The Legend of Zelda: Twilight Princess
The Legend of Zelda: Twilight Princess ( ゼルダの
Its original release was scheduled for November 2005, however Nintendo extended its production in order to give the EAD team a longer period of time to perfect the graphics and add more narrative elements to the plot, since the The project went from being designed for the GameCube, but was finally destined for the Wii as the main platform. The adaptation for the Wii was launched in North America simultaneously with the marketing of said console, on November 19, 2006. A couple of weeks later, arrived in Japan, Europe and Australia, causing Twilight Princess to become the first Zelda game to be marketed at the same time that the new console was launched on the market. On the other hand, the GameCube version arrived in December 2006, being the company's last title for that system. In 2011, the Wii version was re-released under the Nintendo Selects label. In March 2016, a port with high-definition graphics for the Wii U was released under the name The Legend of Zelda: Twilight Princess HD.
In the initial stages of its production, Twilight Princess was referred to as The Wind Waker 2 in allusion to a probable sequel to The Wind Waker i> 2002; Some time later, Nintendo rejected this rumor. The announcement of the official name occurred at a conference during the 2005 E3 convention. The story once again describes the adventures of Link, a young peasant who must prevent the kingdom of Hyrule from being overshadowed by a parallel and corrupt dimension known as Twilight Kingdom. To achieve this, he must adopt the form of a wolf, guided throughout most of his journey by a mysterious creature called Midna. Chronologically, these events occur hundreds of years after the events presented in Ocarina of Time and Majora's Mask.
Twilight Princess became the first game in the franchise to receive a T rating by the ESRB, due to "fantastic violence and animated gore" and the second was Hyrule Warriors: Age of Calamity.
After its release, it received acclaim from several distinguished publications, garnering some awards such as "best game of the year."
Argument

Twilight Princess begins with Link, a young farmer who works on the farm in the town of Ordon, in Hyrule. One day, the Bulblins – creatures reminiscent of orcs – invade Ordon and kidnap the children. When Link goes to rescue them, he finds a wall from which the claw of a "shadow being" emerges, transporting him to the "Twilight Realm", a dimension that constitutes a dark version of Hyrule. Link is imprisoned in Hyrule Castle here and takes on the physical appearance of a wolf.
Midna, a shadow being, frees Link as long as he "obeys her unconditionally." Together they arrive with Princess Zelda, who informs them that Zant, the king of the Twili - to which the shadow creatures belong - has invaded Hyrule Castle and its inhabitants have been transformed into "spirits." To defeat him they must recover the "tears of light" from the "shadow insects" and revive the "spirits of light." Once they rescue Ordon's children and collect the lights, the reborn spirits return Link to his Hylian form and reveal the location of the "molten shadows", fragments that make up a powerful dark weapon capable of defeating Zant. Eventually Link is trained by a swordsman's specter, the "hero spirit", who instructs him in combat techniques and information about his destiny.
However, Zant attacks Link and Midna and steals their molten shadows, leaving the latter mortally wounded after exposing her to the light of one of the reborn spirits. Additionally, the villain casts a spell on Link and transforms him back into a wolf. To break Zant's curse, Link must find the Master Sword with the help of Midna, who is saved by an act of sacrifice from Zelda. After finding the sword and regaining their Hylian appearance, they both head to the Gerudo desert to find the "mirror of Twilight", the only link between Hyrule and the kingdom of shadows. Upon arriving, some wise men explain to them that Zant tried to destroy the mirror without success, since only the legitimate leader of the Twili is capable of doing so. They had previously used this mirror to trap Ganondorf, the Gerudo leader, in the Twilight Realm to prevent him from stealing the Triforce. Once Link and Midna find the mirror fragments, the sages are able to restore it and reveal that Zant usurped Midna as leader of the Twili.
After defeating Zant in another duel and recovering the molten shadows, Link and Midna confront Ganondorf in Hyrule Castle after discovering his alliance with the sorcerer. In the final scenes of the game, Link defeats Ganondorf with the help of the Master Sword and the light spirits return Midna to her true form after breaking Zant's spell. The young warrior and Zelda say goodbye to Midna, who returns to the realm of shadows and destroys the twilight mirror. Link leaves Ordon and leaves for an unknown destination.
