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Author Topic: The Link's Crossbow Training thread - brought to you by Jade Raymond  (Read 955 times)
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Autistic Angel
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« on: November 19, 2007, 06:57:51 PM »



Hi guys, I'm Jade Raymond-

[pause for applause]

-and I'm here to talk about Link's Crossbow Training for the Nintendo Wii!  As a software program packaged alongside the Zapper peripheral, Crossbow Training really reflects Nintendo's strong commitment to redefining the established archetype of human interface with an electronic entertainment medium.  It represents the first true next-gen evolvement of the standard "lightgun" experience by combining the Wii's signature discrete gesticulation ascertainment with a semisynthetic polymer enclosure to make the human interfacer, or "player," feel really immersed in the experience.

By introducing Link's Crossbow Training with the Zapper, an expectation of increased appeal for the target demographic is reasonable and likely, and by shipping this package for sale at an MSRP of $24.99, Link's Crossbow Training can be considered a loss-leader to push supplementary Zapper units and increase long-term marketability of other compatible stand-alone retail software, all in exchange for the low up-front expense of development and packaging.

Link's Crossbow Training first operates in a manner reminiscent of neo-archaic lightgun entertainment software, wherein the player orients the transmission end of the properly assembled Zapper peripheral towards the primary display -- within the prescribed view of the sensor bar, of course! -- and utilitizes the digital toggle interface to initiate a transmission at a specific point on the screen.  When the interface is triggered, Crossbow Training *automatically* calculates the point of contact and provides immediate feedback to the player on whether their transmission successfully intersected with one of the valid target objects.  In more advanced stages, players can even gain ambulatory control of the titular protagonist, directing its relative direction and velocity through a defined three-dimensional landscape representation by manipulating the analog control stick mounted to the stock of the Zapper peripheral.

Well, that's all the time I have for today!  Check back next time for my exclusive impressions of the hot new game Rock Band entitled, "Of Mirth and Whimsy: A Treatise on Human Interface Devices as Adapted to Harmonic Periodicity Divertissment."  Ciao!



-J.
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semiconscious
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« Reply #1 on: November 19, 2007, 07:09:24 PM »

okay,... i think i'm suddenly interested...
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ATB
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« Reply #2 on: November 19, 2007, 07:21:51 PM »

Lawlz. Well done.  icon_biggrin
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« Reply #3 on: November 19, 2007, 07:34:23 PM »

Just about any game could be improved with a generous helping of Jade Raymond.

Good job!
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Captain Caveman
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« Reply #4 on: November 19, 2007, 07:35:04 PM »

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spigot
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All of the bacon and eggs you have.


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« Reply #5 on: November 19, 2007, 07:37:17 PM »

Do we need a new Jade Raymond comic for this one? Haha.
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depward
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« Reply #6 on: November 19, 2007, 07:39:15 PM »

No interest in the game, but holy awesomeness at the title - well done.  Definitely lol'd   icon_lol
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Calvin
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« Reply #7 on: November 19, 2007, 08:44:56 PM »

Bravo sir, likely the only thing that could make me come into the thread smile
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TheMissingLink
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TML, for short.


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« Reply #8 on: November 19, 2007, 09:05:47 PM »

HAH!
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CeeKay
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« Reply #9 on: November 19, 2007, 09:22:18 PM »

wait, there was text in between those pictures?
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Captain Caveman
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« Reply #10 on: November 19, 2007, 09:45:34 PM »

Quote from: CeeKay on November 19, 2007, 09:22:18 PM

wait, there was text in between those pictures?

I guess it's hard to see through that stain you made there.
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Brendan
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two oh sickness


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« Reply #11 on: November 19, 2007, 09:47:10 PM »

I demand that AA produce one of these for every new game - or software product, for that matter.  This is exactly how my marketers talk.
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