Anonymous

The Legend of Zelda - Cancelled Games: Difference between revisions

From Zelda Wiki, the Zelda encyclopedia
m
No edit summary
 
(6 intermediate revisions by 4 users not shown)
Line 10: Line 10:
<span style="font-size:34px;"><center>The Legend of Zelda - Cancelled Games</center></span>
<span style="font-size:34px;"><center>The Legend of Zelda - Cancelled Games</center></span>


== Ideas and Pitches That Never Left Pre-Production ==  
==Ideas and Pitches That Never Left Pre-Production==
 
 
===A Remake of ''Zelda 2'' for the Super Famicom===
===A Remake of ''Zelda 2'' for the Super Famicom===
 
Following the release of ''The Legend of Zelda: Link's Awakening'', Shigeru Miyamoto and Yoshiaki Koizumi began working on a remake of ''Zelda II: The Adventure of Link'' for the Super Famicom, designed using polygons. The two experimented with a thin, polygonal Link viewed from a side-scrolling perspective, similar to the original game. Plans to turn this concept into a full game eventually fell through, and both developers moved on to other projects. However, the team still wanted to create another ''Zelda'' based around swordfighting, the way {{TAoL|-}} was, and this eventually led to the development of {{OoT|-}}.<ref>{{Cite Person|quote= You might say that, but before Super Mario 64, I had actually been making Zelda II: The Adventure of Link in polygons with Miyamoto-san. We were experimenting with a thin, polygon Link seen from the side and fighting with his sword. Chanbara was a pending issue at the time. We couldn't really bring Zelda II: The Adventure of Link into form at that time, but I kept that desire to achieve a sword-fighting Zelda game until I joined this team. |name= Yoshiaki Koizumi |url= https://iwataasks.nintendo.com/interviews/3ds/zelda-ocarina-of-time/1/1 |title= The Legend of Zelda with Chanbara-style Action}}</ref>
Following the release of ''The Legend of Zelda: Link's Awakening'', Shigeru Miyamoto and Yoshiaki Koizumi began working on a remake of ''Zelda II: The Adventure of Link'' for the Super Famicom, designed using polygons. The two experimented with a thin, polygonal Link viewed from a side-scrolling perspective, similar to the original game. Plans to turn this concept into a full game eventually fell through, and both developers moved on to other projects. However, the team still wanted to create another ''Zelda'' based around swordfighting, the way {{TAoL|-}} was, and this eventually led to the development of {{OoT|-}}.<ref>{{Cite Person|quote= You might say that, but before Super Mario 64, I had actually been making Zelda II: The Adventure of Link in polygons with Miyamoto-san. We were experimenting with a thin, polygon Link seen from the side and fighting with his sword. Chanbara was a pending issue at the time. We couldn't really bring Zelda II: The Adventure of Link into form at that time, but I kept that desire to achieve a sword-fighting Zelda game until I joined this team. |name= Yoshiaki Koizumi |url= http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/1/1 |title= The Legend of Zelda with Chanbara-style Action}}</ref>
 


===A Side Story to {{TP|-}}===
===A Side Story to {{TP|-}}===
[[File:LCT Darknut Spawning Insects.png|thumb|260px|<center>''Link's Crossbow Training''</center>]]
[[File:LCT Darknut Spawning Insects.png|thumb|260px|<center>''Link's Crossbow Training''</center>]]


Following its release in 2006, ''The Legend of Zelda: Twilight Princess'' went on to become one of the highest-selling games in the {{TLoZ|-}} franchise.<ref>{{Cite Web|quote= Wii/GC / Twilight Princess / 8,850,000 |author= Ishaan Sahdev |published= January 31, 2018 |retrieved= April 26, 2020 |url= https://www.gamedesigngazette.com/2018/01/the-legend-of-zelda-global-sales.html |title= The Legend of Zelda - Global Sales |site= Game Design Gazette |type= }}</ref> Keen to give players that had enjoyed {{TP|-}} a new game to play while avoiding the lengthy development cycle ''Zelda'' projects typically involved, Nintendo's Shigeru Miyamoto asked the game's development team to explore ways to re-use ''Twilight Princess's'' existing world and assets.<ref>{{Cite Person|quote= The terrain created for Twilight Princess was vast. And honestly, I really thought there was more we could do with it. Those sort of sentiments always cross our minds in video game development though...|name= Shigeru Miyamoto |url= http://iwataasks.nintendo.com/interviews/#/wii/crossbow/0/1 |title= The "process" as the reward}}</ref><ref>{{Cite Person|quote= So, after we finished with the development of Twilight Princess, I talked to the staff about whether or not we could do a side story. With a big series like Zelda, we usually only release a new version every 3-5 years, but we thought it would be great to make something for those people that really enjoyed Twilight Princess where they’d be able to keep playing in the same world. I think it’s important for players to be able to play new games at a fairly fast pace.|name= Shigeru Miyamoto |url= http://iwataasks.nintendo.com/interviews/#/wii/crossbow/0/1 |title= The "process" as the reward}}</ref>
Following its release in 2006, ''The Legend of Zelda: Twilight Princess'' went on to become one of the highest-selling games in the {{TLoZ|-}} franchise.<ref>{{Cite Web|quote= Wii/GC / Twilight Princess / 8,850,000 |author= Ishaan Sahdev |published= January 31, 2018 |retrieved= April 26, 2020 |url= https://www.gamedesigngazette.com/2018/01/the-legend-of-zelda-global-sales.html |title= The Legend of Zelda - Global Sales |site= Game Design Gazette |type= }}</ref> Keen to give players that had enjoyed {{TP|-}} a new game to play while avoiding the lengthy development cycle ''Zelda'' projects typically involved, Nintendo's Shigeru Miyamoto asked the game's development team to explore ways to re-use ''Twilight Princess's'' existing world and assets.<ref>{{Cite Person|quote= The terrain created for Twilight Princess was vast. And honestly, I really thought there was more we could do with it. Those sort of sentiments always cross our minds in video game development though...|name= Shigeru Miyamoto |url= https://iwataasks.nintendo.com/interviews/wii/crossbow/0/1 |title= The "process" as the reward}}</ref><ref>{{Cite Person|quote= So, after we finished with the development of Twilight Princess, I talked to the staff about whether or not we could do a side story. With a big series like Zelda, we usually only release a new version every 3-5 years, but we thought it would be great to make something for those people that really enjoyed Twilight Princess where they’d be able to keep playing in the same world. I think it’s important for players to be able to play new games at a fairly fast pace.|name= Shigeru Miyamoto |url= https://iwataasks.nintendo.com/interviews/wii/crossbow/0/1 |title= The "process" as the reward}}</ref>


The idea was to use ''Twilight Princess's'' vast terrain to develop a new game that would serve as an "extra story" or "side story" to the main game's events. However, as the team began to formulate stories for this new project, Miyamoto felt these stories were too vast in scope, describing them as "epic tales" as opposed to side stories.<ref>{{Cite Person|quote= So, I asked our Zelda staff to think about a new project with an extra story based around Twilight Princess. But then, they were coming up with stories that can be described as ’epic tales’ rather than ’side stories’. Of course it’s also important to continue creating epics, but I do not believe that an epic tale alone can make a great game.|name= Shigeru Miyamoto |url= http://iwataasks.nintendo.com/interviews/#/wii/crossbow/0/1 |title= The "process" as the reward}}</ref> Development was halted while the team collectively pondered a solution.<ref>{{Cite Person|quote= With that in mind, we took some time to ponder over the new project and I ultimately suggested that we make a game based on the Twilight Princess that utilized the Wii Zapper.|name= Shigeru Miyamoto |url= http://iwataasks.nintendo.com/interviews/#/wii/crossbow/0/1 |title= The "process" as the reward}}</ref>
The idea was to use ''Twilight Princess's'' vast terrain to develop a new game that would serve as an "extra story" or "side story" to the main game's events. However, as the team began to formulate stories for this new project, Miyamoto felt these stories were too vast in scope, describing them as "epic tales" as opposed to side stories.<ref>{{Cite Person|quote= So, I asked our Zelda staff to think about a new project with an extra story based around Twilight Princess. But then, they were coming up with stories that can be described as ’epic tales’ rather than ’side stories’. Of course it’s also important to continue creating epics, but I do not believe that an epic tale alone can make a great game.|name= Shigeru Miyamoto |url= https://iwataasks.nintendo.com/interviews/wii/crossbow/0/1 |title= The "process" as the reward}}</ref> Development was halted while the team collectively pondered a solution.<ref>{{Cite Person|quote= With that in mind, we took some time to ponder over the new project and I ultimately suggested that we make a game based on the Twilight Princess that utilized the Wii Zapper.|name= Shigeru Miyamoto |url= https://iwataasks.nintendo.com/interviews/wii/crossbow/0/1 |title= The "process" as the reward}}</ref>


Ultimately, Miyamoto suggested the use of the Wii Zapper to create the game that would become {{LCT|-}}.<ref>{{Cite Person|quote= With that in mind, we took some time to ponder over the new project and I ultimately suggested that we make a game based on the Twilight Princess that utilized the Wii Zapper.|name= Shigeru Miyamoto |url= http://iwataasks.nintendo.com/interviews/#/wii/crossbow/0/1 |title= The "process" as the reward}}</ref> Describing the ''Zelda'' team's reaction to the decision, Miyamoto stated: "They were kind of shocked. It was like killing all the ideas they were working with until then. Some even felt that we should not do something which makes it look like we are reusing the already existing software and selling it to the consumers."<ref>{{Cite Person|quote= They were kind of shocked. It was like killing all the ideas they were working with until then. Some even felt that we should not do something which makes it look like we are reusing the already existing software and selling it to the consumers.|name= Shigeru Miyamoto |url= http://iwataasks.nintendo.com/interviews/#/wii/crossbow/0/1 |title= The "process" as the reward}}</ref>
Ultimately, Miyamoto suggested the use of the Wii Zapper to create the game that would become {{LCT|-}}.<ref>{{Cite Person|quote= With that in mind, we took some time to ponder over the new project and I ultimately suggested that we make a game based on the Twilight Princess that utilized the Wii Zapper.|name= Shigeru Miyamoto |url= https://iwataasks.nintendo.com/interviews/wii/crossbow/0/1 |title= The "process" as the reward}}</ref> Describing the ''Zelda'' team's reaction to the decision, Miyamoto stated: "They were kind of shocked. It was like killing all the ideas they were working with until then. Some even felt that we should not do something which makes it look like we are reusing the already existing software and selling it to the consumers."<ref>{{Cite Person|quote= They were kind of shocked. It was like killing all the ideas they were working with until then. Some even felt that we should not do something which makes it look like we are reusing the already existing software and selling it to the consumers.|name= Shigeru Miyamoto |url= https://iwataasks.nintendo.com/interviews/wii/crossbow/0/1 |title= The "process" as the reward}}</ref>
 
