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The Legend of Zelda: Twilight Princess

The Legend of Zelda: Twilight Princess[b] is a 2006 action-adventure game developed and published by Nintendo for the GameCube and Wii. Originally planned for release exclusively on the GameCube in November 2005, Twilight Princess was delayed by Nintendo to allow its developers to refine the game, add more content, and port it to the Wii.[4] The Wii version was a launch game in North America in November 2006, and in Japan, Europe, and Australia the following month. The GameCube version was released in December 2006 as the final first-party game for the console.[5][c]

The Legend of Zelda: Twilight Princess
Developer(s)Nintendo EAD[a]
Publisher(s)Nintendo
Director(s)Eiji Aonuma
Producer(s)Shigeru Miyamoto
Artist(s)
  • Yusuke Nakano
  • Satoru Takizawa
Writer(s)
Composer(s)
SeriesThe Legend of Zelda
Platform(s)
ReleaseWii
  • NA: November 19, 2006
  • JP: December 2, 2006
  • AU: December 7, 2006
  • EU: December 8, 2006
GameCube
  • JP: December 2, 2006
  • NA: December 11, 2006
  • EU: December 15, 2006
  • AU: December 19, 2006
Nvidia Shield TV
  • CHN: December 5, 2017
Genre(s)Action-adventure
Mode(s)Single-player

The story focuses on series protagonist Link, who tries to prevent Hyrule from being engulfed by a corrupted parallel dimension known as the Twilight Realm. To do so, he takes the form of both a Hylian and a wolf, and he is assisted by a mysterious imp named Midna. The game takes place over a century after Ocarina of Time and Majora's Mask, in an alternate timeline from The Wind Waker.[6]

Twilight Princess was critically acclaimed upon its release, received numerous game of the year awards, and has been called one of the greatest video games ever made. By 2015, it had sold 8.85 million copies worldwide, making it the best-selling Zelda game until being overtaken by Breath of the Wild in April 2018.[7] In 2011, the Wii version was rereleased under the Nintendo Selects label. A high-definition remaster based on the GameCube version, The Legend of Zelda: Twilight Princess HD, was released for the Wii U in March 2016.[8]

Gameplay edit

 
An arrow points at an enemy whom Link is targeting as he prepares to swing his sword (GameCube version).

The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and puzzle-solving. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii),[9] a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and he will automatically jump when running off of or reaching for a ledge.[d] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, and bombs.[e] While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[d]

The context-sensitive button mechanic allows one button to serve a variety of functions, such as talking, opening doors, and pushing, pulling, and throwing objects.[f] The on-screen display shows what action, if any, the button will trigger, determined by the situation. For example, if Link is holding a rock, the context-sensitive button will cause Link to throw the rock if he is moving or targeting an object or enemy or place the rock on the ground if he is standing still.[g]

The GameCube and Wii versions feature several minor differences in their controls and gameplay. The Wii version of the game makes use of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she gives advice to Link, and the series' trademark "chime" when discovering secrets. The player controls Link's sword by swinging the Wii Remote. Other attacks are triggered using similar gestures with the Nunchuk. In the GameCube version, players can control the camera freely, without entering a special "lookaround" mode required on the Wii; however, in the GameCube version, only two of Link's secondary weapons can be equipped at a time, as opposed to four in the Wii version.[h]

The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a boss at the end in order to obtain an item or otherwise advance the plot. The dungeons are connected by a large overworld, across which Link can travel on foot; on his horse, Epona; or by teleporting with Midna's assistance.[10]

When Link enters the Twilight Realm, the void that corrupts parts of Hyrule, he transforms into a wolf.[i] He is eventually able to transform between his Hylian and wolf forms at will. As a wolf, Link loses the ability to use his sword, shield, or any secondary items; he instead attacks by biting and defends primarily by dodging attacks. "Wolf Link" gains several key advantages in return—he moves faster than he does on foot as a human, digs holes to create new passages and uncover buried items, and has improved senses, including the ability to follow scent trails.[j] On his back, he also carries Midna, a small imp-like creature who gives him hints, uses an energy field to attack enemies, helps him jump long distances, and eventually allows him to "warp" to any of several preset locations throughout the overworld.[k] Using Link's wolf senses, the player can see and listen to the wandering spirits of those affected by the Twilight, as well as hunt for enemy ghosts named Poes.[l]

The artificial intelligence (AI) of enemies in Twilight Princess is more advanced than that of enemies in The Wind Waker. Enemies react to defeated companions and to arrows or slingshot pellets that pass by, and they can detect Link from a greater distance than was possible in previous games.[11]

Plot edit

The game begins with a teenage boy named Link, who works as a ranch hand in Ordon Village. One day, Bulblins take away the village's children. Link pursues and encounters a wall of Twilight. A Twilight monster pulls him beyond the wall into the Twilight-shrouded forest, where he is transformed into a wolf and imprisoned. Link is soon freed by a creature named Midna, who offers to help him if he obeys her unconditionally. She guides him to Princess Zelda, who explains that Zant, the Sorcerer/Usurper King of the Twili, invaded Hyrule Castle and forced her to surrender. The kingdom became enveloped in Twilight, turning all its inhabitants besides Link and Zelda into invisible spirits.[12] To save Hyrule, Link, aided by Midna, must first revive the Light Spirits by entering the Twilight-covered regions and recovering the Spirits' light from the Twilight beings that had stolen it. Once revitalized, each Spirit returns Link to his Hylian form and informs Link and Midna of the hidden location of a Fused Shadow; one of the fragments of a powerful relic that will have to be used to match Zant's power to defeat him. During this time, the ghost of a departed swordsman (the same incarnation of Link from Ocarina of Time and Majora's Mask), the Hero's Shade, also appears to provide swordsmanship training he had failed to pass on before his untimely death, as well as information regarding Link's destiny in Hyrule.

During his journey, Link also finds Ordon Village's children and assists the monkeys of Faron, the Gorons of Eldin, and the Zoras of Lanayru. After restoring the Light Spirits and obtaining the Fused Shadows, Link and Midna are ambushed by Zant, who takes away the fragments. Midna calls him out for abusing his tribe's magic, but Zant reveals that his power comes from another source, and he uses it to trap Link in his wolf state. Failing to persuade Midna into joining forces with him, Zant attempts to dispose of her by exposing her to the light of Lanayru's light spirit. Bringing a dying Midna to Zelda, Link learns from her that he needs the Master Sword to remove Zant's curse and she proceeds to sacrifice herself to heal Midna, vanishing mysteriously. Moved by Zelda's act of selflessness, Midna starts to care more about Link and the fate of his world.[13]

After gaining the Master Sword, Link is cleansed of the curse that kept him in wolf form. Deep within the Gerudo Desert, Link and Midna search for the Mirror of Twilight, the only known gateway between Hyrule and the Twilight Realm, but discover that it is broken.[14] The Sages there explain that Zant tried to destroy it, but only managed to shatter it into fragments; only the true ruler of the Twili can completely destroy the mirror.[15] They also relate that they once used it to banish Ganondorf, the Gerudo leader who attempted to steal the Triforce, to the Twilight Realm after failing to execute him. Link and Midna set out to retrieve the missing shards of the mirror. Once it has been fully restored, the Sages reveal to Link that Midna is actually the true ruler of the Twili, usurped and cursed into her current form by Zant.[16] Confronting Zant, Link and Midna learn that he forged a pact with Ganondorf, who asked for his assistance in subjugating Hyrule. After Link defeats Zant, Midna recovers the Fused Shadows and kills Zant after learning that only Ganondorf's defeat can release her from her curse.

Returning to Hyrule, Link and Midna find Ganondorf in Hyrule Castle, with a lifeless Zelda suspended above him. Ganondorf fights Link by possessing Zelda and then transforming into a gigantic boar-like beast, but Link defeats him by using his wolf form, and the power Midna received from Zelda is able to resuscitate her. Ganondorf 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, Ganondorf emerges from it victorious, crushing the Fused Shadow piece that Midna wore on her head, and pursues Link on horseback. Assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and duels him on foot before finishing him off with the Master Sword. With Ganondorf dead, the Light Spirits revive Midna and restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home and destroys the Mirror of Twilight, ultimately severing the link between Hyrule and the Twilight Realm.[17] As Hyrule Castle is rebuilt, Link leaves Ordon Village, heading to parts unknown.

