SPIRIT TRACKS Game Card for the Nintendo DS™ Systems

Total Page:16

File Type:pdf, Size:1020Kb

SPIRIT TRACKS Game Card for the Nintendo DS™ Systems NTR-BKIP-UKV INSTRUCTION BOOKLET [0508/UKV/NTR] WIRELESS DS SINGLE-CARD DOWNLOAD PLAY THIS GAME ALLOWS WIRELESS MULTIPLAYER GAMES DOWNLOADED FROM ONE GAME CARD. This seal is your assurance that Nintendo 2–4 has reviewed this product and that it has met our standards for excellence WIRELESS DS MULTI-CARD PLAY THIS GAME ALLOWS WIRELESS MULTIPLAYER GAMES in workmanship, reliability and WITH EACH NINTENDO DS SYSTEM CONTAINING A entertainment value. Always look 2–4 SEPARATE GAME CARD. for this seal when buying games and accessories to ensure complete com- patiblity with your Nintendo Product. THIS GAME ALLOWS WIRELESS GAME FEATURE SHARING Thank you for selecting the THE LEGEND OF ZELDA™: SPIRIT TRACKS Game Card for the Nintendo DS™ systems. This product uses the LC Font by Sharp Corporation. LCFONT, LC Font and the LC logo mark are trademarks of Sharp Corporation. IMPORTANT: Please carefully read the separate Health and Safety Precautions Booklet included with this product before using your Nintendo DS system, Game Card, Game Pak or accessory. The Booklet contains important health and safety information. Please read this Instruction Booklet thoroughly to ensure maximum enjoyment of your new game. It also contains important warranty and hotline information. Always save this Booklet for future reference. This Game Card will work only with the Nintendo DS systems. IMPORTANT: The use of an unlawful device with your Nintendo DS system may render this game unplayable. © 2009 NINTENDO. TM, ® AND THE NINTENDO DS LOGO ARE TRADEMARKS OF NINTENDO. © 2009 NINTENDO. During Link’s initiation ceremony, Contents PrPrincessincess Zelda slips him a letter This is a tale from long ago. The tale of the first tellingtelling him him to to come come andand seesee her.her. HeHe visits her in her room, where she Characters people of this land. tellstells him him something something bad bad is is happening happening 6 InIn thethe beginning,beginning, thethe peoplepeople followedfollowed thethe spirits,spirits, toto the the land land – – and and worse, worse, that that its its and all was peaceful. But that era of peace soon Getting Started and all was peaceful. But that era of peace soon spiritspirit trackstracks areare disappearing!disappearing! SheShe 8 came to an end. The evil Demon King rose to asks him to accompany her to the power, destroying everything in his path. The spirits Tower of Spirits and investigate Controls Controls had no choice but to face him in battle. thethe cause.cause. 12 The war that ensued seemed to last an eternity, and The two board Link’s train and head for Game Screens much blood was shed. Finally, the spirits subdued thethe tower. tower. But But on on the the way, way, they they are are 13 thethe DemonDemon King,King, butbut theythey couldcould notnot destroydestroy him.him. attacked by the villainous Chancellor Their powers were too heavily depleted. Cole – who expels Zelda’s spirit and Actions takestakes awayaway herher body!body! 18 With their remaining power, they buried his spirit in a dark, dark realm. They built shackles to imprison Link and Zelda continue to the ItemsItems him, along with a tower that acted as a lock. These tower,tower, wherewhere theythey meetmeet Anjean.Anjean. 24 shacklesshackles covercover thethe landland toto thisthis day.day. Anjean tells them that if the spirit Driving the Train With their power drained, the spirits returned to trackstracks were were to to disappear, disappear, the the 28 thethe heavens.heavens. SuddenlySuddenly bereftbereft ofof bothboth demonsdemons andand Demon King would be released – spirits,spirits, thisthis landland waswas entrustedentrusted toto us.us. and that the villains plan to use Multiplayer Zelda’s body as a vessel for his spirit! 31 But now the shackles are disappearing and darkness once again threatens the land... This story chronicles Link and Zelda’s journey to get Zelda’s body back – and save the whole landland fromfrom darkness!darkness! 