text
stringlengths 1
717
| output
stringlengths 116
17.8k
|
|---|---|
What company included the soundtrack as a reward for ordering the game prior to release?
|
<text>What company included the soundtrack as a reward for ordering the game prior to release?</text><reasoning>A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed]</reasoning><output>GameStop</output>
|
How many tracks were recorded on the preorder CD?
|
<text>How many tracks were recorded on the preorder CD?</text><reasoning>A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed]</reasoning><output>20</output>
|
What was included as a Gamestop preorder item?
|
<text>What was included as a Gamestop preorder item?</text><reasoning>A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed]</reasoning><output>CD</output>
|
Who wrote the music for Twilight Princess?
|
<text>Who wrote the music for Twilight Princess?</text><reasoning>The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen.</reasoning><output>Toru Minegishi and Asuka Ohta</output>
|
Who was in charge of overseeing audio production?
|
<text>Who was in charge of overseeing audio production?</text><reasoning>The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen.</reasoning><output>Koji Kondo</output>
|
Who worked adapting the score for performance by an orchestra?
|
<text>Who worked adapting the score for performance by an orchestra?</text><reasoning>The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen.</reasoning><output>Michiru Ōshima</output>
|
Who wrote the music used in the game's trailer and demo?
|
<text>Who wrote the music used in the game's trailer and demo?</text><reasoning>The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen.</reasoning><output>Koji Kondo</output>
|
Who created orchestral arrangements for the game?
|
<text>Who created orchestral arrangements for the game?</text><reasoning>The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen.</reasoning><output>Michiru Ōshima</output>
|
Who was to conduct the ensemble that would perform the pieces?
|
<text>Who was to conduct the ensemble that would perform the pieces?</text><reasoning>The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen.</reasoning><output>Yasuzo Takemoto</output>
|
Where is the speaker located on the Wii console?
|
<text>Where is the speaker located on the Wii console?</text><reasoning>The GameCube and Wii versions feature several minor differences in their controls. The Wii version of the game makes use of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she gives advice to Link, and the series' trademark "chime" when discovering secrets. The player controls Link's sword by swinging the Wii Remote. Other attacks are triggered using similar gestures with the Nunchuk. Unique to the GameCube version is the ability for the player to control the camera freely, without entering a special "lookaround" mode required by the Wii; however, in the GameCube version, only two of Link's secondary weapons can be equipped at a time, as opposed to four in the Wii version.[g]</reasoning><output>Wii Remote</output>
|
What sound do users here when uncovering secrets in the game?
|
<text>What sound do users here when uncovering secrets in the game?</text><reasoning>The GameCube and Wii versions feature several minor differences in their controls. The Wii version of the game makes use of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she gives advice to Link, and the series' trademark "chime" when discovering secrets. The player controls Link's sword by swinging the Wii Remote. Other attacks are triggered using similar gestures with the Nunchuk. Unique to the GameCube version is the ability for the player to control the camera freely, without entering a special "lookaround" mode required by the Wii; however, in the GameCube version, only two of Link's secondary weapons can be equipped at a time, as opposed to four in the Wii version.[g]</reasoning><output>chime</output>
|
What part of the Wii is employed to use weapons?
|
<text>What part of the Wii is employed to use weapons?</text><reasoning>The GameCube and Wii versions feature several minor differences in their controls. The Wii version of the game makes use of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she gives advice to Link, and the series' trademark "chime" when discovering secrets. The player controls Link's sword by swinging the Wii Remote. Other attacks are triggered using similar gestures with the Nunchuk. Unique to the GameCube version is the ability for the player to control the camera freely, without entering a special "lookaround" mode required by the Wii; however, in the GameCube version, only two of Link's secondary weapons can be equipped at a time, as opposed to four in the Wii version.[g]</reasoning><output>Wii Remote</output>
|
Aside from the sword, what is another weapon that Link can use?
|
<text>Aside from the sword, what is another weapon that Link can use?</text><reasoning>The GameCube and Wii versions feature several minor differences in their controls. The Wii version of the game makes use of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she gives advice to Link, and the series' trademark "chime" when discovering secrets. The player controls Link's sword by swinging the Wii Remote. Other attacks are triggered using similar gestures with the Nunchuk. Unique to the GameCube version is the ability for the player to control the camera freely, without entering a special "lookaround" mode required by the Wii; however, in the GameCube version, only two of Link's secondary weapons can be equipped at a time, as opposed to four in the Wii version.[g]</reasoning><output>Nunchuk</output>
|
How many weapons can be equipped by Link if playing Twilight Princess on a GameCube?