Development edit

Inception as a GameCube game edit

 
Eiji Aonuma, the director of Twilight Princess, at the 2007 Game Developers Conference

In 2003, Nintendo announced a new The Legend of Zelda game for the GameCube[18] by the same team that had created the cel-shaded The Wind Waker.[19] 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;[20] it was set to use a similar graphical style to that of its predecessor.[21] 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 and meet Miyamoto's original vision of realism for the series.[22] 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.[m] Early development of what would become Twilight Princess began and special care was taken to improve the realism of the horseriding, with lead character designer Keisuke Nishimori riding a horse for himself to feel what it was like.[23]

Just as the original Legend of Zelda game was inspired by J. R. R. Tolkien's The Lord of the Rings novels,[24][25] the aesthetic of Twilight Princess was inspired by the Lord of the Rings films, as they had just come out and were very popular at the time.[26] The game was developed with having a large convincing world in mind, one with a vast scale to meet the expectation for fantasy worlds that audiences had become accustomed to with The Lord of the Rings.[27]

In four months, Aonuma's team managed to present realistic horseback riding,[m] which Nintendo later revealed to the public with a trailer at E3 2004 that was met with enormous praise. The game was scheduled to be released the next year and was no longer a follow-up to The Wind Waker;[28] 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.[29] The game runs on a modified The Wind Waker engine.[30]

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.[n] The concept for Link to transform into a wolf and its surrounding narrative elements came from a dream that Aonuma had while overseas on a business trip. He dreamt that he was a wolf, locked inside a cage, and, after he woke up, he was confused and disoriented and it took a while for him to remember where he was.[23] The story of the game was created by Aonuma, and it later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku.[1][2] Takano created the script for the story scenes,[1] while Kyogoku and Takayuki Ikkaku handled the actual in-game script.[31] Originally, Link was planned to be a wolf from the game's start to bluntly contrast the Ocarina of Time formula, but this was changed so that new players could be eased into the Zelda series' traditional gameplay and narrative formula. The narrative premise in the story regarding the children of Ordon village getting kidnapped was an example of the game featuring darker story elements than any past iteration.[23]

From a gameplay perspective, the Twilight Realm portions of the game were vaguely inspired by the fact that prior Zelda games had always distinctively separated dungeons from the overworld. The team wondered what the result would be if a traditional Zelda dungeon was placed inside the open world instead. This resulted in the hunt for Tears of Light the player partakes in when in the Twilight-covered world. The atmosphere of the Twilight-covered Hyrule, as well as the Twilight Realm dungeon later in the game, were intended to make players feel uncomfortable. Special care was taken, however, to ensure that this was balanced right, so that it did not make the player so uncomfortable that they did not want to progress further or could not enjoy the experience.[23]

Aonuma left his team working on the new idea while he produced 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 he suggested that Aonuma consider using it.[o]

Transition to the Wii edit

Aonuma had anticipated creating a Zelda game for what would later become 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. Nintendo President 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.[p]

Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with GameCube software.[p] At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess.[32] They also announced that a Zelda title would appear on the Wii (then codenamed "Revolution"),[33] but were not clear to the media if this meant Twilight Princess or a different game.[34]

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 world map was mirrored for the Wii version.[q] 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.[35] Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe[36] and Time reported this soon after.[37][38] However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo confirmed that both versions would be available at the Wii launch,[39] and had a playable version of Twilight Princess for the Wii.[q] Later, the GameCube release was pushed back to a month after the launch of the Wii.[40]

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.[r] The camera movement was reworked and item controls were changed to avoid accidental button presses.[s] 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.[t] Link was now right-handed, and references to "east" and "west" were reversed. 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.[u]

Music and sound edit

The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor.[41] Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music.[42] For the trailers, three pieces were written by different composers,[43] two of which were created by Mahito Yokota and Kondo.[44] Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Taizo Takemoto.[43] Kondo's piece was chosen as music for the E3 2005 trailer and for the demo movie after the title screen.[44] Midna has the most voice acting—her on-screen dialogue is often accompanied by a babble of pseudo-speech, which was produced by scrambling English phrases sampled by Japanese voice actress Akiko Kōmoto.[45]

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.[43] He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments",[43] though the final product used sequenced music instead.[10] Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision.[44] 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.[46]

Technical vulnerability edit

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 specifically designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications.[47] Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered,[48][49] and version 4.0 of the Wii Menu patched the vulnerability.[50]

Wii U version edit

The Legend of Zelda:
Twilight Princess HD
Developer(s)
Publisher(s)Nintendo
Director(s)Tomomi Sano
Producer(s)Eiji Aonuma
Programmer(s)Sean O'Sullivan
Artist(s)Paul Court
Composer(s)
Platform(s)Wii U
Release
  • NA/EU: March 4, 2016
  • AU: March 5, 2016
  • JP: March 10, 2016
Genre(s)Action-adventure
Mode(s)Single-player

A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, was developed by Tantalus Media for the Wii U. Announced during a Nintendo Direct presentation on November 13, 2015, it features enhanced graphics and Amiibo functionality.[8] The game was released worldwide in March 2016.[51][52]

The idea for a high-definition version of Twilight Princess first originated during the production of Breath of the Wild. Nintendo experimented with an HD version of Twilight Princess running on Wii U development kits when trying to settle on a graphical style for the new game.[53] This ultimately led to the production of The Wind Waker HD, whose success encouraged the Zelda team to pursue other high-definition remasters. After its release, which was developed internally at Nintendo in only six months, the Zelda team settled on an HD remaster of Twilight Princess. At the time, most of the Zelda team was preoccupied with Breath of the Wild, so Nintendo sought a partnership with an external development studio, the Australia-based Tantalus Media, to work on Twilight Princess HD.[54]

According to Eiji Aonuma, who directed the original release and produced Twilight Princess HD, ensuring the remaster would take advantage of the Wii U GamePad was a point of focus early in the title's development. The control scheme used in the GameCube version was adapted for the remaster due to similarities between the button layouts of the two consoles' controllers.[54] Aonuma considered underwater gameplay in the remaster to be significantly improved. Other enhancements include speeding up a handful of cutscenes that seemed overly long by modern standards[54] and reducing repetitive gameplay elements, such as collecting Tears of Light while in the Twilight Realm.[55] A commitment to "preserving the feel of the original" inspired several design decisions, such as keeping the frame rate at 30 frames per second.[54] Tomomi Sano, the assistant director of the Wii U version, noted the degree of refinement the graphics would receive required much consideration: "When we created more precise models of objects to go with the higher resolution, we found that everything was too clear and we lost that soft and delicate atmosphere that you get in particular at twilight or with the light in a forest".[54]

Certain bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows"[56] and can carry data over to Breath of the Wild.[57] In the Cave of Shadows, Link fights waves of enemies while restricted to his wolf form.[56] Comparable to the optional "Cave of Ordeals" present in the original release, opportunities to recover health during the trial are sparse.[58] 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.[56] A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in North America; it is included with the limited-edition bundle in other regions.[59] A three-disc original soundtrack consisting of 108 pieces from the game was released in Japan in July 2016.[60]

Reception edit

Reviews edit

Twilight Princess was released to critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com,[65] Computer and Video Games,[68] Electronic Gaming Monthly,[71] Game Informer,[73] GamesRadar[79] and GameSpy.[81] On the review aggregator Metacritic, Twilight Princess holds scores of 95/100 for the Wii version and 96/100 for the GameCube version, indicating "universal acclaim".[61][62] It is the highest-rated game of 2006 on Metacritic.[94] GameTrailers in their review called it one of the greatest games ever created.[95]

