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Look - an arrow! Clearly much more important than the raging tentacle monster 😅

Anyway, I've just reached Lanayru in Skyword Sword (one day I'll complete the blog series, promise!) and took on the dragon's Lightning Round challenge because why not. It went surprisingly well:



I think that's the first time I've actually obtained that in Skyward Sword, and I reckon I've earned that after that boss rush. One boss in Skyward Sword is physically hard work, let along eight of the blighters in a row!

To be fair some of them are complete pushovers by the time my sword's been upgraded to the Master Sword, and with the reflexes and skill that comes from being 30-odd hours into the game. Others... aren't. The biggest difference is between Imprisoned take 1 and Imprisoned take 2 - the second incarnation is tougher, faster, and cheats by climbing up the side of the pit. So of course Lanayru left that one to the end, and of course that battle went right down to the wire. On reflection that was the only truly difficult battle out of the lot, as the Imprisoned battles were the only ones with a hard time limit and the first incarnation I swatted in a minute or so (the powered up Master Sword makes a lot of difference!).

And as proof that Zelda games continue to surprise me no matter how many hours I put into them, Koloktos (the giant corrupted six-armed chakram-throwing Buddha-like statue at the top of the Ancient Cistern) apparently can summon cursed bokoblins. I've never seen it do that before!

The amount of physical effort needed (motion controls are hard work!) reminds me of fighting those three Darknuts at the bottom of Twilight Princess' Cave of Ordeals. Actually, no, that's harder - Lanayru gives you a moment to collect yourself between each boss, and even within the battles it's sometimes possible to slow down the tempo for a moment, but those Darknuts don't let up for one moment.
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One thing I've noticed from playing through Skyward Sword HD is how... underwhelming the skyward strike appears, at least to begin with. It takes a fair bit of time to charge and does very little damage.

To be fair, last time I played Skyward Sword (7 years ago!) it was in Hero Mode because it was my second playthrough on my original save, and in that mode you start out with the fully powered skyward strike which one-shots everything up to the first mini-boss.

Anyway, after finding that even Deku Babas were hard to kill with skyward strikes I decided to apply SCIENCE to it. While I can't compare against the Hero Mode version (my Wii refuses to read my original Skyward Sword disc), in Skyward Sword HD I'd just reached the first upgrade for the sword, which lets me do a before and after comparison. I just need a willing volunteer...



Oh hai Quadro Baba, do you want to take part in some research?



I don't think Quadro Baba liked taking part in the research 😅

Several volunteersvictims later, I have my answers. To splat a Quadro Baba with the basic Goddess Sword takes 3 slashes or stabs, or 6 skyward strikes or skyward slabs, and charging a skyward strike takes 30 frames or 1 second (counting how long it takes the 'spark' to travel down the sword blade).

And after conquering the Ancient Cistern and finding yet more Quadro Babas to contribute towards my research, the shiny new Goddess Longsword now slices through a Quadro Baba in 2 slashes, one stab (critical hit?) or 3 skyward slashes or skyward stabs. Nice! It still takes the same 30 frames to charge up though, but the upgrade has doubled my attack power overall making skyward strikes more useful, even if they're still less powerful than just wading in and whaling on baddies with the sword.
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Master, that synthetic life-form... There is a 99% chance that it was the pirate described by the captain.
I can't help but admire the tenacity it has displayed in staying alive and functional all these years.

Fi, after defeating Scervo

Temple 5 )
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That is the ship containing Nayru's Flame. There is a 90% chance that the synthetic life-forms assembled here are the crew.
This image would indicate that the ship's captain spent many happy days among his many crew members.

Fi, at Skipper's Reach
Dear Captain,
Thanks for everything, zrrt!
Yours, the Crew, vrrrrrm.

Letter found at Skipper's Reach

I'm embarrassed to say I started writing this uh... about a month ago. Or so. And then got distracted by Christmas and then further distracted by 3DS shininess (and spent the last week cruising through Professor Layton and the Miracle Mask). And then I kept thinking of things to add to this post. Um. Anyway, better late than never, right?

Skyward Sword: en route to temple 5 )
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Right, where was I in Skyward Sword?

Temple 4 )
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Time for another Skyward Sword update!

[livejournal.com profile] talismancer has finally noticed that I'm padding out NaBloPoMo with a liveish-blog of Skyward Sword. I'll retort to his retort by pointing out that these are not written in advance...

En route to temple 4 )
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"This place needs a name. Yeah... A name fitting for this rugged, adventurous wilderness. From now on, we'll call it... Grooseland!" (cue sad trumpet)

Silly Groose. And for a moment he looked like he was going to do something smart for a change.

Skyward Sword 2013: interludes )
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Random amusing moment from temple 3: the expression on the Armos statues when you destroy them. It's amazing how surprised a statue can look.

Temple 3 complete )
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Ah, Lanayru desert. The land of quicksand, electrifying enemies (zap! ouch!), and weird questions regarding time.

En route to temple 3 )
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Another temple down, another um... how many are there again? There's a third temple to do before Plot happens, and I know there's several after, but I can't actually remember what was in the gap between.

Then again, I recall this game had a lot more backtracking than your usual Zelda, which normally tends to be rather linear in the order in which each major location is visited. Certainly in Ocarina of Time and Twilight Princess you generally only had to explore each area once to complete the main plot.

Temple 2 )
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Did you know that if you hit the giant gems in the walls of Thrill Digger, rupees come out?

