THE LEGEND OF ZELDA: TWILIGHT PRINCESS


is an action-adventure game developed by Nintendo Entertainment Analysis and Development and published by Nintendo for the Wii and Nintendo GameCube video game consoles as a part of Nintendo's critically acclaimed ''The Legend of Zelda'' video game series.
Originally planned for release in November 2005, it was delayed by Nintendo so that the EAD staff could add more content and refine the game.[2] The Wii version was released on the dates of the Wii launch, in November and December of 2006. This makes ''Twilight Princess'' the first ''Zelda'' game to debut at the launch of a Nintendo console. The GameCube version was released in December 2006.[3][4] ''Twilight Princess'' was called ''The Wind Waker 2'' during its early internal development, but was changed to ''Twilight Princess'' as development progressed.[5]
''Twilight Princess'' is the first game in ''The Legend of Zelda'' series to be rated T by the ESRB, for fantasy violence and animated blood.[6] The game's story focuses on Link as he tries to prevent the Twilight Realm from engulfing Hyrule as both a human and a wolf with the help of a mysterious creature named Midna. It takes place many years after '', on the timeline that is created after the events of ''.[7]

Contents
Gameplay
Abilities
Plot
Music
Development
''Twilight Princess'' on Wii
Critical reception
Sales
See also
References
External links

Gameplay


''Twilight Princess'' features a stylized, naturalistic art style (similar to, but far more advanced than that found in ''), rather than the cel-shaded look that '' exhibited — although it still makes use of cel-shading effects, as it uses a very heavily modified version of ''The Wind Waker''’s engine. In a further departure from ''The Wind Waker'', Link is once again a young man, as opposed to a child, as in the latter part of ''Ocarina of Time'' and in ''. The game also takes on a darker tone, rivaling that of ''.[8]
A gameplay screen depicting Link crossing the Bridge of Eldin on Epona in the Wii version.

Link transforms into a wolf when entering the Twilight Realm, a void that has ensnared Hyrule. This is not a wholly separate place like the Dark World in '', but a darkened Hyrule.[9]
The Wii version uses the Wii Remote and Nunchuk's motion sensors and pointers in conjunction with buttons to operate the game. The built-in speaker on the remote is used for sounds like the bowstring of the Hero's Bow being drawn and released, Midna's laugh when using wolf Link to jump from platforms with Midna, and the "''Zelda'' chime" when discovering secrets, though this can be optionally turned off by turning the Wii remote's volume down to zero, in which case sounds will come through the television like other sounds instead.[10]
By comparison, the GameCube version uses a control scheme mostly identical to '', except the player is able to equip only two items as the Z button is used to call Midna if the player is in need of help. Free camera control, controlled using the C-Stick, is available in the GameCube version only.
In ''Twilight Princess'', Link shares similar moves between human and wolf. For example, when an enemy is on the ground, Link has the option to finish them off by plunging his sword into their chest; in wolf form, he can do this to Poes to rip out their souls. Link can communicate with animals in wolf form as if they were people. When transformed into a wolf, Link’s sense of smell is greatly improved, allowing him to follow trails left by certain characters in the game. However, Link cannot use any of his items, open any doors with handles or climb ladders until he transforms back into a human, and will also take double damage from enemies.
There is no extensive voice acting in the game. The characters laugh, scream, and make other such noises, as they have in previous installments. In conversations, Link remains silent, and his responses are implied by nods and facial expressions, much like other ''The Legend of Zelda'' games. The singular exception to this is Midna, whose dialogue is spoken in an unintelligible fictional language.
Returning from ''Ocarina of Time'' and ''Majora's Mask'', a horse can again be ridden in ''Twilight Princess''. The default name for the horse is (the set name of the horse from the two aforementioned games) and is used as the main form of transport while human until later in the game, when various warp points can be used instead.
A gameplay screen showing Link getting ready to swing his sword by using L-targeting in the GameCube version.