Dungeons
Twilight Princess contains two worlds: Hyrule and the Twilight realm. Likewise, it is made up of nine dungeons, which are listed below:
- Temple of the Forest. This dungeon is located right behind a large tree in the depths of Farone's forests, being home to a bunch of monkeys. Inside they inhabit demons that have been attracted by the power of the cast shadow. Thus, the existing enemies in this place range from baba creatures to arcnids called Skulltulas. With the help of a bumran, in power of the leader of the monkey tribe, Link must access the most remote regions of the place, defeat Babalant and regain the dark power of the cast shadow.
- Mina de los Goron. This place is found in the "Mountain of Death" and is sacred to the Goron tribe. However, due to the cast shadow inside it, the sanctuary has ended up corrupting the patriarch of the tribe, known as Goron-Kong, who has been imprisoned by the Gorons. In the mines there are monsters, Dodongo dragons and caterpillars of fire, as well as other creatures. Only with the help of the arch can Link extinguish the spirit of fire that possesses Goron-Kong, Pyrus, and obtain the corresponding cast shadow.
- Sanctuary of the Lake. Nestled at the bottom of the pristine Lake Hylia, the sanctuary is the sacred temple of the Zora. To get the last cast shadow, Link must find the "Zarpa" and step between submarine creatures, to finally face Octopulus, an aquatic demon.
- Desert Pavilion. This prison in the most remote corners of Hyrule was once used as a scene of execution for Hyrule's worst criminals. The place predominates Poes and living skeletons or Stalfos. With the help of the "aerodisco", Link is able to access hidden passages and get to the camera where the Sponge Mirror is located. However, he must first confront a fossil called Stallord.
- Ruins of the Pico Nevado. Yeto and Yeta are two creatures that live in the frozen mansion of the Nevado Pico. Both have a fragment of the Twilight Mirror in their home, yet Yeta cannot remember where it is. In this dungeon, Link must face Freezards and Chilfos in order to arrive, using a ball with chain, to the power of the mirror that has possessed Yeta transforming it into the Blizzeta ice mass.
- Temple of Time. The old place where the Master Sword was found also contains a fragment of the mirror. Inside, the Gohma larvae and spiders live. Link must find the old “domain crower” in order to know the secrets that await inside the dungeon. In the end, he faces the spider Armagohma to get the pointed piece.
- Celestia. The Oocca built this city parallel to Hyrule. She's guarded by Lizalfos and Aeralfos. When Link comes to this dungeon, the Argorok dragon plunders the city. Because of this, the young man must find a new double clap with which to face such a creature and recover the last fragment of the mirror.
- Palace of the Twilight. It is the fortress of Zant in the kingdom of shadows. Once Link rescues the spirits guardians of the evil twilight that lurks them, the power of the Master Sword can be increased; with this power, Link is able to destroy Zant and save the Twili race.
- Hyrule Castle. The last dungeon of the game is the Royal Hyrule Family Palace in the possession of Ganon. Link must reach the upper floor of the building to confront the antagonist.
Game mode
Twilight Princess is an action-adventure game where exploration and accumulation of objects stand out, making use of the same system of basic controls introduced in Ocarina of Time (where buttons change function based on the context presented). The targeting controller is notable with the "Z" button (on GameCube, this function falls to the "L" button) allowing the player to keep Link's vision focus centered on a distant enemy or object. Likewise, the protagonist can walk, run, attack and jump automatically (the latter when fleeing). In addition, in combat, Link uses a sword and a shield complemented by weapons and other utensils such as a bow, a boomerang, bombs. and the "hook with chain" (Clawshot or in Spanish "Claw"), similar to the recurring Hookshot of the series. The "Z" button makes it possible to fix it on a enemy to attack him directly; By pressing the button, projectiles can be fired at the target without having to manually position Link in front of the opponent.
The extensive functionality of the basic controls also allows a single button to serve multiple purposes, such as speaking, opening doors, and pushing, holding, or throwing objects. The on-screen display even shows the action to be taken. perform according to the context and situation. This way, if Link is holding a rock, the sensitive button will allow Link to throw the rock if he is moving, or simply place it on the ground if he is standing still.

The Wii and GameCube versions show several minor differences in their controls; The first makes use of the Wiimote's motion sensors and speaker. The latter makes the sounds of a bowstring when an arrow is pulled, Midna's laughter when she helps Link jump, and the recurring "bell" that is heard when a secret passage or object is discovered. As an exclusive detail, the GameCube version allows the player to freely control the camera; However, only two of Link's secondary weapons can be equipped at the same time.