''Note: Coincidentally, the original concept for the Wii Zapper was first proposed by a member of the Twilight Princess team during the development of that game.''<ref>{{Cite Person|quote= When we were in the middle of developing the Wii version of Twilight Princess, one of my staff came up to me and showed me some similar sort of wire and rubber band construction he’d made, and I said to him, ’this isn’t the time or the place to be making things like this!’ (laughs) But when I held the thing in my hands, I saw that it really felt pretty comfortable to hold. So, I talked with hardware people, and we got started on the formal project development.|name= Shigeru Miyamoto|url= http://iwataasks.nintendo.com/interviews/#/wii/crossbow/0/2 |title= Wire and rubber bands as inspiration}}</ref>


''Note: Coincidentally, the original concept for the Wii Zapper was first proposed by a member of the Twilight Princess team during the development of that game.''<ref>{{Cite Person|quote= When we were in the middle of developing the Wii version of Twilight Princess, one of my staff came up to me and showed me some similar sort of wire and rubber band construction he’d made, and I said to him, ’this isn’t the time or the place to be making things like this!’ (laughs) But when I held the thing in my hands, I saw that it really felt pretty comfortable to hold. So, I talked with hardware people, and we got started on the formal project development.|name= Shigeru Miyamoto|url= https://iwataasks.nintendo.com/interviews/wii/crossbow/0/2 |title= Wire and rubber bands as inspiration}}</ref>


===''Heroes of Hyrule''===
===''Heroes of Hyrule''===
 
{{Main|Heroes of Hyrule}}
{{main|Heroes of Hyrule}}
 
[[File:HOH Concept Art.png|thumb|right|200px|<center>Concept art for ''Heroes of Hyrule''.</center>]]
[[File:HOH Concept Art.png|thumb|right|200px|<center>Concept art for ''Heroes of Hyrule''.</center>]]


Line 46: Line 38:


===Sheikah Action RPG by Retro Studios===
===Sheikah Action RPG by Retro Studios===
Between 2005 and 2008, Nintendo-owned Retro Studios began pre-production on a new ''Zelda'' game that would have explored the origins of the Master Sword.<ref>{{Cite Person|quote= Old storage hard-drive diving! (2005 - 2008)
Between 2005 and 2008, Nintendo-owned Retro Studios began pre-production on a new ''Zelda'' game that would have explored the origins of the Master Sword.<ref>{{Cite Person|quote= Old storage hard-drive diving! (2005 - 2008)
More stuff from a long lost cancelled Zelda (Sheik) action/jrpg that never went beyond pre-production... Really want to return to these some day to finish a few. Zelda games have wacky weird stuff, and this game was setting out to be ten times weirder.|name= Sammy Hall|url= https://web.archive.org/web/20200505181943/https://www.artstation.com/artwork/XBAqDa|title= Dark Gerudo}}</ref> According to concept artist Sammy Hall, who retroactively revealed it in 2020 via his ArtStation account, the game would have taken place within the "bad ending" of {{OoT|-}}.<ref>{{Cite Person|quote= Fun pre-pre-pre-production origin story of the Master Sword. Within the bad ending of “Ocarina of Time” exploring the last male Sheik’s (after a genocidal ethnic-cleansing) journey transforming into the Master Sword. All while the Dark Gerudo are giving their 100 year birth to Gannon.|name= Sammy Hall|url= https://www.unseen64.net/2021/01/19/zelda-sheik-retro-studios-cancelled/|title= Legend of Zelda: Sheik (Retro Studios) [Wii – Cancelled Concept]}}</ref> Hall was asked to brainstorm the Sheik project in between his other work at Retro Studios.<ref>{{Cite Web|quote= Speaking to IGN, ex-Retro Studios concept artist Sammy Hall explained that both games were in pre-production when cancelled, and "I doubt many at Nintendo proper saw much of any of this stuff. I was mostly put into a room like Milton from Office Space and tasked to brainstorm between other projects."|author= Joe Skrebels|published= May 8, 2021|retrieved= May 16, 2021|url= https://www.ign.com/articles/cancelled-zelda-sheik-boo-game|title= Concept Artist Discusses Retro's Cancelled Zelda and Mario Spin-Offs|site= IGN|type= }}</ref>
More stuff from a long lost cancelled Zelda (Sheik) action/jrpg that never went beyond pre-production... Really want to return to these some day to finish a few. Zelda games have wacky weird stuff, and this game was setting out to be ten times weirder.|name= Sammy Hall|url= https://web.archive.org/web/20200505181943/https://www.artstation.com/artwork/XBAqDa|title= Dark Gerudo}}</ref> According to concept artist Sammy Hall, who retroactively revealed it in 2020 via his ArtStation account, the game would have taken place within the "bad ending" of {{OoT|-}}.<ref>{{Cite Person|quote= Fun pre-pre-pre-production origin story of the Master Sword. Within the bad ending of “Ocarina of Time” exploring the last male Sheik’s (after a genocidal ethnic-cleansing) journey transforming into the Master Sword. All while the Dark Gerudo are giving their 100 year birth to Gannon.|name= Sammy Hall|url= https://www.unseen64.net/2021/01/19/zelda-sheik-retro-studios-cancelled/|title= Legend of Zelda: Sheik (Retro Studios) [Wii – Cancelled Concept]}}</ref> Hall was asked to brainstorm the Sheik project in between his other work at Retro Studios.<ref>{{Cite Web|quote= Speaking to IGN, ex-Retro Studios concept artist Sammy Hall explained that both games were in pre-production when cancelled, and "I doubt many at Nintendo proper saw much of any of this stuff. I was mostly put into a room like Milton from Office Space and tasked to brainstorm between other projects."|author= Joe Skrebels|published= May 8, 2021|retrieved= May 16, 2021|url= https://www.ign.com/articles/cancelled-zelda-sheik-boo-game|title= Concept Artist Discusses Retro's Cancelled Zelda and Mario Spin-Offs|site= IGN|type= }}</ref>
Line 65: Line 56:


''Note: An interesting parallel to note between the cancelled Sheik project and The Legend of Zelda: Skyward Sword is that the plot for both games involved a character transforming into the Master Sword.''
''Note: An interesting parallel to note between the cancelled Sheik project and The Legend of Zelda: Skyward Sword is that the plot for both games involved a character transforming into the Master Sword.''


===A Sequel to {{LCT|-}}===
===A Sequel to {{LCT|-}}===
[[File:LCT Crossbow Render.png|thumb|150px|<center>The Crossbow from ''Link's Crossbow Training''</center>]]
[[File:LCT Crossbow Render.png|thumb|150px|<center>The Crossbow from ''Link's Crossbow Training''</center>]]


Line 74: Line 63:


According to Aonuma, he would have liked to include a full-fledged online multiplayer mode through the Wii's Nintendo Wi-Fi Connection service in such a game.<ref>{{Cite Person|quote= For example, I was thinking that maybe we could intensify the multiplayer mode. The original game was really just a solo game but I thought that we could add a true multiplayer mode with multiple users playing together, from remote areas, over the Wi-Fi Connection.|name= Eiji Aonuma|url= http://nintendoeverything.com/aonuma-wanted-to-make-links-crossbow-training-2/ |title= Aonuma wanted to make Link’s Crossbow Training 2}}</ref> Judging by Aonuma's statements, the project never went into development as Nintendo felt he should focus on developing an entirely new ''Zelda'' game instead.<ref>{{Cite Person|quote= The fact of the matter is that a lot of people inside Nintendo insisted that I should work on a new Legend Of Zelda title rather than working on more Crossbow Training.|name= Eiji Aonuma|url= http://nintendoeverything.com/aonuma-wanted-to-make-links-crossbow-training-2/ |title= Aonuma wanted to make Link’s Crossbow Training 2}}</ref>
According to Aonuma, he would have liked to include a full-fledged online multiplayer mode through the Wii's Nintendo Wi-Fi Connection service in such a game.<ref>{{Cite Person|quote= For example, I was thinking that maybe we could intensify the multiplayer mode. The original game was really just a solo game but I thought that we could add a true multiplayer mode with multiple users playing together, from remote areas, over the Wi-Fi Connection.|name= Eiji Aonuma|url= http://nintendoeverything.com/aonuma-wanted-to-make-links-crossbow-training-2/ |title= Aonuma wanted to make Link’s Crossbow Training 2}}</ref> Judging by Aonuma's statements, the project never went into development as Nintendo felt he should focus on developing an entirely new ''Zelda'' game instead.<ref>{{Cite Person|quote= The fact of the matter is that a lot of people inside Nintendo insisted that I should work on a new Legend Of Zelda title rather than working on more Crossbow Training.|name= Eiji Aonuma|url= http://nintendoeverything.com/aonuma-wanted-to-make-links-crossbow-training-2/ |title= Aonuma wanted to make Link’s Crossbow Training 2}}</ref>


===Multiplayer Games for Nintendo DS and 3DS===
===Multiplayer Games for Nintendo DS and 3DS===
Multiplayer games along the lines of {{FS|-}} and {{FSA|-}} were explored on both Nintendo DS and Nintendo 3DS.
Multiplayer games along the lines of {{FS|-}} and {{FSA|-}} were explored on both Nintendo DS and Nintendo 3DS.


