romikgosai/squad_modified_2 huggingface dataset:
After gaining the Master Sword, Link is cleansed of the magic that kept him in wolf form, obtaining the Shadow Crystal. Now able to use it to switch between both forms at will, Link is led by Midna to the Mirror of Twilight located deep within the Gerudo Desert, the only known gateway between the Twilight Realm and Hyrule. However, they discover that the mirror is broken. The Sages there explain that Zant tried to destroy it, but he was only able to shatter it into fragments; only the true ruler of the Twili can completely destroy the Mirror of Twilight. They also reveal that they used it a century ago to banish Ganondorf, the Gerudo leader who attempted to steal the Triforce, to the Twilight Realm when executing him failed. Assisted by an underground resistance group they meet in Castle Town, Link and Midna set out to retrieve the missing shards of the Mirror, defeating those they infected. Once the portal has been restored, Midna is revealed to be the true ruler of the Twilight Realm, usurped by Zant when he cursed her into her current form. Confronting Zant, Link and Midna learn that Zant's coup was made possible when he forged a pact with Ganondorf, who asked for Zant's assistance in conquering Hyrule. After Link defeats Zant, Midna recovers the Fused Shadows, but destroys Zant after learning that only Ganondorf's death can release her from her curse. Returning to Hyrule, Link and Midna find Ganondorf in Hyrule Castle, with a lifeless Zelda suspended above his head. Ganondorf fights Link by possessing Zelda's body and eventually by transforming into a beast, but Link defeats him and Midna is able to resurrect Zelda.

Q1: What does Link obtain that gives him control over his transformations?
A1: Shadow Crystal
Q2: Where does Midna take Link after he acquires the Master Sword?
A2: Mirror of Twilight
Q3: Who was the Mirror of Twilight used to fight prior to Zant?
A3: Ganondorf
Q4: Where is Ganondorf located after Zant's defeat?
A4: Hyrule Castle
Q5: Whose body is used as a proxy by Ganondorf in order to fight Link?
A5: Zelda's
Q6: What allows Link to switch between his two forms?
A6: Shadow Crystal
Q7: What is the only known gateway between Twilight Realm & Hyrule?
A7: Gerudo Desert
Q8: Who is revealed as the true ruler of Twilight Realm?
A8: Midna
Q9: Who did Zant form a pact with?
A9: Ganondorf
Q10: What does Ganondorf transform into?
A10: beast
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.

Q1: What possession of Midna does Ganondorf destroy?
A1: helmet
Q2: Where does Link depart from at the end of the game?
A2: Ordon Village
Q3: Which character helps Link get Ganondorf off of his horse?
A3: Zelda
Q4: To what part of his body does Link deliver the killing blow to Ganondorf?
A4: chest
Q5: Who resurrects Midna after the fight with Ganondorf?
A5: Light Spirits
Q6: Who does Midna teleport?
A6: Link and Zelda
Q7: What does Ganondorf crush?
A7: Midna's helmet
Q8: What does Midna destroy?
A8: Mirror of Twilight
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]

Q1: In what year did Nintendo reveal the start of development on what would become Twilight Princess?
A1: 2003
Q2: At what event was a potential follow-up to The Wind Waker mentioned?
A2: Game Developers Conference
Q3: What region of the world did Nintendo want to design the next Legend of Zelda game for?
A3: North American
Q4: What was one feature that could not be implemented in Ocarina of Time?
A4: horseback combat
Q5: What year did Nintendo announce a new Legend of Zelda was in the works for Gamecube?
A5: 2003
Q6: Who was the director that unintentionally announced a Zelda game was in the works?
A6: Eiji Aonuma
Q7: What was the specific area of gameplay that had not been done in Ocarina of Time?
A7: horseback combat
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.

Q1: How long did it take to implement riding horses in a believable manner?
A1: four
Q2: Where did Nintendo preview the horseback riding feature?
A2: Electronic Entertainment Expo 2004
Q3: What console was home to the sequel for The Wind Waker?
A3: Nintendo DS
Q4: What was the name of the second Wind Waker game?
A4: Phantom Hourglass
Q5: When did the company release a trailer of the horseback riding aspect?
A5: 2004
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]

Q1: What does Link morph into in A Link to the Past?
A1: rabbit
Q2: Aonuma left the Twilight Princess development team to work on which other game?
A2: The Minish Cap
Q3: What was the working name for the Wii prior to release?
A3: Revolution
Q4: Who proposed that the Wii Remote be used in the control scheme for Twilight Princess?
A4: Miyamoto
Q5: Who created the script for the story scenes?
A5: Mitsuhiro Takano
Q6: What device seemed well-suited for Link's arrow shooting ability?
A6: Wii Remote
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]

Q1: What kind of interface was used for in-game archery?
A1: pointing-based
Q2: What was the originally-planned launch year for Twilight Princess?
A2: 2005
Q3: Which Nintendo employee was confident in the potential of developing two versions of Twilight Princess?
A3: Satoru Iwata
Q4: What was the original release date for Gamecube?
A4: 2005
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.

Q1: What console boasted compatibility with the Wii?
A1: GameCube
Q2: Where did Nintendo provide a limited number of Twilight Princess previews?
A2: E3 2005
Q3: At E3 in 2005, what console did Nintendo reveal the next Zelda game would be developed for?
A3: Wii
Q4: When did Nintendo announce Zelda would appear on the Wii?
A4: At E3 2005
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.

