Question: Where does Link depart from at the end of the game?

Answer: Ordon Village

Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. <hl> Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown. <hl>

Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving <hl> Ordon Village <hl> heading to parts unknown.


Question: Which character helps Link get Ganondorf off of his horse?

Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.

Answer: Zelda

<hl> Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. <hl> However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.

Ganondorf then revives, and Midna teleports Link and <hl> Zelda <hl> outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.


Question: To what part of his body does Link deliver the killing blow to Ganondorf?

Answer: chest

Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. <hl> Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest . <hl> With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.

Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his <hl> chest <hl>. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.

Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his <hl> chest <hl> .


Question: Who resurrects Midna after the fight with Ganondorf?

Answer: Light Spirits

Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. <hl> Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits , Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. <hl> With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.

Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback, and, assisted by Zelda and the <hl> Light Spirits <hl>, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.

Ganondorf engages Link on horseback, and, assisted by Zelda and the <hl> Light Spirits <hl> , Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest.


Question: Who does Midna teleport?

Answer: Link and Zelda

<hl> Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. <hl> However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.

Ganondorf then revives, and Midna teleports <hl> Link and Zelda <hl> outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.


Question: What does Ganondorf crush?

Answer: Midna's helmet

Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. <hl> However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet . <hl> Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.

Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes <hl> Midna's helmet <hl>. Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.

However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes <hl> Midna's helmet <hl> .


Question: What does Midna destroy?

Answer: Mirror of Twilight

Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. <hl> After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. <hl> Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.

Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the <hl> Mirror of Twilight <hl> with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.


Question: In what year did Nintendo reveal the start of development on what would become 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]

Answer: 2003

<hl> 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. <hl> 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]

In <hl> 2003 <hl>, 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]

In <hl> 2003 <hl> , 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.


Question: At what event was a potential follow-up to The Wind Waker mentioned?

Answer: Game Developers Conference

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. <hl> 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. <hl> 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]

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 <hl> Game Developers Conference <hl>, 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]

At the following year's <hl> Game Developers Conference <hl> , 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.


Question: What region of the world did Nintendo want to design the next Legend of Zelda game for?

Answer: North American

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. <hl> 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. <hl> 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]

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 <hl> North American <hl> 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]


Question: What was one feature that could not be implemented in Ocarina of Time?

Answer: horseback combat

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. <hl> He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat .[l] <hl>

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 <hl> horseback combat <hl>.[l]

He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly <hl> horseback combat <hl> .[l]


Question: What year did Nintendo announce a new Legend of Zelda was in the works for Gamecube?

Answer: 2003

<hl> 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. <hl> 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]

In <hl> 2003 <hl>, 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]

In <hl> 2003 <hl> , 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.


Question: Who was the director that unintentionally announced a Zelda game was in the works?

Answer: Eiji Aonuma

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. <hl> 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. <hl> 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]

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 <hl> Eiji Aonuma <hl> 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]


Question: What was the specific area of gameplay that had not been done in Ocarina of Time?

Answer: horseback combat

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. <hl> He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat .[l] <hl>

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 <hl> horseback combat <hl>.[l]

He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly <hl> horseback combat <hl> .[l]


Question: How long did it take to implement riding horses in a believable manner?

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.

Answer: four

<hl> 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. <hl> 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.

In <hl> four <hl> 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.


Question: Where did Nintendo preview the horseback riding feature?

Answer: Electronic Entertainment Expo 2004

<hl> 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 . <hl> 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.

In four months, Aonuma's team managed to present realistic horseback riding,[l] which Nintendo later revealed to the public with a trailer at <hl> Electronic Entertainment Expo 2004 <hl>. 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.

In four months, Aonuma's team managed to present realistic horseback riding,[l] which Nintendo later revealed to the public with a trailer at <hl> Electronic Entertainment Expo 2004 <hl> .


Question: What console was home to the sequel for The Wind Waker?

Answer: Nintendo DS

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. <hl> 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. <hl> 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.

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 <hl> Nintendo DS <hl> 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.


Question: What was the name of the second Wind Waker game?

Answer: Phantom Hourglass

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. <hl> 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 . <hl> 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.

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 <hl> Phantom Hourglass <hl>. 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.

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 <hl> Phantom Hourglass <hl> .


Question: When did the company release a trailer of the horseback riding aspect?

Answer: 2004

<hl> 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 . <hl> 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.

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 <hl> 2004 <hl>. 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.

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 <hl> 2004 <hl> .


Question: What does Link morph into in A Link to the Past?

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n]

Answer: rabbit

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. <hl> It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. <hl> Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n]

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a <hl> rabbit <hl> in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n]


Question: Aonuma left the Twilight Princess development team to work on which other game?

Answer: The Minish Cap

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. <hl> Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance. <hl> When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n]

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Aonuma left his team working on the new idea while he directed <hl> The Minish Cap <hl> for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n]


Question: What was the working name for the Wii prior to release?

Answer: Revolution

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. <hl> At the same time, the Wii was under development with the code name " Revolution ". <hl> Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n]

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "<hl> Revolution <hl>". Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n]

At the same time, the Wii was under development with the code name " <hl> Revolution <hl> ".


Question: Who proposed that the Wii Remote be used in the control scheme for Twilight Princess?

Answer: Miyamoto

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". <hl> Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n] <hl>

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". <hl> Miyamoto <hl> thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n]


Question: Who created the script for the story scenes?

Answer: Mitsuhiro Takano

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. <hl> It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. <hl> Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n]

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers <hl> Mitsuhiro Takano <hl> and Aya Kyogoku. Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n]


Question: What device seemed well-suited for Link's arrow shooting ability?

