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The Legend of Zelda: Twilight Princess: Difference between revisions

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|developer= [[Nintendo EAD]]
|developer= [[Nintendo EAD]]
|publisher= [[Nintendo]]
|publisher= [[Nintendo]]
|designer= [[Eiji Aonuma]] (director), [[Shigeru Miyamoto]] (producer), [[Takashi Tezuka]] (supervisor), Toshihiko Nakago (supervisor), [[Koji Kondo]] (sound composer), [[Toru Minegishi]] (sound composer), {{nw|Asuka Ohta}} (sound composer), [[Mahito Yokota]] (sound composer), {{wp|Michiru Oshima}} (sound composer)
|designer= {{List|
[[Eiji Aonuma]] (director),
[[Shigeru Miyamoto]] (producer),
[[Takashi Tezuka]] (supervisor),
Toshihiko Nakago (supervisor),
[[Koji Kondo]] (sound composer),
[[Toru Minegishi]] (sound composer),
{{nw|Asuka Ohta}} (sound composer),
[[Mahito Yokota]] (sound composer),
{{wp|Michiru Oshima}} (sound composer),
}}
|released= '''Wii'''
|released= '''Wii'''
{{Release
{{Release
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|genre= Action Adventure
|genre= Action Adventure
|modes= Single player
|modes= Single player
|ratings={{List
|ratings= {{List|
  |{{Game Rating|ESRB|T}}
{{Game Rating|ESRB|T}},
  |{{Game Rating|PEGI|12+}}
{{Game Rating|PEGI|12+}},
  |{{Game Rating|CERO|B}}
{{Game Rating|CERO|B}},
  |{{Game Rating|ACB|M}}
{{Game Rating|ACB|M}},
  |{{Game Rating|USK|12}}
{{Game Rating|USK|12}},
  |{{Game Rating|ClassInd|10}}
{{Game Rating|ClassInd|10}},
  |{{Game Rating|GRAC|12}}
{{Game Rating|GRAC|12}},
}}
}}
|platforms= [[Nintendo GameCube]]</br>[[Wii]]</br>''{{Wp|NVIDIA Shield}}'' <small>(China)</small>
|platform= {{List|[[Nintendo GameCube]], [[Wii]], ''{{Wp|NVIDIA Shield}}'' {{Small|(China)}}}}
|canon= Canon<ref>{{Cite Book|quote= |book= E|publisher= |page= 10}}</ref>
|canon= Canon<ref>{{Cite Book|quote= |book= E|publisher= |page= 10}}</ref>
|predecessor= {{TMC}}
|predecessor= {{TMC}}
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===Wii and GameCube Differences===
===Wii and GameCube Differences===
The Wii version of the game is a mirror image of the GameCube version, meaning that East is West (and vice-versa) in the former version; this is to accommodate for most Wii players being right-handed, while Link is often left-handed. Naming schemes for example for the East Street and West Street of Hyrule Castle Town are not adjusted.  
The Wii version of the game is a mirror image of the GameCube version, meaning that East is West (and vice-versa) in the former version; this is to accommodate most Wii players being right-handed, while Link is often left-handed. Naming schemes for example for the East Street and West Street of Hyrule Castle Town are not adjusted.  


The Wii version uses the "point-and-click" feature of the Wii Remote as a "[[Fairy]]" cursor (an on-screen pointer modeled to look like a fairy), for accessing menus, and for using various tools such as the [[Hero's Bow]], [[Clawshot]], and [[Fishing#Fishing Rods|Fishing Rod]] (see Weapons, items and abilities); it uses the Nunchuk attachment analog stick for movement. In order to swing the sword which Link uses as a weapon, the player makes a slashing motion with the Wii Remote. A jab with the tilt-sensitive Nunchuk will cause Link to perform one of his secret moves, the shield attack. To use Link’s “spin attack” (a powerful attack where Link swings his sword circularly around himself), the player shakes the Nunchuk side to side horizontally.
The Wii version uses the "point-and-click" feature of the Wii Remote as a "[[Fairy]]" cursor (an on-screen pointer modeled to look like a fairy), for accessing menus, and for using various tools such as the [[Hero's Bow]], [[Clawshot]], and [[Fishing#Fishing Rods|Fishing Rod]] (see Weapons, items and abilities); it uses the Nunchuk attachment analog stick for movement. In order to swing the sword which Link uses as a weapon, the player makes a slashing motion with the Wii Remote. A jab with the tilt-sensitive Nunchuk will cause Link to perform one of his secret moves, the shield attack. To use Link’s “spin attack” (a powerful attack where Link swings his sword circularly around himself), the player shakes the Nunchuk side to side horizontally.
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During development, {{TP|-}} was referred to as "{{TWW|-}} ''2''".<ref>{{Cite Web|quote= At the Game Developers Conference in March, Nintendo producer Eiji Aonuma met with select members of the press to talk about the next console installment in the Zelda franchise. At the time, the title now known simply as Legend of Zelda was still being referred to as "Wind Waker 2" and very few details about the adventure had been released.|author= IGN Staff|published= May 19, 2004|retrieved= November 11, 2018|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.|site= IGN|type= Archive}}</ref> Seeing fan demand for a realistic aesthetic, the developers took that direction and started "{{TP|-}}".<ref name="lotr2"/>
During development, {{TP|-}} was referred to as "{{TWW|-}} ''2''".<ref>{{Cite Web|quote= At the Game Developers Conference in March, Nintendo producer Eiji Aonuma met with select members of the press to talk about the next console installment in the Zelda franchise. At the time, the title now known simply as Legend of Zelda was still being referred to as "Wind Waker 2" and very few details about the adventure had been released.|author= IGN Staff|published= May 19, 2004|retrieved= November 11, 2018|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.|site= IGN|type= Archive}}</ref> Seeing fan demand for a realistic aesthetic, the developers took that direction and started "{{TP|-}}".<ref name="lotr2"/>