The first instance of this was in 2004, when Daiki Iwamoto, a programmer that had worked on {{FS|-}}, prototyped a multiplayer Zelda along the lines of that game, for the Nintendo DS. At the time, series producer Eiji Aonuma asked Iwamoto to focus on other ideas instead.<ref>{{Cite Person|quote= At first we worked on creating a game that followed the connectivity style of Four Swords Adventures with the two screens, but then Mr. Aonuma suggested we didn’t continue with that. He said we should think of a completely new Zelda gameplay that would become a DS standard. We didn’t mind the simplicity, so we ended up with the idea of a stylus-controlled game. |name= Daiki Iwamoto |url= https://www.videogamesblogger.com/2007/08/30/the-legend-of-zelda-phantom-hourglass-interview-with-eiji-aonuma.htm |title= The Legend of Zelda: Phantom Hourglass interview with Eiji Aonuma}}</ref> This would lead to the development of ''The Legend of Zelda: Phantom Hourglass''.
The first instance of this was in 2004, when Daiki Iwamoto, a programmer that had worked on {{FS|-}}, prototyped a multiplayer Zelda along the lines of that game, for the Nintendo DS. At the time, series producer Eiji Aonuma asked Iwamoto to focus on other ideas instead.<ref>{{Cite Person|quote= At first we worked on creating a game that followed the connectivity style of Four Swords Adventures with the two screens, but then Mr. Aonuma suggested we didn’t continue with that. He said we should think of a completely new Zelda gameplay that would become a DS standard. We didn’t mind the simplicity, so we ended up with the idea of a stylus-controlled game. |name= Daiki Iwamoto |url= https://www.videogamesblogger.com/2007/08/30/the-legend-of-zelda-phantom-hourglass-interview-with-eiji-aonuma.htm |title= The Legend of Zelda: Phantom Hourglass interview with Eiji Aonuma}}</ref> This would lead to the development of ''The Legend of Zelda: Phantom Hourglass''.


The second instance was in 2009, when designer Hiromasa Shikata (who had served as one of many sub-directors on {{TP|-}}) and programmer Shiro Mouri (who had served as lead programmer on the Nintendo DS ''Zelda'' games) were brainstorming ideas for the Nintendo 3DS handheld, which had not yet been revealed to the public.<ref>{{Cite Person|quote= When The Legend of Zelda: Spirit Tracks was over, much of the staff went to develop Sword. The only ones left were Mouri-san, another programmer and I. The Nintendo 3DS wasn't out yet, but our goals was to make a Zelda game for the handheld that would follow the Nintendo DS, so for about the first year, we thought a lot about what to do. |name= Hiromasa Shikata |url= http://iwataasks.nintendo.com/interviews/#/3ds/a-link-between-worlds/0/0 |title= "Sounds Like an Idea That's 20 Years Old"}}</ref>
The second instance was in 2009, when designer Hiromasa Shikata (who had served as one of many sub-directors on {{TP|-}}) and programmer Shiro Mouri (who had served as lead programmer on the Nintendo DS ''Zelda'' games) were brainstorming ideas for the Nintendo 3DS handheld, which had not yet been revealed to the public.<ref>{{Cite Person|quote= When The Legend of Zelda: Spirit Tracks was over, much of the staff went to develop Sword. The only ones left were Mouri-san, another programmer and I. The Nintendo 3DS wasn't out yet, but our goals was to make a Zelda game for the handheld that would follow the Nintendo DS, so for about the first year, we thought a lot about what to do. |name= Hiromasa Shikata |url= https://iwataasks.nintendo.com/interviews/3ds/a-link-between-worlds/0/0 |title= "Sounds Like an Idea That's 20 Years Old"}}</ref>


During the development of {{ST|-}}, Shikata had felt the game's cooperative gameplay mechanics were well suited to a multiplayer game.<ref>{{Cite Person|quote= 「ゼルダの伝説 大地の汽笛」で,リンクとファントムを切り替えながら遊んでいくシステムがあったんですが,僕はあれを2人で同時に遊べたら面白いだろうと思っていました。 でも青沼さんが以前,「マーヴェラス ~もうひとつの宝島~」というゲームを作っていて,あれが3人だったんですよね? |name= Hiromasa Shikata |url= https://www.4gamer.net/games/306/G030630/20151007059/ |title= なぜ今,マルチプレイなのか。そして“ゼルダのリアリティ”とは? 「ゼルダの伝説 トライフォース3銃士」,青沼英二プロデューサーと,四方宏昌ディレクターに聞いた}}</ref> Perhaps due to this, Shikata and Mouri's initial approach to a 3DS ''Zelda'' was a game centered around player communication, similar to {{FS|-}} and {{FSA|-}}. When the pair presented the idea to their managers, it was turned down by Shigeru Miyamoto, who felt the concept sounded stale.<ref>{{Cite Person|quote= When The Legend of Zelda: Spirit Tracks was over, much of the staff went to develop Sword. The only ones left were Mouri-san, another programmer and I. The Nintendo 3DS wasn't out yet, but our goals was to make a Zelda game for the handheld that would follow the Nintendo DS, so for about the first year, we thought a lot about what to do. A Link to the Past wasn't on our minds at all. We didn't even have the idea of Link entering walls. We were thinking about a Zelda game with the theme of communication. When we presented it, Miyamoto-san said, 'This sounds like an idea that's 20 years old.' |name= Hiromasa Shikata |url= http://iwataasks.nintendo.com/interviews/#/3ds/a-link-between-worlds/0/0 |title= "Sounds Like an Idea That's 20 Years Old"}}</ref> This eventually led to the development of ''The Legend of Zelda: A Link Between Worlds''.
During the development of {{ST|-}}, Shikata had felt the game's cooperative gameplay mechanics were well suited to a multiplayer game.<ref>{{Cite Person|quote= 「ゼルダの伝説 大地の汽笛」で,リンクとファントムを切り替えながら遊んでいくシステムがあったんですが,僕はあれを2人で同時に遊べたら面白いだろうと思っていました。 でも青沼さんが以前,「マーヴェラス ~もうひとつの宝島~」というゲームを作っていて,あれが3人だったんですよね? |name= Hiromasa Shikata |url= https://www.4gamer.net/games/306/G030630/20151007059/ |title= なぜ今,マルチプレイなのか。そして“ゼルダのリアリティ”とは? 「ゼルダの伝説 トライフォース3銃士」,青沼英二プロデューサーと,四方宏昌ディレクターに聞いた}}</ref> Perhaps due to this, Shikata and Mouri's initial approach to a 3DS ''Zelda'' was a game centered around player communication, similar to {{FS|-}} and {{FSA|-}}. When the pair presented the idea to their managers, it was turned down by Shigeru Miyamoto, who felt the concept sounded stale.<ref>{{Cite Person|quote= When The Legend of Zelda: Spirit Tracks was over, much of the staff went to develop Sword. The only ones left were Mouri-san, another programmer and I. The Nintendo 3DS wasn't out yet, but our goals was to make a Zelda game for the handheld that would follow the Nintendo DS, so for about the first year, we thought a lot about what to do. A Link to the Past wasn't on our minds at all. We didn't even have the idea of Link entering walls. We were thinking about a Zelda game with the theme of communication. When we presented it, Miyamoto-san said, 'This sounds like an idea that's 20 years old.' |name= Hiromasa Shikata |url= https://iwataasks.nintendo.com/interviews/3ds/a-link-between-worlds/0/0 |title= "Sounds Like an Idea That's 20 Years Old"}}</ref> This eventually led to the development of ''The Legend of Zelda: A Link Between Worlds''.


Following the release of {{ALBW|-}}, both Shikata and Mouri would go on to develop ''The Legend of Zelda: Tri Force Heroes'', eventually giving the 3DS its own distinct multiplayer ''Zelda''.
Following the release of {{ALBW|-}}, both Shikata and Mouri would go on to develop ''The Legend of Zelda: Tri Force Heroes'', eventually giving the 3DS its own distinct multiplayer ''Zelda''.


===''3D Classics: The Legend of Zelda''===
===''3D Classics: The Legend of Zelda''===
[[File:3D Classics- The Legend of Zelda.png|thumb|left|150px|<center>A glimpse of ''3D Classics: The Legend of Zelda'' from E3 2010</center>]]


[[File:3D Classics- The Legend of Zelda.png|thumb|150px|<center>A glimpse of ''3D Classics: The Legend of Zelda'' from E3 2010</center>]]
A 3D rerelease of {{TLoZ|-}} was planned to be a part of the ''3D Classics'' line of games.<ref>{{Cite Web|quote= |author=Nintendo World Report |published= June 20, 2010|retrieved= September 5, 2021|url= https://www.youtube.com/watch?v=3MxR5U4QLLs|title= Nintendo 3DS Classic Collection Exclusive Footage (E3 2010)|site= Youtube|type= }}</ref> However, it was cancelled at an early point in its development process, potentially due to the difficulty of creating games for the line,<ref>{{Cite Web|quote= So at first it looked like you would merely port it, but it actually turned out to be a lot of work! (laughs) I would guess it was about 20 times the work of merely porting it? |author= Satoru Iwata |published= |retreived= February 22, 2022|url= https://iwataasks.nintendo.com/interviews/3ds/eshop/0/3 |title= Iwata Asks : Nintendo 3DS : Classic Games in 3D |site= Nintendo |type= }}</ref> and was never seen outside of E3 2010.
 
