The Legend of Zelda: Skyward Sword

The Legend of Zelda: Skyward Sword (ゼルダの伝説 スカイウォードソード, Zeruda no Densetsu: Sukaiwōdo Sōdo) is an action-adventure game for the Wii console and the sixteenth entry in the Legend of Zelda series. Nearly 5 years in development, the Skyward Sword departs from many of the traditional Zelda norms, featuring new controls, a new art style, and formula differences. Skyward Sword requires either the Wii MotionPlus add on or a Wii Remote Plus.

Skyward Sword heavily integrates the use of the Wii MotionPlus; swordplay, for instance, is integrated with the controller to a point where the player has one-to-one motion control over Link's sword and its attack directions. In contrast to earlier installments, battles do not focus solely on timing attacks, but also on their target, such as the direction in which enemies are hit. This also allows for the sword to be integrated into puzzles to a greater extent than in previous titles.

Problems
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Map Colors
The map is rendered with fewer colored subsections than it should have. Refer.

Wii Remote Calibration
During sword strikes or other rapid successive movements, the Wii Remote may lose calibration. This can happen even on console, and to help alleviate this the game has a built in automatic calibration whenever it sees the sensor bar, as well as a built in manual calibration feature: press Down on the Wii Remote's Dpad while pointing at the sensor bar will calibrate it anywhere instantly (preferably in a menu, but calling Fi will fix it as well). Use these features during play any time the motion controls become desynced.

Unfortunately Emulated Bluetooth exhibits this behavior worse than console, making it desync more regularly. Bluetooth Passthrough however behaves the same as console, and is recommend if you are having trouble with this issue.

Banding
Banding may be present in shading on characters and surroundings. To fix it, turn on Force Texture Filtering.

Pellets/Arrows Aim
Enabling Skip EFB Access from CPU can prevent you from aiming properly.

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Horizontal Black Line /w Non-Integral Internal Resolution
A thin (1px) black line appears when the Internal Resolution is set to Auto (Window Size) in the OpenGL, Direct3D 11 and 12 backends, appearing above the lower right quadrant of the screen. Use other Internal Resolution settings to avoid this problem, which is inherent to the hackish nature of fractional scaling and is unlikely to be fixed. See.