|
<text>How many weapons can be equipped by Link if playing Twilight Princess on a GameCube?</text><reasoning>The GameCube and Wii versions feature several minor differences in their controls. The Wii version of the game makes use of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she gives advice to Link, and the series' trademark "chime" when discovering secrets. The player controls Link's sword by swinging the Wii Remote. Other attacks are triggered using similar gestures with the Nunchuk. Unique to the GameCube version is the ability for the player to control the camera freely, without entering a special "lookaround" mode required by the Wii; however, in the GameCube version, only two of Link's secondary weapons can be equipped at a time, as opposed to four in the Wii version.[g]</reasoning><output>two</output>
|
The Wii version makes use of what kind of sensors?
|
<text>The Wii version makes use of what kind of sensors?</text><reasoning>The GameCube and Wii versions feature several minor differences in their controls. The Wii version of the game makes use of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she gives advice to Link, and the series' trademark "chime" when discovering secrets. The player controls Link's sword by swinging the Wii Remote. Other attacks are triggered using similar gestures with the Nunchuk. Unique to the GameCube version is the ability for the player to control the camera freely, without entering a special "lookaround" mode required by the Wii; however, in the GameCube version, only two of Link's secondary weapons can be equipped at a time, as opposed to four in the Wii version.[g]</reasoning><output>motion</output>
|
What device on the Wii allows for sounds of a bowstring to be heard?
|
<text>What device on the Wii allows for sounds of a bowstring to be heard?</text><reasoning>The GameCube and Wii versions feature several minor differences in their controls. The Wii version of the game makes use of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she gives advice to Link, and the series' trademark "chime" when discovering secrets. The player controls Link's sword by swinging the Wii Remote. Other attacks are triggered using similar gestures with the Nunchuk. Unique to the GameCube version is the ability for the player to control the camera freely, without entering a special "lookaround" mode required by the Wii; however, in the GameCube version, only two of Link's secondary weapons can be equipped at a time, as opposed to four in the Wii version.[g]</reasoning><output>Wii Remote</output>
|
What kind of scores did Twilight Princess receive from many video game review sources?
|
<text>What kind of scores did Twilight Princess receive from many video game review sources?</text><reasoning>Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created.</reasoning><output>perfect</output>
|
Which sites gave the Wii copy of Twilight Princess scores of 95% and 95?
|
<text>Which sites gave the Wii copy of Twilight Princess scores of 95% and 95?</text><reasoning>Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created.</reasoning><output>GameRankings and Metacritic</output>
|
Who counted the game among the best ever made?
|
<text>Who counted the game among the best ever made?</text><reasoning>Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created.</reasoning><output>GameTrailers</output>
|
What was the reception of Twilight Princess?
|
<text>What was the reception of Twilight Princess?</text><reasoning>Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created.</reasoning><output>universal critical acclaim</output>
|
What scores did it receive from major game publications?
|
<text>What scores did it receive from major game publications?</text><reasoning>Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created.</reasoning><output>perfect</output>
|
What is the average score of Twilight Princess on Metacritic?
|
<text>What is the average score of Twilight Princess on Metacritic?</text><reasoning>Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created.</reasoning><output>95</output>
|
What reviewer called Twilight Princess "One of the greatest games ever created"?
|
<text>What reviewer called Twilight Princess "One of the greatest games ever created"?</text><reasoning>Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created.</reasoning><output>GameTrailers</output>
|
What form does Link take in the Twilight Realm?
|
<text>What form does Link take in the Twilight Realm?</text><reasoning>When Link enters the Twilight Realm, the void that corrupts parts of Hyrule, he transforms into a wolf.[h] He is eventually able to transform between his Hylian and wolf forms at will. As a wolf, Link loses the ability to use his sword, shield, or any secondary items; he instead attacks by biting, and defends primarily by dodging attacks. However, "Wolf Link" gains several key advantages in return—he moves faster than he does as a human (though riding Epona is still faster) and digs holes to create new passages and uncover buried items, and has improved senses, including the ability to follow scent trails.[i] He also carries Midna, a small imp-like creature who gives him hints, uses an energy field to attack enemies, helps him jump long distances, and eventually allows Link to "warp" to any of several preset locations throughout the overworld.[j] Using Link's wolf senses, the player can see and listen to the wandering spirits of those affected by the Twilight, as well as hunt for enemy ghosts named Poes.[k]</reasoning><output>Wolf</output>
|
What is Link's main form of offense in wolf form?