{{Clear}}
A 3D rerelease of {{TLoZ|-}} was planned to be a part of the ''3D Classics'' line of games.<ref>{{Cite Web|quote= |author=Nintendo World Report |published= June 20, 2010|retrieved= September 5, 2021|url= https://www.youtube.com/watch?v=3MxR5U4QLLs|title= Nintendo 3DS Classic Collection Exclusive Footage (E3 2010)|site= Youtube|type= }}</ref> However, it was cancelled at an early point in its development process, potentially due to the difficulty of creating games for the line,<ref>{{Cite Web|quote= So at first it looked like you would merely port it, but it actually turned out to be a lot of work! (laughs) I would guess it was about 20 times the work of merely porting it? |author= Satoru Iwata |published= |retreived= February 22, 2022|url= https://iwataasks.nintendo.com/interviews/#/3ds/eshop/0/3 |title= Iwata Asks : Nintendo 3DS : Classic Games in 3D |site= Nintendo |type= }}</ref> and was never seen outside of E3 2010.
{{clear}}
 


===A Horror Game Starring Tingle===
===A Horror Game Starring Tingle===
[[File:RTBToL Butterfly dust.png|thumb|260px|<center>''Ripened Tingle's Balloon Trip of Love''</center>]]
[[File:RTBToL Butterfly dust.png|thumb|260px|<center>''Ripened Tingle's Balloon Trip of Love''</center>]]


Line 107: Line 90:
Vanpool would instead go on to develop ''Dillon's Rolling Western'' (see "A Rolling Game Starring a Goron" below) and its two sequels, all of which would be produced by Tanabe. Vanpool founder Taro Kudo, who directed {{FPTRR|-}}, would eventually quit Vanpool to go independent. He would then serve as the writer and director on various ''Paper Mario'' games, and his comments during this period (2017) indicate that he was an independent developer at the time.<ref>{{Cite Web|quote= Paper Mario: Color Splash (2016) (Directors)|author= MobyGames|published= |retrieved= May 16, 2021|url= https://www.mobygames.com/developer/sheet/view/developerId,485813/|title= Taro Kudo Video Game Credits and Biography|site= MobyGames|type= }}</ref><ref>{{Cite Web|quote= Paper Mario: The Origami King (2020) (Writing)|author= MobyGames|published= |retrieved= May 16, 2021|url= https://www.mobygames.com/developer/sheet/view/developerId,485813/|title= Taro Kudo Video Game Credits and Biography|site= MobyGames|type= }}</ref><ref>{{Cite Person|quote= 工藤氏:なんだそれ(笑)。いや、俺はいまの現場では、ただ週に2、3日、東京から来るめんどくさいおじさんなの。いまがんばってる人たちに自分から進んで自分の経歴は言っていないですよ。バンプールを辞めた瞬間から若干世捨て人になってるので。|name= Taro Kudo|url= https://news.denfaminicogamer.jp/interview/171030/3|title= 伝説のRPG『moon』20年目の同窓会──ラブデリックメンバーが語る、ディレクター3人という奇跡のような開発スタイル…そして「あのころ」の始まりと終わり【座談会】}}</ref>
Vanpool would instead go on to develop ''Dillon's Rolling Western'' (see "A Rolling Game Starring a Goron" below) and its two sequels, all of which would be produced by Tanabe. Vanpool founder Taro Kudo, who directed {{FPTRR|-}}, would eventually quit Vanpool to go independent. He would then serve as the writer and director on various ''Paper Mario'' games, and his comments during this period (2017) indicate that he was an independent developer at the time.<ref>{{Cite Web|quote= Paper Mario: Color Splash (2016) (Directors)|author= MobyGames|published= |retrieved= May 16, 2021|url= https://www.mobygames.com/developer/sheet/view/developerId,485813/|title= Taro Kudo Video Game Credits and Biography|site= MobyGames|type= }}</ref><ref>{{Cite Web|quote= Paper Mario: The Origami King (2020) (Writing)|author= MobyGames|published= |retrieved= May 16, 2021|url= https://www.mobygames.com/developer/sheet/view/developerId,485813/|title= Taro Kudo Video Game Credits and Biography|site= MobyGames|type= }}</ref><ref>{{Cite Person|quote= 工藤氏:なんだそれ(笑)。いや、俺はいまの現場では、ただ週に2、3日、東京から来るめんどくさいおじさんなの。いまがんばってる人たちに自分から進んで自分の経歴は言っていないですよ。バンプールを辞めた瞬間から若干世捨て人になってるので。|name= Taro Kudo|url= https://news.denfaminicogamer.jp/interview/171030/3|title= 伝説のRPG『moon』20年目の同窓会──ラブデリックメンバーが語る、ディレクター3人という奇跡のような開発スタイル…そして「あのころ」の始まりと終わり【座談会】}}</ref>


''Note: Taro Kudo's first directing job on Paper Mario was as a member of Vanpool, which co-developed Paper Mario: Sticker Star alongside Intelligent Systems.<ref>{{Cite Person|quote= I'm Kudo from Vanpool. I was in charge of direction and the script for this game. My first involvement with Super Mario was at the time of the Super Mario RPG: Legend of the Seven Stars game for the Super NES as a member of the Square (now Square Enix) staff.|name= Taro Kudo|url= http://iwataasks.nintendo.com/interviews/#/3ds/papermario/0/0 |title= Talking Away at Iwata}}</ref> Following the game's release, Kudo would go independent but continue to work on subsequent Paper Mario projects with Nintendo. At present, it is unclear whether Kudo is still an independent developer or not.''
''Note: Taro Kudo's first directing job on Paper Mario was as a member of Vanpool, which co-developed Paper Mario: Sticker Star alongside Intelligent Systems.<ref>{{Cite Person|quote= I'm Kudo from Vanpool. I was in charge of direction and the script for this game. My first involvement with Super Mario was at the time of the Super Mario RPG: Legend of the Seven Stars game for the Super NES as a member of the Square (now Square Enix) staff.|name= Taro Kudo|url= https://iwataasks.nintendo.com/interviews/3ds/papermario/0/0 |title= Talking Away at Iwata}}</ref> Following the game's release, Kudo would go independent but continue to work on subsequent Paper Mario projects with Nintendo. At present, it is unclear whether Kudo is still an independent developer or not.''
 


===A Rolling Game Starring a Goron===
===A Rolling Game Starring a Goron===
In 2010, following its work on {{RTBToL|-}}, Japanese game developer Vanpool began work on another game set in the Tingle universe, after its next Tingle game (see "A Horror Game Starring Tingle" above) was cancelled. This new game's core mechanic was inspired by slingshot boss battles in ''Ripened Tingle's Balloon Trip of Love'', where the player would use pachinko balls to defeat enemies.<ref>{{Cite Web|author= Nintendo|published= 2011|retrieved= July 30, 2022|url= https://www.nintendo.co.jp/nom/1204/page2/popup/popup01.html|title= N.O.M 2012年4月号 No.165 : タッチペンで西部の荒野を駆け抜けろ!『ザ・ローリング・ウエスタン』特集|site= Nintendo.co.jp|type= }}</ref>
In 2010, following its work on {{RTBToL|-}}, Japanese game developer Vanpool began work on another game set in the Tingle universe, after its next Tingle game (see "A Horror Game Starring Tingle" above) was cancelled. This new game's core mechanic was inspired by slingshot boss battles in ''Ripened Tingle's Balloon Trip of Love'', where the player would use pachinko balls to defeat enemies.<ref>{{Cite Web|author= Nintendo|published= 2011|retrieved= July 30, 2022|url= https://www.nintendo.co.jp/nom/1204/page2/popup/popup01.html|title= N.O.M 2012年4月号 No.165 : タッチペンで西部の荒野を駆け抜けろ!『ザ・ローリング・ウエスタン』特集|site= Nintendo.co.jp|type= }}</ref>


Line 120: Line 101:
|name= Kensuke Tanabe|url= http://www.nintendoworldreport.com/feature/47233/talking-dillon-with-kensuke-tanabe-risa-tabata-and-jun-tsuda |title= Talking Dillon With Kensuke Tanabe, Risa Tabata, and Jun Tsuda}}</ref>
|name= Kensuke Tanabe|url= http://www.nintendoworldreport.com/feature/47233/talking-dillon-with-kensuke-tanabe-risa-tabata-and-jun-tsuda |title= Talking Dillon With Kensuke Tanabe, Risa Tabata, and Jun Tsuda}}</ref>


 
==Games That Were Altered / Cancelled During Development==
== Games That Were Altered / Cancelled During Development ==
===A More Experimental Zelda 3===
 
[[File:ALttP Zelda Sci-Fi Concept Artwork.png|thumb|right|230px|<center>Concept art from {{HH|-}} hints at a scrapped sci-fi element</center>]]
 
=== A More Experimental Zelda 3 ===
 
[[File:ALttP Sci-Fi Zelda Concept Art.png|thumb|right|230px|<center>Concept art from {{HH|-}} hints at a scrapped sci-fi element</center>]]
A number of ideas and features were in consideration for the third ''Zelda'' game, many of which were cut during development.
A number of ideas and features were in consideration for the third ''Zelda'' game, many of which were cut during development.


Line 138: Line 115:


"Zelda 3" was ultimately released as ''The Legend of Zelda: A Link to the Past''.
"Zelda 3" was ultimately released as ''The Legend of Zelda: A Link to the Past''.


===''Ura Zelda''===
===''Ura Zelda''===
[[File:Ocarina of Time 64DD Title Screen.png|thumb|220px|<center>The title screen of ''Ocarina of Time'' with a 64DD disk inserted.</center>]]
[[File:Ocarina of Time 64DD Title Screen.png|thumb|220px|<center>The title screen of ''Ocarina of Time'' with a 64DD disk inserted.</center>]]


When Nintendo revealed the Nintendo 64 to the public in 1995, the company also announced an add-on peripheral for the device, dubbed the "64DD". This was a disk drive that would provide the Nintendo 64 with additional RAM, as well as rewritable memory, that would allow for user-created content to be saved to the disk.  
When Nintendo revealed the Nintendo 64 to the public in 1995, the company also announced an add-on peripheral for the device, dubbed the "64DD". This was a disk drive that would provide the Nintendo 64 with additional RAM, as well as rewritable memory, that would allow for user-created content to be saved to the disk.  


