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.

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

Wii Remote Calibration
The Wii Remote will easily lose calibration during swordplay and other rapid movements. There is no true fix for this, but pressing Down on the Wii Remote's Dpad while pointing at the sensor bar will quickly calibrate it (preferably in a menu, but calling Fi will fix it as well). The Toshiba Stack and the DolphinBar are capable of correcting for this error faster thanks to superior bluetooth, but they still get out of sync during heavy movement. Loading a save state while using the Wii Remote's accelerometer/IR functions (e.g. saving a state while flying with the Beetle and loading it) will also cause this. See.

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

OpenGL Horizontal Black Line
Thin (1px) black line appears when the Internal Resolution is set to Auto (Window Size) in OpenGL backend, Direct3D 11 and 12, appearing above the lower right quadrant of the screen. Use a D3D11/12, or OpenGL with other Internal Resolutions to avoid this problem. The problem is inherent to the hackish nature of fractional scaling and is unlikely to be fixed. See.

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