The enemy's AI of ''Twilight Princess'' is more advanced than in ''The Wind Waker.''[11]
The enemies react to a defeated enemy and to arrows or slingshot bullets passing by. The AI can also detect the player from a much larger distance than in ''Ocarina Of Time'', ''Majora's Mask'', and ''The Wind Waker''.
Abilities

During the game Link gains a number of new sword techniques (called "Hidden Skills") at various points. These techniques are learned by first finding "howling stones" in different areas of Hyrule while in wolf form and howling a song (different for each stone). A golden wolf appears and tells Link to find him in certain places marked on the game map. Once at this marked point and in human form outside the Twilight Realm, the wolf can again be seen and Link is warped to a supernatural area which appears to be on top of clouds. Various Hylian landmarks can be seen jutting up from under the clouds. Here, the wolf transforms into a skeletal ghost form clad in Roman-style armor — possibly the undead incarnation of a previous legendary hero. The spirit teaches Link up to seven new techniques by allowing Link to try them out on him. The first technique taught by the skeletal warrior must be learned, as the game cannot be completed without it; the other six are optional.
A gameplay screen displaying the sense ability of wolf form in the Wii version.

In wolf form, Link automatically has a "sense" ability. Using the sense ability, Link can track down certain characters by following their scents with his enhanced senses. As a wolf, he is also able to find and dig holes to find new passages and uncover buried items such as hearts, Rupees, and treasure chests. The sense ability is also the only way Link is able to hunt for Poes — he can neither see them (except for their lanterns) nor attack them without the ability. In addition, Link can also talk to animals in wolf form, aiding him in gathering useful information.
Also, in a first for a 3D ''Zelda'' game, Link is not given a magic meter. The Magic Armor drains his Rupees rather than magic, and magic arrows are not available. While the Light Arrows (fired by Zelda) and Fire Arrows (fired by Bokoblin archers) make an appearance in the game, Link cannot use them; however, Bombs may be combined with arrows to form Bomb Arrows, as they can in ''.

Plot


Set a few decades[12] after the events of '', the game begins with Link living and working as a ranch hand in Ordon Village. When monsters suddenly attack the village and kidnap the village children and his close friend , Link pursues the attackers and a monster pulls him through a strange black wall which transforms him into a large wolf ("blue eyed beast"), seemingly by the power of the Triforce of Courage. The monster drags him off and he wakes, imprisoned, in Hyrule Castle. An imp-like creature named appears and releases him. She guides him to another of the castle's prisoners: Princess Zelda.
in the Wii version.]]
Zelda explains that the Twilight King Zant is trying to merge the Twilight Realm and Hyrule into a land of darkness using an evil power. Zant is a member of the Twili, a race of beings descended from magicians banished to the Twilight Realm by the goddesses of Hyrule. Midna is a Twili who is searching for a weapon called the Fused Shadows to defeat Zant and save the Twilight Realm. Restoring the four of Hyrule, Link and Midna re-assemble the Fused Shadows that had been broken up and hidden in the Forest Temple, Goron Mines and Lakebed Temple. However, Zant appears, takes the Fused Shadows, embeds a black crystal in Link's forehead, trapping him in his wolf form, and exposes Midna to the light of the Light Spirit Lanayru, critically injuring her. Link rushes Midna to Princess Zelda, who reveals that the only way Link can return to his normal form is to find the Master Sword. Zelda combines her heart with Midna's to heal her, allowing her to exist outside of the Twilight. After Link reaches the Master Sword, Zant's black crystal is forced out of him. Midna keeps the crystal, allowing Link to assume his wolf form at will.
Link and Midna travel through Gerudo Desert and conquer the Arbiter's Grounds dungeon to reach the Mirror of Twilight — the only way to enter the Twilight Realm and stop Zant — only to discover that Zant has broken it. The ancient sages who guard the mirror reveal that they banished Ganondorf to the Twilight Realm using the Mirror, and that he may be the source of Zant's frightening newfound powers. They also state that Zant attempted to destroy the Mirror completely but couldn't because only the true ruler of the Twili has the power to do so and Zant's powers are false. He could only break it into four fragments, and three are missing. After completing Snowpeak Ruins, Temple of Time, and City in the Sky, they obtain the missing Mirror shards. After Link and Midna restore the Mirror, the sages reveal that Midna is the true ruler of the Twili, the Twilight Princess, and that Zant's curse turned her into an imp. When Link and Midna confront Zant in the Twilight Realm, he explains that he encountered Ganondorf while in a rage about being passed over as the king of the Twili. Ganondorf offered to make Zant's wishes come true and made Zant into a vessel for his power. Midna regains the Fused Shadows and uses it to kill Zant.
Triforce and Goddesses statue in the Wii version.