The company's first 3D ''Zelda'' game, {{OoT|-}}, was intended to be developed with the 64DD peripheral in mind, utilizing its hardware to create a persistent world with lasting effects such as trees remaining cut once the player had chopped them down, or Link leaving permanent footprints behind him wherever  he walked.<ref>{{Cite Person|quote= The game Zelda designer Shigeru Miyamoto and his team wanted to create would be set in a persistent world. Every change Link would make to his surroundings would stick. If you smashed a box, it would stay broken. If you dug a hole, it would remain there until you covered it. If you left footsteps in the sand, they would stay. All this was supposed to be made possible by the enhanced storage space of the 64DD. |name= Peer Schneider |url= https://www.ign.com/articles/2001/09/15/hyrule-times-vol-4-cancelled-games |title= Hyrule Times Vol. 4: Cancelled Games}}</ref> This idea was ultimately shelved, owing to the fact that the 64DD consisted of mechanical moving parts like a hard disk, and depending on where on the disk the data was stored, it could take longer to retrieve. This would potentially limit the number of animations that could be programmed for Link, which led to the team's decision.<ref>{{Cite Person|quote= ROM cartridges don't have moving mechanical parts, so you can retrieve motion data in an instant wherever it is, but with a magnetic disk, it takes time to move certain mechanical parts, so depending on where the data is, it takes time to retrieve it, so you couldn't make Link move. If there weren't many movements and you could fit them in the memory, you could read them to memory from the magnetic disk beforehand, but there were 500 patterns. |name= Satoru Iwata |url= http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/1/4 |title= What We Couldn't Do with The Legend of Zelda: Ocarina of Time}}</ref>
The company's first 3D ''Zelda'' game, {{OoT|-}}, was intended to be developed with the 64DD peripheral in mind, utilizing its hardware to create a persistent world with lasting effects such as trees remaining cut once the player had chopped them down, or Link leaving permanent footprints behind him wherever  he walked.<ref>{{Cite Person|quote= The game Zelda designer Shigeru Miyamoto and his team wanted to create would be set in a persistent world. Every change Link would make to his surroundings would stick. If you smashed a box, it would stay broken. If you dug a hole, it would remain there until you covered it. If you left footsteps in the sand, they would stay. All this was supposed to be made possible by the enhanced storage space of the 64DD. |name= Peer Schneider |url= https://www.ign.com/articles/2001/09/15/hyrule-times-vol-4-cancelled-games |title= Hyrule Times Vol. 4: Cancelled Games}}</ref> This idea was ultimately shelved, owing to the fact that the 64DD consisted of mechanical moving parts like a hard disk, and depending on where on the disk the data was stored, it could take longer to retrieve. This would potentially limit the number of animations that could be programmed for Link, which led to the team's decision.<ref>{{Cite Person|quote= ROM cartridges don't have moving mechanical parts, so you can retrieve motion data in an instant wherever it is, but with a magnetic disk, it takes time to move certain mechanical parts, so depending on where the data is, it takes time to retrieve it, so you couldn't make Link move. If there weren't many movements and you could fit them in the memory, you could read them to memory from the magnetic disk beforehand, but there were 500 patterns. |name= Satoru Iwata |url= https://iwataasks.nintendo.com/interviews/3ds/zelda-ocarina-of-time/1/4 |title= What We Couldn't Do with The Legend of Zelda: Ocarina of Time}}</ref>


By 1998, following the release of {{OoT|-}}, videogame development costs had increased significantly. The industry had grown increasingly competitive with the introduction of Sony's PlayStation platform, which enjoyed the vast majority of support from third-party game developers. Anticipating a need to release games faster to support the Nintendo 64, Nintendo's Shigeru Miyamoto felt that the solution was to work on games with shorter development cycles, that still had the potential to sell well. In Miyamoto's view, {{OoT|-}} could have been finished much sooner, had Nintendo "cut some parts".<ref>{{Cite Person|quote= We are going to make games that no one has ever seen. I feel there is a bad atmosphere that you can't do something new at Nintendo these days. I never thought things like this before. So now we are changing ourselves to an organization that allows people to do new things and energize ourselves. I'm saying to my people that from now on let's go for the game that can be developed within six months and sell a million copies. If you want to finish a game within six months, you have to make it within two months because you need to polish it for another four months. If someone asks me who can make such a thing, I'd tell them that I used to do it (laugh). It isn't a great thing to take three years. Zelda would have been finished in a much shorter period if we had cut some parts. [...] Once we finish Zelda 64, the team will be split in two. One will work on a sort of sequel while the other team will be working on a brand-new game that will use the Zelda engine. Just like Rare does with Perfect Dark, which uses the GoldenEye engine. This will speed up overall game development.|name= Shigeru Miyamoto |url= https://www.zeldadungeon.net/wiki/Interview:64_Dream_June_1st_1998 |title= Interview:64 Dream June 1st 1998}}</ref>
By 1998, following the release of {{OoT|-}}, videogame development costs had increased significantly. The industry had grown increasingly competitive with the introduction of Sony's PlayStation platform, which enjoyed the vast majority of support from third-party game developers. Anticipating a need to release games faster to support the Nintendo 64, Nintendo's Shigeru Miyamoto felt that the solution was to work on games with shorter development cycles, that still had the potential to sell well. In Miyamoto's view, {{OoT|-}} could have been finished much sooner, had Nintendo "cut some parts".<ref>{{Cite Person|quote= We are going to make games that no one has ever seen. I feel there is a bad atmosphere that you can't do something new at Nintendo these days. I never thought things like this before. So now we are changing ourselves to an organization that allows people to do new things and energize ourselves. I'm saying to my people that from now on let's go for the game that can be developed within six months and sell a million copies. If you want to finish a game within six months, you have to make it within two months because you need to polish it for another four months. If someone asks me who can make such a thing, I'd tell them that I used to do it (laugh). It isn't a great thing to take three years. Zelda would have been finished in a much shorter period if we had cut some parts. [...] Once we finish Zelda 64, the team will be split in two. One will work on a sort of sequel while the other team will be working on a brand-new game that will use the Zelda engine. Just like Rare does with Perfect Dark, which uses the GoldenEye engine. This will speed up overall game development.|name= Shigeru Miyamoto |url= https://www.zeldadungeon.net/wiki/Interview:64_Dream_June_1st_1998 |title= Interview:64 Dream June 1st 1998}}</ref>


In order to give the Nintendo 64 a second ''Zelda'' game in a shorter time, Miyamoto asked his team to develop an updated version of {{OoT|-}} for the 64DD. This project, titled "Ura Zelda," was meant to use remixed dungeons from {{OoT|-}} and add other enhancements such as fleshing out unresolved plot threads. Eiji Aonuma, who had designed the dungeons for {{OoT|-}}, was put in charge of development.<ref>{{Cite Person|quote= Since we already made The Legend of Zelda: Ocarina of Time, we had 3D models that we invested a lot of time in to build. This all started by (Shigeru) Miyamoto-san asking whether we could make a game in one year if we repurpose the models. But we were already talking about trying to make Master Quest for Nintendo 64DD. We were told to repurpose the dungeons from Ocarina of Time and make a game out of it, and I was handed the baton to make that happen. However, when we made Ocarina of Time, we made those dungeons thinking they were the best we could make. That's when Miyamoto-san asked me to remake them, so I hesitantly obliged...but I couldn't really get into it. |name= Eiji Aonuma |url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0 |title= Make it in a Year}}</ref> Unenthused by the idea of remixing his older dungeons, Aonuma eventually asked permission to create an entirely new ''Zelda'' game instead, which would lead to the development of ''The Legend of Zelda: Majora's Mask''.<ref>{{Cite Person|quote= I secretly started making new dungeons that weren't in Ocarina of Time, and that was much more fun to me. So, I grew up the courage to ask Miyamoto-san whether I could make a new game, he replied by saying it's ok if I can make it in a year. |name= Eiji Aonuma |url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0 |title= Make it in a Year}}</ref>
In order to give the Nintendo 64 a second ''Zelda'' game in a shorter time, Miyamoto asked his team to develop an updated version of {{OoT|-}} for the 64DD. This project, titled "Ura Zelda," was meant to use remixed dungeons from {{OoT|-}} and add other enhancements such as fleshing out unresolved plot threads. Eiji Aonuma, who had designed the dungeons for {{OoT|-}}, was put in charge of development.<ref>{{Cite Person|quote= Since we already made The Legend of Zelda: Ocarina of Time, we had 3D models that we invested a lot of time in to build. This all started by (Shigeru) Miyamoto-san asking whether we could make a game in one year if we repurpose the models. But we were already talking about trying to make Master Quest for Nintendo 64DD. We were told to repurpose the dungeons from Ocarina of Time and make a game out of it, and I was handed the baton to make that happen. However, when we made Ocarina of Time, we made those dungeons thinking they were the best we could make. That's when Miyamoto-san asked me to remake them, so I hesitantly obliged...but I couldn't really get into it. |name= Eiji Aonuma |url= https://iwataasks.nintendo.com/interviews/3ds/majoras-mask-3d/0/0 |title= Make it in a Year}}</ref> Unenthused by the idea of remixing his older dungeons, Aonuma eventually asked permission to create an entirely new ''Zelda'' game instead, which would lead to the development of ''The Legend of Zelda: Majora's Mask''.<ref>{{Cite Person|quote= I secretly started making new dungeons that weren't in Ocarina of Time, and that was much more fun to me. So, I grew up the courage to ask Miyamoto-san whether I could make a new game, he replied by saying it's ok if I can make it in a year. |name= Eiji Aonuma |url= https://iwataasks.nintendo.com/interviews/3ds/majoras-mask-3d/0/0 |title= Make it in a Year}}</ref>