|
<text>What is Link's main form of offense in wolf form?</text><reasoning>When Link enters the Twilight Realm, the void that corrupts parts of Hyrule, he transforms into a wolf.[h] He is eventually able to transform between his Hylian and wolf forms at will. As a wolf, Link loses the ability to use his sword, shield, or any secondary items; he instead attacks by biting, and defends primarily by dodging attacks. However, "Wolf Link" gains several key advantages in return—he moves faster than he does as a human (though riding Epona is still faster) and digs holes to create new passages and uncover buried items, and has improved senses, including the ability to follow scent trails.[i] He also carries Midna, a small imp-like creature who gives him hints, uses an energy field to attack enemies, helps him jump long distances, and eventually allows Link to "warp" to any of several preset locations throughout the overworld.[j] Using Link's wolf senses, the player can see and listen to the wandering spirits of those affected by the Twilight, as well as hunt for enemy ghosts named Poes.[k]</reasoning><output>biting</output>
|
Who provides helpful information to Link?
|
<text>Who provides helpful information to Link?</text><reasoning>When Link enters the Twilight Realm, the void that corrupts parts of Hyrule, he transforms into a wolf.[h] He is eventually able to transform between his Hylian and wolf forms at will. As a wolf, Link loses the ability to use his sword, shield, or any secondary items; he instead attacks by biting, and defends primarily by dodging attacks. However, "Wolf Link" gains several key advantages in return—he moves faster than he does as a human (though riding Epona is still faster) and digs holes to create new passages and uncover buried items, and has improved senses, including the ability to follow scent trails.[i] He also carries Midna, a small imp-like creature who gives him hints, uses an energy field to attack enemies, helps him jump long distances, and eventually allows Link to "warp" to any of several preset locations throughout the overworld.[j] Using Link's wolf senses, the player can see and listen to the wandering spirits of those affected by the Twilight, as well as hunt for enemy ghosts named Poes.[k]</reasoning><output>Midna</output>
|
Link's wolf form is faster than what other form?
|
<text>Link's wolf form is faster than what other form?</text><reasoning>When Link enters the Twilight Realm, the void that corrupts parts of Hyrule, he transforms into a wolf.[h] He is eventually able to transform between his Hylian and wolf forms at will. As a wolf, Link loses the ability to use his sword, shield, or any secondary items; he instead attacks by biting, and defends primarily by dodging attacks. However, "Wolf Link" gains several key advantages in return—he moves faster than he does as a human (though riding Epona is still faster) and digs holes to create new passages and uncover buried items, and has improved senses, including the ability to follow scent trails.[i] He also carries Midna, a small imp-like creature who gives him hints, uses an energy field to attack enemies, helps him jump long distances, and eventually allows Link to "warp" to any of several preset locations throughout the overworld.[j] Using Link's wolf senses, the player can see and listen to the wandering spirits of those affected by the Twilight, as well as hunt for enemy ghosts named Poes.[k]</reasoning><output>human</output>
|
What does Link transform into when he enters the Twilight Realm?
|
<text>What does Link transform into when he enters the Twilight Realm?</text><reasoning>When Link enters the Twilight Realm, the void that corrupts parts of Hyrule, he transforms into a wolf.[h] He is eventually able to transform between his Hylian and wolf forms at will. As a wolf, Link loses the ability to use his sword, shield, or any secondary items; he instead attacks by biting, and defends primarily by dodging attacks. However, "Wolf Link" gains several key advantages in return—he moves faster than he does as a human (though riding Epona is still faster) and digs holes to create new passages and uncover buried items, and has improved senses, including the ability to follow scent trails.[i] He also carries Midna, a small imp-like creature who gives him hints, uses an energy field to attack enemies, helps him jump long distances, and eventually allows Link to "warp" to any of several preset locations throughout the overworld.[j] Using Link's wolf senses, the player can see and listen to the wandering spirits of those affected by the Twilight, as well as hunt for enemy ghosts named Poes.[k]</reasoning><output>Wolf</output>
|
Who is Midna?
