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View Poll Results: Is Link Ambidextrous?
All Links should be left-handed! 4 40.00%
If right-handed Wiimote usage is more comfortable, why not have Revolution Link be right-handed? 2 20.00%
It doesn't matter! Nate the Great is an obsessed freak! 4 40.00%
Voters: 10. You may not vote on this poll

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  #1  
Old 10-28-2006, 03:30 AM
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Nate the Great Nate the Great is offline
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Default Ambidextrous Link?

http://www.zeldauniverse.net/content/view/615/2/

That's right, ladies and gentlemen, there IS a difference between the Gamecube and Revolution versions of Twilight Princess (please please PLEASE don't bring up the Wii debacle again). I mean besides the obvious control changes.

I fondly remember Link as being left-handed. Turns out that people find it easier to use the Wii-mote right-handed, so guess what? TP Revolution Link is right-handed, and TP Gamecube Link is left-handed! Absolutely moronic.

I would've preferred to have all Links be left-handed and actually face the challenge of using the Wiimote left-handed. Opinions?

Here's a poll to stir you guys up.
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Old 10-28-2006, 04:43 AM
GreenFire1 GreenFire1 is offline
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I think you should be able to set it to your preference...
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Old 10-28-2006, 04:45 AM
JVTruman JVTruman is offline
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I think it should be an option, like the left-handed mouse option in Windows. That way, it can be set to whatever is easier to use for you, whether you're left- or right-handed.
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Old 10-28-2006, 07:10 AM
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Left-handed.

No, I don't say that for any reason. Just that I wouldn't see using a left-handed remote as much of a challenge.
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Old 10-28-2006, 09:54 AM
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I'm not sure if I read that one version is just a mirror image of the other to accomplish the effect, or if they actually altered the game engine, but...

Personally I should think that the Revolution and the Revolution Wiimote should be advanced enough to allow you to choose right or left-handed at the start, and only mirror Link's sprite if necessary, not mirror the whole world. I can't imagine it being more difficult than modding a different tunic color or introducing four mask-transformed versions of Link in Majora's Mask.

Heck, do it the first time right-handed, then "un-lock" the left-handed option by beating the game, or just insert ZELDA as your username! Easier way to create a harder "second quest," huh?
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Old 10-28-2006, 07:49 PM
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I have no objections. Link is the player character, and as such, he ought to have the player's handedness if that's helpful. It probably proved too difficult to provide both options, so they made the choice that worked best for 8/9ths of their customers rather than 1/9th.

There's another obvious point here -- even if all past Links have been left-handed, that has no bearing on this one. The Link of Twilight Princess is all-new. Zelda's not like most series, where the main character is the same guy (or gal) every time.

Anyway, the last word in videogame character handedness is this Bob and George strip from when George had just got an eyepatch.
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Old 10-28-2006, 09:34 PM
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The sprite effect reared its ugly head in the original Legend of Zelda, but shouldn't we be past this by now? Hey, I'm no computer programming wizard, but as I understand it, sprite physics work on a few basic principles:

1. Every character has a basic imaginary "skeleton." This just means that the action is designed for the character's eyes, hands, knees, etc. to exist a certain distance from the ground and each other.
2. The "skin" (clothing, sheathed sword, etc) of a character creates a shell around the skeleton. The skeleton dictates which part of the skin is on the outside. For example, Link's legs are essentially hollow tubes that extend above the bottom of his tunic "skirt." The tunic is designed to be on the outside, so his upper thighs are generally tucked away inside his skirt until a larger jump requires more of his leg to show. It would be too complicated to actually have his leg end at the skirt and "lengthen" it as required. For a similar effect, get the camera stuck in Link's head. You see that his bangs just hover there, and that the only surfaces are the two that form the peak away from his forehead. The inner surface where it touches his "skin" isn't there because we're not supposed to need to see it.
3. When Link unsheathes his sword, he's essentially extending the sprites' skeleton. The interaction of sprite skeleton's is what causes damage effects to be applied. Note how he can walk through the outer fringes of some enemies as well as the floor of Jabu-Jabu's Belly because complete surface interaction would be very intensive in terms of processor speed and so on.

All this is to set up the following hypothesis.

Link being left- or right-handed is just a matter of which arm of his skeleton is designed to allow the possibility of sword extension. I imagine that his "skin" is symettrical enough to allow most of it to be flipped along with the skeleton. The only asymmetrical components are the shoulder his sheath strap goes over, the side of his belt that is tucked in, the side that his hair is parted on, etc. Now, his hair and belt can be considerred static for this example, but this sheath strap is a very important concept. He needs the sheath on his left shoulder if he's right-handed and vice-versa. A simple mirror reflection of the coordinates of the critical points of the sheath, his sword, etc as well as a reflection of the relative vectors of his sword and shield movement should be all that's needed. Compared to the processor capability necessary to render a dozen monkeys on the screen at once, this handed-ness should not be that difficult to set up.
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mudshark: Nate's just being...Nate.
Zeke: It comes nateurally to him.

mudshark: I don't expect Nate to make sense, really -- it's just a bad idea.

Sa'ar Chasm on the 5M.net forum: Sit back, relax, and revel in the insanity.

Adam Savage: I reject your reality and substitute my own!

Hanlon's Razor: Never attribute to malice that which can be adequately explained by stupidity.

Crow T. Robot: Oh, stop pretending there's a plot. Don't cheapen yourself further.
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