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Microsoft Points are a digital currency issued by Microsoft for use on its Xbox and Zune product lines. Microsoft Points are known as the currency of the Xbox Live marketplace all over the globe. This time, you wouldn't project yourself into the screen to fill Link's boots; he would reach out and pull you in.

For some who'd grown up with the games, this infantile hero was an unpleasant shock to their self-image. A decade later - playing The Wind Waker in this beautiful new Wii U version - he seems like the best thing about the game, and my favourite of all the Links. He just bursts off the screen. He's impish, irascible and sneaky as well as being courageous - and he misses his grandma.

He has a child's magnetism, unfiltered, pure. You still can't quite call him a great character, but he's one of the all-time great avatars.

We were all kids once, after all. The game he stars in also stands up wonderfully. It's a delight: a brisk and manageable game, shorter and lighter on its feet than the last two home console Zeldas, Twilight Princess and Skyward Sword.

An efficient prologue wastes no time teaching you a few basics and dispatching Link on a seafaring adventure, first with a motley crew of pirates led by a sassy pint-pot called Tetra, and very soon after aboard his own talking sailboat, the King of Red Lions. Boats, trains and Octoroks Though the next home console Zelda, Twilight Princess, retreated completely from Wind Waker's youthful energy and cartoon style, its legacy and its plotline was continued in two superb DS adventures: Phantom Hourglass and Spirit Tracks.

These blended Wind Waker's look and structure with a top-down camera and clever touch-screen controls to great effect. Phantom Hourglass, in which Link sailed a paddle-steamer on familiar seas, was something of a retread, but Spirit Tracks irresistibly turned Hyrule into a choo-choo train set.

Also giving Princess Zelda her most prominent role in any of the games, Spirit Tracks is a real charmer. If you know Zelda, you will know what to expect from what follows.

There's a town populated with colourful characters with a dozen little threads of domestic drama to stick your nose into, some funny, some curious, some mildly satirical or sad. There's an epic quest for a number of magical doodads, each found in an intricately designed dungeon of traps and puzzles and boss fights where the real treasure is some exciting new tool that can unlock secrets: a boomerang, a mirror shield, a grappling hook.

And there are many more diversions besides: mini-games, riddles, mysterious caverns and combat arenas can be found on the small islands dotted across the wide sea, and there's treasure to be salvaged from its depths. The story is a basic save-the-princess archetype, serving as a simple frame for an adventure that's more schematic than thematic. Yet The Wind Waker does manage a few arresting scenes and memorable characters - and it has a nuanced relationship with the Zelda formula.

This is one of few Zelda games to explicitly acknowledge the events of another; hundreds of years previously, its waterlogged world was the Hyrule of Ocarina of Time. Halfway through the game, the two are tied together in an unforgettable, symbolic scene that enriches everything after it. The game's ebullient tone - far from the elegiac mood of Ocarina - takes on some subtle shading at this point.



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