Aonuma would serve as director on {{MM|-}}, while a separate team would work on ''Ura Zelda''.<ref>{{Cite Person|quote= Ultimately, other staff members handled The Legend of Zelda: Ocarina of Time: Master Quest. Still, as someone who has been in charge of the dungeons, I just couldn't get that excited over making a flip-side for them. I couldn't see it turning into a new The Legend of Zelda, either. But we'd been told to make The Legend of Zelda. It isn't as though we could just say, "I don't want to", and end it there. At that point, Miyamoto-san gave us a tradeoff: he said, if we could make a new The Legend of Zelda game in one year, then it wouldn't have to be a "flip-side".|name= Eiji Aonuma |url= http://iwataasks.nintendo.com/interviews/#/ds/zelda/0/0|title= The Previous Game Felt As Though We'd Given Our All}}</ref> In 1999, Miyamoto would state that ''Ura Zelda'' was being developed in parallel with ''The Legend of Zelda: Majora's Mask'', and that it would "use the existing {{OoT|-}} cartridge" but with different dungeons, treasure locations, and story events that made use of the 64DD peripheral. At the time, Miyamoto also stated that Nintendo was considering using some form of "network technology" for the game.<ref>{{Cite Person|quote= We are working on two follow-ups to The Legend of Zelda: Ocarina of Time. "Ura Zelda" uses the same system as Ocarina of Time but uses the 64DD to add game data. The story in "Ura Zelda" will be similar to Ocarina of Time but with new maps and scenarios. Zelda Gaiden, on the other hand, is a completely different game, although it too uses essentially the same game system as Ocarina of Time. Everyone has enjoyed the Zelda series but there's typically at least a 3 year wait between sequels! People who are in Junior High School when they play one Zelda game would be in High School by time the next game comes out, and those in High School will graduate before the next game came out! So, we wanted to make a new game in the series sooner. "Ura Zelda" will use the existing Ocarina of Time cartridge but with different dungeons, and new locations for the treasures. Since the 64DD media is cheaper than a new cartridge, this is an inexpensive way to make a sequel. We may also consider using network technology for "Ura Zelda." Right now, most of the staff is concentrating on Zelda Gaiden.|name= Shigeru Miyamoto |url= https://www.zeldadungeon.net/wiki/Interview:Nintendo_Online_Magazine_August_29th_1999|title= Interview:Nintendo Online Magazine August 29th 1999}}</ref>
Aonuma would serve as director on {{MM|-}}, while a separate team would work on ''Ura Zelda''.<ref>{{Cite Person|quote= Ultimately, other staff members handled The Legend of Zelda: Ocarina of Time: Master Quest. Still, as someone who has been in charge of the dungeons, I just couldn't get that excited over making a flip-side for them. I couldn't see it turning into a new The Legend of Zelda, either. But we'd been told to make The Legend of Zelda. It isn't as though we could just say, "I don't want to", and end it there. At that point, Miyamoto-san gave us a tradeoff: he said, if we could make a new The Legend of Zelda game in one year, then it wouldn't have to be a "flip-side".|name= Eiji Aonuma |url= https://iwataasks.nintendo.com/interviews/ds/zelda/0/0|title= The Previous Game Felt As Though We'd Given Our All}}</ref> In 1999, Miyamoto would state that ''Ura Zelda'' was being developed in parallel with ''The Legend of Zelda: Majora's Mask'', and that it would "use the existing {{OoT|-}} cartridge" but with different dungeons, treasure locations, and story events that made use of the 64DD peripheral. At the time, Miyamoto also stated that Nintendo was considering using some form of "network technology" for the game.<ref>{{Cite Person|quote= We are working on two follow-ups to The Legend of Zelda: Ocarina of Time. "Ura Zelda" uses the same system as Ocarina of Time but uses the 64DD to add game data. The story in "Ura Zelda" will be similar to Ocarina of Time but with new maps and scenarios. Zelda Gaiden, on the other hand, is a completely different game, although it too uses essentially the same game system as Ocarina of Time. Everyone has enjoyed the Zelda series but there's typically at least a 3 year wait between sequels! People who are in Junior High School when they play one Zelda game would be in High School by time the next game comes out, and those in High School will graduate before the next game came out! So, we wanted to make a new game in the series sooner. "Ura Zelda" will use the existing Ocarina of Time cartridge but with different dungeons, and new locations for the treasures. Since the 64DD media is cheaper than a new cartridge, this is an inexpensive way to make a sequel. We may also consider using network technology for "Ura Zelda." Right now, most of the staff is concentrating on Zelda Gaiden.|name= Shigeru Miyamoto |url= https://www.zeldadungeon.net/wiki/Interview:Nintendo_Online_Magazine_August_29th_1999|title= Interview:Nintendo Online Magazine August 29th 1999}}</ref>


''Ura Zelda'' would eventually be released as ''The Legend of Zelda: Ocarina of Time Master Quest'' in 2003 for the Nintendo Gamecube. The final game would not include most of the ideas originally planned for ''Ura Zelda''. These included:
''Ura Zelda'' would eventually be released as ''The Legend of Zelda: Ocarina of Time Master Quest'' in 2003 for the Nintendo Gamecube. The final game would not include most of the ideas originally planned for ''Ura Zelda''. These included:
Line 168: Line 143:


''Note: A Japanese ROM of Ocarina of Time can be tricked into believing a Nintendo 64DD disk has been inserted. Doing so will display a "Disk" icon on the game's title screen. This demonstrates how the game was designed to be compatible with the 64DD as stated by Nintendo following its release.''<ref>{{Cite Web|quote= It is possible to trick the game into believing you have inserted an Ura Zelda disk. This can be done with a Japanese-region Ocarina of Time ROM by changing the bytes at 0xB9CCD0 from Ocarina of Time's identifier, EZLJ, to the identifier of another 64DD disk in your possession. The game will then recognize the 64DD disk as Ura Zelda. This will cause the game to display a Disk tag on the title screen. In addition, save files with Disk tags appended will no longer be greyed out. However, the game crashes if you try to load them, perhaps because it is trying to access non-existent files on the disk.|author= |published= |retrieved= May 18, 2021|url= https://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time#Title_Screen_Disk_Tag|title= The Legend of Zelda: Ocarina of Time|site= The Cutting Room Floor|type= }}</ref><ref>{{Cite Web|quote= "Ocarina of Time has been designed with the disk drive system in mind," Mr. Miyamoto told IGN64. "More specifically, if you connect Zelda with the disk drive, an icon will appear on screen, announcing 'Ura-Zelda', or 'Another Zelda'. There were several ideas that I could not incorporate [in the current game] because of the time shortage and other reasons. In the future, I want some new areas and new dungeons to be available for players who have already finished Ocarina of Time, where they will find new challenges."|author= IGN Staff|published= November 17, 1998|retrieved= May 18, 2021|url= http://web.archive.org/web/19990909162617/http:/ign64.ign.com/news/5775.html|title= Zelda DD: The Other Adventure|site= IGN|type= }}</ref>
''Note: A Japanese ROM of Ocarina of Time can be tricked into believing a Nintendo 64DD disk has been inserted. Doing so will display a "Disk" icon on the game's title screen. This demonstrates how the game was designed to be compatible with the 64DD as stated by Nintendo following its release.''<ref>{{Cite Web|quote= It is possible to trick the game into believing you have inserted an Ura Zelda disk. This can be done with a Japanese-region Ocarina of Time ROM by changing the bytes at 0xB9CCD0 from Ocarina of Time's identifier, EZLJ, to the identifier of another 64DD disk in your possession. The game will then recognize the 64DD disk as Ura Zelda. This will cause the game to display a Disk tag on the title screen. In addition, save files with Disk tags appended will no longer be greyed out. However, the game crashes if you try to load them, perhaps because it is trying to access non-existent files on the disk.|author= |published= |retrieved= May 18, 2021|url= https://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time#Title_Screen_Disk_Tag|title= The Legend of Zelda: Ocarina of Time|site= The Cutting Room Floor|type= }}</ref><ref>{{Cite Web|quote= "Ocarina of Time has been designed with the disk drive system in mind," Mr. Miyamoto told IGN64. "More specifically, if you connect Zelda with the disk drive, an icon will appear on screen, announcing 'Ura-Zelda', or 'Another Zelda'. There were several ideas that I could not incorporate [in the current game] because of the time shortage and other reasons. In the future, I want some new areas and new dungeons to be available for players who have already finished Ocarina of Time, where they will find new challenges."|author= IGN Staff|published= November 17, 1998|retrieved= May 18, 2021|url= http://web.archive.org/web/19990909162617/http:/ign64.ign.com/news/5775.html|title= Zelda DD: The Other Adventure|site= IGN|type= }}</ref>