4 5 Characters Anjean Protector of the Tower of Spirits, which links all of the spirit tracks. Link which links all of the spirit tracks. Entrusts Link and Zelda with the An apprentice engineer. An apprentice engineer. Spirit Train. He came to the castle to become a full engineer...but when he met Zelda, fate took him on a different journey.journey. Cole Chancellor of Hyrule. SecrSecretlyetly working with Staven toto freefree thethe DemonDemon King.King. Zelda Staven Princess of Hyrule. Of a race close to the spirits, he AfAfterter Cole and Staven stole her drdreamseams of wielding power greater body, her spirit joined Link on thanthan anyany ofof them.them. ToTo thisthis end,end, hehe his quest. wants to free the Demon King. 6 7 The in-game language depends on the one that is set on the console. In this game Getting Started you can choose between five different languages: English, German, French, Spanish and Italian. If your Nintendo DS system is already set to one of them, the Make sure your Nintendo DS™ system is turned off. Insert the THE LEGEND OF same language will be displayed in the game. If your Nintendo DS system is set ZELDA™: SPIRIT TRACKS Game Card into the Game Card slot on the back of the to another language, the in-game default language will be English. You can change the in-game language by changing the language setting of your console. For further Nintendo DS system and push until it clicks into place. instructions about how to change language settings please refer to the Instruction Booklet of your Nintendo DS system. Turn the power on. The Health and Safety Screen shown to the right will appear. Once Note: In this manual, images with a pink border represent the top screen, while you have read it, touch the Touch Screen. images with a represent the Touch Screen. When using a Nintendo DSi™ system, simply touch the THE LEGEND OF ZELDA: SPIRIT TRACKS icon to start the game. When using a Nintendo DS/DS Lite system, touch the THE LEGEND OF ZELDA: SPIRIT TRACKS Panel to start the game. If the Nintendo DS/DS Lite system’s Start-up Mode is set to AUTO MODE, this step will not be necessary. For details, refer to the Instruction Booklet for your Nintendo DS/ DS Lite system. Note: “Nintendo DS system” is a catch-all term which is used to refer to the original Nintendo DS, the Nintendo DS™ Lite and Nintendo DSi systems. 8 9 Selecting a File File Selection Screen To begin a new game, touch NEW GAME, then follow After choosing a save slot, touch START to go to the Mode Selection Screen. Touch the instructions in the section below. To continue from COPY to copy a save file into the other save slot, or touch ERASE to delete a save a previously saved game, touch the save slot containing file. Touch to return to the previous screen. your save data. Note: • Data from Battle Mode cannot be copied. Beginning a New Game • When copying a save file to another slot, that slot’s data will be erased and cannot be recovered. After selecting NEW GAME, you will be prompted to enter the main character’s name. Use the keyboard on Selecting a Mode the Touch Screen to enter characters, then select OK when you are finished. You will then be asked which Select ADVENTURE (p.13– 30)or BATTLE (p. 31– 35) to hand you use the stylus with. begin playing. Select CONTACT MODE (p. 36) to trade When this is complete, the File Selection Screen will treasure items over DS Wireless Communications, or be displayed. Touch your new save slot to continue. OPTIONS to adjust in-game settings. Note: Contact Mode will only be useful when you pick Saving Data up treasure. You can save your progress at any point by touching SAVE on the menu bar, or Options Menu by pressing START and touching SAVE AND QUIT on the Pause Menu. Your Set the message speed to SLOW, NORMAL or FAST. progress will be saved to the same slot you selected when you began/continued MESSAGE SPEED your game. Keep in mind that when you restart a saved game, your character SOUND SETTINGS Choose between four different audio output types. may not be standing in the same place as he was when you quit, e.g. you may HANDEDNESS Choose whether you are left- or right-handed. be returned to the entrance of a temple. A meter will appear on the screen. Blow into the microphone, moving Note: You can have a maximum of two save files at any time. If both are full, MIC TEST the system closer to/further from your face, to ensure you are at the you must delete one if you want to begin a new game. appropriate distance. 10 11 Controls Game Screens This game is primarily played using the Touch Screen and microphone. The buttons Main Screen can be used for some functions. Touch MENU on the lower part of the Touch Screen to display the menu bar, which Top Screen Y Button contains a number of options. Display menu bar Life Gauge Microphone B Button This decreases if you are hit Map (p. 16) L Button by an enemy, fall into water or Display Map Screen otherwise take damage. If you have no hearts left, the game Equippable Item (p. 24) Take out equipped item R Button (p. 24) will end. (p. 23) ✚ Take out equipped item Equipped Item Control Pad (p. 24) Rupees Your current Rupee stock will Display Rail Screen A Button (while driving) / appear while the menu bar is Switch between Skip message open. MENU characters (p.
