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* ExecutiveMeddling: A case where the meddling in question forced the team to [[https://iwataasks.nintendo.com/interviews/#/wii/zelda-skyward-sword/0/0 return to their original plan]]. Due to major difficulties developing with the [=MotionPlus=] accessory, Eiji Aonuma once decided to abandon it for the game, intending to restart development with the plain Wii Remote and Nunchuck. However, other producers pressured him to return to the [=MotionPlus=] as was originally intended.

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* ExecutiveMeddling: A case where the meddling in question forced the team to [[https://iwataasks.nintendo.com/interviews/#/wii/zelda-skyward-sword/0/0 com/interviews/wii/zelda-skyward-sword/0/0/ return to their original plan]]. Due to major difficulties developing with the [=MotionPlus=] accessory, Eiji Aonuma once decided to abandon it for the game, intending to restart development with the plain Wii Remote and Nunchuck. However, other producers pressured him to return to the [=MotionPlus=] as was originally intended.
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I Knew It is now YMMV. Moving


* IKnewIt:
** 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 the time it seemed a little weird, but no longer thanks to Fi's role as a feminine spirit residing within the Sword.
** The Sheikah woman who helps Zelda is revealed to be named Impa. Also, [[spoiler:Impa being the old lady confirmed a low-profile fan theory that the Sheikah have a roughly [[TimeAbyss one-thousand-year lifespan]]]].
** Though she's not one of the main trio, there is indeed a fourth major goddess as was long speculated.
** Many fans had long speculated that {{Reincarnation}} was the reason why Link, Zelda and Ganon kept appearing over and over in different eras. Although there were a few subtle hints in previous games too, ''Skyward Sword'' officially established it as a lore point, albeit it still keeps it as a background detail to explain the reappearance of the main trio, rather than make it a central theme for the mythos.
** Practically nobody was surprised by the announcement of an HD port for the UsefulNotes/NintendoSwitch, considering it’s the only 3D Zelda prior to have not been remastered and the HD rerelease having been an incredibly popular rumor amongst fans prior to its announcement.
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* TroubledProduction: The development of ''Skyward Sword'' was rather turbulent, with Creator/EijiAonuma admitting that the mood got [[https://iwataasks.nintendo.com/interviews/#/wii/zelda-skyward-sword/0/0 "very nasty"]] at one point. Pre-development started soon after ''Twilight Princess'' was finished, but at this point there was some [[https://www.vg247.com/miyamoto-skyward-swords-development-more-like-three-years dissent]] over whether continuing the ''Zelda'' franchise was necessary due to a lack of ideas. Development began in earnest when Hidemaro Fujibayashi, fresh off directing ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'', proposed his plan to use the [=MotionPlus=] accessory, earning him the director's chair from Aonuma. However, the game's initial two years were caught up in experimentation in trying to utilize the [=MotionPlus=] for swordplay, as the team found the accessory "unruly" and could not get it to work. At one point, Aonuma considered abandoning the [=MotionPlus=] and simply using the vanilla Wii Remote and Nunchuck; it was only after the release of ''VideoGame/WiiSportsResort'' and pressure from other producers that the [=MotionPlus=] was ultimately retained. Further disagreements arose regarding the art style, the design of items, and the design of the world, resulting in many planned elements being cut. This left only the last year-and-a-half of development as smooth sailing, but this was comparatively little time left to design and test the game, likely a factor in the game's heavy {{Backtracking}} among other things.

to:

* TroubledProduction: The development of ''Skyward Sword'' was rather turbulent, with Creator/EijiAonuma admitting that the mood got [[https://iwataasks.[[https://www.nintendo.com/interviews/#/wii/zelda-skyward-sword/0/0 co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Skyward-Sword/Vol-1-Wii-MotionPlus-Inspires-New-Controls/1-Starting-with-a-Detour/1-Starting-with-a-Detour-236062.html "very nasty"]] at one point. Pre-development started soon after ''Twilight Princess'' was finished, but at this point there was some [[https://www.vg247.com/miyamoto-skyward-swords-development-more-like-three-years dissent]] over whether continuing the ''Zelda'' franchise was necessary due to a lack of ideas. Development began in earnest when Hidemaro Fujibayashi, fresh off directing ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'', proposed his plan to use the [=MotionPlus=] accessory, earning him the director's chair from Aonuma. However, the game's initial two years were caught up in experimentation in trying to utilize the [=MotionPlus=] for swordplay, as the team found the accessory "unruly" and could not get it to work. At one point, Aonuma considered abandoning the [=MotionPlus=] and simply using the vanilla Wii Remote and Nunchuck; it was only after the release of ''VideoGame/WiiSportsResort'' and pressure from other producers that the [=MotionPlus=] was ultimately retained. Further disagreements arose regarding the art style, the design of items, and the design of the world, resulting in many planned elements being cut. This left only the last year-and-a-half of development as smooth sailing, but this was comparatively little time left to design and test the game, likely a factor in the game's heavy {{Backtracking}} among other things.
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Added DiffLines:

* AuthorsSavingThrow: The HD Switch remaster includes multiple quality of life improvements which address complaints players had with the Wii original, highlighted by a [[https://www.youtube.com/watch?v=DPHBRmpvX48 special trailer]] detailing the improvements. These include:
** The option for stick and button controls so players can use the Switch Pro Controller or play the game in handheld mode, and also making the motion controls much smoother for people who still wish to play the game like the 2011 original.
** Fi's interruptions and handholding during gameplay have been greatly reduced.
** [=NPCs=] are less likely to force you into conversations; if an NPC has a quest to give or a potentially useful bit of information, they will have a speech bubble icon above them, letting you know that you might want to talk to them without forcing you to.
** Item descriptions only appear once per save file, even if the player saves the game and loads back into said file later.
** Dialogue can be fast forwarded like other games in the series.
** The ability to skip cutscenes has been added. Originally, it was only possible in Hero Mode, but now even the base game has the feature.
** The game now has a separate file slot for autosaves, so players no longer have to visit statues to just save.
** The game now runs at 60 frames per second, making actions feel smoother than they were in the original, especially for players who prefer motion controls.
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* TroubledProduction: The development of ''Skyward Sword'' was rather turbulent, with Creator/EijiAonuma admitting that the mood got [[https://iwataasks.nintendo.com/interviews/#/wii/zelda-skyward-sword/0/0 "very nasty"]] at one point. Pre-development started soon after ''Twilight Princess'' was finished, but at this point there was some [[https://www.vg247.com/miyamoto-skyward-swords-development-more-like-three-years dissent]] over whether continuing the ''Zelda'' franchise was necessary due to a lack of ideas. Development began in earnest when Hidemaro Fujibayashi, fresh off directing ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'', proposed his plan to use the [=MotionPlus=] accessory, earning him the director's chair from Aonuma. However, the game's initial two years were caught up in experimentation in trying to utilize the [=MotionPlus=] for swordplay, as the team found the accessory "unruly" and could not get it to work. At one point, Aonuma considered abandoning the [=MotionPlus=] and simply using the vanilla Wii Remote and Nunchuck; it was only after the release of ''VideoGame/WiiSportsResort'' and pressure from other producers that the [=MotionPlus=] was ultimately retained. Further disagreements arose regarding the art style, the design of items, and the design of the world, resulting in many planned elements being cut. This left only the last year-and-a-half of development as smooth sailing, but this was comparatively little time left to design and test the game.

to:

* TroubledProduction: The development of ''Skyward Sword'' was rather turbulent, with Creator/EijiAonuma admitting that the mood got [[https://iwataasks.nintendo.com/interviews/#/wii/zelda-skyward-sword/0/0 "very nasty"]] at one point. Pre-development started soon after ''Twilight Princess'' was finished, but at this point there was some [[https://www.vg247.com/miyamoto-skyward-swords-development-more-like-three-years dissent]] over whether continuing the ''Zelda'' franchise was necessary due to a lack of ideas. Development began in earnest when Hidemaro Fujibayashi, fresh off directing ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'', proposed his plan to use the [=MotionPlus=] accessory, earning him the director's chair from Aonuma. However, the game's initial two years were caught up in experimentation in trying to utilize the [=MotionPlus=] for swordplay, as the team found the accessory "unruly" and could not get it to work. At one point, Aonuma considered abandoning the [=MotionPlus=] and simply using the vanilla Wii Remote and Nunchuck; it was only after the release of ''VideoGame/WiiSportsResort'' and pressure from other producers that the [=MotionPlus=] was ultimately retained. Further disagreements arose regarding the art style, the design of items, and the design of the world, resulting in many planned elements being cut. This left only the last year-and-a-half of development as smooth sailing, but this was comparatively little time left to design and test the game.game, likely a factor in the game's heavy {{Backtracking}} among other things.
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Added DiffLines:

* A major GameBreakingBug involving an endgame quest that makes the game {{Unwinnable}} was discovered shortly after release. The Wii wasn't capable of downloading standard patches, so Nintendo put out a special Wii Channel (the Save Data Update Channel) whose sole purpose was to modify the game's save data to resolve the issue.
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None

