Question: In what year did the publisher of Picopict reveal the start of development on what would become Twilight Princess?

full_context: Document 1: Super Nintendo Entertainment System: While other companies were moving on to 32-bit systems, Rare and Nintendo proved that the SNES was still a strong contender in the market. In November 1994, Rare released Donkey Kong Country, a platform game featuring 3D models and textures pre-rendered on SGI workstations. With its detailed graphics, fluid animation and high-quality music, Donkey Kong Country rivaled the aesthetic quality of games that were being released on newer 32-bit CD-based consoles. In the last 45 days of 1994, the game sold 6.1 million units, making it the fastest-selling video game in history to that date. This game sent a message that early 32-bit systems had little to offer over the SNES, and helped make way for the more advanced consoles on the horizon.
Document 2: Warlocked: Warlocked is a real-time strategy video game developed by Bits Studios and published by Nintendo for the Game Boy Color. Critical reception towards the game was positive, it received a score of 86% on review aggregation website GameRankings. IGN named the game as the Best Game Boy Strategy game of 2000, and would later list the game as one they would like to see on a hypothetical Virtual Console platform for the Nintendo DSi, owing partially due to its real-time strategy interface. A sequel to the game, titled "Wizards", was in development for the Game Boy Advance, but was cancelled due to the lack of a publisher.
Document 3: Dance Dance Revolution: "Dance Dance Revolution" has been met with critical acclaim for its originality and stamina in the video game market. There have been dozens of arcade-based releases across several countries and hundreds of home video game console releases, promoting a music library of original songs produced by Konami's in-house artists and an eclectic set of licensed music from many different genres. The "DDR" series has inspired similar games such as "Pump it Up" by Andamiro and "In the Groove" by Roxor Games. The series' current version is "Dance Dance Revolution A20", released in 2019.
Document 4: The Legend of Zelda: Twilight Princess: A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.
Document 5: The Legend of Zelda: Twilight Princess: Aonuma had anticipated creating a Zelda game for what would later be called the Wii, but had assumed that he would need to complete Twilight Princess first. His team began work developing a pointing-based interface for the bow and arrow, and Aonuma found that aiming directly at the screen gave the game a new feel, just like the DS control scheme for Phantom Hourglass. Aonuma felt confident this was the only way to proceed, but worried about consumers who had been anticipating a GameCube release. Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer. Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to wait for the finished product. Aonuma then started working on both versions in parallel.[o]
Document 6: The Legend of Zelda: Twilight Princess: Twilight Princess received the awards for Best Artistic Design, Best Original Score, and Best Use of Sound from IGN for its GameCube version. Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics and Best Story. Twilight Princess received Game of the Year awards from GameTrailers, 1UP.com, Electronic Gaming Monthly, Game Informer, Games Radar, GameSpy, Spacey Awards, X-Play and Nintendo Power. It was also given awards for Best Adventure Game from the Game Critics Awards, X-Play, IGN, GameTrailers, 1UP.com, and Nintendo Power. The game was considered the Best Console Game by the Game Critics Awards and GameSpy. The game placed 16th in Official Nintendo Magazine's list of the 100 Greatest Nintendo Games of All Time. IGN ranked the game as the 4th-best Wii game. Nintendo Power ranked the game as the third-best game to be released on a Nintendo system in the 2000s decade.
Document 7: The Legend of Zelda: Twilight Princess: At the time of its release, Twilight Princess was considered the greatest entry in the Zelda series by many critics, including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN, and The Washington Post. It received several Game of the Year awards, and was the most critically acclaimed game of 2006. In 2011, the Wii version was rereleased under the Nintendo Selects label. A high-definition port for the Wii U, The Legend of Zelda: Twilight Princess HD, will be released in March 2016.
Document 8: The Legend of Zelda: Twilight Princess: The Legend of Zelda: Twilight Princess (Japanese: ゼルダの伝説 トワイライトプリンセス, Hepburn: Zeruda no Densetsu: Towairaito Purinsesu?) is an action-adventure game developed and published by Nintendo for the GameCube and Wii home video game consoles. It is the thirteenth installment in the The Legend of Zelda series. Originally planned for release on the GameCube in November 2005, Twilight Princess was delayed by Nintendo to allow its developers to refine the game, add more content, and port it to the Wii. The Wii version was released alongside the console in North America in November 2006, and in Japan, Europe, and Australia the following month. The GameCube version was released worldwide in December 2006.[b]
Document 9: Mighty Flip Champs!: Mighty Flip Champs! is a puzzle platform video game, developed and published by WayForward Technologies for the Nintendo DSi's DSiWare digital download service. It was first announced on March 9, 2009, and was released on June 1, 2009 in North America and on November 27, 2009 in the PAL regions. The developers took inspiration from multiple sources, including the video games "Wendy: Every Witch Way" and "". In it, players control Alta, a girl who has to reach a fishman by flipping between areas until she can reach him. Since its release, "Mighty Flip Champs!" has received all-around positive reception. It holds an aggregate score of 83/100 and 83.50% from Metacritic and GameRankings respectively, while also being called one of the best video games for the DSiWare service. It is the first game in the "Mighty" series, and is followed by "Mighty Milky Way", "Mighty Switch Force!", and "Mighty Switch Force! 2".