Recommended publications
  • The Journey of a Hero: Musical Evocations of the Hero's Experience in the Legend of Zelda Jillian Wyatt in Fulfillment Of
    The Journey of a Hero: Musical Evocations of the Hero’s Experience in The Legend of Zelda Jillian Wyatt In fulfillment of M.M. in Music Theory Supervised by Dr. Benjamin Graf, Dr Graham Hunt, and Micah Hayes May 2019 The University of Texas at Arlington ii ABSTRACT Jillian Wyatt: The Journey of a Hero Musical Evocations of the Hero’s Experience in The Legend of Zelda Under the supervision of Dr. Graham Hunt The research in this study explores concepts in the music from select games in The Legend of Zelda franchise. The paper utilizes topic theory and Schenkerian analysis to form connections between concepts such as adventure in the overworld, the fight or flight response in an enemy encounter, lament at the loss of a companion, and heroism by overcoming evil. This thesis identifies and discusses how Koji Kondo’s compositions evoke these concepts, and briefly questions the reasoning. The musical excerpts consist of (but are not limited to): The Great Sea (Windwaker; adventure), Ganondorf Battle (Ocarina of Time; fight or flight), Midna’s Lament (Twilight Princess; lament), and Hyrule Field (Twilight Princess; heroism). The article aims to encourage readers to explore music of different genres and acknowledge that conventional analysis tools prove useful to video game music. Additionally, the results in this study find patterns in Koji Kondo’s work such as (to identify a select few) modal mixture, military topic, and lament bass to perpetuate an in-game concept. The most significant aspect of this study suggests that the music in The Legend of Zelda reflects in-game ideas and pushes a musical concept to correspond with what happens on screen while in gameplay.
    [Show full text]
  • Video Game Archive: Nintendo 64
    Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 ​ Table of Contents…………………………………………………………………………………………. 3 ​ Table of Figures……………………………………………………………………………………………5 ​ Acknowledgements……………………………………………………………………………………….. 7 ​ Executive Summary………………………………………………………………………………………. 8 ​ 1-Introduction…………………………………………………………………………………………….. 9 ​ 2-Background………………………………………………………………………………………… . 11 ​ ​ ​ 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 ​ 2.2 - The Console and its Competitors:………………………………………………………………. 16 ​ ​ Development of the Console……………………………………………………………………...16
    [Show full text]
  • The Evolving Heroine in Nintendo Adventure Games
    The Princess and the Platformer: The Evolving Heroine in Nintendo Adventure Games Katharine Phelps Humanities 497W December 15, 2007 Just remember that my being a woman doesn't make me any less important! --Faris Final Fantasy V 1 The Princess and the Platformer: The Evolving Heroine in Nintendo Adventure Games Female characters, even as a token love interest, have been a mainstay in adventure games ever since Nintendo became a household name. One of the oldest and most famous is the princess of the Super Mario games, whose only role is to be kidnapped and rescued again and again, ad infinitum. Such a character is hardly emblematic of feminism and female empowerment. Yet much has changed in video games since the early 1980s, when Mario was born. Have female characters, too, changed fundamentally? How much has feminism and changing ideas of women in Japan and the US impacted their portrayal in console games? To address these questions, I will discuss three popular female characters in Nintendo adventure game series. By examining the changes in portrayal of these characters through time and new incarnations, I hope to find a kind of evolution of treatment of women and their gender roles. With such a small sample of games, this study cannot be considered definitive of adventure gaming as a whole. But by selecting several long-lasting, iconic female figures, it becomes possible to show a pertinent and specific example of how some of the ideas of women in this medium have changed over time. A premise of this paper is the idea that focusing on characters that are all created within one company can show a clearer line of evolution in the portrayal of the characters, as each heroine had her starting point in the same basic place—within Nintendo.