Q1: What kind of movement interfaced with the sword in Twilight Princess?
A1: swinging gesture
Q2: Who provided information about the game's controls in December of 2005?
A2: NGC Magazine
Q3: What ended up not being supported in the GameCube version of Twilight Princess?
A3: Wii controller
Q4: 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?
A4: 2006
Q5: How long was the GameCube version of Twilight Princess delayed?
A5: a month
Q6: What magazine mentioned players would be able to use the Revolution controller?
A6: NGC Magazine
Q7: When did Nintendo announce both versions of Twilight Princess would be available at the Wii launch?
A7: E3 2006
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]

Q1: What did early users find hard to use about the game?
A1: control scheme
Q2: Using items in the game took over the controls used for what weapon?
A2: sword
Q3: Who wanted gestures implemented for sword control?
A3: E3 attendees
Q4: When Twilight Princess was finally released for Wii, in what hand did Link wield his sword?
A4: right
Q5: What features did Aonuma work to improve after the demo complaints?
A5: comfort and ease
The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen.

Q1: Who wrote the music for Twilight Princess?
A1: Toru Minegishi and Asuka Ohta
Q2: Who was in charge of overseeing audio production?
A2: Koji Kondo
Q3: Who worked adapting the score for performance by an orchestra?
A3: Michiru Ōshima
Q4: Who wrote the music used in the game's trailer and demo?
A4: Koji Kondo
Q5: Who created orchestral arrangements for the game?
A5: Michiru Ōshima
Q6: Who was to conduct the ensemble that would perform the pieces?
A6: Yasuzo Takemoto
Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.

Q1: What kind of instruments are favored by Kondo?
A1: live
Q2: How many people would be in the orchestra Kondo imagined using for the soundtrack?
A2: 50
Q3: When was the soundtrack of Twilight Princess made available?
A3: November 19, 2006
Q4: Which publication was associated with the soundtrack release?
A4: Nintendo Power
Q5: Who made the requests for Kondo to use orchestral music throughout the game?
A5: Media
Q6: When were track versions of the game's sountrack released?
A6: November 19, 2006
Q7: What were replicas of the Master Sword and Hylian Shield bundled with?
A7: soundtrack
Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability.

Q1: What kind of error was found in Twilight Princess for Wii?
A1: buffer overflow vulnerability
Q2: What does ELF stand for?
A2: Executable and Linkable Format
Q3: Which issue of the Wii Menu fixed the issue with Twilight Princess?
A3: 4.0
Q4: What was the name of the hack discovered?
A4: Twilight Hack
Q5: What versions of the Wii Menu prevented copying the exploited files?
A5: 3.3 and 3.4
Q6: What version of the Wii patched the hack vulnerability?
A6: 4.0
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.

Q1: Which company is responsible for the HD version of Twilight Princess?
A1: Tantalus Media
Q2: For which console is Twilight Princess HD being made?
A2: Wii U
Q3: When were plans for Twilight Princess HD revealed?
A3: November 12, 2015
Q4: On what date is Twilight Princess HD scheduled for Australian release?
A4: March 5, 2016
Q5: What is the name of the remastered game?
A5: The Legend of Zelda: Twilight Princess HD
Q6: What company is developing the remaster?
A6: Tantalus Media
Q7: What kind of functionality will the remaster feature?
A7: Amiibo
Q8: When will the game be released in America?
A8: March 4, 2016
Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage.

Q1: What special item is included with certain versions of Twilight Princess HD?
A1: Wolf Link Amiibo figurine
Q2: Which two Amiibo figures reload Link's stock of arrows?
A2: Link and Toon Link
Q3: Which two Amiibo figures heal Link?
A3: Zelda and Sheik
Q4: Which Amiibo figure makes Link lose more health when attacked?
A4: Ganondorf
Q5: What is the name of the area that players with the Wolf Link Amiibo can access?
A5: Cave of Shadows
Q6: What will special bundles of the game contain?
A6: Wolf Link Amiibo
Q7: What is the level called that the special Amiibo will unlock?
A7: Cave of Shadows
Q8: What characters will be able to replenish arrows?
A8: Link and Toon
Q9: What figures restore health?
A9: Zelda and Sheik
A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed]

Q1: What company included the soundtrack as a reward for ordering the game prior to release?
A1: GameStop
Q2: How many tracks were recorded on the preorder CD?
A2: 20
Q3: In what areas is the content of the GameStop bonus CD provided for all versions of the game?
A3: Japan, Europe, and Australia
Q4: What was included as a Gamestop preorder item?
A4: CD
Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created.

Q1: What kind of scores did Twilight Princess receive from many video game review sources?
A1: perfect
Q2: Which sites gave the Wii copy of Twilight Princess scores of 95% and 95?
A2: GameRankings and Metacritic
Q3: Who counted the game among the best ever made?
A3: GameTrailers
Q4: What was the reception of Twilight Princess?
A4: universal critical acclaim
Q5: What scores did it receive from major game publications?
A5: perfect
Q6: What is the average score of Twilight Princess on Metacritic?
A6: 95
Q7: What reviewer called Twilight Princess "One of the greatest games ever created"?
A7: GameTrailers
On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics".

Q1: Which publications reported some issues with the graphics of Twilight Princess?
A1: IGN and GameSpy
Q2: Which journalist criticized the Wii version for its controls?
A2: Jeff Gerstmann
Q3: Which game publication does Jeff Gerstmann work for?
A3: GameSpot
Q4: Which game journalist was perturbed by a lack of voiced dialogue?
A4: Javier Glickman
Q5: Which publication does Javier Glickman write for?
A5: Hyper
Q6: What 2 critics suggested the game had blurry textures and low resolution?
A6: IGN and GameSpy
Q7: What critic considered the CD to be the best of the generation?
A7: Gaming Nexus
Q8: Who specifically commended the game for the very long quests?
A8: Javier Glickman