Twilight Princess consists of nine dungeons of considerable size, as well as areas where Link faces enemies, collects items, and solves puzzles. As he explores each dungeon, he fights a final boss after which he obtains an important item or simply continues his adventure. These dungeons are further connected by a large overworld, through which Link can travel either by walking or running, riding his horse Epona, or by teleporting to one of several specific points. Every time Link enters the Twilight Realm, the territory that corrupts Hyrule in this game, he transforms into a wolf. Being a wolf, Link can move quickly, attack by biting, and dig holes in the ground to enter new passages or discover buried objects. In addition, Midna always accompanies him riding him, giving him suggestions as well as helping him attack enemies, jump long distances or teleport him to any location that Link can access in the overworld (these teleportation points are activated only after defeating the shadow beasts). Likewise, as a wolf, the protagonist improves his abilities, guided only by the smell of a particular essence. Through this ability, the player can watch wandering spirits as well as hunt ghosts (called Poes), something he cannot do in his human form.
In this title, the artificial intelligence of the enemies is more advanced than that of the rivals that appear in The Wind Waker; in Twilight Princess, they react both when one of their companions is defeated (if they are in a group) and to the arrows and projectiles that are thrown at them. Likewise, the artificial intelligence is able to detect Link from a greater distance than in previous Zelda games. Regarding diction, there is very little conversation in the game. Link always remains silent in dialogue, although he growls when attacked or injured, while gasping when surprised. His responses and emotions are expressed mainly through head nods and facial expressions.
Production
Director | Eiji Aonuma |
---|---|
Design of the characters | Keisuke Nishimori |
Executive programme | Makoto Sasaki |
Major programmers | Hiroshi Umemiya Takamitsu Kuzuhara Kouji Sakai Nobuhiro Sumiyoshi Kenzo Hayakawa Masatoshi Ogawa |
Graphical design | Atsushi Miyagi Eiji Mukao Hiromu Takemura Haruyasu Ito |
Music | Toru Minegishi Asuka Ohta |
Illustrator | Yusuke Nakano |
Guionists | Aya Kyogoku Takayuki Ikkaku |
Test | Validation and Testing Team |
Producers | Shigeru Miyamoto |
Executive producer | Satoru Iwata |
Reference |
In 2003, Nintendo announced that a new The Legend of Zelda game was being developed for the GameCube console, by the same team responsible for The Wind Waker. An interactive demo of the game, made by director Eiji Aonuma, contained the working title The Wind Waker 2, also announcing that it would make use of the same graphic style incorporated in its predecessor.
Some time later, Nintendo of America told Aonuma that sales of The Wind Waker in the United States were beginning to decline because its cartoonish appearance caused the public to think that it was It focused on children's audiences. Convinced then that the sequel could inherit such problems, Aonuma revealed to designer Shigeru Miyamoto (creator of Zelda) his desire to create a new The Legend of Zelda that would attract attention of the American market. In turn, Miyamoto suggested changing only the graphic design instead of thinking about a new interaction system. Finally, he told Aonuma that he should start doing what couldn't be done at the time with Ocarina of Time, focusing particularly on horseback combat.
Thus, and over four months, Aonuma's team based most of its work on offering an authentic presentation of horseback combat. Finally, Nintendo presented the project accompanied by a trailer at the E3 event in 2004. Right there it was announced that the game's release was scheduled for 2005 and that it would not be a continuation of The Wind Waker, as was thought until then. In some interviews, Miyamoto He explained that the graphic style had been chosen to satisfy demand, adding that the same aspect would favor the image of a more adult Link compared to the one previously presented.
Regarding the plot, several titles in the series have used the theme of two independent worlds but connected to each other at the same time. For example, in A Link to the Past, Link randomly travels between the "World of Light" and the "World of Darkness"; In Ocarina of Time and Oracle of Ages, the protagonist travels in time through two different periods. Returning to the same concept, the Zelda team suggested transforming Link into a wolf in a similar way to the game A Link to the Past, where he turns into a rabbit during his adventures. in the World of Darkness. With this development, Aonuma temporarily left his team to continue working on the plot while directing The Minish Cap for the Game Boy Advance handheld video game console. Upon returning, he found several deficiencies in the graphics since the dual world theme as well as the wolf transformation made Link look deficient. Looking for a quick solution, Aonuma resolved that the game system of his project lacked the innovation with which Phantom Hourglass was being produced (consisting of a touch interface) for the Nintendo DS handheld. At the same time, the new Wii console was in development under the provisional name "Revolution." Having learned of the problems surrounding the game's graphics, Miyamoto suggested to Aonuma that he consider using Revolution's interface to solve his situation (in reality, the co-producer involved Revolution having thought about the possibility of shooting arrows in a more sophisticated way. dynamic).