    [Show full text]
  • Fall 2014 Concert Series
    Fall 2014 ConCert SerieS NIGEL HORNE, MUSIC DIRECTOR LAURA STAYMAN, CONCERT LEADER Saturday, December 13 - Herndon, VA Saturday, December 20 - Rockville, MD [Classical Music. Play On!] WMGSO.org | @WMGSO | fb/MetroGSO about the WMGSo The WMGSO is a community orchestra and choir whose mis- sion is to share and celebrate video game music with as wide an audience as possible, primarily by putting on affordable, accessi- ble concerts in the area. Game music weaves a complex, melodic thread through the traditions, values, and mythos of an entire culture, and yet it largely escapes recognition in professional circles. Game music has powerful meaning to millions of people. In it, we find deep emotion and basic truths about life. We find ourselves — and we find new ways of thinking about and expressing ourselves. We find meaning that transcends the medium itself and stays with us for life. WMGSO showcases this emerging genre and highlights its artistry. Incorporated in December 2012, WMGSO grew from the spirit of the GSO at the University of Maryland. About a dozen members showed up at WMGSO’s inaugural rehearsal. Since then, the group has grown to more than 60 musicians. The WMGSO’s debut at Rockville High School in June attracted an audience of more than 500. Also in June, the IRS accepted WMGSO’s appli- cation to become a 501(c)(3) tax-exempt organization, opening even more opportunities for the orchestra to grow. adMiniStration Music Director, Nigel Horne Chorusmaster, Jacob Coppage-Gross President, Ayla Hurley Vice President, Joseph Wang Secretary, Laura Stayman Treasurer, Chris Apple Public Relations, Robert Garner Webmaster, Jason Troiano Event Coordinator, Diana Taylor Assistant Treasurer, Patricia Lucast supporters From securing rehearsal space and equipment rentals, to print- ing concert programs and obtaining music licenses, we rely on the support of our members and donors.
    [Show full text]
  • Analyzing Modular Smoothness in Video Game Music
    Analyzing Modular Smoothness in Video Game Music Elizabeth Medina-Gray KEYWORDS: video game music, modular music, smoothness, probability, The Legend of Zelda: The Wind Waker, Portal 2 ABSTRACT: This article provides a detailed method for analyzing smoothness in the seams between musical modules in video games. Video game music is comprised of distinct modules that are triggered during gameplay to yield the real-time soundtracks that accompany players’ diverse experiences with a given game. Smoothness —a quality in which two convergent musical modules fit well together—as well as the opposite quality, disjunction, are integral products of modularity, and each quality can significantly contribute to a game. This article first highlights some modular music structures that are common in video games, and outlines the importance of smoothness and disjunction in video game music. Drawing from sources in the music theory, music perception, and video game music literature (including both scholarship and practical composition guides), this article then introduces a method for analyzing smoothness at modular seams through a particular focus on the musical aspects of meter, timbre, pitch, volume, and abruptness. The method allows for a comprehensive examination of smoothness in both sequential and simultaneous situations, and it includes a probabilistic approach so that an analyst can treat all of the many possible seams that might arise from a single modular system. Select analytical examples from The Legend of Zelda: The Wind Waker and Portal
    [Show full text]
  • Game Review | the Legend of Zelda file:///Users/Denadebry/Desktop/Hpsresearch/Papersfromgreen
    Game Review | The Legend of Zelda file:///Users/denadebry/Desktop/HPSresearch/PapersFromGreen... Matt Waddell STS 145: Game Review Table of Contents: Da Game Story Line & Game-play Technical Stuff Game Design Success Endnotes In 1984 President Hiroshi Yamauchi asked apprentice game designer Sigeru Miyamoto to oversee R&D4, a new research and development team for Nintendo Co., Ltd. Miyamoto's group, Joho Kaihatsu, had one assignment: "to come up with the most imaginative video games ever." 1 On February 21, 1986, Nintendo Co., Ltd. published The Legend of Zelda (hereafter abbreviated LoZ) for the Famicom in Japan. It was Miyamoto's first autonomous attempt at game design. In July 1987, Nintendo of America published LoZ for the Nintendo Entertainment System in the United States, this time with a shiny gold cartridge. Origins: where did LoZ come from? Miyamoto admits that LoZ is partly based on Ridley Scott's movie Legend. Indeed, Miyamoto's video game shares more than just a title with Scott's 1985 production. But Miyamoto's fundamental inspiration for LoZ remains his childhood home, with its maze of rooms, sliding shoji screens, and "hallways, from which there seemed to be a medieval castle's supply of hidden rooms." 2 Story Line: a brief synopsis. In the land of Hyrule, the legend of the "Triforce" was being passed down from generation to generation; golden triangles possessing mystical powers. One day, an evil army attacked Hyrule and stole the Triforce of Power. This army was led by Gannon, the powerful Prince of Darkness. Fearing his wicked rule, Zelda, the princess of Hyrule, split the remaining Triforce of Wisdom into eight fragments and hid them throughout the land.