Added DiffLines:

* ExecutiveMeddling: A case where the meddling in question forced the team to [[https://iwataasks.nintendo.com/interviews/#/wii/zelda-skyward-sword/0/0 return to their original plan]]. Due to major difficulties developing with the [=MotionPlus=] accessory, Eiji Aonuma once decided to abandon it for the game, intending to restart development with the plain Wii Remote and Nunchuck. However, other producers pressured him to return to the [=MotionPlus=] as was originally intended.
Is there an issue? Send a MessageReason:
None


* TroubledProduction: The development of this game was rather turbulent, with Creator/EijiAonuma admitting that the mood got [[https://iwataasks.nintendo.com/interviews/#/wii/zelda-skyward-sword/0/0 "very nasty"]] at one point. Pre-development started soon after ''Twilight Princess'' was finished, but at this point there was some [[https://www.vg247.com/miyamoto-skyward-swords-development-more-like-three-years dissent]] over whether continuing the ''Zelda'' franchise was necessary due to a lack of ideas. Development began in earnest when Hidemaro Fujibayashi, fresh off directing ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'', proposed his plan to use the [=MotionPlus=] accessory, earning him the director's chair from Aonuma. However, the game's initial two years were caught up in experimentation in trying to utilize the [=MotionPlus=] for swordplay, as the team found the accessory "unruly" and could not get it to work. At one point, Aonuma considered abandoning the [=MotionPlus=] and simply using the vanilla Wii Remote and Nunchuck; it was only after the release of ''VideoGame/WiiSportsResort'' and pressure from other producers that the [=MotionPlus=] was ultimately retained. Further disagreements arose regarding the art style, the design of items, and the design of the world, resulting in many planned elements being cut. This left only the last year-and-a-half of development as smooth sailing, but this was comparatively little time left to design and test the game.

to:

* TroubledProduction: The development of this game ''Skyward Sword'' was rather turbulent, with Creator/EijiAonuma admitting that the mood got [[https://iwataasks.nintendo.com/interviews/#/wii/zelda-skyward-sword/0/0 "very nasty"]] at one point. Pre-development started soon after ''Twilight Princess'' was finished, but at this point there was some [[https://www.vg247.com/miyamoto-skyward-swords-development-more-like-three-years dissent]] over whether continuing the ''Zelda'' franchise was necessary due to a lack of ideas. Development began in earnest when Hidemaro Fujibayashi, fresh off directing ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'', proposed his plan to use the [=MotionPlus=] accessory, earning him the director's chair from Aonuma. However, the game's initial two years were caught up in experimentation in trying to utilize the [=MotionPlus=] for swordplay, as the team found the accessory "unruly" and could not get it to work. At one point, Aonuma considered abandoning the [=MotionPlus=] and simply using the vanilla Wii Remote and Nunchuck; it was only after the release of ''VideoGame/WiiSportsResort'' and pressure from other producers that the [=MotionPlus=] was ultimately retained. Further disagreements arose regarding the art style, the design of items, and the design of the world, resulting in many planned elements being cut. This left only the last year-and-a-half of development as smooth sailing, but this was comparatively little time left to design and test the game.
Is there an issue? Send a MessageReason:
None


* TroubledProduction: The development of this game was rather turbulent, with Creator/EijiAonuma admitting that the mood got [[https://iwataasks.nintendo.com/interviews/#/wii/zelda-skyward-sword/0/0 "very nasty"]] at one point. Pre-development started soon after ''Twilight Princess'' was finished, but at this point there was some [[https://www.vg247.com/miyamoto-skyward-swords-development-more-like-three-years dissent]] over whether continuing the ''Zelda'' franchise was necessary due to a lack of ideas. Development began in earnest when Hidemaro Fujibayashi, fresh off directing ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]], proposed his plan to use the [=MotionPlus=] accessory, earning him the director's chair from Aonuma. However, the game's initial two years were caught up in experimentation in trying to utilize the [=MotionPlus=] for swordplay, as the team found the accessory "unruly" and could not get it to work. At one point, Aonuma considered abandoning the [=MotionPlus=] and simply using the vanilla Wii Remote and Nunchuck; it was only after the release of ''VideoGame/WiiSportsResort'' and pressure from other producers that the [=MotionPlus=] was ultimately retained. Further disagreements arose regarding the art style, the design of items, and the design of the world, resulting in many planned elements being cut. This left only the last year-and-a-half of development as smooth sailing, but this was comparatively little time left to design and test the game.