|
<text>Who is Midna?</text><reasoning>When Link enters the Twilight Realm, the void that corrupts parts of Hyrule, he transforms into a wolf.[h] He is eventually able to transform between his Hylian and wolf forms at will. As a wolf, Link loses the ability to use his sword, shield, or any secondary items; he instead attacks by biting, and defends primarily by dodging attacks. However, "Wolf Link" gains several key advantages in return—he moves faster than he does as a human (though riding Epona is still faster) and digs holes to create new passages and uncover buried items, and has improved senses, including the ability to follow scent trails.[i] He also carries Midna, a small imp-like creature who gives him hints, uses an energy field to attack enemies, helps him jump long distances, and eventually allows Link to "warp" to any of several preset locations throughout the overworld.[j] Using Link's wolf senses, the player can see and listen to the wandering spirits of those affected by the Twilight, as well as hunt for enemy ghosts named Poes.[k]</reasoning><output>small imp-like creature</output>
|
What are Poes?
|
<text>What are Poes?</text><reasoning>When Link enters the Twilight Realm, the void that corrupts parts of Hyrule, he transforms into a wolf.[h] He is eventually able to transform between his Hylian and wolf forms at will. As a wolf, Link loses the ability to use his sword, shield, or any secondary items; he instead attacks by biting, and defends primarily by dodging attacks. However, "Wolf Link" gains several key advantages in return—he moves faster than he does as a human (though riding Epona is still faster) and digs holes to create new passages and uncover buried items, and has improved senses, including the ability to follow scent trails.[i] He also carries Midna, a small imp-like creature who gives him hints, uses an energy field to attack enemies, helps him jump long distances, and eventually allows Link to "warp" to any of several preset locations throughout the overworld.[j] Using Link's wolf senses, the player can see and listen to the wandering spirits of those affected by the Twilight, as well as hunt for enemy ghosts named Poes.[k]</reasoning><output>enemy ghosts</output>
|
How many dungeon instances are provided in Twilight Princess?
|
<text>How many dungeon instances are provided in Twilight Princess?</text><reasoning>The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a boss at the end in order to obtain an item or otherwise advance the plot. The dungeons are connected by a large overworld, across which Link can travel on foot; on his horse, Epona; or by teleporting.</reasoning><output>nine</output>
|
What does Link fight in dungeons?
|
<text>What does Link fight in dungeons?</text><reasoning>The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a boss at the end in order to obtain an item or otherwise advance the plot. The dungeons are connected by a large overworld, across which Link can travel on foot; on his horse, Epona; or by teleporting.</reasoning><output>enemies</output>
|
What provides a bridge between the different dungeons?
|
<text>What provides a bridge between the different dungeons?</text><reasoning>The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a boss at the end in order to obtain an item or otherwise advance the plot. The dungeons are connected by a large overworld, across which Link can travel on foot; on his horse, Epona; or by teleporting.</reasoning><output>overworld</output>
|
What is the name of Link's steed?
|
<text>What is the name of Link's steed?</text><reasoning>The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a boss at the end in order to obtain an item or otherwise advance the plot. The dungeons are connected by a large overworld, across which Link can travel on foot; on his horse, Epona; or by teleporting.</reasoning><output>Epona</output>
|
What must Link solve throughout the game?
|
<text>What must Link solve throughout the game?</text><reasoning>The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a boss at the end in order to obtain an item or otherwise advance the plot. The dungeons are connected by a large overworld, across which Link can travel on foot; on his horse, Epona; or by teleporting.</reasoning><output>puzzles</output>
|
Who must Link fight at the end of a dungeon level?
|
<text>Who must Link fight at the end of a dungeon level?</text><reasoning>The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a boss at the end in order to obtain an item or otherwise advance the plot. The dungeons are connected by a large overworld, across which Link can travel on foot; on his horse, Epona; or by teleporting.</reasoning><output>boss</output>
|
What connects the dungeons?
|
<text>What connects the dungeons?</text><reasoning>The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a boss at the end in order to obtain an item or otherwise advance the plot. The dungeons are connected by a large overworld, across which Link can travel on foot; on his horse, Epona; or by teleporting.</reasoning><output>overworld</output>
|
How long did it take to implement riding horses in a believable manner?
|
<text>How long did it take to implement riding horses in a believable manner?</text><reasoning>In four months, Aonuma's team managed to present realistic horseback riding,[l] which Nintendo later revealed to the public with a trailer at Electronic Entertainment Expo 2004. The game was scheduled to be released the next year, and was no longer a follow-up to The Wind Waker; a true sequel to it was released for the Nintendo DS in 2007, in the form of Phantom Hourglass. Miyamoto explained in interviews that the graphical style was chosen to satisfy demand, and that it better fit the theme of an older incarnation of Link. The game runs on a modified The Wind Waker engine.</reasoning><output>four</output>
|
Where did Nintendo preview the horseback riding feature?