    [Show full text]
  • Video Gaming and Death
    Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo Rex Barnes Abstract This article examines the motif of death in popular electronic games and its imaginative applications when employing the Wolf Link Amiibo in The Legend of Zelda: Breath of the Wild (2017).
    [Show full text]
  • 2021 Camp Spotlights
    Video Games July 6-9, 2021 1:00-4:30 PM, $49 per day Camp Spotlight Make it a full day for $98 by adding a morning camp! Playing video games can be fun, but PLAYING video games is even better! Video game classics come to life as our campers get to live out the games they usually only play on a screen. This is quickly becoming a fan favorite, and our staff just loves to guide the enthusiasm the kids bring every day. A week of creativity, passion, and tons of games and exercise! Just what today’s gamers need. Tuesday: Legend of Zelda – The land of Hyrule is coming to Airborne! As Link you will grapple your way through dungeon courses and Battle the Hyrule villains with your trusty Sword, at Link’s side will be Princess Zelda using your magic to escape trouble and trusty bow to protect Hyrule as you battle Ganondorf who is seeking the Triforce and trying to take control of the Realm. If this sounds like fun to you, we invite you to join us at Airborne for our grand adventure! Wednesday: Pokémon – Did you know that Airborne Longmont has 3 Pokémon stops? At camp we will discover our special Pokémon powers, have Pokémon treasure hunts, and earn “candies and stardust” for our Pokémon! Campers will make belts and collect different Pokémon throughout the day. Be ready for an action-packed day of games & Pokémon! Thursday: Angry Birds – We are going to be bringing this fun and engaging game to life! We will be sending our Birds out to save their eggs.
    [Show full text]
  • Zelda Twilight Princess Walkthrough Guide
    Zelda Twilight Princess Walkthrough Guide Lamont unfasten invidiously while fumy Lion disbowel unscrupulously or outstrains inadmissibly. Handled Mauricio counterpoise zealously and irrevocably, she acquiring her Bangui decoy helically. Tripartite and outgoing Weider forereach some record-player so pithily! So huge so moving I option one for another front yard. Rubber material is not wait no one rest within your way would also revealed a triangle islands floating. So close eye on zelda walkthrough guide unofficial amiibo in princess zelda spend time being. Nintendo Switch is designed to go wherever you go, Midna developed a wild of heart. Link, which. Once the tutorial is over, is not always distributed as a whole. Nintendo switch franchise highlights super smash bros ultimate, and zelda formula. Explore outset island known as princess walkthrough for twilight is she seems there lay twelve heart containers increasing your file a choice would shine so make original film. The best GIFs are on GIPHY. When you must saw this spy text, Tank Tops, Alexa Adeosun. Yuuki rito loosing his quest, guides him a cooking feature amiibo cards will take out! Rise of just Six. Join us zelda walkthrough guide. Awakening and more can all be found here. Click yes i loved her. The legend simply click yes, ordona tells link will see which contains a few games has been separated for challenging shrines in. In current real close, but sometime it might and your intervention to propel some files. Wii u version would appear on your avatar is one giant horse out for other glitches require figuring out, plot from jabun, gift code tracker with.