Link and Midna return to Hyrule Castle, which is surrounded by a seemingly impenetrable magical barrier, but Midna breaks through it with the Fused Shadows. They then encounter Ganondorf who possesses Zelda. Link is then forced to fight Zelda. After Link defeats her, Midna purges Zelda of Ganondorf's spirit. Ganondorf then transforms into the form of a giant boar (his "Ganon" form). After Link defeats Ganon, Zelda's spirit is released from Midna's body, bringing Zelda back to life. Suddenly Ganondorf reappears as what looks like a floating, flaming apparition of his head. Midna teleports Link and Zelda to safety, and tries to destroy him with the Fused Shadows. However, after Link and Zelda are safely transported to Hyrule Field, Hyrule Castle is decimated and Ganondorf, having apparently defeated Midna, appears on horseback holding the Fused Shadow Midna wore on her head before crushing it in his hand. Zelda prays to the Light Spirits, who grant her the Light Arrows, and she and Link battle Ganondorf on horseback. Ganondorf falls from his horse in battle but challenges Link to a swordfight. After a grueling battle, Link drives the Master Sword into Ganondorf's glowing wound. Ganondorf stands, impaled, believing the Triforce of Power will save him. Instead, the image of the Triforce fades from his hand, and he seemingly dies standing upright.
With Ganondorf dead the curse that Zant put on Midna, who survived her defeat at Ganondorf's hands, is broken and she regains her true form. Link, Zelda and Midna travel to the Mirror of Twilight, where Midna returns home. Before she leaves, Midna sends a tear into the Mirror, cracking it. After Midna enters the portal the Mirror shatters, severing the link between Hyrule and the Twilight Realm.
During the ending credits, the image of the Master Sword returned to the Pedestal of Time in the Sacred Grove is shown. Afterwards, Ilia is shown looking down the path leading out of Ordon in consternation, and then the screen flashes to Link riding Epona through Faron Woods away from home. Despite the general misconception that Link is riding towards Ordon, close inspection of the ending scene and the landmarks of Faron Woods show Link is in fact riding away. The final image is of the statue of the Triforce and the Goddesses above the throne room in Hyrule Castle, light shining on one half, the other half in shadow.

