http://gonintendo.com/ Well here we are waiting for the keynote to begin. Word has it that the Phantom Hourglass trailer from earlier will be shown here again. I wouldnâ€™t expect much in the way of new info, but it should be interesting nevertheless. Mr. Aonuma is talking about Wind Waker. Unfortunately the game did not sell very well in Japan, but sold very well in the US. Aonuma was convinced that it did not sell well due to the graphical style. There was a mix of seasoned gamers getting board, and new gamers being too intimidated to play. Twilight Princess was originally titled Wind Waker 2, which later moved away as the game went futher into development. Aonuma is moving into the connectivity aspect of the Zelda series. He is discussing the Four Sword Adventures for the Cube. Mr. Miyamoto felt this title was important because it would use connectivity as the main aspect of gameplayâ€¦and therefore Aonuma went ahead with it. That title did not sell too well either, which is closely related to all the hardware needed to play. Another reason was how difficult it was to pull gamers in due to the nature of the title. It was hard to show off just how to play the game, what you needed and what needed to be done in a simple commercial. Moving back to Wind Waker, while the game did sell over a million units, the title trickled off in sales quickly after passing that mark. The reason Twilight Princess went with a more realistic style was because Aonuma wanted to give the North American market what they wanted. The North American market is much stronger (when talking Zelda) than the Japanese market, so the move was made. The gameplay was to be more realistic as well, when compared to Wind Waker. Once the DS came into play, the team that worked on Four Swords moved onto a DS Zelda project. This team put cel shading to use, and showed Mr. Aonuma that it was possible to do a cel shaded 3d Link on the DS. Orginally Link was on the top screen, and you controlled him with the D-Pad. Aonuma wanted to change this to something much more innovative. The team switched Link to the bottom screen, allowing for full touch screen control. On top of this, Nintendo added the battle mode which we saw at E3, and the show floor at GDC. Aonuma wanted to innovate with Twilight Princess, but couldnâ€™t find any way to work something into the Cube game to better gameplay. Eventually the idea of Link changing into a Wolf came to mind. Miyamoto didnâ€™t think the idea of a Wolf Link in a Zelda game would work at all, and thought it amateurish of Aonuma to even mention the idea. Aonuma continued on, and believed that he and his team could find a way to make this idea work. Minish Cap also helped Aonuma see how two worlds could work well together, and helped him to evolve Twilight Princess. E3 2005 came along, and Aonuma felt there was nothing special about Twilight Princess to show at E3. It left Aonuma with little to show at E3. Miyamoto gave Aonuma the goal to strive from Zelda at %120, it had to be better than Ocarina in every way. Even with Aonuma doubting Twilight Princess, the game was very well received at the next E3. Aonuma felt there was much more to do with Twilight Princess. There was a need to do something else new with Linkâ€¦something to get people to interact more. Thatâ€™s when the idea of using the Wiimote on Twilight Princess came about. At first Aonuma didnâ€™t think the Wiimote would be used until the next console Zeldaâ€¦the one following Twilight Princess. Miyamoto gave the goal of using the Wiimote as the bow and arrow as a main goal for Aonuma to approach. The problem that came up was the one of alienating Cube owners that wanted to play on the Cube, and not Wii. Miyamoto convinced Iwata to wait until 2006 so that a Wii and Cube version could be created.