On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com,[65] Computer and Video Games,[68] Electronic Gaming Monthly,[71] Game Informer,[73] GamesRadar,[79] IGN[10] and The Washington Post.[96] Game Informer called it "so creative that it rivals the best that Hollywood has to offer".[73] GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation".[79] Cubed3 hailed Twilight Princess as "the single greatest videogame experience".[97] Twilight Princess' 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.[10][81] 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' Hyrule as the best version ever created.[68] PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games".[98] Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on",[77] although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series".[65] Gaming Nexus considered Twilight Princess' soundtrack to be the best of this generation,[99] though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts.[10]

Wii U version edit

Twilight Princess HD holds a score of 86/100 at the review aggregator Metacritic, indicating "generally favorable" reviews.[100] The title received the Nintendo Game of the Year award at the Golden Joystick Awards in November 2016.[101]

Awards edit

Twilight Princess received the awards for Best Artistic Design,[102] Best Original Score,[103] and Best Use of Sound[104] from IGN for its GameCube version. Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics[105][106][107] and Best Story.[107][108][109] During the 10th Annual Interactive Achievement Awards, Twilight Princess was awarded "Outstanding Achievement in Story and Character Development" by the Academy of Interactive Arts & Sciences,[110] while also receiving nominations for "Overall Game of the Year", "Console Game of the Year", "Action/Adventure Game of the Year", "Outstanding Achievement in Game Design", and "Outstanding Achievement in Gameplay Engineering".[111] Twilight Princess received Game of the Year awards from GameTrailers,[112] 1UP.com,[113] Electronic Gaming Monthly,[114] Game Informer,[115] GamesRadar,[116] GameSpy,[117] Spacey Awards,[118] X-Play[119] and Nintendo Power.[107] It was also given awards for Best Adventure Game from the Game Critics Awards,[120] X-Play,[119] IGN,[121][122] GameTrailers,[123] 1UP.com,[113] and Nintendo Power.[107] The game was considered the Best Console Game by the Game Critics Awards[120] and GameSpy.[117] The game placed 16th in Official Nintendo Magazine's list of the 100 Greatest Nintendo Games of All Time.[124] IGN ranked the game as the 4th-best Wii game.[125] Nintendo Power ranked the game as the third-best game to be released on a Nintendo system in the 2000s decade.[126]

Sales edit

In North America, the game was sold with three of every four Wii purchases during its first week.[127] The Wii version sold 412,000 copies in the United States during November 2006, representing 87% of Wii launch sales that month, the highest attach rate for a launch game since Super Mario 64 launched with the Nintendo 64 in 1996.[128] It went on to become America's fifth-best-selling game of 2006 with 1.5 million copies sold for the Wii and GameCube in the US that year.[129] In the United Kingdom, the Wii version received a Platinum sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[130] indicating sales of at least 300,000 copies in the UK.[131]

The game had sold 5.82 million copies on the Wii as of March 2011,[132] and 1.32 million on the GameCube as of March 2007.[133] As of September 2015, the game had sold 8.85 million copies worldwide across both platforms,[134] making it the best-selling single title in the series until it was surpassed by The Legend of Zelda: Breath of the Wild in April 2018.[135]

Wii U version edit

The remaster sold 52,282 copies during its first week of release in Japan, which placed it at second place in the video-game sales charts.[136] The following week, it came in at number 9 on the charts, selling an additional 7,705 copies.[137] By comparison, 30,264 copies of The Wind Waker HD were sold in its first week in Japan.[138] In the first week of Twilight Princess HD's United Kingdom release, the remaster was the second-best-selling game and the best-selling game released for a single platform in the country.[139] Twilight Princess HD's sales dropped 84% in its second week in the UK, making it the ninth-best-selling game in the country.[140] In the United States, it was the third-best-selling game sold in brick-and-mortar retailers throughout March 2016, according to market-research firm The NPD Group.[141] As of December 2022, the game has sold 1.17 million copies worldwide.[142]

Legacy edit

An eleven-volume manga series based on Twilight Princess, penned and illustrated by Akira Himekawa, was first released in Japan on February 8, 2016, and ran until January 30, 2022. The series was made available via physical copies, online bookstores, and 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.[143] Viz Media began releasing an English localization of the series in 2017[144] and was finished in March 2022.

To commemorate the launch of the My Nintendo loyalty program in March 2016, Nintendo released My Nintendo Picross: The Legend of Zelda: Twilight Princess, a Picross puzzle game developed by Jupiter as a downloadable title for the Nintendo 3DS.[145][146]

Midna, in both her imp and Twili forms, Zant, and NPC character Agitha, all appeared as playable warriors in the Zelda crossover title Hyrule Warriors and its various iterations.[147] Since the release of Hyrule Warriors, Agitha has been recognised as a "main character" of Twilight Princess.[148]

See also edit

Notes edit

  1. ^ Nvidia Lightspeed Studios developed the Nvidia Shield version.
  2. ^ Japanese: ゼルダの伝説 トワイライトプリンセス, Hepburn: Zeruda no Densetsu: Towairaito Purinsesu
  3. ^ Aonuma 2007, Eiji Aonuma's GDC 2007 Presentation
  4. ^ a b Pelland 2006, p. 20
  5. ^ Pelland 2006, pp. 22–23
  6. ^ Pelland 2006, p. 22
  7. ^ Pelland 2006, p. 12
  8. ^ Pelland 2006, p. 168
  9. ^ Pelland 2006, p. 35
  10. ^ Pelland 2006, pp. 17–20
  11. ^ Pelland 2006, p. 21
  12. ^ Pelland 2006, p. 153
  13. ^ a b Aonuma 2007, The fate of Wind Waker 2
  14. ^ Aonuma 2007, A lupine direction and Minish Cap
  15. ^ Aonuma 2007, E3 2005 and 120% Zelda
  16. ^ a b Aonuma 2007, A Revolutionary idea
  17. ^ a b Aonuma 2007, The first attempt at Wii control
  18. ^ Aonuma 2007, E3 2006 lesson
  19. ^ Aonuma 2007, Camera and item controls
  20. ^ Aonuma 2007, Sword controls
  21. ^ Pelland 2006, pp. 170–191
  22. ^ Based on 16 reviews.
  23. ^ Based on 73 reviews.
  24. ^ Based on 74 reviews.

References edit

  • Aonuma, Eiji (March 2007). The Legend of Zelda: Twilight Reflections in the Hourglass (Speech). Game Developers Conference. from the original on April 20, 2014. Retrieved September 12, 2008 – via Nintendo World Report.
  • The Legend of Zelda: Twilight Princess instruction booklet (PDF). March 28, 2014. (PDF) from the original on August 31, 2014. Retrieved February 24, 2015. {{cite book}}: |website= ignored (help)
  • Pelland, Scott, ed. (November 19, 2006). Official Nintendo Power The Legend of Zelda: Twilight Princess Player's Guide. Nintendo. ISBN 1-59812-004-2.
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External links edit