Music


As usual, music plays an important role in ''Twilight Princess'', as in previous ''The Legend of Zelda'' games. Koji Kondo, a series favorite, composed a large part of the score for this game, with additional contributions from Toru Minegishi and Asuka Ota.
The capabilities of GameCube and Wii hardware have allowed the developers to use music techniques that they could not in earlier ''Zelda'' titles. In a first for the ''Zelda'' series, part of the soundtrack has live orchestra as opposed to using MIDI.[13] The fact that Nintendo has decided not to use recorded acoustic music for most of the soundtrack, however, has been a point of criticism. Koji Kondo originally stated that he "would really like to push for" the music to be played by live players on acoustic instruments.[14]
For this game, the composers decided on using Final Fantasy composer Nobuo Uematsu's well-known style of creating a main theme (i.e., the overworld theme), then using it continuously throughout the game in the ways of "Theme and Variations." Indeed, excerpts of the Twilight Princess' main theme can be heard in several parts during the game, such as in the Fishing Hole, Gerudo Desert, Snowpeak and during boss battles (when the boss is disabled and vulnerable). The theme can also be heard during the game's ending credits.
Many of the series' classical melodies make their appearance throughout the game; examples of these are Zelda's Theme, Goron City (Death Mountain), Lost Woods (Sacred Grove), Kakariko Village, Zora's Domain, and Song of Time (Temple of Time) . During the battles with Fyrus, the second dungeon's boss, and Stallord, the fourth dungeon's boss, we can also hear excerpts from the King Dodongo/Volvagia battle from the '' original soundtrack. The overworld theme also contains a small part of ''The Legend of Zelda'''s main theme. The game's soundtrack also features brand-new melodies composed specifically for it, such as the Ordon Village theme, Midna's Theme, and Ilia's Theme.
The game's music continues the series' tendency to approach a more "cinematic" style, rather than following the classical video game music formula of repeating a recording of the same theme over and over again. As in previous ''Zelda'' games, a lot of the music is interactive, and may vary depending on specific circumstances; the main theme, for example. As in '' and '', the overworld theme changes depending on how Link is travelling. A basic tune plays when Link remains still or is moving slowly. If he is walking, fewer instruments are used, and the leads are woodwinds. If he is on horseback, more instruments are added, and the leads become brass instruments. The actual composition is also extended, which includes a hint of the main Zelda theme. The music will also vary when Link is being attacked by enemies, and, for the first time in the ''Zelda'' series, there is music that appears specifically at night while on Hyrule Field. It is a quieter, slower-paced piece that also includes excerpts of the game's main theme.
The battle theme has followed a similar formula since ''. In this game, the theme starts as a slow-paced melody with more of a tendency to a film score's "suspense" music. The melody continues evolving while an enemy lurks nearby Link. When Link makes contact with an enemy (i.e., he hits or gets hit by it), the music immediately changes to a faster-paced march with a vigorous percussion track, which has more of a tendency to action music. And when he defeats all of the enemies nearby, the music will come to its end with a pre-determined "finale". The source melody remains the same, but the "style" and "feel" of it changes totally depending if you are fighting against the enemy or just walking near it. Additional instruments and melodies are added to the source theme depending on these situations. When you defeat all of the enemies or walk away from danger, the theme of the place you are in will continue playing in the background.
All of the game's mini-bosses (bosses that appear around the mid part of a dungeon) have split-up themes, which alternate between them depending if the mini-boss is attacking, down and vulnerable, or other specific conditions. Much like in '''s boss battle music, most of these themes are actually "parallel" themes, and only differ from each other in the instruments used and the melodies played by them.
Another example of this is the aforementioned boss battle. When the boss is attacking Link, the boss' music is played in the background, but when it is vulnerable, the music quickly changes to an excerpt of the Twilight Princess' main theme.
While Link does not carry a musical instrument of any type until well into the game, he can pick grass from certain patches and whistle with it to call an animal, either a hawk or Epona, Link's horse (later on, an instrument shaped similarly to the grass, and having the same effect, is given to Link). As a wolf, Link can howl near the same patches, to the same effect. When Link is in his wolf form, there are seven "howling stones" located around the world where, after Link howls a certain melody shown on screen a few times, a golden wolf appears and jumps somewhere else in the world. The first five songs howled by Wolf Link are themes taken from the ''Majora's Mask'', ''Ocarina of Time'', and ''The Wind Waker'' games, while the last is the bass line of the ''Twilight Princess''' main theme.

