yz2022/T2P-DownstreamNLP huggingface dataset:
The_Legend_of_Zelda:_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.

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

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

Question: What ended up not being supported in the GameCube version of Twilight Princess?
Answer: Wii controller
The_Legend_of_Zelda:_Twilight_Princess

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.

Question: What kind of instruments are favored by Kondo?
Answer: live

Question: When was the soundtrack of Twilight Princess made available?
Answer: November 19, 2006

Question: Which publication was associated with the soundtrack release?
Answer: Nintendo Power
The_Legend_of_Zelda:_Twilight_Princess

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]

Question: Who created the script for the story scenes?
Answer: Mitsuhiro Takano
The_Legend_of_Zelda:_Twilight_Princess

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.

Question: What were replicas of the Master Sword and Hylian Shield bundled with?
Answer: soundtrack
The_Legend_of_Zelda:_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.

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_Legend_of_Zelda:_Twilight_Princess

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.

Question: Who made the requests for Kondo to use orchestral music throughout the game?
Answer: Media
The_Legend_of_Zelda:_Twilight_Princess

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.

Question: Who wrote the music for Twilight Princess?
Answer: Toru Minegishi and Asuka Ohta

Question: Who was in charge of overseeing audio production?
Answer: Koji Kondo

Question: Who worked adapting the score for performance by an orchestra?
Answer: Michiru Ōshima
The_Legend_of_Zelda:_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.

Question: How long was the GameCube version of Twilight Princess delayed?
Answer: a month
The_Legend_of_Zelda:_Twilight_Princess

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]

Question: What does Link morph into in A Link to the Past?
Answer: rabbit
The_Legend_of_Zelda:_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.

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

Question: When did Nintendo announce both versions of Twilight Princess would be available at the Wii launch?
Answer: E3 2006
The_Legend_of_Zelda:_Twilight_Princess

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.

Question: Who wrote the music used in the game's trailer and demo?
Answer: Koji Kondo

Question: Who created orchestral arrangements for the game?
Answer: Michiru Ōshima

Question: Who was to conduct the ensemble that would perform the pieces?
Answer: Yasuzo Takemoto
The_Legend_of_Zelda:_Twilight_Princess

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]

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

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

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

Question: What device seemed well-suited for Link's arrow shooting ability?
Answer: Wii Remote
The_Legend_of_Zelda:_Twilight_Princess

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]

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

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

Question: Who wanted gestures implemented for sword control?
Answer: E3 attendees

Question: When Twilight Princess was finally released for Wii, in what hand did Link wield his sword?
Answer: right
The_Legend_of_Zelda:_Twilight_Princess

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.

Question: When were track versions of the game's sountrack released?
Answer: November 19, 2006
The_Legend_of_Zelda:_Twilight_Princess

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.

Question: What kind of error was found in Twilight Princess for Wii?
Answer: buffer overflow vulnerability

Question: Which issue of the Wii Menu fixed the issue with Twilight Princess?
Answer: 4.0

Question: What versions of the Wii Menu prevented copying the exploited files?
Answer: 3.3 and 3.4

Question: What does ELF stand for?
Answer: Executable and Linkable Format

Question: What was the name of the hack discovered?
Answer: Twilight Hack
The_Legend_of_Zelda:_Twilight_Princess

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.

Question: What special item is included with certain versions of Twilight Princess HD?
Answer: Wolf Link Amiibo figurine

Question: Which two Amiibo figures reload Link's stock of arrows?
Answer: Link and Toon Link

Question: Which two Amiibo figures heal Link?
Answer: Zelda and Sheik

Question: Which Amiibo figure makes Link lose more health when attacked?
Answer: Ganondorf

Question: What is the name of the area that players with the Wolf Link Amiibo can access?
Answer: Cave of Shadows

Question: What will special bundles of the game contain?
Answer: Wolf Link Amiibo
The_Legend_of_Zelda:_Twilight_Princess

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.

Question: What version of the Wii patched the hack vulnerability?
Answer: 4.0
The_Legend_of_Zelda:_Twilight_Princess

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.

Question: What is the level called that the special Amiibo will unlock?
Answer: Cave of Shadows

Question: What characters will be able to replenish arrows?
Answer: Link and Toon

Question: What figures restore health?
Answer: Zelda and Sheik
The_Legend_of_Zelda:_Twilight_Princess

A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.

Question: When were plans for Twilight Princess HD revealed?
Answer: November 12, 2015

Question: On what date is Twilight Princess HD scheduled for Australian release?
Answer: March 5, 2016

Question: What is the name of the remastered game?
Answer: The Legend of Zelda: Twilight Princess HD

Question: What company is developing the remaster?
Answer: Tantalus Media

Question: What kind of functionality will the remaster feature?
Answer: Amiibo

Question: Which company is responsible for the HD version of Twilight Princess?
Answer: Tantalus Media

Question: For which console is Twilight Princess HD being made?
Answer: Wii U

Question: When will the game be released in America?
Answer: March 4, 2016
The_Legend_of_Zelda:_Twilight_Princess

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.

Question: What kind of scores did Twilight Princess receive from many video game review sources?
Answer: perfect

Question: Which sites gave the Wii copy of Twilight Princess scores of 95% and 95?
Answer: GameRankings and Metacritic

Question: Who counted the game among the best ever made?
Answer: GameTrailers

Question: What was the reception of Twilight Princess?
Answer: universal critical acclaim
The_Legend_of_Zelda:_Twilight_Princess

A Japan-exclusive manga series based on Twilight Princess, penned and illustrated by Akira Himekawa, was first released on February 8, 2016. The series is available solely via publisher Shogakukan's MangaOne mobile application. While the manga adaptation began almost ten years after the initial release of the game on which it is based, it launched only a month before the release of the high-definition remake.

Question: Who wrote and provided art for a Twilight Princess comic book series?
Answer: Akira Himekawa

Question: The Twilight Princess manga was only available in what country?
Answer: Japan

Question: Who published the Twilight Princess comic book series?
Answer: Shogakukan

Question: What kind of device can access the Twilight Princess manga?
Answer: mobile