  • Official website

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The Legend of Zelda Twilight Princess b is a 2006 action adventure game developed and published by Nintendo for the GameCube and Wii Originally planned for release exclusively on the GameCube in November 2005 Twilight Princess was delayed by Nintendo to allow its developers to refine the game add more content and port it to the Wii 4 The Wii version was a launch game in North America in November 2006 and in Japan Europe and Australia the following month The GameCube version was released in December 2006 as the final first party game for the console 5 c The Legend of Zelda Twilight PrincessDeveloper s Nintendo EAD a Publisher s NintendoDirector s Eiji AonumaProducer s Shigeru MiyamotoArtist s Yusuke Nakano Satoru TakizawaWriter s Aya Kyogoku Takayuki Ikkaku Mitsuhiro Takano 1 Eiji Aonuma 2 Composer s Toru Minegishi Asuka HayazakiSeriesThe Legend of ZeldaPlatform s WiiGameCubeNvidia Shield TV 3 ReleaseWiiNA November 19 2006JP December 2 2006AU December 7 2006EU December 8 2006 GameCubeJP December 2 2006NA December 11 2006EU December 15 2006AU December 19 2006 Nvidia Shield TVCHN December 5 2017Genre s Action adventureMode s Single playerThe story focuses on series protagonist Link who tries to prevent Hyrule from being engulfed by a corrupted parallel dimension known as the Twilight Realm To do so he takes the form of both a Hylian and a wolf and he is assisted by a mysterious imp named Midna The game takes place over a century after Ocarina of Time and Majora s Mask in an alternate timeline from The Wind Waker 6 Twilight Princess was critically acclaimed upon its release received numerous game of the year awards and has been called one of the greatest video games ever made By 2015 it had sold 8 85 million copies worldwide making it the best selling Zelda game until being overtaken by Breath of the Wild in April 2018 7 In 2011 the Wii version was rereleased under the Nintendo Selects label A high definition remaster based on the GameCube version The Legend of Zelda Twilight Princess HD was released for the Wii U in March 2016 8 Contents 1 Gameplay 2 Plot 3 Development 3 1 Inception as a GameCube game 3 2 Transition to the Wii 3 3 Music and sound 3 4 Technical vulnerability 3 5 Wii U version 4 Reception 4 1 Reviews 4 1 1 Wii U version 4 2 Awards 4 3 Sales 4 3 1 Wii U version 5 Legacy 6 See also 7 Notes 8 References 9 External linksGameplay editSee also The Legend of Zelda Gameplay nbsp An arrow points at an enemy whom Link is targeting as he prepares to swing his sword GameCube version The Legend of Zelda Twilight Princess is an action adventure game focused on combat exploration and puzzle solving It uses the basic control scheme introduced in Ocarina of Time including context sensitive action buttons and L targeting Z targeting on the Wii 9 a system that allows the player to keep Link s view focused on an enemy or important object while moving and attacking Link can walk run and attack and he will automatically jump when running off of or reaching for a ledge d Link uses a sword and shield in combat complemented with secondary weapons and items including a bow and arrows a boomerang and bombs e While L targeting projectile based weapons can be fired at a target without the need for manual aiming d The context sensitive button mechanic allows one button to serve a variety of functions such as talking opening doors and pushing pulling and throwing objects f The on screen display shows what action if any the button will trigger determined by the situation For example if Link is holding a rock the context sensitive button will cause Link to throw the rock if he is moving or targeting an object or enemy or place the rock on the ground if he is standing still g The GameCube and Wii versions feature several minor differences in their controls and gameplay The Wii version of the game makes use of the motion sensors and built in speaker of the Wii Remote The speaker emits the sounds of a bowstring when shooting an arrow Midna s laugh when she gives advice to Link and the series trademark chime when discovering secrets The player controls Link s sword by swinging the Wii Remote Other attacks are triggered using similar gestures with the Nunchuk In the GameCube version players can control the camera freely without entering a special lookaround mode required on the Wii however in the GameCube version only two of Link s secondary weapons can be equipped at a time as opposed to four in the Wii version h The game features nine dungeons large contained areas where Link battles enemies collects items and solves puzzles Link navigates these dungeons and fights a boss at the end in order to obtain an item or otherwise advance the plot The dungeons are connected by a large overworld across which Link can travel on foot on his horse Epona or by teleporting with Midna s assistance 10 When Link enters the Twilight Realm the void that corrupts parts of Hyrule he transforms into a wolf i He is eventually able to transform between his Hylian and wolf forms at will As a wolf Link loses the ability to use his sword shield or any secondary items he instead attacks by biting and defends primarily by dodging attacks Wolf Link gains several key advantages in return he moves faster than he does on foot as a human digs holes to create new passages and uncover buried items and has improved senses including the ability to follow scent trails j On his back he also carries Midna a small imp like creature who gives him hints uses an energy field to attack enemies helps him jump long distances and eventually allows him to warp to any of several preset locations throughout the overworld k Using Link s wolf senses the player can see and listen to the wandering spirits of those affected by the Twilight as well as hunt for enemy ghosts named Poes l The artificial intelligence AI of enemies in Twilight Princess is more advanced than that of enemies in The Wind Waker Enemies react to defeated companions and to arrows or slingshot pellets that pass by and they can detect Link from a greater distance than was possible in previous games 11 Plot editFurther information Fictional chronology of The Legend of Zelda The game begins with a teenage boy named Link who works as a ranch hand in Ordon Village One day Bulblins take away the village s children Link pursues and encounters a wall of Twilight A Twilight monster pulls him beyond the wall into the Twilight shrouded forest where he is transformed into a wolf and imprisoned Link is soon freed by a creature named Midna who offers to help him if he obeys her unconditionally She guides him to Princess Zelda who explains that Zant the Sorcerer Usurper King of the Twili invaded Hyrule Castle and forced her to surrender The kingdom became enveloped in Twilight turning all its inhabitants besides Link and Zelda into invisible spirits 12 To save Hyrule Link aided by Midna must first revive the Light Spirits by entering the Twilight covered regions and recovering the Spirits light from the Twilight beings that had stolen it Once revitalized each Spirit returns Link to his Hylian form and informs Link and Midna of the hidden location of a Fused Shadow one of the fragments of a powerful relic that will have to be used to match Zant s power to defeat him During this time the ghost of a departed swordsman the same incarnation of Link from Ocarina of Time and Majora s Mask the Hero s Shade also appears to provide swordsmanship training he had failed to pass on before his untimely death as well as information regarding Link s destiny in Hyrule During his journey Link also finds Ordon Village s children and assists the monkeys of Faron the Gorons of Eldin and the Zoras of Lanayru After restoring the Light Spirits and obtaining the Fused Shadows Link and Midna are ambushed by Zant who takes away the fragments Midna calls him out for abusing his tribe s magic but Zant reveals that his power comes from another source and he uses it to trap Link in his wolf state Failing to persuade Midna into joining forces with him Zant attempts to dispose of her by exposing her to the light of Lanayru s light spirit Bringing a dying Midna to Zelda Link learns from her that he needs the Master Sword to remove Zant s curse and she proceeds to sacrifice herself to heal Midna vanishing mysteriously Moved by Zelda s act of selflessness Midna starts to care more about Link and the fate of his world 13 After gaining the Master Sword Link is cleansed of the curse that kept him in wolf form Deep within the Gerudo Desert Link and Midna search for the Mirror of Twilight the only known gateway between Hyrule and the Twilight Realm but discover that it is broken 14 The Sages there explain that Zant tried to destroy it but only managed to shatter it into fragments only the true ruler of the Twili can completely destroy the mirror 15 They also relate that they once used it to banish Ganondorf the Gerudo leader who attempted to steal the Triforce to the