Development


A number of rumors about the game were confirmed at E3 2005, plus the official title, "''The Legend of Zelda: Twilight Princess''", was announced (the title was actually first revealed in a pre-E3 scan from ''Game Informer'').[11][16]
The game falls chronologically a few decades after ''Ocarina of Time'',12 though the reference to being before ''The Wind Waker'' has been omitted in recent interviews with the developers.[11] Interviews and a playable demo exposed many new details, such as Link beginning the game as a ranch-hand, Link battling on horseback, changes in the horse controls from ''Ocarina of Time'', thematic differences between dungeons, and so on.[18]
The game received Game Critics Awards at E3 2005 for Best Console Game and Best Action/Adventure Game,[19] and the award of Best Playable Game at E3 2005 by G4 TV's ''X-Play''. ''Twilight Princess'' received the same awards, except for Best Console Game, at E3 2006 as well.
The game's release was delayed extensively; its original release date was somewhere in November 2005, until August 16, 2005, when Nintendo announced it would be released some time after March 31 2006, because the development team needed more time to work on the game. In February, Reggie Fils-Aime (then Executive Vice President of Sales and Marketing for Nintendo of America) stated in an interview on Spike TV that ''Twilight Princess'' would be released in the Fall of 2006,[20] well past the expected spring or early summer release but still in time for the holiday shopping season. At Nintendo’s pre-E3 2006 press conference, Reggie Fils-Aime announced that two versions would be released simultaneously in the Americas: one for GCN, and one for Wii.
On September 15 2006, Nintendo officially announced the release dates of ''Twilight Princess''. The Wii, along with the Wii version of ''Twilight Princess'', was released first on November 19, 2006 in North America, with the GameCube version coming on December 12 2006. Both the GameCube and the Wii version launched simultaneously in Japan on December 2 2006. Australia and Europe saw the Wii version launched on December 7 2006 and December 8 2006 respectively, while the GameCube version was launched on December 14 2006 and December 15 2006 respectively.
According to statements from Nintendo, such as from translator and localization manager Bill Trinen, it took the ''Twilight Princess'' game testers an average of 70 hours to beat the game on the first run-through. He stated that he was working on his second play-through of the game and even knowing what to do, where to go, and skipping cut-scenes, he had logged about 27 hours to make it about two thirds of the way through the temples themselves and that didn't account for any of the side quests or time sinks like fishing.[21] However, many who played and completed the game found this information to be inaccurate compared to the time they took, and members of the Speed Demos Archive speedrunning community have been able to complete the game in under six hours, without skipping any major gameplay components. [22]
''Twilight Princess'' on Wii

British publication ''NGC Magazine'' claimed, in December 2005, that when the GameCube version is played on Wii, the player will be given the option of using Wii’s unique controller;[23] and it was not suspected that two versions of the game would be released. Reggie Fils-Aime denied these claims, stating that across the board, GCN games played on Wii would not be compatible with Wii's controller.[24] Nintendo of France Director of Marketing Mathieu Minel stated in a subsequent interview with Jeux-France that ''Twilight Princess'' would include Wii controller functionality one way or another, but Nintendo quickly requested that this be removed from the interview.[25] In the end, however, Shigeru Miyamoto himself confirmed the Wii controller functionality in an interview with Nintendo of Europe.[26] ''Time'' reported this also soon after.[27][28] Finally, at E3 2006, Nintendo announced that there would be two versions of ''Twilight Princess'': one for GameCube (released on December 12 2006), and one for Wii (released on the console's launch date, November 19 2006).
Shigeru Miyamoto had said in an interview that the only differences between the GameCube and Wii versions of the ''Twilight Princess'' are technical[11] (as described above). The Wii version also displays in a 16:9 (anamorphic widescreen; see Wii) format in 480p, where the GameCube version plays only in 4:3.[30] 480p is possible on early DOL-001 models of the GameCube using the component cable.
In the Wii version of ''Twilight Princess'', Link is right-handed, despite his famous left-hand preference. Miyamoto noticed that players preferred wielding their "swords" right-handed, but by that point, all the maps, bosses and models had already been designed with a left-handed stance in mind. The "simplest" solution was to invert the entire game horizontally. In the GameCube version, Link remains left-handed, and the maps and player guides for the two versions are mirror versions of each other.[31] Anything in the game referring to east/west or left/right is changed accordingly between the two versions.
In the early NTSC release of the game a glitch when saving in the broken cannon room would force the player to restart the game from the beginning. In the GameCube and PAL releases of the game the error was fixed before release. For players affected by the glitch, Nintendo offers an updated disc replacement through customer support.[32]
There is also a glitch after crossing the Bridge of Eldin for the first time when the bridge collapses. If the player crosses the bridge and saves and turns off the console before entering the Twilight Realm, the player will start in the last town visited with the bridge gone, and unable to proceed further in the game. [33]