Transition to Wii
Aonuma had anticipated his involvement in a future Zelda project for the console that would later be called Wii. However, he assumed that he had to complete Twilight Princess first. Taking into account Miyamoto's proposal, his team began to develop an interactive interface for the bow and arrow, in which the interest lay in fixing the camera on a specific object. Aonuma felt that this option gave the game a new feel, as represented by the new DS handheld controller for Phantom Hourglass. Confident that it was the only alternative to continue the development of Twilight Princess, although concerned about the effect that announcing the transition to Wii would have on consumers when they were already anticipating a release for GameCube, Aonuma decided to develop two versions in parallel; Originally, the idea was raised that producing two versions would delay the launch announced for 2005, however Satoru Iwata convinced him when he realized that two different versions would satisfy all users, beyond the problems that the delay in its entailed. launch.
The transition from GameCube to Wii was relatively easy, as the latter had been created to be compatible with GameCube. At the E3 2005 event, Nintendo released a small number of Nintendo DS game cards that contained a trailer from Twilight Princess. At the event it was also announced that Zelda would be ported to the new Wii (by then, still under the name Revolution), although it was not confirmed whether I would do it from Twilight Princess or a different game.

For the Wii version, the team focused on adapting the camera control and combat mechanisms to the new interface. A prototype was created where they incorporated a swing gesture to control the sword from a first-person perspective. However, the demonstration did not show a greater variety of the protagonist's movements. When third-person vision was restored, Aonuma realized that it felt strange to control the Wiimote with his right hand to wield the sword in Link's left hand. Because of this, control of the sword was transferred to a button. Details of the new Wii Remote began to be rumored in December 2005, when the British publication NGC Magazine noted that when playing A GameCube copy of Twilight Princess on the new Wii would open up the possibility that the player could make use of the Revolution controls. Later, in an interview with Nintendo of Europe, Miyamoto confirmed the functionality of the Revolution controls and, some time later, the American magazine Time verified this information to the fans of the series. Despite this information, the interactivity of the Wii version was not carried over to the GameCube adaptation. At E3 2006, Nintendo announced that both versions would be available on Wii Launch, simultaneously releasing an interactive demo of Twilight Princess for the Wii. The release of the GameCube version was later delayed until a month after the Wii premiered on the market.
Nintendo employees later reported that users who had tried the demo version were complaining about the difficulty of the controls. Aonuma then concluded that his team had implemented the Wii controls with the mentality of "forcing" the player to adapt to said interactivity instead of facilitating the use of the system in order to make it more intuitive. In this way, he met with Miyamoto to think about how to make the controls more comfortable and accessible. Likewise, another detail consisted of the use of the new objects, an aspect that required using the same button that was originally used for the sword.. To resolve this issue, the sword controls were transferred back to the emote concept that had been introduced at the E3 event (and which attendees commented they wanted to see in an upcoming game). This caused the issue of using the right hand to control an attack with Link's left hand to return. Because the team no longer had enough time to work on it, they found it necessary to completely "flip" each element of the GameCube version, turning it into a kind of "mirror" of the aforementioned one. From this modification, Link began to use his right hand and the explicit references to east and west were changed. It should be noted that the Twilight Princess player's guide focuses on the Wii version, with a section in the back with the opposite maps for GameCube users.
Wii U version
A high definition version of the game called The Legend of Zelda: Twilight Princess HD, was developed by the company Tantalus Media for the Wii U console. The title was officially announced at a Nintendo presentation Direct on November 12, 2015, where it was mentioned that the game would support the use of Amiibo figures. The game was released in the United States and Europe on March 4, 2016, in Australia on March 5, 2016; and in Japan on March 10, 2016. The game was released with an Amiibo figure of Wolf Link, along with a CD of its soundtrack.
Soundtrack

The musicalization of Twilight Princess was carried out by Toru Minegishi, Asuka Ohta and Kōji Kondō. The former was in charge of the composition and sound design, being responsible for all the music of the stages and dungeons of the game, while Kondō served as supervisor. For the trailer, different composers took on the task of creating three pieces, of which two were created by Mahito Yokota and Kōji Kondō. In turn, the orchestral arrangements of these compositions were made by Michiru Oshima, to be finally performed by an ensemble directed by Taizo Takemoto. Shortly after, the piece created by Kondō was chosen to set music to the trailer that was to be presented at the E3 event 2005, as well as to serve as a musical background for the demo sequences that appear after the initial screen.
