nephalim said:
Depth problems: most obvious example: the water going through the bottom of the boat
I think you're equating "3D graphics depth" with "water depth." :flowers:
What you're talking about is a clipping problem, not depth. Water that goes "through" the boat should instead flatten out under it, or something along those lines... but that isn't easy with GCN's fixed-function transforms.
It's a shame; GCN's one real shortcoming compared to both PS2 and Xbox is no programmable vertex shader. Oh well...
I don't believe you that you can do the canon mini-game in 5 shots (no offense intended.)
My stepdad doesn't believe it either, and he's watched me do it. :satisfied
That said, even though "total guesswork" might have been slightly innapropriate, it's simply bad gameplay - as were the other examples I gave in that part. That's just one small piece of the whole. Not being able to sail and fight (at the same time) is the most major gripe.
Yes, having the sail as an item and thus having to get rid of it while fighting is a pain, but fights out at sea do tend to be quick (boomerang, anyone?

)
Remove sail and hold R? That's your solution to having to change the wind constantly? First of all, you CRAWL, and section of all, while that may save you from changing the wind for every tiny thing, it's still quite annoying, and I imagine doing that often would make the crawl you travel at just as annoying.
True, coasting is slow, but you get my point.
And if you miss the island that badly, you really need to practice closing your sail... :saint:
EDIT: Oh, and you CAN sail "against the wind", but you have to zig-zag. Just like with a real sailboat. :happy: Except that in TWW you have to turn much harder than a real boat would have to... oh well. Just turn your boat so you're perpendicular to the wind; you'll get a burst of speed, then you turn toward the wind again and you'll maintain your speed long enough to turn the other way, perpendicular again.
Well, anyway, we've already taken this way too far :flowers: but whatever. I agree on the terribly implemented sea though...