Document 10: The Legend of Zelda: Breath of the Wild: Similarly to the original Legend of Zelda (1986), players are given little instruction and can explore the open world freely. Tasks include collecting multipurpose items to aid in objectives or solving puzzles and side quests for rewards. Breath of the Wild's world is unstructured and designed to reward experimentation, and the story can be completed in a nonlinear fashion. Development of Breath of the Wild lasted five years. Wanting to reinvent the series, Nintendo introduced elements such as a detailed physics engine, high - definition visuals, and voice acting. Monolith Soft assisted in designing landscapes. The game was planned for release in 2015 as a Wii U exclusive, but was delayed twice due to problems with the physics engine. Released on March 3, 2017, Breath of the Wild was a launch game for Switch and the final Nintendo game for Wii U. Two downloadable content packs were released later in 2017.
Document 11: The Legend of Zelda: Twilight Princess: In 2003, Nintendo announced that a new The Legend of Zelda game was in the works for the GameCube by the same team that had created the cel-shaded The Wind Waker. At the following year's Game Developers Conference, director Eiji Aonuma unintentionally revealed that the game's sequel was in development under the working title The Wind Waker 2; it was set to use a similar graphical style to that of its predecessor. Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because its cartoon appearance created the impression that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to producer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market. Miyamoto, hesitant about solely changing the game's presentation, suggested the team's focus should instead be on coming up with gameplay innovations. He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l]
Document 12: The Legend of Zelda: Twilight Princess: In four months, Aonuma's team managed to present realistic horseback riding,[l] which Nintendo later revealed to the public with a trailer at Electronic Entertainment Expo 2004. The game was scheduled to be released the next year, and was no longer a follow-up to The Wind Waker; a true sequel to it was released for the Nintendo DS in 2007, in the form of Phantom Hourglass. Miyamoto explained in interviews that the graphical style was chosen to satisfy demand, and that it better fit the theme of an older incarnation of Link. The game runs on a modified The Wind Waker engine.
Document 13: Wii: The console was conceived in 2001, as the Nintendo GameCube was first released. According to an interview with Nintendo game designer Shigeru Miyamoto, the concept involved focusing on a new form of player interaction. "The consensus was that power isn't everything for a console. Too many powerful consoles can't coexist. It's like having only ferocious dinosaurs. They might fight and hasten their own extinction."In 2003, game engineers and designers were brought together to develop the concept further. By 2005 the controller interface had taken form, but a public showing at that year's Electronic Entertainment Expo (E3) was canceled. Miyamoto stated that the company "had some troubleshooting to do. So we decided not to reveal the controller and instead we displayed just the console." Nintendo president Satoru Iwata later unveiled and demonstrated the Wii Remote at the September Tokyo Game Show.The Nintendo DS is said to have influenced the Wii's design. Designer Ken'ichiro Ashida noted, "We had the DS on our minds as we worked on the Wii. We thought about copying the DS's touch-panel interface and even came up with a prototype." The idea was eventually rejected because of the notion that the two gaming systems would be identical. Miyamoto also stated, "[...] if the DS had flopped, we might have taken the Wii back to the drawing board." In June 2011 Nintendo unveiled the prototype of its successor to the Wii, to be known as the Wii U.
Document 14: IPod: iPods have won several awards ranging from engineering excellence,[not in citation given] to most innovative audio product, to fourth best computer product of 2006. iPods often receive favorable reviews; scoring on looks, clean design, and ease of use. PC World says that iPod line has "altered the landscape for portable audio players". Several industries are modifying their products to work better with both the iPod line and the AAC audio format. Examples include CD copy-protection schemes, and mobile phones, such as phones from Sony Ericsson and Nokia, which play AAC files rather than WMA.
Document 15: Picopict: "Picopict" was an anticipated release due to its presentation. Since its release, "Picopict" has received a very positive reception from publications such as IGN, GameSpy, and writer Stephen Totilo. It was nominated for best DS puzzle game of the year from IGN and won best DSiWare game of the year from Nintendo Life. It had critics, including Pocket Gamer and GameSpot, the latter finding it too difficult and imprecise. A fellow developer of downloadable video games, Gaijin Games, praised it for its gameplay and presentation. It received some attention in sales, appearing on the DSiWare's top 20 best-selling games chart for several weeks following its release, peaking at 10. It has been compared to "Tetris" by several people, though UGO's Paul Furfari bemoaned such a comparison, saying that its presentation set it apart.
ground_truth: 2003
sub_queries: Picopict >> publisher Answer: Nintendo
In what year did Nintendo reveal the start of development on what would become Twilight Princess? Answer: 2003