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Trivia / The Legend of Zelda: Skyward Sword

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  • Creator Backlash: Eiji Aonuma came to regret the game's large amount of hand-holding, acknowledging that the Forced Tutorials and Fi being an Annoying Video-Game Helper hurt the gameplay experience. He made sure to tone this down in later Zelda entries and even the game's own remaster.
  • Fan Nickname:
    • For Ghirahim:
      • Before his name was revealed, the GameFAQs community settled with Tracy, and Zelda Universe with Debbie. They still insist that these are the actual names.
      • Over on Tumblr, Ghirahim's fans refer to him as "Pete".
      • And there was prevalent overall usage of "Peppermint Kisses".
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    • For one reason or another, it became common for the 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 Gromit" because their silhouettes resemble Gromit's head attached to an umbrella with speaker-like horns.
    • Groose was called "Biff" on quite a few blogs and message boards, as well as Nintendo Power. His hairdo prompted people to call him 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. Maybe it gave Nintendo ideas?
  • God Never Said That: Aonuma never said that the Parella tribe evolved into the Zoras. What he actually said was that the Parella's original design was changed because it was too similar to the Zora.
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  • He Also Did: Many developers who assisted the game's production may sound familiar, such as Monolith Soft.
  • I Knew It!:
    • 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, Impa being the old lady confirmed a low-profile fan theory that the Sheikah have a roughly 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.
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    • Practically nobody was surprised by the announcement of an HD port for the Nintendo Switch, 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.
  • Milestone Celebration: The game was released to commemorate 25 years of The Legend of Zelda. The HD remaster was also released as part of the franchise's 35th anniversary, and in commemoration of the original game's 10th anniversary.
  • The Other Darrin:
  • Quote Source:
  • Reality Subtext: The Knight Academy is celebrating its 25th anniversary. The game was released to coincide with the 25th anniversary of the Zelda series.
  • Star-Making Role:
  • Troubled Production: 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 Wii Sports Resort 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 What Could Have Been). Fortunately, the last few years of development were smooth sailing.
  • What Could Have Been:
    • Original artwork 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. Shigeru Miyamoto stated that the change was made because the dark graphics made it difficult to tell how enemies were holding their weapons, which detracted from the integral swordplay.
    • As late as Summer/Fall 2010, the team did not have any plans to include orchestrated music. This changed when Miyamoto told E3 journalists that orchestrated music was a must.
    • The Beetle was originally a rocket-propelled hand, but it was quickly found to not fit in with the setting (considering how much Anachronism Stew the series has already, that's saying a lot).
    • The famous scene where Link swoops in with his Loftwing to catch a falling Zelda was almost cut because Aonuma was concerned that, with all the cutscenes already present in the intro, players would get bored waiting for the main game to kick in. Because the cinematics team felt this scene to be vital in fleshing out the relationship between Link and Zelda, they instead cut out a bunch of other scenes to save this one in particular.
    • The original explanation for Link's Crimson Loftwing being so special was that it was the only kind of Loftwing that could travel between the sky and the surface. In the final version of the game, beacons of light enable access to the surface, and the Crimson Loftwing doesn't take Link directly there — he just drops Link to skydive into it.
    • The artbook Hyrule Historia, as well as one part of "The Making of The Legend of Zelda: Breath of the Wild", revealed that the sub-sections of the Surface 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.
    • Miyamoto says the original Skyward Sword prototype that he played was more challenging than the 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.

Miscellaneous Trivia

  • This is the first 3D Zelda game where Great Fairies are absent.


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