The results of some polls conducted by the press during the demo event suggested that Kondō also use orchestral music for the remaining themes of the game, an idea with which the composer agreed due to his preference for aerophone instruments. At first, he envisioned a fifty-person orchestra for the action sequences, plus a string quartet for the "more lyrical moments." However, he later decided that the final product would use digital music. In one interview, Kondō mentioned that one of the main reasons for this decision had been the lack of interactivity in orchestral music.
The official soundtrack was released, in both its six-track and seven-track versions, on November 19, 2006 as part of a Nintendo Power promotion that also included replicas of the Master Sword and the Hylian shield. Below, each of the tracks of said promotion with their respective durations.
N.o | Title | Duration | |
---|---|---|---|
1. | «The Legend of Zelda Orchestra Piece #2» | 2:03 | |
2. | "Hyrule Field Main Theme" | 2:34 | |
3. | «Ordon Village (*)» | 3:14 | |
4. | «Kakariko Village» | 3:06 | |
5. | "Death Mountain" | 2:11 | |
6. | «Midna's Theme» | 1:32 | |
7. | "Ilia's Theme" | 1:50 | |
Note: The melody with the parenthesis (*) was not included in the six-song edition, which was accompanied by the replicas mentioned as part of the Nintendo Power promotion.
Technical issues
Another minuscule but at the same time a great and important error that caused the release of this game was the possibility of "pirating" the Wii, to have the possibility of installing pirate programs from SD or USB cards that allow to boot false disks from a Wii channel.
Twilight Princess was vulnerable to a buffer overflow attack, known as Twilight hack, which allowed custom code to be executed from an SD memory card. In this way, a saved game file would cause the game to crash and load unsigned code, which would include ELF programs and Wii-exclusive applications.
The said exploit was discovered by Team Twiizers from the Wiibrew.org website. Their discovery allowed homebrew software developers, as well as any user, to load unofficial applications from an SD card installed in the slot on the front of the Wii. In particular, it should be noted that this method became the first way to run homebrew without resorting to hardware modifications in the aforementioned console. The hack took advantage of the overflow of buffer; Its operation consists of the following steps:

- The saved file stores the name of the Link horse in the game (originally, “Epona”).
- This file presents a much longer name than expected Twilight Princess, causing in turn the blockade of the Wii system by trying to load the horse name.
- From the blockade, a charger is executed (which was stored by the game itself as part of the name) instead of the code Twilight Princess.
- Finally, an executable program comes from the front slot for Wii SD memory is loaded. Any application stored on the card with the file name "boot.elf" or "boot.dol" would be executed.
At first, versions 3.3 and 3.4 of the Wii Menu prevented the copying of exploited save files, a practice that lasted until the circumvention methods were discovered (just eight hours later). Eventually, For version 4.0 of the Wii Menu, a patch was developed to resolve this vulnerability.
As a result of the exploit, several applications have used the same method to execute. These are often referred to as "Wii Homebrew". Thus, some programs have been able to install channels from the Wii Menu, such as the Homebrew Channel, causing these applications to be run from the Wii Menu instead. to do it through the Twilight Hack.
Reception
Commercial
Just two days after the console was released in Japan, the game sold up to 139,011 units, and in Europe a total of 240,000 copies were sold. By the end of that year, a total of one million units in North America. By February 2007, the Wii version of Twilight Princess managed to sell one million copies in North America; the following month, 1,320,000 copies of the GameCube edition worldwide (1,250,000 abroad and 70,000 in Japan), along with 3,270,000 of the Wii version (2,710,000 abroad and 560,000 in Japan). Just one year later In 2008, an additional 1,030,000 copies of the latter were sold, finally managing to sell a total of 4,320,000 units.
Regarding its modest commercial reception in Japan, Miyamoto commented:
Well, I think a lot of the people who bought the Wii console isn't necessarily that kind of user who's interested in playing such a game. And several people who would have wanted to play it [due to the chronic shortage of the console] could not find a Wii! However, in general, I think there are a lot of people interested in playing a great role game like Zelda.