Answer: Wii Remote

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". <hl> Miyamoto thought that the Revolution's pointing device, the Wii Remote , was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n] <hl>

Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". Miyamoto thought that the Revolution's pointing device, the <hl> Wii Remote <hl>, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n]

Miyamoto thought that the Revolution's pointing device, the <hl> Wii Remote <hl> , was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it.[n]


Question: What kind of interface was used for in-game archery?

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]

Answer: pointing-based

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 <hl> 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. <hl> 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]

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 <hl> pointing-based <hl> 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]


Question: What was the originally-planned launch year for Twilight Princess?

Answer: 2005

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. <hl> Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer. <hl> 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]

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 <hl> 2005 <hl> 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]


Question: Which Nintendo employee was confident in the potential of developing two versions of Twilight Princess?

Answer: Satoru Iwata

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. <hl> Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to wait for the finished product. <hl> Aonuma then started working on both versions in parallel.[o]

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. <hl> Satoru Iwata <hl> 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]


Question: What was the original release date for Gamecube?

Answer: 2005

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. <hl> Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer. <hl> 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]

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 <hl> 2005 <hl> 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]


Question: What console boasted compatibility with the Wii?

Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess. They also announced that Zelda would appear on the Wii (then codenamed "Revolution"), but it was not clear to the media if this meant Twilight Princess or a different game.

Answer: GameCube

<hl> Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess. <hl> They also announced that Zelda would appear on the Wii (then codenamed "Revolution"), but it was not clear to the media if this meant Twilight Princess or a different game.

Transferring <hl> GameCube <hl> development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess. They also announced that Zelda would appear on the Wii (then codenamed "Revolution"), but it was not clear to the media if this meant Twilight Princess or a different game.


Question: Where did Nintendo provide a limited number of Twilight Princess previews?

Answer: E3 2005

<hl> Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At E3 2005 , Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess. <hl> They also announced that Zelda would appear on the Wii (then codenamed "Revolution"), but it was not clear to the media if this meant Twilight Princess or a different game.

Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At <hl> E3 2005 <hl>, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess. They also announced that Zelda would appear on the Wii (then codenamed "Revolution"), but it was not clear to the media if this meant Twilight Princess or a different game.

Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At <hl> E3 2005 <hl> , Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess.


Question: At E3 in 2005, what console did Nintendo reveal the next Zelda game would be developed for?

Answer: Wii

<hl> Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess. <hl> They also announced that Zelda would appear on the Wii (then codenamed "Revolution"), but it was not clear to the media if this meant Twilight Princess or a different game.

Transferring GameCube development to the <hl> Wii <hl> was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess. They also announced that Zelda would appear on the Wii (then codenamed "Revolution"), but it was not clear to the media if this meant Twilight Princess or a different game.


Question: When did Nintendo announce Zelda would appear on the Wii?

Answer: At E3 2005

<hl> Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At E3 2005 , Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess. <hl> They also announced that Zelda would appear on the Wii (then codenamed "Revolution"), but it was not clear to the media if this meant Twilight Princess or a different game.

Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] <hl> At E3 2005 <hl>, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess. They also announced that Zelda would appear on the Wii (then codenamed "Revolution"), but it was not clear to the media if this meant Twilight Princess or a different game.

Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] <hl> At E3 2005 <hl> , Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess.


Question: What kind of movement interfaced with the sword in Twilight Princess?

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.

Answer: swinging gesture

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. <hl> A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. <hl> When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a <hl> swinging gesture <hl> to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.


Question: Who provided information about the game's controls in December of 2005?

Answer: NGC Magazine

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. <hl> When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. <hl> Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication <hl> NGC Magazine <hl> claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.


Question: What ended up not being supported in the GameCube version of Twilight Princess?

Answer: Wii controller

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. <hl> However, support for the Wii controller did not make it into the GameCube release. <hl> At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the <hl> Wii controller <hl> did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.


Question: In what year did Nintendo reveal that the two different releases of Twilight Princess were planned for launch at the same time as the Wii?

Answer: 2006

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. <hl> At E3 2006 , Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii. <hl>

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 <hl> 2006 <hl>, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.

At E3 <hl> 2006 <hl> , Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.


Question: How long was the GameCube version of Twilight Princess delayed?

Answer: a month

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] <hl> Later, the GameCube release was pushed back to a month after the launch of the Wii. <hl>

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to <hl> a month <hl> after the launch of the Wii.


Question: What magazine mentioned players would be able to use the Revolution controller?

Answer: NGC Magazine

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. <hl> When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. <hl> Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication <hl> NGC Magazine <hl> claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.


Question: When did Nintendo announce both versions of Twilight Princess would be available at the Wii launch?

Answer: E3 2006

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. <hl> At E3 2006 , Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii. <hl>

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At <hl> E3 2006 <hl>, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.

At <hl> E3 2006 <hl> , Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.


Question: What did early users find hard to use about the game?

Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t]

Answer: control scheme

<hl> Nintendo staff members reported that demo users complained about the difficulty of the control scheme . <hl> Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t]

Nintendo staff members reported that demo users complained about the difficulty of the <hl> control scheme <hl>. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t]

Nintendo staff members reported that demo users complained about the difficulty of the <hl> control scheme <hl> .


Question: Using items in the game took over the controls used for what weapon?

Answer: sword

Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] <hl> In addition, the new item system required use of the button that had previously been used for the sword . <hl> To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t]

Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the <hl> sword <hl>. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t]

In addition, the new item system required use of the button that had previously been used for the <hl> sword <hl> .