|
<text>Where did Nintendo preview the horseback riding feature?</text><reasoning>In four months, Aonuma's team managed to present realistic horseback riding,[l] which Nintendo later revealed to the public with a trailer at Electronic Entertainment Expo 2004. The game was scheduled to be released the next year, and was no longer a follow-up to The Wind Waker; a true sequel to it was released for the Nintendo DS in 2007, in the form of Phantom Hourglass. Miyamoto explained in interviews that the graphical style was chosen to satisfy demand, and that it better fit the theme of an older incarnation of Link. The game runs on a modified The Wind Waker engine.</reasoning><output>Electronic Entertainment Expo 2004</output>
|
What console was home to the sequel for The Wind Waker?
|
<text>What console was home to the sequel for The Wind Waker?</text><reasoning>In four months, Aonuma's team managed to present realistic horseback riding,[l] which Nintendo later revealed to the public with a trailer at Electronic Entertainment Expo 2004. The game was scheduled to be released the next year, and was no longer a follow-up to The Wind Waker; a true sequel to it was released for the Nintendo DS in 2007, in the form of Phantom Hourglass. Miyamoto explained in interviews that the graphical style was chosen to satisfy demand, and that it better fit the theme of an older incarnation of Link. The game runs on a modified The Wind Waker engine.</reasoning><output>Nintendo DS</output>
|
What was the name of the second Wind Waker game?
|
<text>What was the name of the second Wind Waker game?</text><reasoning>In four months, Aonuma's team managed to present realistic horseback riding,[l] which Nintendo later revealed to the public with a trailer at Electronic Entertainment Expo 2004. The game was scheduled to be released the next year, and was no longer a follow-up to The Wind Waker; a true sequel to it was released for the Nintendo DS in 2007, in the form of Phantom Hourglass. Miyamoto explained in interviews that the graphical style was chosen to satisfy demand, and that it better fit the theme of an older incarnation of Link. The game runs on a modified The Wind Waker engine.</reasoning><output>Phantom Hourglass</output>
|
When did the company release a trailer of the horseback riding aspect?
|
<text>When did the company release a trailer of the horseback riding aspect?</text><reasoning>In four months, Aonuma's team managed to present realistic horseback riding,[l] which Nintendo later revealed to the public with a trailer at Electronic Entertainment Expo 2004. The game was scheduled to be released the next year, and was no longer a follow-up to The Wind Waker; a true sequel to it was released for the Nintendo DS in 2007, in the form of Phantom Hourglass. Miyamoto explained in interviews that the graphical style was chosen to satisfy demand, and that it better fit the theme of an older incarnation of Link. The game runs on a modified The Wind Waker engine.</reasoning><output>2004</output>
|
What kind of instruments are favored by Kondo?
|
<text>What kind of instruments are favored by Kondo?</text><reasoning>Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.</reasoning><output>live</output>
|
When was the soundtrack of Twilight Princess made available?
|
<text>When was the soundtrack of Twilight Princess made available?</text><reasoning>Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.</reasoning><output>November 19, 2006</output>
|
Which publication was associated with the soundtrack release?
|
<text>Which publication was associated with the soundtrack release?</text><reasoning>Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.</reasoning><output>Nintendo Power</output>
|
Who made the requests for Kondo to use orchestral music throughout the game?
|
<text>Who made the requests for Kondo to use orchestral music throughout the game?</text><reasoning>Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.</reasoning><output>Media</output>
|
When were track versions of the game's sountrack released?
|
<text>When were track versions of the game's sountrack released?</text><reasoning>Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.</reasoning><output>November 19, 2006</output>
|
What were replicas of the Master Sword and Hylian Shield bundled with?
|
<text>What were replicas of the Master Sword and Hylian Shield bundled with?</text><reasoning>Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.</reasoning><output>soundtrack</output>
|
Through what can Link's reaction and mood can be discerned?
|
<text>Through what can Link's reaction and mood can be discerned?</text><reasoning>There is very little voice acting in the game, as is the case in most Zelda titles to date. Link remains silent in conversation, but grunts when attacking or injured and gasps when surprised. His emotions and responses are largely indicated visually by nods and facial expressions. Other characters have similar language-independent verbalizations, including laughter, surprised or fearful exclamations, and screams. The character of Midna has the most voice acting—her on-screen dialog is often accompanied by a babble of pseudo-speech, which was produced by scrambling the phonemes of English phrases[better source needed] sampled by Japanese voice actress Akiko Kōmoto.</reasoning><output>nods and facial expressions</output>
|
Which person has the most spoken dialogue in the game?
