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Page "Zelda II: The Adventure of Link" ¶ 5
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overworld and where
The methods of viewing and controlling the characters are separated by three different " screens ": the overworld, where the characters traverse to different locations ; the field map, where the characters explore locations such as towns and dungeons ; and the battle screen, where the characters fight with monsters or other enemies.
In a departure from the first two games, Quest for Glory III features an " overworld " screen where all important cities and landmarks are represented in miniature.
* Story mode: The main single player mode, where one controls Mario and travels through an overworld, entering each of Koopa's construction sites.
The two big trees on the overworld map are where the training rooms are, each tree having five rooms each.
In Rygar for the NES, there is a place on the overworld " Garloz Plains " there is a spot where the player can shimmy through the wall and onto the green grass.
The overworld, while simple, is where Keith will collect coins and spend those coins to obtain " bolt bombs ," health regeneration, and better equipment for the underworld.
Mario Golf: Advance Tour features an overworld map, where the player can walk around and interact with different courses and objects.

overworld and majority
For the majority of the game, the player controls Mario, who can jump and use his hammer to overcome physical obstacles placed in the game's overworld.
In addition, ship-to-ship combat can occur while traveling through the overworld ; however, the majority of these are unavoidable boss fights which advance the storyline.
For the majority of Partners in Time, the overworld of the game is presented on the DS's touchscreen, while a map is present on the top screen, showing relevant information such as the location of each character and save albums.

overworld and action
Every game in the main Zelda series has consisted of three principal areas: an overworld in which movement is multidirectional, allowing the player some degree of freedom of action ; areas of interaction with other characters ( merely caves or hidden rooms in the first game, but expanding to entire towns and cities in subsequent games ) in which the player gains special items or advice ; and dungeons, areas of labyrinthine layout, usually underground, comprising a wide range of difficult enemies, bosses, and items.
Also, the Life spell becomes the main means of recovering health during action scenes, since healing Fairies are only found in rare fixed spots, and only appear randomly as overworld encounters.
There is no overworld in the game, so all action takes place in the first person maps.

overworld and occurs
Combat occurs frequently, especially during the overworld travel.
Gameplay occurs mainly from a first-person perspective while traveling in the overworld, dungeons, and caves, but switches to a third-person view during combat.

overworld and other
Super Mario Bros. 3 includes a multiplayer option which allows two players to cooperatively play the game by taking turns at navigating the overworld map and accessing stage levels ; the first player controls Mario, while the other controls Luigi.
Much of the time spent outside of battle takes place either in the game's overworld or within dungeons, caves, and other locales with puzzles integrated into their layout.
The overworld is completely mapped, but other locations are automatically mapped in the top-down view as the player explores them.
Poes are ghost enemies, omens of concentrated hatred toward the world that freely roam graveyards and other haunted locales, as well as the overworld and dark places.
Unlike many other shooting games, gravity plays a fair part in Gravitar: the ship will be pulled slowly to the deadly star in the overworld, and downward in the side-view levels.
Either way, the overworld is a vast open space littered with castles, huts, churches, and other areas that can be explored.
Throughout the game, players can collect information from other non-player characters, many of whom are located in caves throughout the overworld, in which some can be uncovered only by burning objects with fire, blowing up walls with bombs, or by pushing certain rocks.
Many other RPGs before and since have relied on miniature, less detailed representations of towns when a player is exploring the overworld ( e. g. the PlayStation 1 Final Fantasy series ) or flying ( e. g. Dragon Quest VIII ).

overworld and Legend
The game exchanged the top-down perspective for side-scrolling ( though the top-down point of view was retained for overworld areas ), and introduced RPG elements ( such as experience points ) not used in The Legend of Zelda.
Link attacking Recurring enemies in The Legend of Zelda series # Octorok | Octorok monsters with his sword in the overworld
The overworld theme of The Legend of Zelda (" Hyrule Overture ") returns in A Link to the Past, redone in S-SMP style.
StarTropics is played from a 2D top-down perspective, similar to The Legend of Zeldas dungeon areas, and various role-playing video games on the NES ( town / overworld areas ); however, StarTropics is linear and has a constant storyline.

overworld and Zelda
As with most Zelda games, Link's Awakening includes the recurring overworld music ; the Game Boy arrangement of this theme, titled " Field ", was created by Koji Kondo and Ishikawa.

overworld and games
However, the six worlds can be played in any order unlike in most Mario games that feature overworld maps.
Like many role-playing video games, the game has a battle mode and an adventure mode-within the adventure mode, the character might be in the overworld map or a dungeon ( in which case the player will meet with random encounters ), or in a town ( in which case random encounters do not occur ).
This graphical method is not only suited to racing games ; it is also used extensively for the overworld sections of role-playing games such as Square's popular 1994 game Final Fantasy VI.
Not all games order the levels in a linear sequence ; some games allow the player to revisit levels or complete them in any order, sometimes with an overworld in which the player can transition from one level to another.
The games are accessed from a 3D " overworld " set in a circa 1980s pizza parlor, although this is an inaccurate representation of the games in question which are designed for a home console.

overworld and is
The game contains 24 levels and a map screen ; there is no connecting overworld.
A new feature is the player's option to save power-up items obtained in minigames for later use via a menu accessible at the overworld screen.
Rather than using an overworld map screen like most console RPGs of its era, the world is entirely seamless, with no differentiation between towns and the outside world.
Later, the party is given access to Flammie, a miniature dragon which is controlled by the player and able to fly freely across the world, represented by an overworld map.
The main screen is an overworld, in which the player navigates the protagonist.
The gameplay is divided into three main areas: the overworld map, the towns and dungeons, and battles.
Whenever Wario obtains a new treasure, he is transported back to the music box overworld.
Upon collecting certain items in the game, this golf minigame is available to be played at any time from the overworld map.
Travel between the numerous dungeons is accomplished by piloting an airship through the overworld, a three dimensional sky with massive floating rocks forming islands and continents.
It is not until late in the game that it becomes possible to avoid combat during overworld travel.
Random encounters happen when the player is traversing the game world ( often through the use of a " world map " or overworld ).
It is possible to see Suicune multiple times on the overworld before the actual battle.
As Link and his three counterparts wander the overworld of Hyrule Field on their quest to restore peace to Hyrule, they learn that the creation of Link's evil counterpart and the release of Vaati is only a small part in an insidious plot to conquer the land of Hyrule and the world beyond.
The game is played both in an overworld mode, on which parties are moved and raised, structures are built and heroes are contracted, as well as a battle mode.
The overworld map is a 3D model, featuring a scaled-down version of the game's fictional world which the player navigates to travel between the game's locations.
The third episode's overworld is a top-down perspective, similar to Commander Keen, changing to the traditional platformer style when entering one of the 15 levels.
At different points in the game, Mario is " cursed " with abilities that enable special moves in the overworld, all of which are based on the paper theme.
While traversing the main city ( which serves as the game's overworld ), the world is seen from an overhead perspective.

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