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The Legend of Zelda - Early OOT

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Whether Link is walking, standing around, or fighting evil-doers, he will be animated. Lifelike animation is one of the main methods for creating a realistic environment. The use of separate light sources produces realistic effects like the shadows shown in the screens above. Transparency effects create realistic water. When you combine this with appropriate sound effects, the impression is magical. Miyamoto: "In addition Sometimes you don't want a scene fully lit. The use of to the special camera system, we try to convey emotions using shadows conveys the idea of drama and danger Mr. Miyamoto admits to getting many ideas or settings from watching movies evocative music and sound effects." 012 ナビ 20 Behind the Screens At a reported 256 megabits, Zelda 64 will be the largest game for the N64, doubling the largest current game on the market. Size alone may not mean much, except that Miyamoto's games are known for stuffing in quality, and every increase in size has also meant an increase in innovation and fun. Zelda 64 will also benefit from all the advances made over the past year in N64 game design. As a second or third generation game, Zelda 64 should exhibit some of the most stunning 3-D graphics ever seen. Our 100 shots demonstrate the level of detail if not the fluid animation, but we' ve also seen spectacular video sequences taken from the game that promise a dynamic and realistic gaming experience, Perhaps the most signifi- cant fact is that Mr. Miyamoto himselí has been spending most of his time over the past six months on this title, and he never lets one of his projects out of the studio until it's a masterpiece. 700 Link makes use of more item buttons than ever before. Here, as Kid Link, he plays the ocarina n C Button. NINTENDO POWER

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