Twilight Realm after failing to execute him Link and Midna set out to retrieve the missing shards of the mirror Once it has been fully restored the Sages reveal to Link that Midna is actually the true ruler of the Twili usurped and cursed into her current form by Zant 16 Confronting Zant Link and Midna learn that he forged a pact with Ganondorf who asked for his assistance in subjugating Hyrule After Link defeats Zant Midna recovers the Fused Shadows and kills Zant after learning that only Ganondorf s defeat can release her from her curse Returning to Hyrule Link and Midna find Ganondorf in Hyrule Castle with a lifeless Zelda suspended above him Ganondorf fights Link by possessing Zelda and then transforming into a gigantic boar like beast but Link defeats him by using his wolf form and the power Midna received from Zelda is able to resuscitate her Ganondorf 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 Ganondorf emerges from it victorious crushing the Fused Shadow piece that Midna wore on her head and pursues Link on horseback Assisted by Zelda and the Light Spirits Link eventually knocks Ganondorf off his horse and duels him on foot before finishing him off with the Master Sword With Ganondorf dead the Light Spirits revive Midna and restore her to her true form After bidding farewell to Link and Zelda Midna returns home and destroys the Mirror of Twilight ultimately severing the link between Hyrule and the Twilight Realm 17 As Hyrule Castle is rebuilt Link leaves Ordon Village heading to parts unknown Development editInception as a GameCube game edit nbsp Eiji Aonuma the director of Twilight Princess at the 2007 Game Developers ConferenceIn 2003 Nintendo announced a new The Legend of Zelda game for the GameCube 18 by the same team that had created the cel shaded The Wind Waker 19 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 20 it was set to use a similar graphical style to that of its predecessor 21 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 and meet Miyamoto s original vision of realism for the series 22 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 m Early development of what would become Twilight Princess began and special care was taken to improve the realism of the horseriding with lead character designer Keisuke Nishimori riding a horse for himself to feel what it was like 23 Just as the original Legend of Zelda game was inspired by J R R Tolkien s The Lord of the Rings novels 24 25 the aesthetic of Twilight Princess was inspired by the Lord of the Rings films as they had just come out and were very popular at the time 26 The game was developed with having a large convincing world in mind one with a vast scale to meet the expectation for fantasy worlds that audiences had become accustomed to with The Lord of the Rings 27 In four months Aonuma s team managed to present realistic horseback riding m which Nintendo later revealed to the public with a trailer at E3 2004 that was met with enormous praise The game was scheduled to be released the next year and was no longer a follow up to The Wind Waker 28 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 29 The game runs on a modified The Wind Waker engine 30 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 n The concept for Link to transform into a wolf and its surrounding narrative elements came from a dream that Aonuma had while overseas on a business trip He dreamt that he was a wolf locked inside a cage and after he woke up he was confused and disoriented and it took a while for him to remember where he was 23 The story of the game was created by Aonuma and it later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku 1 2 Takano created the script for the story scenes 1 while Kyogoku and Takayuki Ikkaku handled the actual in game script 31 Originally Link was planned to be a wolf from the game s start to bluntly contrast the Ocarina of Time formula but this was changed so that new players could be eased into the Zelda series traditional gameplay and narrative formula The narrative premise in the story regarding the children of Ordon village getting kidnapped was an example of the game featuring darker story elements than any past iteration 23 From a gameplay perspective the Twilight Realm portions of the game were vaguely inspired by the fact that prior Zelda games had always distinctively separated dungeons from the overworld The team wondered what the result would be if a traditional Zelda dungeon was placed inside the open world instead This resulted in the hunt for Tears of Light the player partakes in when in the Twilight covered world The atmosphere of the Twilight covered Hyrule as well as the Twilight Realm dungeon later in the game were intended to make players feel uncomfortable Special care was taken however to ensure that this was balanced right so that it did not make the player so uncomfortable that they did not want to progress further or could not enjoy the experience 23 Aonuma left his team working on the new idea while he produced 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 he suggested that Aonuma consider using it o Transition to the Wii edit Aonuma had anticipated creating a Zelda game for what would later become 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 Nintendo President 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 p Transferring GameCube development to the Wii was relatively simple since the Wii was being created to be compatible with GameCube software p At E3 2005 Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess 32 They also announced that a Zelda title would appear on the Wii then codenamed Revolution 33 but were not clear to the media if this meant Twilight Princess or a different game 34 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 world map was mirrored for the Wii version q 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 35 Miyamoto confirmed the Revolution controller functionality in an interview with Nintendo of Europe 36 and Time reported this soon after 37 38 However support for the Wii controller did not make it into the GameCube release At E3 2006 Nintendo confirmed that both versions would be available at the Wii launch 39 and had a playable version of Twilight Princess for the Wii q Later the GameCube release was pushed back to a month after the launch of the Wii 40 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 r The camera movement was reworked and item controls were changed to avoid accidental button presses s 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 t Link was now right handed and references to east and west were reversed 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 u Music and sound edit The game s score was composed by Toru Minegishi and Asuka Ohta with series regular Koji Kondo serving as the sound supervisor 41 Minegishi took charge of composition and sound design in Twilight Princess providing all field and dungeon music 42 For the trailers three pieces were written by different composers 43 two of which were created by Mahito Yokota and Kondo 44 Michiru Ōshima created orchestral arrangements for the three compositions later to be performed by an ensemble conducted by Taizo Takemoto 43 Kondo s piece was chosen as music for the E3 2005 trailer and for the demo movie after the title screen 44 Midna has the most voice acting her on screen dialogue is often accompanied by a babble of pseudo speech which was produced by scrambling English phrases sampled by Japanese voice actress Akiko Kōmoto 45 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 43 He originally envisioned a full 50 person orchestra for action sequences and a string quartet for more lyrical moments 43 though the final product used sequenced music instead 10 Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision 44 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 46 Technical vulnerability edit 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 specifically designed save file would cause the game to load unsigned code which could include Executable and Linkable Format ELF programs and homebrew Wii applications 47 Versions 3 3 and 3 4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered 48 49 and version 4 0 of the Wii Menu patched the vulnerability 50 Wii U version edit The Legend of Zelda Twilight Princess HDDeveloper s Tantalus Media Nintendo EPDPublisher s NintendoDirector s Tomomi SanoProducer s Eiji AonumaProgrammer s Sean O SullivanArtist s Paul CourtComposer s Toru MinegishiAsuka OhtaKoji KondoPlatform s Wii UReleaseNA EU March 4 2016AU March 5 2016JP March 10 2016Genre s Action adventureMode s Single playerA high definition remaster of the game The Legend of Zelda Twilight Princess HD was developed by Tantalus Media for the Wii U Announced during a Nintendo Direct presentation on November 13 2015 it features enhanced graphics and Amiibo functionality 8 The game was released worldwide in March 2016 51 52 The idea for a high definition version of Twilight