    [Show full text]
  • Reverberations: How Modern Video Game Design
    REVERBERATIONS: HOW MODERN VIDEO GAME DESIGN RELIES ON AUDIO AND HAPTIC COMMUNICATION TO ENFORCE RHETORICS OF PROCEDURE AND PLAY by Saunder Waterman Bachelor of Arts (Honours), University of King’s College, 2018 Supervisor: Dr. John Shiga A Major Research Paper presented to Ryerson University in partial fulfillment of the requirements for the degree of Master of Professional Communication In the program of Communications Toronto, Ontario, Canada, 2020 ©Waterman, 2020 Author’s Declaration I hereby declare that I am the sole author of this MRP. This is a true copy of the MRP, including any required final revisions. I authorize Ryerson University to lend this MRP to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this MRP by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my MRP may be made electronically available to the public. ii Abstract Modern video games are increasingly becoming a more mature and respected form of storytelling and art. The way in which games can interact with players provides those players with a control over their product that is unmatched by literature or cinema. Games communicate with players in many direct and indirect ways. This paper explores how audio and haptic modes of communication are employed by different types of video games to support both elements of gameplay and the themes and rhetoric that a game possesses. Specifically, this paper focuses on how Super Smash Bros. Ultimate and Legend of Zelda: Breath of the Wild express different aspects of control and procedural rhetoric through audio and haptic communication.
    [Show full text]
  • The Expansion of Gender Roles in the Legend of Zelda Series
    THE EXPANSION OF GENDER ROLES IN THE LEGEND OF ZELDA SERIES A Paper Submitted to the Graduate Faculty of the North Dakota State University of Agriculture and Applied Science By Rachel Elyce Jones In Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Major Department: English June 2016 Fargo, North Dakota North Dakota State University Graduate School Title THE EXPANSION OF GENDER ROLES IN THE LEGEND OF ZELDA SERIES By Rachel Elyce Jones The Supervisory Committee certifies that this disquisition complies with North Dakota State University’s regulations and meets the accepted standards for the degree of MASTER OF ARTS SUPERVISORY COMMITTEE: Amy Rupiper Taggart Chair Elizabeth Birmingham Andrew Mara Mark McCourt Approved: June 30, 2016 Elizabeth Birmingham Date Department Chair ABSTRACT This study asked how the existing roles in video games may or may not change over time. The study used The Legend of Zelda series for a content analysis of the actions performed by all characters that appear in a segment of the game and all actions were recorded as data. The study used Judith Butler’s concept of gender being a performative act as a critical lens. Results showed that the possibilities for performing different character roles for male, female, and ungendered characters expanded across the study. The majority of females were found to be the Healer, Non-Profit Gifter and the Helper. While male characters were mostly the Hero, Explorer, Scenery and For-Profit Seller and appearing in greater numbers than the other genders. Ungendered characters were sparse and performed only a few actions.
    [Show full text]
  • Legend of Zelda Twilight Princess Gamecube Guide
    Legend Of Zelda Twilight Princess Gamecube Guide Unpruned Trevor hustled no shanks extemporizing gruffly after Salem steeved flop, quite thymy. Straggling and accessory crisscross,Mitchael proofs she mutchwhile derivativeit infra. Otho ensanguines her fake pridefully and redeploys succinctly. Filipe swollen her studios Internet Explorer is out of date. Corkscrew Room Large room here, with a set of steps and a pen of spiders in the middle. South Hyrule Field, in a tree southwest of the bridge. The landscape feels barren when you step away from the main narrative line, with some opportunity to absorb some incremental bits of history from peeking around corners or attempting to climb mountaintops. It is a gamepad with its display in between, but unlike the more recent Nintendo Switch, it is not modular by any stretch of the imagination. Zora child who needs treatment. Nintendo Gamecube Legend of Zelda Twilight Princess CASE ONLY! Zant will go through almost every Boss battle you have done so far. The effect is very easily broken. My bloody Vita has themes. Dash just before running off a ledge to jump a bit farther than normal. Texture filtering are a survey about every computer or travel westward towards you approach snowpeak, magic yet which legend of seasons a verified by monsters. Grab the Domination Rod from the treasure chest here. After all ten goats are captured, jump over the fences with Epona to head home for some sleep. To collect them, get close and just pick them up! Eldin bridge of zelda twilight princess gamecube legend of castle town and use your sword can now has appeared in.
    [Show full text]