Like the original ''[[The Legend of Zelda]]'' game,<ref>{{Cite Magazine|magazine= ''Club Nintendo''|quote=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.|publisher=Nintendo of Europe |date=April 1996 |volume= 8|issue= 2|page=72}}</ref> {{TP|-}} was also inspired by {{Wp|J._R._R._Tolkien|J. R. R. Tolkien's}} ''{{Wp|The Lord of the Rings}}''.<ref name="lotr2">{{Cite Book|book= A&A |quote=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!'|publisher= Dark Horse Books |page=419}}</ref><ref name="lotr3">{{Cite Web|quote=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. |author=Satoru Iwata, Eiji Aonuma |published=November 23, 2006 |url= http://iwataasks.nintendo.com/interviews/#/wii/twilight_princess/0/4 |title= Make it 120% Zelda!}}</ref> The ''{{Wp|Lord of the Rings (film series)|Lord of the Rings movies}}'' came out at the same time {{TP|-}} was being developed, and movies' popularity resulted in the developers drawing inspiration from the aesthetic as well as creating a big world to match its scale.<ref name="lotr2"/><ref name="lotr3"/>  
Like the original ''[[The Legend of Zelda]]'' game,<ref>{{Cite Magazine|magazine= ''Club Nintendo''|quote=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.|publisher=Nintendo of Europe |date=April 1996 |volume= 8|issue= 2|page=72}}</ref> {{TP|-}} was also inspired by {{Wp|J._R._R._Tolkien|J. R. R. Tolkien's}} ''{{Wp|The Lord of the Rings}}''.<ref name="lotr2">{{Cite Book|book= A&A |quote=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!'|publisher= Dark Horse Books |page=419}}</ref><ref name="lotr3">{{Cite Web|quote=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. |author=Satoru Iwata, Eiji Aonuma |published=November 23, 2006 |url= https://iwataasks.nintendo.com/interviews/wii/twilight_princess/0/4 |title= Make it 120% Zelda!}}</ref> The ''{{Wp|Lord of the Rings (film series)|Lord of the Rings movies}}'' came out at the same time {{TP|-}} was being developed, and movies' popularity resulted in the developers drawing inspiration from the aesthetic as well as creating a big world to match its scale.<ref name="lotr2"/><ref name="lotr3"/>  


The game was first revealed at [[E3 Media & Business Summit|E3]] 2004 when [[Nintendo]] showed a teaser trailer of their new ''Zelda'' game to a small group, resulting in outrageous uproars from the viewers. When the ''Zelda'' community found out, many fans were extremely excited. Many were happy to see ''Zelda'' taking a mature turn, which, as opposed to the cartoony, cel-shaded art style of 2003's {{TWW|-}}, received a much warmer welcome. After ten months of silence from [[Nintendo]], a new trailer was finally revealed at the {{Wp|Game Developers Conference}} on March 10, 2005 to an eager audience.  
The game was first revealed at [[E3 Media & Business Summit|E3]] 2004 when [[Nintendo]] showed a teaser trailer of their new ''Zelda'' game to a small group, resulting in outrageous uproars from the viewers. When the ''Zelda'' community found out, many fans were extremely excited. Many were happy to see ''Zelda'' taking a mature turn, which, as opposed to the cartoony, cel-shaded art style of 2003's {{TWW|-}}, received a much warmer welcome. After ten months of silence from [[Nintendo]], a new trailer was finally revealed at the {{Wp|Game Developers Conference}} on March 10, 2005 to an eager audience.  
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===Speedrun Records===
===Speedrun Records===
{{Main|Speedrun Records}}
{{Main|Speedrun Records}}
<!-- NOTICE: To update completion records, please edit the Speedrun Records article (https://zelda.fandom.com/wiki/Speedrun_Records). This table will automatically be updated with the records on that page. -->
<!-- NOTICE: To update completion records, please edit the Speedrun Records article (https://zeldawiki.wiki/wiki/Speedrun_Records). This table will automatically be updated with the records on that page. -->
{{#section:Speedrun Records|TP}}
{{#section:Speedrun Records|TP}}


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==Nomenclature==
==Nomenclature==
{{Names
{{Nomenclature}}
|align= left
|ja=  {{Romanize|ゼルダの伝説 トワイライトプリンセス|Zeruda no Densetsu Towairaito Purinsesu}}
|jaM= The Legend of Zelda: Twilight Princess
|FR= The Legend of Zelda : Twilight Princess
|DE=  {{De|The Legend of Zelda: Twilight Princess}}
|deM=
|IT= 
|itM=
|ko=  젤다의 전설 황혼의 공주
|koM=
|zhS= 塞尔达传说 黄昏公主
|zhT= 薩爾達傳說 曙光公主
}}


==Gallery==
==Gallery==
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