Criticism
Publication | Score |
---|---|
1UP.com | Wii: A+ |
EGM | Wii: 30 over 30 |
Famitsu | Wii: 38 over 40 |
Game Reporter | 10 on 10 |
Game Rankings | Wii: 94.2 over 100 (based on 85 reviews) GCN: 95.29 over 100 (based on 18 reviews) |
GameSpot | Wii: 8.8 over 10 GCN: 8.9 out of 10 WiiU:9 on 10 |
GameSpy | Wii: ![]() ![]() ![]() ![]() ![]() |
Hobby Consoles | WiiU:91 over 100 |
IGN | Wii: 9.5 over 10 GCN: 9.5 out of 10 WiiU: 8.6 over 10 |
Meristation | 9,5 over 10 GCN:9,5 over 10 WiiU: 8.5 out of 10 |
Metacritic | Wii: 95 over 100 GCN: 96 over 100 WiiU: 86 over 100 |
Nintendo Power | Wii: 9.5 over 10 GCN: 9.5 out of 10 |
TopTenReviews | Wii: 3,86 over 4 GCN: 3.55 over 4 |
Vandal | Wii: 9.4 over 10 GCN: 9.8 out of 10 WiiU: 9 over 10 |
Voices | Wii: 94 over 100 GCN: 95 over 100 |
XPlay | Wii: ![]() ![]() ![]() ![]() ![]() |
Twilight Princess became a successful release both commercially and critically. In the latter, it received perfect scores from major American publications such as 1UP.com, ComputerAndVideoGames.com, Electronic Gaming Monthly, Game Informer, GamesRadar and GameSpy. In turn, on MobyGames it is one of the games with the highest score of all time. On the TopTenReviews site, it received an average score of 3.86 out of 4, the highest result achieved by any game of Zelda in it. In the PAL region it is the best-selling The Legend of Zelda game of all time; In its first week alone, it was marketed with three out of four purchases of the Wii console. Until March 2008, 4.52 million copies of the Wii version were sold, while, by March 31, 2007, the GameCube version had sold 1.32 million copies.
Several specialized sites and publications, including 1UP.com, ComputerAndVideoGames.com, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post, have hailed him as the best Zelda of all time. In this regard, Game Informer considered him “so creative that competes with the best that Hollywood has to offer." On the other hand, GamesRadar classified it as "a game that deserves nothing more than the highest recommendation." Likewise, Cubed³ highlighted it as "the greatest video game experience "Twilight Princess's graphics were acclaimed for their art style and animation, even though the game was originally designed for the GameCube, which was technically deficient compared to next-generation consoles.". In this version (GameCube), both IGN and GameSpy agreed on the existence of blurry textures and low-resolution characters. However, ComputerAndVideoGames.com perceived that the atmosphere of the game was superior to that of any other game in the same franchise., highlighting that the Hyrule region of this title is the best version ever created. The PALGN site praised the cinematics of Twilight Princess, mentioning that "the dialogue scenes are the best in the series." Regarding the Wii version, Jeff Gerstmann of GameSpot said that the console's controls felt "stuck", although 1UP.com called the sword gestures when attacking "the most surprising in the entire franchise". GamingNexus.com considered the Twilight Princess soundtrack to be the best of the sixth generation, although IGN criticized the MIDI format tunes for lacking "the energy and clarity" of their orchestral counterparts. Javier Glickman of Hyper magazine praised the game for its "extensive missions, excellent Wii controls, and ability to save at any time." However, he criticized it for "not having both voice acting and orchestral music, as well as its somewhat dated graphics."
Regarding awards, Twilight Princess triumphed in the categories of "best artistic design", "best original composition", and "best use of sound", all of these coming from the IGN site for the GameCube version. Likewise, the aforementioned portal together with Nintendo Power awarded the title for the concepts of "best graphics" and "best plot." In addition, it was distinguished as "game of the year" by GameTrailers, 1UP.com, Electronic Gaming Monthly, Game Informer, GameSpy, Spacey Awards, X-Play, and Nintendo Power. Likewise, it obtained the distinction as "best adventure game" from Game Critics Awards, X-Play, IGN, GameTrailers, 1UP.com, and Nintendo Power, being also recognized as the "best console game" by Game Critics Awards and GameSpy. Finally, Twilight Princess was ranked number sixteen on the list referring to the "hundred best Nintendo games of all time", published by Official Nintendo Magazine.
Official guides
There are several official guides to help the player solve the dungeons of Twilight Princess, find the different objects and hidden passages, as well as learn about the various elements that make up the plot. In the United States, official guides were published by Nintendo (with 193 pages, valid for both versions of the game) and Prima Games (a total of three editions: one for GameCube, one for Wii and one more limited edition with hardcover; the first two have more than 400 pages and a giant map of Hyrule).
In Europe, Future Press released the same Nintendo guide, licensing it for publication in English, French, German and Spanish. Its editions have 193 pages.
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