Princess first originated during the production of Breath of the Wild Nintendo experimented with an HD version of Twilight Princess running on Wii U development kits when trying to settle on a graphical style for the new game 53 This ultimately led to the production of The Wind Waker HD whose success encouraged the Zelda team to pursue other high definition remasters After its release which was developed internally at Nintendo in only six months the Zelda team settled on an HD remaster of Twilight Princess At the time most of the Zelda team was preoccupied with Breath of the Wild so Nintendo sought a partnership with an external development studio the Australia based Tantalus Media to work on Twilight Princess HD 54 According to Eiji Aonuma who directed the original release and produced Twilight Princess HD ensuring the remaster would take advantage of the Wii U GamePad was a point of focus early in the title s development The control scheme used in the GameCube version was adapted for the remaster due to similarities between the button layouts of the two consoles controllers 54 Aonuma considered underwater gameplay in the remaster to be significantly improved Other enhancements include speeding up a handful of cutscenes that seemed overly long by modern standards 54 and reducing repetitive gameplay elements such as collecting Tears of Light while in the Twilight Realm 55 A commitment to preserving the feel of the original inspired several design decisions such as keeping the frame rate at 30 frames per second 54 Tomomi Sano the assistant director of the Wii U version noted the degree of refinement the graphics would receive required much consideration When we created more precise models of objects to go with the higher resolution we found that everything was too clear and we lost that soft and delicate atmosphere that you get in particular at twilight or with the light in a forest 54 Certain bundles of the game contain a Wolf Link Amiibo figurine which unlocks a Wii U exclusive dungeon called the Cave of Shadows 56 and can carry data over to Breath of the Wild 57 In the Cave of Shadows Link fights waves of enemies while restricted to his wolf form 56 Comparable to the optional Cave of Ordeals present in the original release opportunities to recover health during the trial are sparse 58 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 56 A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in North America it is included with the limited edition bundle in other regions 59 A three disc original soundtrack consisting of 108 pieces from the game was released in Japan in July 2016 60 Reception editReviews edit ReceptionAggregate scoreAggregatorScoreGCWiiWii UMetacritic96 100 v 61 95 100 w 62 86 100 x 63 Review scoresPublicationScoreGCWiiWii U1Up comA 64 A 65 AllGame nbsp nbsp nbsp nbsp nbsp 66 Computer Games Magazine8 5 10 67 Computer and Video Games10 10 68 Destructoid8 10 69 Edge9 10 70 Electronic Gaming Monthly30 30 71 Famitsu38 40 72 GamePro nbsp nbsp nbsp nbsp nbsp 75 GameRevolution nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 74 GameSpot8 9 10 76 8 8 10 77 9 10 78 GameSpy nbsp nbsp nbsp nbsp nbsp 81 GamesRadar nbsp nbsp nbsp nbsp nbsp 79 nbsp nbsp nbsp nbsp nbsp 80 IGN9 5 10 82 9 5 10 10 8 6 10 83 Nintendo Life nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 84 Nintendo Power9 5 10 85 9 5 10 86 Nintendo World Report10 10 87 9 10 88 Official Nintendo Magazine97 89 Polygon8 10 55 Shacknews7 10 90 USgamer4 5 91 VentureBeat90 100 92 X Play nbsp nbsp nbsp nbsp nbsp 93 AwardsPublicationAwardGameTrailersGame of the Year 2006 1UP comGame of the Year 2006 Electronic Gaming MonthlyGame of the Year 2006 Game InformerGame of the Year 2006 GamesRadarGame of the Year 2006 GameSpyGame of the Year 2006 Spacey AwardsGame of the Year 2006 X PlayGame of the Year 2006 Nintendo PowerGame of the Year 2006 Golden Joystick AwardNintendo Game of the Year 2016 Twilight Princess was released to critical acclaim and commercial success It received perfect scores from major publications such as 1UP com 65 Computer and Video Games 68 Electronic Gaming Monthly 71 Game Informer 73 GamesRadar 79 and GameSpy 81 On the review aggregator Metacritic Twilight Princess holds scores of 95 100 for the Wii version and 96 100 for the GameCube version indicating universal acclaim 61 62 It is the highest rated game of 2006 on Metacritic 94 GameTrailers in their review called it one of the greatest games ever created 95 On release Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP com 65 Computer and Video Games 68 Electronic Gaming Monthly 71 Game Informer 73 GamesRadar 79 IGN 10 and The Washington Post 96 Game Informer called it so creative that it rivals the best that Hollywood has to offer 73 GamesRadar praised Twilight Princess as a game that deserves nothing but the absolute highest recommendation 79 Cubed3 hailed Twilight Princess as the single greatest videogame experience 97 Twilight Princess 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 10 81 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 Hyrule as the best version ever created 68 PALGN praised the game s cinematics noting that the cutscenes are the best ever in Zelda games 98 Regarding the Wii version GameSpot s Jeff Gerstmann said the Wii controls felt tacked on 77 although 1UP com said the remote swinging sword attacks were the most impressive in the entire series 65 Gaming Nexus considered Twilight Princess soundtrack to be the best of this generation 99 though IGN criticized its MIDI formatted songs for lacking the punch and crispness of their orchestrated counterparts 10 Wii U version edit Twilight Princess HD holds a score of 86 100 at the review aggregator Metacritic indicating generally favorable reviews 100 The title received the Nintendo Game of the Year award at the Golden Joystick Awards in November 2016 101 Awards edit Twilight Princess received the awards for Best Artistic Design 102 Best Original Score 103 and Best Use of Sound 104 from IGN for its GameCube version Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics 105 106 107 and Best Story 107 108 109 During the 10th Annual Interactive Achievement Awards Twilight Princess was awarded Outstanding Achievement in Story and Character Development by the Academy of Interactive Arts amp Sciences 110 while also receiving nominations for Overall Game of the Year Console Game of the Year Action Adventure Game of the Year Outstanding Achievement in Game Design and Outstanding Achievement in Gameplay Engineering 111 Twilight Princess received Game of the Year awards from GameTrailers 112 1UP com 113 Electronic Gaming Monthly 114 Game Informer 115 GamesRadar 116 GameSpy 117 Spacey Awards 118 X Play 119 and Nintendo Power 107 It was also given awards for Best Adventure Game from the Game Critics Awards 120 X Play 119 IGN 121 122 GameTrailers 123 1UP com 113 and Nintendo Power 107 The game was considered the Best Console Game by the Game Critics Awards 120 and GameSpy 117 The game placed 16th in Official Nintendo Magazine s list of the 100 Greatest Nintendo Games of All Time 124 IGN ranked the game as the 4th best Wii game 125 Nintendo Power ranked the game as the third best game to be released on a Nintendo system in the 2000s decade 126 Sales edit In North America the game was sold with three of every four Wii purchases during its first week 127 The Wii version sold 412 000 copies in the United States during November 2006 representing 87 of Wii launch sales that month the highest attach rate for a launch game since Super Mario 64 launched with the Nintendo 64 in 1996 128 It went on to become America s fifth best selling game of 2006 with 1 5 million copies sold for the Wii and GameCube in the US that year 129 In the United Kingdom the Wii version received a Platinum sales award from the Entertainment and Leisure Software Publishers Association ELSPA 130 indicating sales of at least 300 000 copies in the UK 131 The game had sold 5 82 million copies on the Wii as of March 2011 132 and 1 32 million on the GameCube as of March 2007 133 As of September 2015 the game had sold 8 85 million copies worldwide across both platforms 134 making it the best selling single title in the series until it was surpassed by The Legend of Zelda Breath of the Wild in April 2018 135 Wii U version edit The remaster sold 52 282 copies during its first week of release in Japan which placed it at second place in the video game sales charts 136 The following week it came in at number 9 on the charts selling an additional 7 705 copies 137 By comparison 30 264 copies of The Wind Waker HD were sold in its first week in Japan 138 In the first week of Twilight Princess HD s United Kingdom release the remaster was the second best selling game and the best selling game released for a single platform in the country 139 Twilight Princess HD s sales dropped 84 in its second week in the UK making it the ninth best selling game in the country 140 In the United States it was the third best selling game