===A remake of {{TLoZ|-}} on the Game Boy Color===
===A remake of {{TLoZ|-}} on the Game Boy Color===
[[File:Zelda mysterious acorn.jpg|thumb|200px|right|<center>''The Mysterious Acorn''</center>]]
[[File:Zelda mysterious acorn.jpg|thumb|200px|right|<center>''The Mysterious Acorn''</center>]]
Following its formation as a subsidiary under Capcom, game development studio Flagship began collaborating with Nintendo on the development of a trilogy of ''Zelda'' games for the Game Boy Color in 1999, under the title ''The Legend of Zelda: The Mysterious Acorn''. One of these three games was meant to be a portable conversion of {{TLoZ|-}} with new features.<ref>{{Cite Person|quote= This project originally started to convert the original NES Zelda to Game Boy Color. So one of the titles will be a perfect conversion of NES Zelda. However, in working on this game, we have come up with a lot of new ideas, so there will be some new features. Basically I can tell you that there is a connection between the three tales. You can start with any one of them, but if you play them in a different order than someone else, the two player's games will be different... |name= Shigeru Miyamoto |url= https://web.archive.org/web/19991128012746/http://nintendo.com/home/features/spaceworld/99/miyamoto4.html |title= Talkin' Zelda with Mr. Miyamoto}}</ref>
Following its formation as a subsidiary under Capcom, game development studio Flagship began collaborating with Nintendo on the development of a trilogy of ''Zelda'' games for the Game Boy Color in 1999, under the title ''The Legend of Zelda: The Mysterious Acorn''. One of these three games was meant to be a portable conversion of {{TLoZ|-}} with new features.<ref>{{Cite Person|quote= This project originally started to convert the original NES Zelda to Game Boy Color. So one of the titles will be a perfect conversion of NES Zelda. However, in working on this game, we have come up with a lot of new ideas, so there will be some new features. Basically I can tell you that there is a connection between the three tales. You can start with any one of them, but if you play them in a different order than someone else, the two player's games will be different... |name= Shigeru Miyamoto |url= https://web.archive.org/web/19991128012746/http://nintendo.com/home/features/spaceworld/99/miyamoto4.html |title= Talkin' Zelda with Mr. Miyamoto}}</ref>
Line 179: Line 152:
These hurdles, combined with feature creep and Flagship's relative inexperience, would lead to the development team constantly having to rework the game's story and environments to fit one another over the course of a year.<ref>{{Cite Person|quote= The Zelda series really only started to have scenarios after the hardware specifications improved. The original Zelda was a pure action-RPG and didn’t have much of a story to begin with. I wanted to combine both those aspects (action-RPG and an actual scenario) this time around. At first, we’d only planned on creating a game one-tenth the size of the final version. But it just kept growing as development progressed and gradually turned into an original game. We began with a rough image of the game. After thinking up the topography, we created the map. After the rough map was done, we thought up the characters. We also altered the scenario as we made the game. |name= Hidemaro Fujibayashi |url= http://www.gamedesigngazette.com/2017/12/the-legend-of-zelda-oracle-of.html |title= The Legend of Zelda: Oracle of Seasons/Ages Interview with Director Hidemaro Fujibayashi}}</ref><ref>{{Cite Person|quote= Well, for the first little while I had left the team totally alone [without Miyamoto's help] because I figured they'd easily be able to do this much by themselves. So I left them alone, and for the first year we did nothing but lose lots of money. |name= Yoshiki Okamoto |url= https://bbs.ruliweb.com/hobby/board/300051/read/1069427 |title= The Legend of Zelda: Oracle of Seasons Interview Part I}}</ref> The remake was eventually cancelled, and the remaining two games in the intended trilogy were released as {{OoS|-}} and {{OoA|-}}.
These hurdles, combined with feature creep and Flagship's relative inexperience, would lead to the development team constantly having to rework the game's story and environments to fit one another over the course of a year.<ref>{{Cite Person|quote= The Zelda series really only started to have scenarios after the hardware specifications improved. The original Zelda was a pure action-RPG and didn’t have much of a story to begin with. I wanted to combine both those aspects (action-RPG and an actual scenario) this time around. At first, we’d only planned on creating a game one-tenth the size of the final version. But it just kept growing as development progressed and gradually turned into an original game. We began with a rough image of the game. After thinking up the topography, we created the map. After the rough map was done, we thought up the characters. We also altered the scenario as we made the game. |name= Hidemaro Fujibayashi |url= http://www.gamedesigngazette.com/2017/12/the-legend-of-zelda-oracle-of.html |title= The Legend of Zelda: Oracle of Seasons/Ages Interview with Director Hidemaro Fujibayashi}}</ref><ref>{{Cite Person|quote= Well, for the first little while I had left the team totally alone [without Miyamoto's help] because I figured they'd easily be able to do this much by themselves. So I left them alone, and for the first year we did nothing but lose lots of money. |name= Yoshiki Okamoto |url= https://bbs.ruliweb.com/hobby/board/300051/read/1069427 |title= The Legend of Zelda: Oracle of Seasons Interview Part I}}</ref> The remake was eventually cancelled, and the remaining two games in the intended trilogy were released as {{OoS|-}} and {{OoA|-}}.


''Note: While the trilogy was in development, the three games had different placeholder subtitles in Japanese. The commonly accepted translations for these are Mystical Seed Power, Mystical Seed of Courage, and Mystical Seed of Wisdom. The Legend of Zelda Encyclopedia confirms that Mystical Seed of Power would become Oracle of Seasons. This would indicate that Mystical Seed of Courage became Oracle of Ages, owing to the piece of the Triforce depicted during the game's introduction, and that Mystical Seed of Wisdom was the game that was cancelled.''<ref>{{Cite Book|quote= 最初は『ビルダの伝説ふしぎの木の実力の章/知惠の章/勇気の章』の三部作として予定されていた。『力の章』は現在の『大地の章』の内容で。四季を司るゼルダ姫がさらわれ、ハイラルとウーラ世界を行き来する物語であった。|book= E|lang= ja|page= 255}}</ref>
''Note: While the trilogy was in development, the three games had different placeholder subtitles in Japanese. The commonly accepted translations for these are Mystical Seed of Power, Mystical Seed of Courage, and Mystical Seed of Wisdom. The Legend of Zelda Encyclopedia confirms that Mystical Seed of Power would become Oracle of Seasons. This would indicate that Mystical Seed of Courage became Oracle of Ages, owing to the piece of the Triforce depicted during the game's introduction, and that Mystical Seed of Wisdom was the game that was cancelled.''<ref>{{Cite Book|quote= 最初は『ビルダの伝説ふしぎの木の実力の章/知惠の章/勇気の章』の三部作として予定されていた。『力の章』は現在の『大地の章』の内容で。四季を司るゼルダ姫がさらわれ、ハイラルとウーラ世界を行き来する物語であった。|book= E|lang= ja|page= 255}}</ref>
 


===''The Wind Waker 2''===
===''The Wind Waker 2''===
2003's ''The Legend of Zelda: The Wind Waker'' had not performed to expectations. The game had sold relatively poorly in Japan, owing to the fact that the country's videogame market had begun to decline. Additionally, despite a successful pre-order campaign, sales in the west were also slowing faster than usual. Series producer Eiji Aonuma would discover that this was because {{TWW|-}}{{'}}s cartoon-ish visuals had alienated the upper-teen audience that represented the typical ''Zelda'' player in North America—the series' largest market.<ref>{{Cite Person|quote= As some of you know, at E3 2004 we unveiled the game that would become Zelda: Twilight Princess—the realistic Zelda game. We announced that it was being developed by the team that had been developing Wind Waker 2. Actually, there’s a reason that decision was made at the time that it was. At one point, I had heard that even Wind Waker, which had reached the million mark in sales, was quickly losing steam, and that things were sluggish even in North America, where the market was much healthier than in Japan. I asked [Nintendo of America] why this was. What I was told was that the toon-shading technique was in fact giving the impression that this Zelda was for a younger audience, and that for this reason, it alienated the upper-teen audience that had represented the typical Zelda player. Having heard that, I began to worry about whether Wind Waker 2, which used a similar presentation, was something that would actually sell. In addition, because we knew how difficult it would be to create an innovative way of playing using the existing GameCube hardware, we knew what a challenge it would be to develop something that would sell in the Japanese market, where gamer drift was happening. That’s when I decided that if we didn’t have an effective and immediate solution, the only thing that we could do was to give the healthier North American market the Zelda that they wanted. |name= Eiji Aonuma |url= https://www.gdcvault.com/play/753/Reflections-of |title= Reflections of Zelda}}</ref>
2003's ''The Legend of Zelda: The Wind Waker'' had not performed to expectations. The game had sold relatively poorly in Japan, owing to the fact that the country's videogame market had begun to decline. Additionally, despite a successful pre-order campaign, sales in the west were also slowing faster than usual. Series producer Eiji Aonuma would discover that this was because {{TWW|-}}{{'}}s cartoon-ish visuals had alienated the upper-teen audience that represented the typical ''Zelda'' player in North America—the series' largest market.<ref>{{Cite Person|quote= As some of you know, at E3 2004 we unveiled the game that would become Zelda: Twilight Princess—the realistic Zelda game. We announced that it was being developed by the team that had been developing Wind Waker 2. Actually, there’s a reason that decision was made at the time that it was. At one point, I had heard that even Wind Waker, which had reached the million mark in sales, was quickly losing steam, and that things were sluggish even in North America, where the market was much healthier than in Japan. I asked [Nintendo of America] why this was. What I was told was that the toon-shading technique was in fact giving the impression that this Zelda was for a younger audience, and that for this reason, it alienated the upper-teen audience that had represented the typical Zelda player. Having heard that, I began to worry about whether Wind Waker 2, which used a similar presentation, was something that would actually sell. In addition, because we knew how difficult it would be to create an innovative way of playing using the existing GameCube hardware, we knew what a challenge it would be to develop something that would sell in the Japanese market, where gamer drift was happening. That’s when I decided that if we didn’t have an effective and immediate solution, the only thing that we could do was to give the healthier North American market the Zelda that they wanted. |name= Eiji Aonuma |url= https://www.gdcvault.com/play/753/Reflections-of |title= Reflections of Zelda}}</ref>


Line 194: Line 165:


{{TP|-}} would ultimately be a very different game visually, but art director Satoru Takizawa has stated that the character profile for Midna was inherited from a goblin/devilkin character that was to be featured in a "secret project" the ''Zelda'' team was working on prior to that game.<ref>{{Cite Person|quote= There was a secret project we were considering working on before The Legend of Zelda: Twilight Princess for Wii, and Midna inherited the character profile for the 'goblin/devilkin' character that would have been featured in that project. Looking back at the development notes from that time, there are some descriptions left on the notes clearly reminiscent of Midna, including 'the appearance looks like a monster or a child,' 'can't tell if she's enemy or ally,' 'can't really tell what she's thinking,' 'sometimes selfish, but sometimes cute and naïve.' That's why initial design sketches for Midna looked a lot like this 'goblin' character. |name= Satoru Takizawa |url= https://zelda.com/breath-of-the-wild/news/dlc-pack-one-countdown-midnas-helmet/ |title= Countdown to DLC Pack 1: The Master Trials}}</ref> It is assumed that Takizawa was referring to ''The Wind Waker 2'' project in his statement.
{{TP|-}} would ultimately be a very different game visually, but art director Satoru Takizawa has stated that the character profile for Midna was inherited from a goblin/devilkin character that was to be featured in a "secret project" the ''Zelda'' team was working on prior to that game.<ref>{{Cite Person|quote= There was a secret project we were considering working on before The Legend of Zelda: Twilight Princess for Wii, and Midna inherited the character profile for the 'goblin/devilkin' character that would have been featured in that project. Looking back at the development notes from that time, there are some descriptions left on the notes clearly reminiscent of Midna, including 'the appearance looks like a monster or a child,' 'can't tell if she's enemy or ally,' 'can't really tell what she's thinking,' 'sometimes selfish, but sometimes cute and naïve.' That's why initial design sketches for Midna looked a lot like this 'goblin' character. |name= Satoru Takizawa |url= https://zelda.com/breath-of-the-wild/news/dlc-pack-one-countdown-midnas-helmet/ |title= Countdown to DLC Pack 1: The Master Trials}}</ref> It is assumed that Takizawa was referring to ''The Wind Waker 2'' project in his statement.


