The Legend of Zelda: The Wind Waker From ... - Douglas Wilson
The Legend of Zelda: The Wind Waker From ... - Douglas Wilson
The Legend of Zelda: The Wind Waker From ... - Douglas Wilson
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Figure 2 – <strong>The</strong> <strong>Legend</strong> <strong>of</strong> <strong>Zelda</strong> (Nintendo, 1986)<br />
By contrast, <strong>The</strong> <strong>Legend</strong> <strong>of</strong> <strong>Zelda</strong> boasted an unprecedented degree <strong>of</strong><br />
environmental continuity. Although the overworld was technically divided into 128<br />
separate rectangular “screens” in a sixteen by eight grid, the different areas transitioned<br />
smoothly into each other, fitting together like puzzle pieces in the larger Hyrule map.<br />
This two-dimensional, nonlinear world was viewed through the game’s overhead “three-<br />
quarters perspective” hybrid view. Players looked down and towards the world from a<br />
fixed distance, which provided some pr<strong>of</strong>ile detail <strong>of</strong> Link, the landscape, and its<br />
inhabitants. But because the view was largely overhead, players were able to move Link<br />
across the planar world in any direction they chose, and accessed adjacent areas by<br />
moving across the northern, southern, eastern, and western edges.<br />
<strong>The</strong> world <strong>of</strong> Super Mario Bros. seems almost one-dimensional by comparison.<br />
<strong>The</strong> clear trajectory <strong>of</strong> Mario’s (and his co-protagonist brother Luigi’s) motion was<br />
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