sold in brick and mortar retailers throughout March 2016 according to market research firm The NPD Group 141 As of December 2022 the game has sold 1 17 million copies worldwide 142 Legacy editAn eleven volume manga series based on Twilight Princess penned and illustrated by Akira Himekawa was first released in Japan on February 8 2016 and ran until January 30 2022 The series was made available via physical copies online bookstores and 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 143 Viz Media began releasing an English localization of the series in 2017 144 and was finished in March 2022 To commemorate the launch of the My Nintendo loyalty program in March 2016 Nintendo released My Nintendo Picross The Legend of Zelda Twilight Princess a Picross puzzle game developed by Jupiter as a downloadable title for the Nintendo 3DS 145 146 Midna in both her imp and Twili forms Zant and NPC character Agitha all appeared as playable warriors in the Zelda crossover title Hyrule Warriors and its various iterations 147 Since the release of Hyrule Warriors Agitha has been recognised as a main character of Twilight Princess 148 See also editLink s Crossbow Training a 2007 shooting video game created for the Wii Zapper using the world and assets of Twilight PrincessNotes edit Nvidia Lightspeed Studios developed the Nvidia Shield version Japanese ゼルダの伝説 トワイライトプリンセス Hepburn Zeruda no Densetsu Towairaito Purinsesu Aonuma 2007 Eiji Aonuma s GDC 2007 Presentation a b Pelland 2006 p 20 Pelland 2006 pp 22 23 Pelland 2006 p 22 Pelland 2006 p 12 Pelland 2006 p 168 Pelland 2006 p 35 Pelland 2006 pp 17 20 Pelland 2006 p 21 Pelland 2006 p 153 a b Aonuma 2007 The fate of Wind Waker 2 Aonuma 2007 A lupine direction and Minish Cap Aonuma 2007 E3 2005 and 120 Zelda a b Aonuma 2007 A Revolutionary idea a b Aonuma 2007 The first attempt at Wii control Aonuma 2007 E3 2006 lesson Aonuma 2007 Camera and item controls Aonuma 2007 Sword controls Pelland 2006 pp 170 191 Based on 16 reviews Based on 73 reviews Based on 74 reviews References editAonuma Eiji March 2007 The Legend of Zelda Twilight Reflections in the Hourglass Speech Game Developers Conference Archived from the original on April 20 2014 Retrieved September 12 2008 via Nintendo World Report The Legend of Zelda Twilight Princess instruction booklet PDF March 28 2014 Archived PDF from the original on August 31 2014 Retrieved February 24 2015 a href Template Cite book html title Template Cite book cite book a website ignored help Pelland Scott ed November 19 2006 Official Nintendo Power The Legend of Zelda Twilight Princess Player s Guide Nintendo ISBN 1 59812 004 2 a b c Iwata Asks The Legend of Zelda Twilight Princess Like Trying to Mold Clay Iwata Asks Nintendo November 2006 Archived from the original on July 25 2015 Retrieved April 6 2015 Mitsuhiro Takano My name is Takano I was basically in charge of the story scripting for Twilight Princess but I was also involved in the development of the cut scenes and a few of the events in the game a b 勝田哲也 March 7 2007 Game Developers Choice Awards BEST GAMEは Gears of War GAME Watch in Japanese Impress Watch Corporation Archived from the original on January 8 2011 Retrieved June 27 2010 Eiji Aonuma 僕が書いたストーリーをものすごく良いものに変えてくれたシナリオ担当の高野充浩さんと京極あやさん Those responsible for the scenario Mr Mitsuhiro Takano and Mrs Aya Kyogoku made some really great changes to the story I wrote Lawler Richard Nintendo Wii GameCube games come to China on NVIDIA Shield Archived December 5 2017 at the Wayback Machine Engadget 2017 12 05 2017 12 05 Casamassina Matt August 16 2005 Zelda Delayed to Next Year IGN Ziff Davis Archived from the original on May 12 2006 Retrieved November 13 2021 GamePro Q amp A Nintendo s Harrison on Zelda GamePro IDG Entertainment November 5 2006 Archived from the original on November 26 2006 Retrieved December 3 2006 Long interview with Eiji Aonuma Nintendo Dream in Japanese February 2007 Archived from the original on February 2 2007 Retrieved February 3 2016 Nunneley Stephany April 26 2018 Switch sales stand at over 17M units Breath of the Wild now best selling Zelda title VG247 Archived from the original on April 28 2019 Retrieved April 27 2018 a b Otero Jose November 12 2015 The Legend of Zelda Twilight Princess HD Announced for Wii U IGN Ziff Davis Archived from the original on November 15 2015 Retrieved November 14 2015 Kaluszka Aaron January 11 2007 GC Review The Legend of Zelda Twilight Princess Nintendo World Report Archived from the original on February 28 2009 Retrieved January 23 2009 a b c d e f Casamassina Matt November 17 2006 The Legend of Zelda Twilight Princess Review IGN Ziff Davis Archived from the original on January 12 2017 Retrieved April 27 2017 Inside Zelda part 10 The Monsters in his Head Nintendo Power Vol 201 Nintendo March 2006 pp 46 48 Archived from the original on September 13 2008 Retrieved September 10 2008 Nintendo Entertainment Analysis amp Development November 19 2006 The Legend of Zelda Twilight Princess GameCube Wii Nintendo Midna Poor thing he has no idea where this is or what s happened So don t you think you should explain to him what you ve managed to do You owe him that much Twilight Princess Eee hee Zelda Listen carefully This was once the land where the power of the gods was said to slumber This was once the kingdom of Hyrule But that blessed kingdom has been transformed by the king that rules the twilight It has been turned into a world of shadows ruled by creatures who shun the light Twilight covered Hyrule like a shroud and without light the people became as spirits Within the twilight they live on unaware that they have passed into spirit forms All the people know now is fear Fear of a nameless evil The kingdom succumbed to twilight but I remain its princess I am Zelda a href Template Cite book html title Template Cite book cite book a CS1 maint numeric names authors list link Nintendo Entertainment Analysis amp Development November 19 2006 The Legend of Zelda Twilight Princess GameCube Wii Nintendo Midna Princess I have one last request Can you tell him where to find the Mirror of Twilight Zelda gasps Zelda Midna I believe I understand now just who and what you are Despite your mortal injuries you act in our stead These dark times are the result of our deeds yet it is you who have reaped the penalty Accept this now Midna I pass it to you Midna No Link STOP HER We go back Link Back to the Faron Woods to herself Zelda I ve taken all that you had to give though I did not want it a href Template Cite book html title Template Cite book cite book a CS1 maint numeric names authors list link Nintendo Entertainment Analysis amp Development November 19 2006 The Legend of Zelda Twilight Princess GameCube Wii Nintendo Midna Hey but listen Link I ve got a little favor to ask Would you mind coming with me to find something called the Mirror of Twilight It s hidden somewhere in Hyrule Yes the Mirror of Twilight Our last potential link to Zant a href Template Cite book html title Template Cite book cite book a CS1 maint numeric names authors list link Nintendo Entertainment Analysis amp Development November 19 2006 The Legend of Zelda Twilight Princess GameCube Wii Nintendo Sages Only the true leader of the Twili can utterly destroy the Mirror of Twilight so Zant could merely break it into pieces a href Template Cite book html title Template Cite book cite book a CS1 maint numeric names authors list link Nintendo Entertainment Analysis amp Development November 19 2006 The Legend of Zelda Twilight Princess GameCube Wii Nintendo Sages to Midna I hope you can find it in yourself to forgive our carelessness O Twilight Princess a href Template Cite book html title Template Cite book cite book a CS1 maint numeric names authors list link Nintendo Entertainment Analysis amp Development November 19 2006 The Legend of Zelda Twilight Princess GameCube Wii Nintendo Midna Thank you Well the princess spoke truly as long as that mirror s around we could meet again Link I See you later a href Template Cite book html title Template Cite book cite book a CS1 maint numeric names authors list link New GCN Wario Ware Zelda IGN Ziff Davis August 7 2003 Archived from the original on July 19 2008 Retrieved September 12 2008 Interview Eiji Aonuma IGN Ziff Davis May 19 2004 Archived from the original on January 3 2009 Retrieved November 13 2021 GDC 2004 Wind Waker 2 Official IGN Ziff Davis March 24 2004 Archived from the original on October 2 2008 Retrieved November 13 2021 Fact or Fiction The 10 Biggest Rumors on GameCube IGN Ziff Davis August 6 2003 Archived from the original on January 3 2009 Retrieved November 13 2021 Innes Ruby June 27 2022 Miyamoto Apparently Cringed When First Shown Wind Waker s Art Style Kotaku Gizmodo Media Group Archived from the original on September 5 2022 Retrieved September 4 2022 At some point he had to give a presentation against his will That s when he said something like You know it s not too late to change course and make a realistic Zelda a b c d The Legend of