Critical reception



'Reviews and awards'
Compilations of multiple reviews
Game RankingsWii: 94.6% (based on 76 reviews)[34]
GCN: 96% (based on 17 reviews)[35]
MetacriticWii: 95% (based on 69 reviews)[36]
GCN: 96% (based on 16 reviews)[37]
PublicationResponseAward
1UPWii: 10 of 10[38]Best Adventure Game of 2006
Game of the Year 2006
''EGM''Wii: 10/10/10.Game of the Year 2006[39]
Best Level Design 200639
Best Battle System 200639
''Famitsu''Wii: 38 of 40[40]
GameSpotWii: 8.8 of 10[41]GCN: 8.9 of 10[42]Best Wii Game of 2006Best GameCube Game for 2006
GameSpyWii: 5 of 5[43]Editor's Choice
2006 Game of the Year
''Game Informer''Both: 10 of 10[44]Game of the Year
Game of the Month: January 2007[45]
IGNWii: 9.5 of 10[46]GCN: 9.5 of 10[47]Both versions: Editors Choice
Best Wii Game of 2006
Best GameCube Game of 2006
Reader's Choice Game of 2006
''Nintendo Power''Wii: 9.5 of 10GCN: 9.5 of 10Best Wii Game of 2006
Best GameCube Game of 2006
Best Adventure Game of 2006
Game of the Year 2006
Best Story/Writing of 2006
Best Music (Reader's choice)
Best Graphics
Best New Character (Midna)
''Official
Nintendo
Magazine
''
Wii: 97%GCN: 96%Gold Award
''X-Play''Wii: 5 of 5[48]Game of the Year - Nominated
Best Action/Adventure Game


''Twilight Princess'' has received universally positive reviews focusing on its art direction and gameplay. IGN proclaimed it the "best ''Zelda'' game ever", the second best launch game ever, behind ''Super Mario 64'', as well as "one of the finest games I have ever played".46 GameSpot called ''Twilight Princess'' the best GameCube game of 2006 as well as the best Wii game. It was also one of the ten nominees for GameSpot's "Game of the Year" award. Numerous sites have called it the best game ever made.
Some reviews have mentioned drawbacks about the game, though they usually only consider them minor. The most commonly mentioned is that the game, having been designed for the GameCube, is not up to scratch with the cutting-edge graphics of its competitors, and that much of the game feels familiar to devoted ''Zelda'' fans, as though it is a compilation of ''Zelda'''s "greatest hits". Some aspects of the game's design have been more firmly criticized by a small number of reviewers, such as the director of ''Ōkami'' speaking of his disappointment in the feel of the game's visuals.[49] Reviewing the Wii version, GameSpot's reviewer criticized the feeling of "tacked-on" Wii controls and out-dated graphics, a consequence of the game being designed primarily for the older GameCube platform.
At Game Rankings, a web site that compiles game reviews and averages reviewers' scores, the Wii version of ''Twilight Princess'' has achieved an average of 94.6%. The GameCube version has an average of 96%, making it the highest rated game of 2006.
At Metacritic, another review aggregate site, ''Twilight Princess'' has received an overall average of 96 out of 100.
The game received Spike TV's Critic's Choice Video Game Award[50] and also won ''X-Play'''s "Best Action Adventure Game" and "Game of the Year" awards.[51] It was the game of the year of 2006 according to Game Trailers and also won the awards of Best Adventure Game, and Game of the year 2006 according to 1UP. ''Twilight Princess'' won the awards of Best Level Design, Best Battle System and Game of the Year 2006 in ''Electronic Gaming Monthly''.
At the 2007 IEAA Awards, ''Twilight Princess'' won two awards: "IEAA Nintendo Game of the Year" and "Best Selling Role Playing Game".[52]
''Twilight Princess'' won the "Best Writing" award at the 2007 Game Developers Choice Awards, and was nominated for "Best game",[53] and was named Best game of 2006 in the Spacey Awards.[54]
Sales

