, with the exception of the Water Temple, it will have a total of 4 in the very end. Remember that water is a special theme of this game. This also means that ice arrows may be used to create platforms on water where there are no hookshot points to help Link across. Now, I know what you're thinking. Why repeat the mask transformations? What's so creative about that? I think that's a very good point. Honestly, I think returning to those well-known races are worth exploring and updating further from what Majora's Mask has already established. I loved swimming as Zora Link! However, if anything, those transformations look very different from the Majora's Mask counterparts. So, they have their own creative designs with some updated gameplay mechanics that can be combined with other items. For instance, Zora Link has always been able to share actions similar to Link. Henceforth, Zora Link is perfectly capable of using the hookshot. This is done for reasons to conduct Zora Link's electrical embodiment to the hookshot's chains for more devastating results against enemies. In addition, the dual boomerangs will also be yours in Link's form. With the help of the divine, we introduce to the origins of the legendary Gale Boomerang from Twilight Princess. There's two of them, though! At the end of the game, one will be gone while the other lives on for Twilight Princess Link to claim back from the monkey (he finds it at the time of Twilight Princess times). I would also like to add that due to the inherent embodiment of the electrical attack of Zora Link, his dual boomerangs (while released) may also be combined with electricity for more devastating damage. Now, there's actually something very distinguishing about the Water Temple. You will return to this Temple after progressing far into this game in order to retrieve its fourth item: the Lens of Truth. With this, you may see things as well as unlock the secrets underwater while swimming as Zora Link. Yes, you can use the Lens of Truth while as a Zora underwater. The Lens of Truth is meant to symbolize the shadow-themed dungeons from Ocarina of Time, so it's a means of communicating to the audience on the foreshadowed death expected from the Sage of Water before the events of Twilight Princess.
Now, before I begin with the fourth dungeon known as the Fire Temple, let me just stress that this is the point at which you will see a dramatic rise in difficulty. This is going to be the most difficult dungeon that you wished you had more hearts! The fact that I broke the formulaic order of Forest, Fire, and Water is my opportunity to allow this fire dungeon to surpass the environment of the original Fire Temple from Ocarina of Time. Now, let us explore the items rewarded in the Fire Temple:
- Fire Arrows
- Goron Mask
- Megaton Hammer
This Goron Link is going to be a favorite for quick transportation just like the Goron Link in Majora's Mask. However, there's going to be an added level of charge to speed him up even more than the spiked form (coal form in this game). If there's anything to be understood about Darmani the 6th, he has cracks all over his body filled with coal and dirt surrounding his body with a back with holes to release coal. Basically, the theme of designing this Goron Link is steam, coal, and lava. What do I mean by lava? Well, the beauty of this Goron is when he immerses himself in lava, he's capable of charging his body with a meter that randomly appears under the magic meter to be utilized and released at the discretion of the gamer. That is where his third speed form comes into play. After the coal form, Goron Link releases the lava preserved from within his chi to release it into a fireball. It is actually possible for you to preserve this lava all the way to Hyrule Field, and use it to travel around. As you look behind, the grassy path will be marked with a single line of fire. It's a beautifully surreal site to behold during the day and night to have lava interacted outside. You may also preserve lava in a bottle to recharge Goron Link. Other additions to Goron Link's gameplay mechanics is the inclusion of the bomb combined with the Goron Ground Pound to create an explosive result. Aside from Goron Link's impressive punching combinations, he also has the most devastating physical attack aimed straight at the ground. This translates to unlocking the Megaton Hammer, which will welcome even more diverse mechanics for both Link and Goron Link. The Fire Arrows are treated the same to light things on fire like torches, melting ice, activating explosives like bomb flowers, and burning enemies to the crisp.