|
<text>Which person has the most spoken dialogue in the game?</text><reasoning>There is very little voice acting in the game, as is the case in most Zelda titles to date. Link remains silent in conversation, but grunts when attacking or injured and gasps when surprised. His emotions and responses are largely indicated visually by nods and facial expressions. Other characters have similar language-independent verbalizations, including laughter, surprised or fearful exclamations, and screams. The character of Midna has the most voice acting—her on-screen dialog is often accompanied by a babble of pseudo-speech, which was produced by scrambling the phonemes of English phrases[better source needed] sampled by Japanese voice actress Akiko Kōmoto.</reasoning><output>Midna</output>
|
Who provided the basis for Midna's voice?
|
<text>Who provided the basis for Midna's voice?</text><reasoning>There is very little voice acting in the game, as is the case in most Zelda titles to date. Link remains silent in conversation, but grunts when attacking or injured and gasps when surprised. His emotions and responses are largely indicated visually by nods and facial expressions. Other characters have similar language-independent verbalizations, including laughter, surprised or fearful exclamations, and screams. The character of Midna has the most voice acting—her on-screen dialog is often accompanied by a babble of pseudo-speech, which was produced by scrambling the phonemes of English phrases[better source needed] sampled by Japanese voice actress Akiko Kōmoto.</reasoning><output>Akiko Kōmoto</output>
|
What does Link say when attacking?
|
<text>What does Link say when attacking?</text><reasoning>There is very little voice acting in the game, as is the case in most Zelda titles to date. Link remains silent in conversation, but grunts when attacking or injured and gasps when surprised. His emotions and responses are largely indicated visually by nods and facial expressions. Other characters have similar language-independent verbalizations, including laughter, surprised or fearful exclamations, and screams. The character of Midna has the most voice acting—her on-screen dialog is often accompanied by a babble of pseudo-speech, which was produced by scrambling the phonemes of English phrases[better source needed] sampled by Japanese voice actress Akiko Kōmoto.</reasoning><output>grunts</output>
|
How does Link express emotions?
|
<text>How does Link express emotions?</text><reasoning>There is very little voice acting in the game, as is the case in most Zelda titles to date. Link remains silent in conversation, but grunts when attacking or injured and gasps when surprised. His emotions and responses are largely indicated visually by nods and facial expressions. Other characters have similar language-independent verbalizations, including laughter, surprised or fearful exclamations, and screams. The character of Midna has the most voice acting—her on-screen dialog is often accompanied by a babble of pseudo-speech, which was produced by scrambling the phonemes of English phrases[better source needed] sampled by Japanese voice actress Akiko Kōmoto.</reasoning><output>nods and facial expressions</output>
|
What character has the most voice acting?
|
<text>What character has the most voice acting?</text><reasoning>There is very little voice acting in the game, as is the case in most Zelda titles to date. Link remains silent in conversation, but grunts when attacking or injured and gasps when surprised. His emotions and responses are largely indicated visually by nods and facial expressions. Other characters have similar language-independent verbalizations, including laughter, surprised or fearful exclamations, and screams. The character of Midna has the most voice acting—her on-screen dialog is often accompanied by a babble of pseudo-speech, which was produced by scrambling the phonemes of English phrases[better source needed] sampled by Japanese voice actress Akiko Kōmoto.</reasoning><output>Midna</output>
|
Who does the voice of Midna?
|
<text>Who does the voice of Midna?</text><reasoning>There is very little voice acting in the game, as is the case in most Zelda titles to date. Link remains silent in conversation, but grunts when attacking or injured and gasps when surprised. His emotions and responses are largely indicated visually by nods and facial expressions. Other characters have similar language-independent verbalizations, including laughter, surprised or fearful exclamations, and screams. The character of Midna has the most voice acting—her on-screen dialog is often accompanied by a babble of pseudo-speech, which was produced by scrambling the phonemes of English phrases[better source needed] sampled by Japanese voice actress Akiko Kōmoto.</reasoning><output>Akiko Kōmoto</output>
|
What kind of interface was used for in-game archery?