to:

* TroubledProduction: The development of this game was rather turbulent, with Creator/EijiAonuma admitting that the mood got [[https://iwataasks.nintendo.com/interviews/#/wii/zelda-skyward-sword/0/0 "very nasty"]] at one point. Pre-development started soon after ''Twilight Princess'' was finished, but at this point there was some [[https://www.vg247.com/miyamoto-skyward-swords-development-more-like-three-years dissent]] over whether continuing the ''Zelda'' franchise was necessary due to a lack of ideas. Development began in earnest when Hidemaro Fujibayashi, fresh off directing ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]], Hourglass]]'', proposed his plan to use the [=MotionPlus=] accessory, earning him the director's chair from Aonuma. However, the game's initial two years were caught up in experimentation in trying to utilize the [=MotionPlus=] for swordplay, as the team found the accessory "unruly" and could not get it to work. At one point, Aonuma considered abandoning the [=MotionPlus=] and simply using the vanilla Wii Remote and Nunchuck; it was only after the release of ''VideoGame/WiiSportsResort'' and pressure from other producers that the [=MotionPlus=] was ultimately retained. Further disagreements arose regarding the art style, the design of items, and the design of the world, resulting in many planned elements being cut. This left only the last year-and-a-half of development as smooth sailing, but this was comparatively little time left to design and test the game.
Is there an issue? Send a MessageReason:
None


* TroubledProduction: While it didn't involve any particular hostility or turnover, the five-year development of this game was rather turbulent. Production of the game started soon after ''Twilight Princess'' was finished, but most of the game's initial two years was caught up in experimentation in trying to fully realize the idea of motion-controlled swordplay, which was nearly abandoned until ''VideoGame/WiiSportsResort'' was released. Further disagreements arose regarding the art style, the design of items, and the design of the world, resulting in many planned elements being cut (as seen below under WhatCouldHaveBeen). This left only the last year-and-a-half of development as smooth sailing, but this was comparatively little time left to design and test the game.

to:

* TroubledProduction: While it didn't involve any particular hostility or turnover, the five-year The development of this game was rather turbulent. Production of turbulent, with Creator/EijiAonuma admitting that the game mood got [[https://iwataasks.nintendo.com/interviews/#/wii/zelda-skyward-sword/0/0 "very nasty"]] at one point. Pre-development started soon after ''Twilight Princess'' was finished, but most at this point there was some [[https://www.vg247.com/miyamoto-skyward-swords-development-more-like-three-years dissent]] over whether continuing the ''Zelda'' franchise was necessary due to a lack of ideas. Development began in earnest when Hidemaro Fujibayashi, fresh off directing ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]], proposed his plan to use the [=MotionPlus=] accessory, earning him the director's chair from Aonuma. However, the game's initial two years was were caught up in experimentation in trying to fully realize utilize the idea of motion-controlled [=MotionPlus=] for swordplay, which as the team found the accessory "unruly" and could not get it to work. At one point, Aonuma considered abandoning the [=MotionPlus=] and simply using the vanilla Wii Remote and Nunchuck; it was nearly abandoned until only after the release of ''VideoGame/WiiSportsResort'' and pressure from other producers that the [=MotionPlus=] was released. ultimately retained. Further disagreements arose regarding the art style, the design of items, and the design of the world, resulting in many planned elements being cut (as seen below under WhatCouldHaveBeen).cut. This left only the last year-and-a-half of development as smooth sailing, but this was comparatively little time left to design and test the game.
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No longer Trivia. See X Source Cleanup.


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* QuoteSource:
** TheDragon
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Fan Nickname is now YMMV.


* FanNickname:
** For Ghirahim:
*** Before 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 was prevalent overall usage of "Peppermint 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 were dubbed "Umbrella [[WesternAnimation/WallaceAndGromit Gromit]]" because their silhouettes resemble [[ExactlyWhatItSaysOnTheTin Gromit's head attached to an umbrella with speaker-like horns.]]
** Groose was called "[[Franchise/BackToTheFuture Biff]]" on quite a few blogs and message boards, as well as Magazine/NintendoPower. His hairdo prompted people to call him [[Series/HappyDays the Fonz.]] Lastly, thanks to him, the game itself went on to be called ''The Legend of Groose: Skyward Hair''.
** The section near the end where Link must fight through an army of weak enemies was dubbed "Zelda Musou" by fans. [[VideoGame/HyruleWarriors Maybe it gave Nintendo ideas?]]

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