History Trivia / TheLegendOfZeldaSkywardSword

25th Nov '17 2:53:54 AM SamMax
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* KeepCirculatingTheTapes: A very unfortunate example with a patch of all things. The game itself, while likey ''technically'' falling under this, nonetheless is fairly easy to find. But due to the shutdown of the Wii Shop Channel in 2019, unless an UpdatedRerelease is made down, curious players who don't wish to resort to piracy may be left without it. Given this patch fixes a serious GameBreakingBug, this can be frustrating for some.

to:

* KeepCirculatingTheTapes: A very unfortunate example with a patch of all things. The game itself, while likey ''technically'' falling under this, is nonetheless is fairly easy to find. But due to the shutdown of the Wii Shop Channel in 2019, unless an UpdatedRerelease is made down, somewhere down the line, curious players who don't wish to resort to piracy may be left without it. Given this patch fixes a serious GameBreakingBug, this can be frustrating for some.
25th Nov '17 2:52:06 AM SamMax
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Added DiffLines:

* KeepCirculatingTheTapes: A very unfortunate example with a patch of all things. The game itself, while likey ''technically'' falling under this, nonetheless is fairly easy to find. But due to the shutdown of the Wii Shop Channel in 2019, unless an UpdatedRerelease is made down, curious players who don't wish to resort to piracy may be left without it. Given this patch fixes a serious GameBreakingBug, this can be frustrating for some.
28th Oct '17 2:48:34 PM pisacrap
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* BigNameFan: [[InvertedTrope Inverted]] with [[{{Creator/Egoraptor}} Arin, aka Egoraptor]], [=YouTube=] personality and Let's Player who has been very outspoken over his distaste of ''Skyward Sword''. Many people who haven't even played the game themselves are aware of Arin's stance as one of its biggest detractors.
* CreatorBacklash: {{Downplayed|Trope}}. While not ashamed of ''Skyward Sword'' as a whole, Eiji Aonuma [[http://nintendoeverything.com/aonuma-reflects-on-zelda-skyward-swords-tutorials-will-be-careful-with-them-going-forward/ came to regret]] its large amount of [[ForcedTutorial hand]]-[[AnnoyingVideoGameHelper holding]], acknowledging that it made the game less fun and promising to tone it down in the future. He did in ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' and ''VideoGame/TheLegendOfZeldaBreathOfTheWild''.
* FanNickname:
** Ever since Fi was shown in the teaser art from E3 2009, It has been, for one reason or another, referred to as "Steve" in the Website/GameFAQs community. It is also known as "Zordiana" on Zelda Informer to make fun of the people who believed that rumour.
** Before Ghirahim's name was revealed, the [=GameFAQs=] community settled with [[ThemeNaming Tracy]], Zelda Universe with Debbie. They still insist that these are the actual names.
** Over on Website/{{Tumblr}}, Ghirahim's fans refer to him as "Pete".
** And there has been an increased usage of "Peppermint Kisses".
** The Parellas have been dubbed "Umbrella [[Franchise/WallaceAndGromit Gromit]]" because their silhouettes resemble [[ExactlyWhatItSaysOnTheTin Gromit's head attached to an umbrella with speaker-like horns.]]
** Groose has been called "[[Franchise/BackToTheFuture Biff]]" on quite a few blogs and message boards, as well as Magazine/NintendoPower.
*** His hairdo has made people call him [[Series/HappyDays the Fonz.]]

to:

* BigNameFan: [[InvertedTrope Inverted]] with [[{{Creator/Egoraptor}} Arin, aka Egoraptor]], Arin Hanson, a.k.a. Creator/{{Egoraptor}}, a [=YouTube=] personality and Let's Player who has been was very outspoken over his distaste of for ''Skyward Sword''. Many people who haven't even played the game themselves are aware of Arin's stance as one of its biggest detractors.
* CreatorBacklash: {{Downplayed|Trope}}. While not ashamed of ''Skyward Sword'' as a whole, Eiji Aonuma [[http://nintendoeverything.com/aonuma-reflects-on-zelda-skyward-swords-tutorials-will-be-careful-with-them-going-forward/ came to regret]] its large amount of [[ForcedTutorial hand]]-[[AnnoyingVideoGameHelper holding]], acknowledging that it made hurt the game less fun factor and promising to tone it down in the future. future ''Zelda'' games. He did in ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' kept his word with ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'' and ''VideoGame/TheLegendOfZeldaBreathOfTheWild''.
* FanNickname:
** Ever since Fi was shown in the teaser art from E3 2009, It has been, for one reason or another, referred to as "Steve" in the Website/GameFAQs community. It is also known as "Zordiana" on Zelda Informer to make fun
''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the people who believed that rumour.
Wild]]''.
* FanNickname:
** For Ghirahim:
***
Before Ghirahim's his name was revealed, the [=GameFAQs=] community settled with [[ThemeNaming Tracy]], and Zelda Universe with Debbie. They still insist that these are the actual names.
** *** Over on Website/{{Tumblr}}, Ghirahim's fans refer to him as "Pete".
** *** And there has been an increased was prevalent overall usage of "Peppermint Kisses".
Kisses".
** For one reason or another, it became common for the Website/GameFAQs community to refer to Fi as "Steve" following her reveal in the teaser art from E3 2009. She is also known as "Zordiana" on Zelda Informer, to make fun of the people who believed that rumour.
** The Parellas have been were dubbed "Umbrella [[Franchise/WallaceAndGromit Gromit]]" because their silhouettes resemble [[ExactlyWhatItSaysOnTheTin Gromit's head attached to an umbrella with speaker-like horns.]]
** Groose has been was called "[[Franchise/BackToTheFuture Biff]]" on quite a few blogs and message boards, as well as Magazine/NintendoPower.
*** His hairdo has made prompted people to call him [[Series/HappyDays the Fonz.]]



* HeAlsoDid: Many developers who assisted in the game's production may sound familiar, such as [[VideoGame/{{Xenosaga}} Monolith]] [[VideoGame/{{Xenoblade}} Soft.]]

to:

* HeAlsoDid: Many developers who assisted in the game's production may sound familiar, such as [[VideoGame/{{Xenosaga}} Monolith]] [[VideoGame/{{Xenoblade}} Soft.]]



** Years ago, on some obscure Zelda fansite, there was a timeline theory which spoke of the origins of the Master Sword, and claimed it was once a woman who ''became'' the sword. At that time, it seemed a little weird. Now, with Fi's role as a spirit within the Master Sword.
** Impa is the name of the Sheikah. Also, [[spoiler:Impa being the old lady also proved another low-profile fan theory that said that sheikahs have a [[TimeAbyss a roughly one thousand of years long life span]]]].

to:

** Years ago, on some obscure Zelda fansite, there was a timeline theory which spoke of the origins of the Master Sword, Sword and claimed it was once a woman who ''became'' the sword. At that time, the time it seemed a little weird. Now, with weird, but no longer thanks to Fi's role as a feminine spirit residing within the Master Sword.
** Impa The Sheikah woman who helps Zelda is the name of the Sheikah. revealed to be named Impa. Also, [[spoiler:Impa being the old lady also proved another confirmed a low-profile fan theory that said that sheikahs the Sheikah have a roughly [[TimeAbyss a roughly one thousand of years long life span]]]].one-thousand-year lifespan]]]].



* RealitySubtext: The knight training academy is celebrating its 25th anniversary. The game was released to coincide with the 25th anniversary of the ''Zelda'' series.
* WhatCouldHaveBeen:
** Original artwork for the game, shown at E3 2009, implied that this game would follow the same, dark graphical style of ''Twilight Princess'', if not even darker. This is part of what caused the shock/backlash at the cel-shaded style that appeared at E3 2010. Miyamoto has stated that the change was made because, when the graphics were dark, it was difficult to tell how enemies were holding their weapons, which detracted from the integral swordplay.

to:

* RealitySubtext: The knight training academy Knight Academy is celebrating its 25th anniversary. The game was released to coincide with the 25th anniversary of the ''Zelda'' series.
* WhatCouldHaveBeen:
WhatCouldHaveBeen:
** Original artwork for the game, shown at E3 2009, 2009 implied that this game would follow the same, same dark graphical style of ''Twilight Princess'', if not even darker. This is part of what caused the shock/backlash at the cel-shaded style that appeared at E3 2010. Miyamoto has Creator/ShigeruMiyamoto stated that the change was made because, when because the dark graphics were dark, made it was difficult to tell how enemies were holding their weapons, which detracted from the integral swordplay.



** The artbook ''[[AllThereInTheManual Hyrule Historia]]'' as well as [[https://www.youtube.com/watch?v=vLMGrmf4xaY one part]] of "The Making of The Legend of Zelda: Breath of the Wild" revealed that the sub-sections of the Surface were, in fact, supposed to be connected with each other, but technical limitations made this a no-go, as they were pushing the single-layer disc limit already. A similar thing happened with Skyloft, which was much larger and multilayered in concept art. A good portion of the problems the game has could be chalked up to technical limitations.
** Creator/ShigeruMiyamoto says that the prototype of the game that he played was originally more challenging than the retail version of the game. As he puts it, the developers were so used to the flow of the game that they made it harder for ''themselves'', to the point that it would have been much harder for the average player. Thankfully for more experienced players, while the finished product was made to be easier, it was still more challenging than most ''Zelda'' games.

to:

** The artbook ''[[AllThereInTheManual Hyrule Historia]]'' Historia]]'', as well as [[https://www.youtube.com/watch?v=vLMGrmf4xaY one part]] of "The Making of The ''The Legend of Zelda: Breath of the Wild" Wild''", revealed that the sub-sections of the Surface were, in fact, were originally supposed to be connected with each other, but technical limitations made this a no-go, as they were pushing the single-layer disc limit already. A similar thing happened with Skyloft, which was much larger and multilayered in concept art. A good portion of the game's problems the game has could be chalked up to technical limitations.
** Creator/ShigeruMiyamoto Miyamoto says that the original ''Skyward Sword'' prototype of the game that he played was originally more challenging than the retail version of the game.final version. As he puts it, the developers were so used to the flow of the game that they made it harder for ''themselves'', to the point that it would have been much harder for the average player. Thankfully for more experienced players, while the finished product was made to be easier, it was still more challenging than most ''Zelda'' games.
24th Oct '17 3:48:58 PM MyFinalEdits
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* ''Main/{{Waggle}}'': While not QUITE as bad as some early Wii games, the controls in this game are frustratingly bad (almost but not quite Power Glove bad). Motion controls are bad in general, but this has SomeDexterityRequired with an extra dose of FakeDifficulty, due to the controls being extremely unresponsive. Fortunately, this would be the last (first party anyway) game to use such an awful control scheme, as development moved over to the Wii U afterward.
23rd Oct '17 11:29:30 PM Akaihiryuu
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* ''Main/{{Waggle}}'': While not QUITE as bad as some early Wii games, the controls in this game are frustratingly bad (almost but not quite Power Glove bad). Having 1 to 1 sword motion seems great on paper, but in practice it just becomes FakeDifficulty, because while sword motion LOOKS 1 to 1, the game only recognizes the direction you swing the sword and not its actual location. Fortunately, this would be the last (first party anyway) game to use such an awful control scheme, as development moved over to the Wii U afterward.

to:

* ''Main/{{Waggle}}'': While not QUITE as bad as some early Wii games, the controls in this game are frustratingly bad (almost but not quite Power Glove bad). Having 1 to 1 sword motion seems great on paper, Motion controls are bad in general, but in practice it just becomes this has SomeDexterityRequired with an extra dose of FakeDifficulty, because while sword motion LOOKS 1 due to 1, the game only recognizes the direction you swing the sword and not its actual location.controls being extremely unresponsive. Fortunately, this would be the last (first party anyway) game to use such an awful control scheme, as development moved over to the Wii U afterward.
23rd Oct '17 11:26:08 PM Akaihiryuu
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* ''Main/{{Waggle}}'': While not QUITE as bad as some early Wii games, the controls in this game are frustratingly bad (almost but not quite Power Glove bad). On paper having 1 to 1 sword motion seems great on paper, but in practice it just becomes FakeDifficulty due to horribly unresponsive controls. Fortunately, this would be the last (first party anyway) game to use such an awful control scheme, as development moved over to the Wii U afterward.

to:

* ''Main/{{Waggle}}'': While not QUITE as bad as some early Wii games, the controls in this game are frustratingly bad (almost but not quite Power Glove bad). On paper having Having 1 to 1 sword motion seems great on paper, but in practice it just becomes FakeDifficulty due FakeDifficulty, because while sword motion LOOKS 1 to horribly unresponsive controls.1, the game only recognizes the direction you swing the sword and not its actual location. Fortunately, this would be the last (first party anyway) game to use such an awful control scheme, as development moved over to the Wii U afterward.
23rd Oct '17 11:25:16 PM Akaihiryuu
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* ''Main/{{Waggle}}'': While not QUITE as bad as some early Wii games, the controls in this game are frustratingly bad (almost but not quite Power Glove bad). On paper having 1 to 1 sword motion seems great on paper, but in practice it just becomes a mix of InterfaceScrew and FakeDifficulty due to horribly unresponsive controls. Fortunately, this would be the last (first party anyway) game to use such an awful control scheme, as development moved over to the Wii U afterward.

to:

* ''Main/{{Waggle}}'': While not QUITE as bad as some early Wii games, the controls in this game are frustratingly bad (almost but not quite Power Glove bad). On paper having 1 to 1 sword motion seems great on paper, but in practice it just becomes a mix of InterfaceScrew and FakeDifficulty due to horribly unresponsive controls. Fortunately, this would be the last (first party anyway) game to use such an awful control scheme, as development moved over to the Wii U afterward.
23rd Oct '17 11:24:04 PM Akaihiryuu
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* ''Main/{{Waggle}}'': The controls in this game are frustratingly bad (almost but not quite Power Glove bad). On paper having 1 to 1 sword motion seems nice, but in practice it just becomes FakeDifficulty. Fortunately, this would be the last (first party anyway) game to use such an awful control scheme, as development moved over to the Wii U afterward.

to:

* ''Main/{{Waggle}}'': The While not QUITE as bad as some early Wii games, the controls in this game are frustratingly bad (almost but not quite Power Glove bad). On paper having 1 to 1 sword motion seems nice, great on paper, but in practice it just becomes FakeDifficulty.a mix of InterfaceScrew and FakeDifficulty due to horribly unresponsive controls. Fortunately, this would be the last (first party anyway) game to use such an awful control scheme, as development moved over to the Wii U afterward.
23rd Oct '17 11:22:43 PM Akaihiryuu
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* Waggle: The controls in this game are frustratingly bad (almost but not quite Power Glove bad). On paper having 1 to 1 sword motion seems nice, but in practice it just becomes FakeDifficulty. Fortunately, this would be the last (first party anyway) game to use such an awful control scheme, as development moved over to the Wii U afterward.

to:

* Waggle: ''Main/{{Waggle}}'': The controls in this game are frustratingly bad (almost but not quite Power Glove bad). On paper having 1 to 1 sword motion seems nice, but in practice it just becomes FakeDifficulty. Fortunately, this would be the last (first party anyway) game to use such an awful control scheme, as development moved over to the Wii U afterward.
23rd Oct '17 11:21:52 PM Akaihiryuu
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Added DiffLines:

* Waggle: The controls in this game are frustratingly bad (almost but not quite Power Glove bad). On paper having 1 to 1 sword motion seems nice, but in practice it just becomes FakeDifficulty. Fortunately, this would be the last (first party anyway) game to use such an awful control scheme, as development moved over to the Wii U afterward.
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