|
<text>What kind of interface was used for in-game archery?</text><reasoning>Aonuma had anticipated creating a Zelda game for what would later be called the Wii, but had assumed that he would need to complete Twilight Princess first. His team began work developing a pointing-based interface for the bow and arrow, and Aonuma found that aiming directly at the screen gave the game a new feel, just like the DS control scheme for Phantom Hourglass. Aonuma felt confident this was the only way to proceed, but worried about consumers who had been anticipating a GameCube release. Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer. Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to wait for the finished product. Aonuma then started working on both versions in parallel.[o]</reasoning><output>pointing-based</output>
|
What was the originally-planned launch year for Twilight Princess?
|
<text>What was the originally-planned launch year for Twilight Princess?</text><reasoning>Aonuma had anticipated creating a Zelda game for what would later be called the Wii, but had assumed that he would need to complete Twilight Princess first. His team began work developing a pointing-based interface for the bow and arrow, and Aonuma found that aiming directly at the screen gave the game a new feel, just like the DS control scheme for Phantom Hourglass. Aonuma felt confident this was the only way to proceed, but worried about consumers who had been anticipating a GameCube release. Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer. Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to wait for the finished product. Aonuma then started working on both versions in parallel.[o]</reasoning><output>2005</output>
|
Which Nintendo employee was confident in the potential of developing two versions of Twilight Princess?
|
<text>Which Nintendo employee was confident in the potential of developing two versions of Twilight Princess?</text><reasoning>Aonuma had anticipated creating a Zelda game for what would later be called the Wii, but had assumed that he would need to complete Twilight Princess first. His team began work developing a pointing-based interface for the bow and arrow, and Aonuma found that aiming directly at the screen gave the game a new feel, just like the DS control scheme for Phantom Hourglass. Aonuma felt confident this was the only way to proceed, but worried about consumers who had been anticipating a GameCube release. Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer. Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to wait for the finished product. Aonuma then started working on both versions in parallel.[o]</reasoning><output>Satoru Iwata</output>
|
What was the original release date for Gamecube?
|
<text>What was the original release date for Gamecube?</text><reasoning>Aonuma had anticipated creating a Zelda game for what would later be called the Wii, but had assumed that he would need to complete Twilight Princess first. His team began work developing a pointing-based interface for the bow and arrow, and Aonuma found that aiming directly at the screen gave the game a new feel, just like the DS control scheme for Phantom Hourglass. Aonuma felt confident this was the only way to proceed, but worried about consumers who had been anticipating a GameCube release. Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer. Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to wait for the finished product. Aonuma then started working on both versions in parallel.[o]</reasoning><output>2005</output>
|
In what year did Nintendo reveal the start of development on what would become Twilight Princess?
|
<text>In what year did Nintendo reveal the start of development on what would become Twilight Princess?</text><reasoning>In 2003, Nintendo announced that a new The Legend of Zelda game was in the works for the GameCube by the same team that had created the cel-shaded The Wind Waker. At the following year's Game Developers Conference, director Eiji Aonuma unintentionally revealed that the game's sequel was in development under the working title The Wind Waker 2; it was set to use a similar graphical style to that of its predecessor. Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because its cartoon appearance created the impression that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to producer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market. Miyamoto, hesitant about solely changing the game's presentation, suggested the team's focus should instead be on coming up with gameplay innovations. He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l]</reasoning><output>2003</output>
|
At what event was a potential follow-up to The Wind Waker mentioned?
|
<text>At what event was a potential follow-up to The Wind Waker mentioned?</text><reasoning>In 2003, Nintendo announced that a new The Legend of Zelda game was in the works for the GameCube by the same team that had created the cel-shaded The Wind Waker. At the following year's Game Developers Conference, director Eiji Aonuma unintentionally revealed that the game's sequel was in development under the working title The Wind Waker 2; it was set to use a similar graphical style to that of its predecessor. Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because its cartoon appearance created the impression that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to producer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market. Miyamoto, hesitant about solely changing the game's presentation, suggested the team's focus should instead be on coming up with gameplay innovations. He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l]</reasoning><output>Game Developers Conference</output>
|
What region of the world did Nintendo want to design the next Legend of Zelda game for?
|
<text>What region of the world did Nintendo want to design the next Legend of Zelda game for?</text><reasoning>In 2003, Nintendo announced that a new The Legend of Zelda game was in the works for the GameCube by the same team that had created the cel-shaded The Wind Waker. At the following year's Game Developers Conference, director Eiji Aonuma unintentionally revealed that the game's sequel was in development under the working title The Wind Waker 2; it was set to use a similar graphical style to that of its predecessor. Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because its cartoon appearance created the impression that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to producer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market. Miyamoto, hesitant about solely changing the game's presentation, suggested the team's focus should instead be on coming up with gameplay innovations. He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l]</reasoning><output>North American</output>
|
What year did Nintendo announce a new Legend of Zelda was in the works for Gamecube?