Zelda Encyclopedia Dark Horse 2018 p 279 ISBN 978 1 50670 638 2 Classic Zelda und Link Classic Zelda and Link Club Nintendo in German Vol 1996 no 2 Nintendo of Europe April 1996 p 72 The two program designers Shigeru Miyamoto and Takashi Tezuka were responsible for the game who set themselves the goal of developing a fairytale adventure game with action elements Takashi Tezuka a great lover of fantasy novels such as Tolkien s Lord of the Rings wrote the script for the first two games in the Zelda series Shigeru Miyamoto Interview Super PLAY in Swedish 4 03 Medstroms Dataforlag AB March 2003 Archived from the original on September 7 2006 Retrieved September 24 2006 All ideas for The Legend of Zelda were mine and Takashi Tezukas Books movies and our own lives Sakai Kazuya Thorpe Patrick February 2017 The Legend of Zelda Art amp Artifacts Dark Horse p 419 ISBN 978 1506703350 Takizawa And that was about the time we heard that people were wanting a realistic looking Zelda game again Also at that time there was an epic fantasy movie which was very popular So after reexamining the situation we said to ourselves Let s do this thing Iwata Satoru Aonuma Eiji November 23 2006 Iwata Asks Make it 120 Zelda Nintendo Archived from the original on May 17 2019 Retrieved February 23 2021 Aonuma It s undeniably big but I believe all those fun elements which make up this world justify this size Now that we have finished I feel that with a generation accustomed to watching epic films like Lord of the Rings when you want to design a convincing world that sort of vast scale becomes necessary Gerstmann Jeff May 12 2004 The Legend of Zelda details GameSpot CBS Interactive Archived from the original on March 27 2009 Retrieved September 12 2008 E3 2004 Miyamoto and Aonuma on Zelda IGN Ziff Davis May 12 2004 Archived from the original on December 6 2008 Retrieved November 13 2021 E3 2004 New Legend of Zelda Details IGN Ziff Davis May 12 2004 Archived from the original on September 25 2006 Retrieved November 13 2021 Iwata Asks The Legend of Zelda Twilight Princess Ideas Born Out of Functionality Iwata Asks Nintendo November 2006 Archived from the original on July 25 2015 Retrieved April 6 2015 The Legend of Zelda Twilight Princess Preview Trailer IGN Ziff Davis December 13 2008 Archived from the original on December 29 2008 Casamassina Matt May 17 2005 E3 2005 Mario and Zelda Go Next Gen IGN Ziff Davis Archived from the original on June 28 2008 Retrieved November 13 2021 Casamassina Matt February 28 2006 Every Revolution Game We Know About IGN Ziff Davis Archived from the original on January 1 2009 Retrieved September 12 2008 Chou Che December 22 2005 Play Zelda Twilight Princess with the Revolution Controller 1UP com IGN Archived from the original on October 13 2012 Retrieved May 28 2006 EGM Presents The 2006 1UP Network Awards Electronic Gaming Monthly 2006 Grossman Lev May 15 2006 A Game For All Ages Time Archived from the original on January 29 2015 Retrieved March 12 2015 Thorsen Tor May 7 2006 E3 06 Zelda Wii sword fighting next gen WarioWare confirmed GameSpot CBS Interactive Archived from the original on September 5 2014 Retrieved May 28 2006 Hatfield Daemon May 9 2006 E3 2006 Wii Gamecube Zelda Available Simultaneously IGN Ziff Davis Archived from the original on January 4 2009 Retrieved November 13 2021 Seff Micah September 14 2006 Twilight Princess Slips IGN Ziff Davis Archived from the original on January 3 2009 Retrieved September 12 2008 Nintendo Entertainment Analysis amp Development November 19 2006 The Legend of Zelda Twilight Princess GameCube Wii Nintendo Scene Credits sequence MUSIC Toru Minegishi Asuka Ohta Koji Kondo a href Template Cite book html title Template Cite book cite book a CS1 maint numeric names authors list link Inside Zelda Part 13 Nintendo Power Vol 204 Nintendo June 2006 pp 76 78 Archived from the original on June 14 2008 Retrieved October 17 2007 a b c d Inside Zelda part 4 Natural Rhythms of Hyrule Nintendo Power Vol 195 Nintendo September 2005 pp 56 58 Archived from the original on August 11 2014 Retrieved October 10 2008 a b c Kohler Chris March 11 2007 VGL Koji Kondo Interview Wired Conde Nast Archived from the original on March 28 2015 Retrieved April 6 2015 Hillier Brenna July 30 2014 Midna speaks English and other secrets of The Legend of Zelda VG247 Archived from the original on August 2 2014 Retrieved April 30 2016 The Legend of Zelda Twilight Princess 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dungeon Eurogamer Gamer Network Archived from the original on January 15 2016 Retrieved January 20 2016 Phillips Tom January 21 2016 Zelda Twilight Princess HD s Amiibo exclusive dungeon revealed Eurogamer Gamer Network Archived from the original on January 22 2016 Retrieved March 8 2016 Jenni February 19 2016 The Legend Of Zelda Twilight Princess HD s Sound Selection CD Features 20 Remastered Tracks Siliconera Curse Inc Archived from the original on March 3 2016 Retrieved March 3 2016 Rosario Kristen G June 9 2016 Twilight Princess HD original soundtrack to be released in Japan on July 27th Zelda Informer CraveOnline Archived from the original on August 9 2016 Retrieved August 8 2016 a b The Legend of Zelda Twilight Princess for GameCube Reviews Metacritic CBS Interactive Archived from the original on November 23 2010 Retrieved April 1 2015 a b The Legend of Zelda Twilight Princess for Wii Reviews Metacritic CBS Interactive Archived from the original on March 20 2015 Retrieved April 1 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Review The Legend of Zelda Twilight Princess HD Destructoid Archived from the original on September 12 2021 Retrieved September 12 2021 The Legend of Zelda Twilight Princess Review Edge Future plc Archived from the original on April 4 2013 Retrieved March 25 2013 a b c Parish Jeremy January 2007 The Legend of Zelda Twilight Princess review Electronic Gaming Monthly Vol 211 pp 56 58 ゼルダの伝説 トワイライトプリンセス 9 10 9 10 Famitsu in Japanese Enterbrain November 24 2006 a b c d Reiner Andrew The Legend of Zelda Twilight Princess Game Informer GameStop Archived from the original on November 29 2006 Retrieved December 5 2006 The Legend of Zelda Twilight Princess HD Review Aces high GameRevolution September 12 2021 Archived from the original on September 12 2021 Retrieved September 12 2021 Moses Tenacious September 5 2010 The Legend of Zelda Twilight Princess Review from GamePro GamePro IDG Entertainment Archived from the original on September 5 2010 Retrieved March 25 2013 Gerstmann Jeff December 14 2006 The Legend of Zelda Twilight Princess Review GameSpot CBS Interactive Archived from the original on January 5 2007 Retrieved June 18 2007 a b Gerstmann Jeff December 14 2006 The Legend of Zelda Twilight Princess Review GameSpot CBS Interactive Archived from the original on December 6 2006 Retrieved June 18 2007 Crossley Rob March 1 2016 The Legend of Zelda Twilight Princess HD Review GameSpot CBS Interactive Archived from the original on March 1 2016 Retrieved March 3 2016 a b c d Elston Brett November 21 2006 The Legend of Zelda Twilight Princess review GamesRadar Future plc Archived from the original on May 23 2015 Retrieved April 6 2015 The Legend of Zelda Twilight Princess HD review Aces high GamesRadar September 12 2021 Archived from the original on October 19 2021 Retrieved September 12 2021 a b c Williams Bryn November 13 2006 The Legend of Zelda Twilight Princess Review GameSpy IGN Archived from the original on December 2 2006 Retrieved December 5 2006 Casamassina Matt 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2023CESAゲーム白書 2023 CESA Games White Papers Computer Entertainment Supplier s Association 2023 ISBN 978 4 902346 47 3 Frank Allegra February 3 2016 The Legend of Zelda Twilight Princess is getting a manga starting next week Polygon Vox Media Archived from the original on February 16 2016 Retrieved February 16 2016 Whitehead Thomas May 29 2016 The Legend of Zelda Twilight Princess Manga Is Coming to the West Nintendo Life Gamer Network Archived from the original on May 31 2016 Retrieved August 13 2016 Makuch Eddie March 7 2016 Legend of Zelda Picross Revealed As My Nintendo Bonus Report GameSpot CBS Interactive Archived from the original on April 4 2016 Retrieved April 4 2016 My Nintendo Picross The Legend of Zelda Twilight Princess My Nintendo 2016 Archived from the original on April 16 2016 Retrieved April 16 2016 Hyrule Warriors Definitive Edition for the Nintendo Switch home gaming system Official Site zelda com Archived from the original on October 28 2020 Retrieved April 2 2020 The Legend of Zelda Encyclopedia Dark Horse 2018 p 275 ISBN 978 1 50670 638 2 External links edit nbsp Wikiquote has quotations related to The Legend of Zelda Twilight Princess Official website Portals nbsp Video games nbsp Japan Retrieved from https en wikipedia org w index php title The Legend of Zelda Twilight Princess amp oldid 1218282668, wikipedia, wiki, book, books, library,

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