The Legend of Zelda: Four Swords Adventures: Difference between revisions

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==Game Information==
==Game Information==
===Development===
===Development===
The game, originally titled ''Four Swords for Nintendo GameCube'',<ref name= "E3 2003">{{Cite web|quote= |author= NinEverything|published= June 2, 2013|retrieved= July 16, 2015|url= https://www.youtube.com/watch?v=buJVXcFC6uU&t=6m10s|title= Nintendo at E3 - a look back - E3 2003|site= YouTube|type=}}</ref> was first shown at [[E3]] 2003 alongside Tetra's Trackers (later renamed Navi Trackers) as separate games.<ref>{{Cite web|quote= Nintendo had Zelda Four Swords, and that went over well|author= |published= |retrieved= July 16, 2015|url= http://www.ign.com/wikis/e3/E3_2003|title= E3 2003|site= IGN|type=}}</ref> It was announced later that year that both games, plus a new one called Shadow Battle, would be included in the same disc. However, only the Hyrulean Adventure and Shadow Battle modes were included in non-Japanese versions of the game.
The game, originally titled ''Four Swords for Nintendo GameCube'',<ref name= "E3 2003">{{Cite web|quote= |author= NinEverything|published= June 2, 2013|retrieved= July 16, 2015|url= https://www.youtube.com/watch?v=buJVXcFC6uU&t=6m10s|title= Nintendo at E3 - a look back - E3 2003|site= YouTube|type=}}</ref> was first shown at [[E3]] 2003 alongside Tetra's Trackers (later renamed Navi Trackers) as separate games.<ref>{{Cite web|quote= Nintendo had Zelda Four Swords, and that went over well|author= |published= |retrieved= July 16, 2015|url= http://www.ign.com/wikis/e3/E3_2003|title= E3 2003|site= IGN|type=}}</ref> It was announced later that year that both games, plus a new one called Shadow Battle, would be included in the same disc. However, only the {{Term|FSA|Hyrulean Adventure|link}} and {{Term|FSA|Shadow Battle}} modes were included in non-Japanese versions of the game.


The game was designed in 2D using the graphic style of {{FS|-}} in order to add continuity to its Game Boy Advance prequel. A top-down view was also used to make the four player action easier to understand.<ref>{{Cite person|quote= There were two main reasons that we went with the 2D graphics for the GameCube Four Swords. One was that it was a sequel to the Game Boy Advance Four Swords game and so for continuity we chose to retain the same graphic style. The second reason was that as a connectivity game with four players, we found that it would be a lot easier to understand what's going on with all four players on one screen and being able to look at it from a top-down point of view. That obviously had a big impact in choosing that direction as well.|name= Eiji Aonuma|url= https://web.archive.org/web/20100224055215/uk.cube.ign.com/articles/517/517033p1.html|title= The Legend of Zelda producer talks about the game, the franchise, the past and the future.}}</ref> {{FSA|-}} originally featured graphics and sprites based on {{ALttP}}. The game also featured a [[Magic Meter]],<ref>{{Cite web|quote= You don't have enough magic power to use this item!|author= |published= |retrieved= July 16, 2015|url= https://tcrf.net/The_Legend_of_Zelda:_Four_Swords_Adventures/Unused_Text_From_French_Translation|title= Unused Text From French Translation|site= The Cutting Room Floor|type=}}</ref> no item slots, and no numbers indicating in which ranking each Link is. Instead of collecting [[Force Gem]]s, the [[Links]] originally collected [[Rupee]]s.<ref name= "E3 2003"/> {{FSA|-}} also had considerably more story than the final release, but [[Shigeru Miyamoto]] thought that the game should have a stronger focus on gameplay and the story was simplified.<ref>{{Cite person|quote= In an example with Four Swords Adventures, I was the producer on that game, so I didn't actually put the story for that game together—that would be put together by the director of the game. And in the end on that game, as we got closer to finishing it, of course, Mr. Miyamoto then came in and upended the tea table, and we changed the story around quite a bit at the end with Four Swords Adventures. And what Mr. Miyamoto pointed out in the case of that game was that the storyline shouldn’t be something complicated that confuses the player. It should really be kind of a guideline that helps ease the player through the gameplay process and helps them understand what it is that they’re doing. So that was one example of how the gameplay was there first, and the storyline changed all the way up until the very end.|name= Eiji Aonuma|url= http://web.archive.org/web/20070322073751/http://www.gameinformer.com/News/Story/200405/N04.0517.1915.59084.htm|title= A Legend Of Zelda: The Eiji Aonuma Interview}}</ref>
The game was designed in 2D using the graphic style of {{FS|-}} in order to add continuity to its Game Boy Advance prequel. A top-down view was also used to make the four player action easier to understand.<ref>{{Cite person|quote= There were two main reasons that we went with the 2D graphics for the GameCube Four Swords. One was that it was a sequel to the Game Boy Advance Four Swords game and so for continuity we chose to retain the same graphic style. The second reason was that as a connectivity game with four players, we found that it would be a lot easier to understand what's going on with all four players on one screen and being able to look at it from a top-down point of view. That obviously had a big impact in choosing that direction as well.|name= Eiji Aonuma|url= https://web.archive.org/web/20100224055215/uk.cube.ign.com/articles/517/517033p1.html|title= The Legend of Zelda producer talks about the game, the franchise, the past and the future.}}</ref> {{FSA|-}} originally featured graphics and sprites based on {{ALttP}}. The game also featured a [[Magic Meter]],<ref>{{Cite web|quote= You don't have enough magic power to use this item!|author= |published= |retrieved= July 16, 2015|url= https://tcrf.net/The_Legend_of_Zelda:_Four_Swords_Adventures/Unused_Text_From_French_Translation|title= Unused Text From French Translation|site= The Cutting Room Floor|type=}}</ref> no item slots, and no numbers indicating in which ranking each Link is. Instead of collecting [[Force Gem]]s, the [[Links]] originally collected [[Rupee]]s.<ref name= "E3 2003"/> {{FSA|-}} also had considerably more story than the final release, but [[Shigeru Miyamoto]] thought that the game should have a stronger focus on gameplay and the story was simplified.<ref>{{Cite person|quote= In an example with Four Swords Adventures, I was the producer on that game, so I didn't actually put the story for that game together—that would be put together by the director of the game. And in the end on that game, as we got closer to finishing it, of course, Mr. Miyamoto then came in and upended the tea table, and we changed the story around quite a bit at the end with Four Swords Adventures. And what Mr. Miyamoto pointed out in the case of that game was that the storyline shouldn’t be something complicated that confuses the player. It should really be kind of a guideline that helps ease the player through the gameplay process and helps them understand what it is that they’re doing. So that was one example of how the gameplay was there first, and the storyline changed all the way up until the very end.|name= Eiji Aonuma|url= http://web.archive.org/web/20070322073751/http://www.gameinformer.com/News/Story/200405/N04.0517.1915.59084.htm|title= A Legend Of Zelda: The Eiji Aonuma Interview}}</ref>