The Wii version of ''Twilight Princess'' sold over 1 million copies in the Americas,[55] 139,011 during its first two days in Japan,[56] and 240,000 during its first weekend across Europe.[57] During its first week the game was being sold alongside three of every four Wii purchases[58] and passing one million Wii units sold in North America alone within three months.55 In its first month of availability, the GameCube version sold 532,900 units and outsold the Wii version for a short time.[59] After three months of availability, the GameCube version sold over one million units worldwide and after just four months of availability the GameCube version sold over one million units in North America alone.[60] As of July 2007, the game has sold 3.61 million copies on the Wii and over 1.32 million on the GameCube for a combined total of over 5 million units, making it the third best selling game in franchise history. [1]
In spite of the game's success in America and Europe, however, Miyamoto has publicly expressed disappointment at ''Twilight Princess''' modest sales in Japan. The reason, he believes:

See also





Races of The Legend of Zelda series

Recurring weapons and items from The Legend of Zelda series

Enemies in The Legend of Zelda series

References


1. E3 2004: New Legend of Zelda Details
2. Zelda Delayed to Next Year
3. Nintendo official Zelda Page
4. GamePro Q&A: Nintendo's Harrison on Zelda
5. GDC Live blog Keynote - Aonuma talks Zelda
6. Official North American Wii website
7. Nintendo Dream: Eiji Aonuma Interview 1
8. Spill kan bli viktigere enn film og TV
9. The Legend of Zelda: Twilight Princess
10. E3 2006: Twilight Princess In-Depth
11. .
12. Mr. Miyamoto and Mr. Aonuma Reveal the Identity of the Mystery Woman
13. The Legend of Zelda: Twilight Princess
14. .
15. .
16. E3 2005: More From Nintendo's '06 Lineup ezzkmo
17. .
18. Legend of Zelda: Twilight Princess E3 2005 Demo Walkthrough Impressions
19. 2005 Winners
20. Fils-Aime: Zelda now coming in "fall"
21. Hands-on The Legend of Zelda: Twilight Princess
22. Zelda TP Speedrun Discussion
23. Play Zelda: Twilight Princess with the Revolution Controller
24. The Engadget Interview: Reggie Fils-Aime, Executive Vice President of Sales and Marketing for Nintendo
25. Interview Nintendo
26. Miyamoto interview
27. A Game For All Ages Lev Grossman
28. E3 06: Zelda Wii sword fighting, next-gen WarioWare confirmed
29. .
30. Miyamoto and Sakurai on Nintendo Wii
31. Miyamoto Talks Righty Link
32. NOA replaces my Zelda disc, and then some
33. Eldin Bridge Glitch caught on film
34. The Legend of Zelda: Twilight Princess Reviews
35. The Legend of Zelda: Twilight Princess Reviews
36. Legend of Zelda: Twilight Princess, The (wii: 2006): Reviews
37. Legend of Zelda: Twilight Princess, The (cube: 2006): Reviews
38. 1up's Wii Review: Legend of Zelda: Twilight Princess
39. .
40. Famitsu Reviews Wii Games
41. Wii Launch Center - The Legend of Zelda: Twilight Princess Review
42. The Legend of Zelda: Twilight Princess review
43. The Legend of Zelda: Twilight Princess Review
44. The Legend of Zelda: Twilight Princess
45. .
46. The Legend of Zelda: Twilight Princess Review
47. The Legend of Zelda: Twilight Princess Review
48. Reviews - The Legend of Zelda: Twilight Princess
49. Okami Creator Disappointed with Twilight Princess Visuals
50. Oblivion nabs Spike TV top honors
51. BEST OF '06: Action/Adventure
52.
53. 7th Annual Game Developers Award
54. Spaceys 07 - Favorite Video Game
55. Zelda Tops One Million on Wii
56. News - Japan: Wii software & hardware sales
57. Wii sells 325,000 during Euro launch
58. Over 600,000 Wiis served
59. Madden hoists 2006 sales trophy
60. The+Legend+of+Zelda%3A+Twilight+Princess&console=GC&publisher=Nintendo&sort=Total

External links



''The Legend of Zelda: Twilight Princess official Japanese website

''The Legend of Zelda: Twilight Princess official North American website

''The Legend of Zelda: Twilight Princess'' official European website



Game page at Wii.Nintendo.com for Wii version

IGN coverage

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