===A Second Quest for {{SS|-}}===
===A Second Quest for {{SS|-}}===
At one point, the development had planned to give ''The Legend of Zelda: Skyward Sword'' a "Second Quest" that would have allowed the player to play as Zelda. This would have involved a fully-playable adventure from Zelda's point of view after she had landed on the Surface. The idea was never used, but the setting for the story was used in the cinematic shown after the game's ending.<ref>{{Cite Book|quote= During development, the team considered turning Zelda's adventure after she landed on the Surface into a fully playable "Second Quest". It never became reality, but the setting of that story was used in the cinematic shown after the game's ending. |book= E|publisher= |page= 297}}</ref>
At one point, the development had planned to give ''The Legend of Zelda: Skyward Sword'' a "Second Quest" that would have allowed the player to play as Zelda. This would have involved a fully-playable adventure from Zelda's point of view after she had landed on the Surface. The idea was never used, but the setting for the story was used in the cinematic shown after the game's ending.<ref>{{Cite Book|quote= During development, the team considered turning Zelda's adventure after she landed on the Surface into a fully playable "Second Quest". It never became reality, but the setting of that story was used in the cinematic shown after the game's ending. |book= E|publisher= |page= 297}}</ref>


 
==Non-Nintendo Projects==
== Non-Nintendo Projects ==  
 
 
===''The Wind Waker'' for Game Boy Advance===
===''The Wind Waker'' for Game Boy Advance===
[[File:The Wind Waker GBA Ubisoft.png|thumb|260px|<center>''The Wind Waker'' GBA prototype</center>]]
[[File:The Wind Waker GBA Ubisoft.png|thumb|260px|<center>''The Wind Waker'' GBA prototype</center>]]


A prototype that was created in 2003 by Ubisoft staff members Davide Soliani and Fabio Pagetti, in the hope of pitching the project to Nintendo via Ubisoft.<ref name="Dreamers">{{Cite Web|quote= Long time ago, i guess it was the 2003, me and Fabio Pagetti (the artist who made the pixel art below) almost convinced our managing director to let us produce a demo for a GBA version of Wind Waker. No luck that time, but it was running nicely. We were dreamers|author= @DavideSoliani|title= Davide Soliani|url= https://twitter.com/DavideSoliani/status/943510427534639104|archive= https://web.archive.org/web/20221118051151/https://twitter.com/DavideSoliani/status/943510427534639104|published= December 20, 2017|retrieved= May 16, 2021|site= Twitter|type= }}</ref> The prototype was produced in a month and purportedly ran well on the Game Boy Advance hardware.<ref name="One month">{{Cite Web|quote= We had only one month. It was just a  dream of a couple of young devs |author= @DavideSoliani|title= Davide Soliani|url= https://twitter.com/DavideSoliani/status/943511069758066688|archive= https://web.archive.org/web/20221118042534/https://twitter.com/DavideSoliani/status/943511069758066688|published= December 20, 2017|retrieved= May 16, 2021|site= Twitter|type= }}</ref><ref name="Dreamers"/> Described as "just a  dream of a couple of young devs," by Soliani, the project was never greenlit by Ubisoft or presented to Nintendo.<ref name="Nope">{{Cite Web|quote= Nope |author= @DavideSoliani |title= Davide Soliani |url= https://twitter.com/DavideSoliani/status/943518078008037376 |archive= https://web.archive.org/web/20221118042326/https://twitter.com/DavideSoliani/status/943518078008037376|published= December 20, 2017 |retrieved= November 17, 2022 |site= Twitter |type= }}</ref><ref name="One month"/>
A prototype that was created in 2003 by Ubisoft staff members Davide Soliani and Fabio Pagetti, in the hope of pitching the project to Nintendo via Ubisoft.<ref>{{Cite Twitter|quote= Long time ago, i guess it was the 2003, me and Fabio Pagetti (the artist who made the pixel art below) almost convinced our managing director to let us produce a demo for a GBA version of Wind Waker. No luck that time, but it was running nicely. We were dreamers|url= https://twitter.com/DavideSoliani/status/943510427534639104|archive= https://web.archive.org/web/20221118051151/https://twitter.com/DavideSoliani/status/943510427534639104}}</ref> The prototype was produced in a month and purportedly ran well on the Game Boy Advance hardware.<ref>{{Cite Twitter|quote= We had only one month. It was just a  dream of a couple of young devs|url= https://twitter.com/DavideSoliani/status/943511069758066688|archive= https://web.archive.org/web/20221118042534/https://twitter.com/DavideSoliani/status/943511069758066688}}</ref> Described as "just a  dream of a couple of young devs," by Soliani, the project was never greenlit by Ubisoft or presented to Nintendo.<ref>{{Cite Twitter|quote= Nope|url= https://twitter.com/DavideSoliani/status/943518078008037376|archive= https://web.archive.org/web/20221118042326/https://twitter.com/DavideSoliani/status/943518078008037376}}</ref>


When asked if a "whole vertical slice" of the project was ever produced, Soliani clarified that this was not the case.<ref name="One month"/><ref>{{Cite Web|quote= Not at all|author= @DavideSoliani |title= Davide Soliani|url= https://twitter.com/DavideSoliani/status/943604985551450112|archive= https://web.archive.org/web/20221118043157/https://twitter.com/DavideSoliani/status/943604985551450112|published= December 20, 2017|retrieved= May 16, 2021|site= Twitter|type= }}</ref> The only remnant of the project today is a single screenshot that was shared by Soliani via his Twitter account.<ref name="Nope"/><ref>{{Cite Web|quote= We don't have it anymore, sorry|author= @DavideSoliani |title= Davide Soliani|url= https://twitter.com/DavideSoliani/status/944068241227268098|archive= https://web.archive.org/web/20221118222835/https://twitter.com/DavideSoliani/status/944068241227268098|published= December 21, 2017|retrieved= May 16, 2021|site= Twitter|type= }}</ref>
When asked if a "whole vertical slice" of the project was ever produced, Soliani clarified that this was not the case.<ref>{{Cite Twitter|quote= Not at all|url= https://twitter.com/DavideSoliani/status/943604985551450112|archive= https://web.archive.org/web/20221118043157/https://twitter.com/DavideSoliani/status/943604985551450112}}</ref> The only remnant of the project today is a single screenshot that was shared by Soliani via his Twitter account.<ref>{{Cite Twitter|quote= We don't have it anymore, sorry|url= https://twitter.com/DavideSoliani/status/944068241227268098|archive= https://web.archive.org/web/20221118222835/https://twitter.com/DavideSoliani/status/944068241227268098}}</ref>


Prior to working on the prototype, Soliani had served as a "Game Design Studio Manager" on Game Boy Advance projects such as ''The Mummy'' and ''Tomb Raider: The Prophecy'', both of which were produced by Ubisoft.<ref>{{Cite Web|quote= The Mummy (2002) (Game Design Studio Manager)|author= MobyGames|published= |retrieved= May 16, 2021|url= https://www.mobygames.com/developer/sheet/view/developerId,53204/|title= Davide Soliani Video Game Credits and Biography|site= MobyGames|type= }}</ref><ref>{{Cite Web|quote= Lara Croft: Tomb Raider - The Prophecy (2002) (Game Design Studio Manager)|author= MobyGames|published= |retrieved= May 16, 2021|url= https://www.mobygames.com/developer/sheet/view/developerId,53204/|title= Davide Soliani Video Game Credits and Biography|site= MobyGames|type= }}</ref> Soliani would go on to be part of the level design team at Kuju Entertainment on ''Battalion Wars'', a Gamecube game published by Nintendo.<ref>{{Cite Web|quote= Battalion Wars (2005) (Level Design Team)|author= MobyGames|published= |retrieved= May 16, 2021|url= https://www.mobygames.com/developer/sheet/view/developerId,53204/|title= Davide Soliani Video Game Credits and Biography|site= MobyGames|type= }}</ref> He would later work with Nintendo more closely as the Creative Director of ''Mario + Rabbids: Kingdom Battle''.<ref>{{Cite Web|quote= Mario + Rabbids: Kingdom Battle (2017) (Creative Director)|author= MobyGames|published= |retrieved= May 16, 2021|url= https://www.mobygames.com/developer/sheet/view/developerId,53204/|title= Davide Soliani Video Game Credits and Biography|site= MobyGames|type= }}</ref>  
Prior to working on the prototype, Soliani had served as a "Game Design Studio Manager" on Game Boy Advance projects such as ''The Mummy'' and ''Tomb Raider: The Prophecy'', both of which were produced by Ubisoft.<ref>{{Cite Web|quote= The Mummy (2002) (Game Design Studio Manager)|author= MobyGames|published= |retrieved= May 16, 2021|url= https://www.mobygames.com/developer/sheet/view/developerId,53204/|title= Davide Soliani Video Game Credits and Biography|site= MobyGames|type= }}</ref><ref>{{Cite Web|quote= Lara Croft: Tomb Raider - The Prophecy (2002) (Game Design Studio Manager)|author= MobyGames|published= |retrieved= May 16, 2021|url= https://www.mobygames.com/developer/sheet/view/developerId,53204/|title= Davide Soliani Video Game Credits and Biography|site= MobyGames|type= }}</ref> Soliani would go on to be part of the level design team at Kuju Entertainment on ''Battalion Wars'', a Gamecube game published by Nintendo.<ref>{{Cite Web|quote= Battalion Wars (2005) (Level Design Team)|author= MobyGames|published= |retrieved= May 16, 2021|url= https://www.mobygames.com/developer/sheet/view/developerId,53204/|title= Davide Soliani Video Game Credits and Biography|site= MobyGames|type= }}</ref> He would later work with Nintendo more closely as the Creative Director of ''Mario + Rabbids: Kingdom Battle''.<ref>{{Cite Web|quote= Mario + Rabbids: Kingdom Battle (2017) (Creative Director)|author= MobyGames|published= |retrieved= May 16, 2021|url= https://www.mobygames.com/developer/sheet/view/developerId,53204/|title= Davide Soliani Video Game Credits and Biography|site= MobyGames|type= }}</ref>  
curators
105

edits