The second part of the Desert Temple is kind of like a comprehensive dungeon with all the elements from previous dungeons utilized to the fullest extent. It is also a long, challenging dungeon that will promise the use of all mask transformations and its accompanying items. Speaking of items, the following are rewarded in the Desert Temple (Part II):
- Dark and Light Arrows
- Mirror Shield
As you can see, in combination, you will switch between a total of 5 arrows: regular, ice, fire, dark, and light. In The Wind Waker, there was a total of 4 configurations. The bomb arrows are separately assigned, and can be combined with either of the elements with different circumstantial effects. For instance, combining bomb arrows and fire arrows upon release will blow Link up. It's a comedic easter egg! The ice arrows upon release will freeze the bomb itself. After the ice shatters, the bomb will continue its timer and explode. It's a neat effect! We know how normal arrows work with bomb arrows. As for dark arrows, these babies extinguish sources of light like the sun, brightly lit rooms, undo the sun symbols, and so much more. In combination with the bombs, the light of the bomb will extinguish after release, and the bomb becomes a dud. You can still pick up that arrow to resupply it back as well as the bomb. It's another comedic circumstance! As for the light arrows, the end result is equivalent to the 1-hit KO like The Wind Waker. It makes the enemy disappear from existence. However, the end result of the light arrow combined with bombs will not make the enemy disappear, but blow them up into little pieces. It's a violent site that will be utilized for the purposes of puzzles. The Mirror Shield is used in the same ways, but it can be used in combination with the Dark and Light arrows against enemies, bosses, and solving complicated puzzles. As you can imagine, this is going to be one hell of a dungeon that may surpass favorites like the Spirit Temple and the Stone Tower Temple.
Now, what is my reason for making such a vital change by expanding it with additional steps? Well, it all comes down to the core of things I favor in Zelda games or any games in general: strategy and problem-solving. This is an opportunity for the player to utilize this new mechanic for the strategic purposes of defeating enemies, and for the expansion of creative ideas in problem-solving during a temple.
My Ultimate Epic Film, Shadow of the Colossus
My Own Super Smash Bros.
- Dr. Mario
- Mario and F.L.U.D
- Paper Mario
- Luigi and Poltergust 5000
- Giga Bowser
- Baby Bowser
- Donkey Kong
- Diddy Kong
- Toon Link
- Phantom Ganon
- Zero Suit Samus
- Mrs. Pacman
- Little Mac
- Banjo and Kazooie
The way special smash works is slightly inspired by the WWE games that came out on the Nintendo Gamecube. Basically, every character from the start of any fight will have a meter indicated below their character picture and damage indicator. This meter fills with the following: attacks successfully executed and items grabbed that help the meter go up. As soon as that meter fills up, it adds the quantity of special smashes you have obtained next to the meter, which basically means those special smashes can be saved for later use. In order to execute the special smash, press the A + B button together. Like the specials, every character will have 4 special smashes:
- A + B
- Forward, A + B
- Down, A + B
- Up, A + B
Those attacks are either stronger versions of the original specials, completely fresh attacks, or smash ball moves used from previous installments.
Megavitamins Charge: Tap B to fire a quick, bouncing megavitamin. Hold B to add more concentration to the megavitamin.
White Sheet: Reverses opponents, and deflects back projectiles.
Dr. Tornado: A slower, yet more powerful version of Mario's, except it launches opponents sideways.
Dr. Jump Punch: Similar to Mario's, but it packs more punch with different sound effects.
Giant Megavitamins: One giant megavitamin starts bouncing. As soon as it hits its target, it expands into multiple smaller megavitamins.
White Sheets: A move with greater range that will make nearby opponents dizzy, while deflecting projectiles with a stronger recoil.
Dr. Tornadorama: Increased range and attack duration that takes on multiple foes that sends them flying sideways
Super Dr. Jump Punch: A powerful move that takes on multiple foes with megavitamins scattering the area with each hit
Fireball Charge: Tap B to fire a quick, bouncing fireball. Hold B to add more concentration to the fireball.
Super Cape: Reverses opponents, and deflects back projectiles.
Mario Tornado: A quick spin that launches opponents upward.
Super Jump Punch
Giant Fireball: One giant fireball starts bouncing. As soon as it hits its target, it expands into multiple smaller fireballs.
Super Capes: A move with greater range that will make nearby opponents dizzy, while deflecting projectiles with a stronger recoil.
Mario Tornadorama: Increased range and attack duration that takes on multiple foes that sends them flying high
Super Duper Jump Punch: A powerful move that takes on multiple foes with coins scattering the area with each hit.