Nope, neither did I until earlier today when I happened to sit on the chair by the Thrill Digger guy. See, Skyward Sword is full of stools and chairs in various places, and while they might appear to be just eye candy they actually come in quite handy. The first trick is that if you sit and wait a moment, you will regain all your health. That's incredibly useful in Hero Mode, where hearts are unobtainium.

The second trick is if you sit down next to someone, they'll talk to you. Sometimes it's just saying hello, sometimes it's total randomness (like the Thrill Digger guy explaining just why he's balancing on his tail), and every so often it's a useful little snippet like that rupee one, or a hint as to where something is hidden.

And then some are just placed to let you admire the view, like the bench right at the top of Skyloft behind all the houses. Sit there, and the camera pulls back to show you the whole of Skyloft.

I like games which have interesting things to discover, little rewards for pausing and looking around instead of hurrying through. Metroid Prime (especially the first of the trilogy) was excellent at this sort of thing - there was an incredible amount of things you could scan there beyond the creature details and log books. The extra scans were pretty much anything from the useful (one log tells you about the Metroid vulnerability to cold) to the amusing ("Metroids are not pets. Metroids are not for target practice") to the we're-all-doomed (there's one with the Space Pirates fairly panicking once they realise you're merrily waltzing through their base) to the mundane (a log hidden away in a secret cave at the top of Phendrana's Edge merely reminds personnel to check their life support equipment). And that's just the Space Pirate ones - there's just as many about the Chozo and their ruins, and even odd tidbits about the environment around you (scanning the little red flowers reveals that they're prized as a delicacy). None of it is at all necessary for a game to be good, and yet it adds just that little bit extra that makes it much more enjoyable.
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Okay, so the previous post is probably a bit too short to really count, especially given the multi-paragraph epics that [livejournal.com profile] talismancer is writing. Though he does have the advantage of having written them several months in advance. Anyway...

Interesting discovery: if you bash a marauding Remlit (these being the cat-like things that purr at you during the day and nibble you to death at night) with your shield, you knock it onto its back. It then just lies there pawing the air and looking rather dizzy. It's actually rather cute in a way.

Onwards to temple 2 )
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Posted today because otherwise [livejournal.com profile] talismancer will snark about today's filler. Let's see who can achieve more posts, shall we?

Spoilers for temple 1 and 2 (has anyone on my flist not gotten this far?) )
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[livejournal.com profile] elemnar commenting the other day that she'd finished Skyward Sword reminded me of it, and put me in the mood for playing it especially because I'd just completed Twilight Princess (including the Cave of Ordeals, with the fight against the three Darknuts being just as much of a workout as it was last time).

And, being the second playthrough, this is with Hero Mode enabled which halves your defence (which you really notice when a rock from an Octorok takes two hearts off!) and removes all health drops. Um. On the plus side, you keep all the insects and treasures from the previous playthrough, and get the fully-powered Skyward Strike as soon as you get the Goddess Sword. The insects and treasures meant that when I descended to the surface I did so with a Banded Shield (rather than the plain wooden one) and a Revitializing Potion++ in my pocket, and was happily blatting everything with a single Skyward Strike.

It's interesting, the different tactics you use on a second playthrough. On my first run through the game I treated the Skyward Strike as a gimmick, and only ever used it in the vertical overhand slash for activating Goddess Cubes (which may well be why I found the final battle as hard as I did). This time, I've discovered that you can launch it at different angles, and the higher power (and faster charge) makes it practical against, well... everything. You can even launch it as a stab at which point you don't have to try get the right angle on things like Quadro Babas anymore.

In fact, the first enemy I've found that isn't one-shotted by a Skyward Strike is the Stalfos in Skyview Temple, and even there it makes the battle a fair bit easier as you can attack it from a distance, launching the strike at the right angle to get through its defence.

Spoilerish musings on temple 1, in case anyone on my flist hasn't beaten Skyward Sword yet )
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Is it just me, or do the robots in Skyward Sword look rather like those in Laputa: Castle in the Sky?

Okay, okay, I know the Skyward Sword ones are cute little waist-high robots while in Castle in the Sky they're 10' tall with frickin' lasers on their heads, so there's perhaps a little difference in height there...
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Skyward Sword, third dungeon )
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And wouldn't you know, but it is now tomorrow!

Skyward Sword, second temple )
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Spoilers for the first temple )
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I now have Skyward Sword! ([livejournal.com profile] elemnar, I've also got your copy here - do you want me to post it to you?) Don't worry, I'll put any spoilers behind a cut.

And I've immediately noticed something unusual about it. Like a lot of Wii games, it uses the pointing functionality. The Wii solved this problem by using a small camera in the remote to track the location of two clusters of IR leds in the sensor bar. So far so good? Well, apart from the initial calibration Skyward Sword doesn't appear to use that at all.

What I think it does instead is track the orientation of the Wiimote based on the internal sensors. The Wiimote has had a 3-axis accelerometer built in since day one which can be used to calculate which way is down, but not which direction the Wiimote is pointing in. So a couple of years ago Nintendo added a 3-axis gyro in the form of the MotionPlus accessory. The gyro won't help for working out which way is down, but it'll track rotation about an axis.

In theory if you combine the two and pick an arbitrary direction as the reference point (which is basically what it does when it tells you to point the Wiimote at the TV), you can then track orientation and position without subsequently needing any external references. In practice the calculated position/orientation will drift due to accumulated errors (from rounding if nothing else), but it's still an impressive accomplishment.

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