|
<text>What year did Nintendo announce a new Legend of Zelda was in the works for Gamecube?</text><reasoning>In 2003, Nintendo announced that a new The Legend of Zelda game was in the works for the GameCube by the same team that had created the cel-shaded The Wind Waker. At the following year's Game Developers Conference, director Eiji Aonuma unintentionally revealed that the game's sequel was in development under the working title The Wind Waker 2; it was set to use a similar graphical style to that of its predecessor. Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because its cartoon appearance created the impression that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to producer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market. Miyamoto, hesitant about solely changing the game's presentation, suggested the team's focus should instead be on coming up with gameplay innovations. He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l]</reasoning><output>2003</output>
|
Who was the director that unintentionally announced a Zelda game was in the works?
|
<text>Who was the director that unintentionally announced a Zelda game was in the works?</text><reasoning>In 2003, Nintendo announced that a new The Legend of Zelda game was in the works for the GameCube by the same team that had created the cel-shaded The Wind Waker. At the following year's Game Developers Conference, director Eiji Aonuma unintentionally revealed that the game's sequel was in development under the working title The Wind Waker 2; it was set to use a similar graphical style to that of its predecessor. Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because its cartoon appearance created the impression that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to producer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market. Miyamoto, hesitant about solely changing the game's presentation, suggested the team's focus should instead be on coming up with gameplay innovations. He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l]</reasoning><output>Eiji Aonuma</output>
|
What is Link's job at the start of Twilight Princess?
|
<text>What is Link's job at the start of Twilight Princess?</text><reasoning>Twilight Princess takes place several centuries after Ocarina of Time and Majora's Mask, and begins with a youth named Link who is working as a ranch hand in Ordon Village. One day, the village is attacked by Bulblins, who carry off the village's children with Link in pursuit before he encounters a wall of Twilight. A Shadow Beast pulls him beyond the wall into the Realm of Twilight, where he is transformed into a wolf and imprisoned. Link is soon freed by an imp-like Twilight being named Midna, who dislikes Link but agrees to help him if he obeys her unconditionally. She guides him to Princess Zelda. Zelda explains that Zant, the King of the Twilight, has stolen the light from three of the four Light Spirits and conquered Hyrule. In order to save Hyrule, Link must first restore the Light Spirits by entering the Twilight-covered areas and, as a wolf, recover the Spirits' lost light. He must do this by collecting the multiple "Tears of Light"; once all the Tears of Light are collected for one area, he restores that area's Light Spirit. As he restores them, the Light Spirits return Link to his Hylian form.</reasoning><output>ranch hand</output>
|
What do the Bulbins take from Ordon?
|
<text>What do the Bulbins take from Ordon?</text><reasoning>Twilight Princess takes place several centuries after Ocarina of Time and Majora's Mask, and begins with a youth named Link who is working as a ranch hand in Ordon Village. One day, the village is attacked by Bulblins, who carry off the village's children with Link in pursuit before he encounters a wall of Twilight. A Shadow Beast pulls him beyond the wall into the Realm of Twilight, where he is transformed into a wolf and imprisoned. Link is soon freed by an imp-like Twilight being named Midna, who dislikes Link but agrees to help him if he obeys her unconditionally. She guides him to Princess Zelda. Zelda explains that Zant, the King of the Twilight, has stolen the light from three of the four Light Spirits and conquered Hyrule. In order to save Hyrule, Link must first restore the Light Spirits by entering the Twilight-covered areas and, as a wolf, recover the Spirits' lost light. He must do this by collecting the multiple "Tears of Light"; once all the Tears of Light are collected for one area, he restores that area's Light Spirit. As he restores them, the Light Spirits return Link to his Hylian form.</reasoning><output>children</output>
|
Who releases Link from the Realm of Twilight?
|
<text>Who releases Link from the Realm of Twilight?</text><reasoning>Twilight Princess takes place several centuries after Ocarina of Time and Majora's Mask, and begins with a youth named Link who is working as a ranch hand in Ordon Village. One day, the village is attacked by Bulblins, who carry off the village's children with Link in pursuit before he encounters a wall of Twilight. A Shadow Beast pulls him beyond the wall into the Realm of Twilight, where he is transformed into a wolf and imprisoned. Link is soon freed by an imp-like Twilight being named Midna, who dislikes Link but agrees to help him if he obeys her unconditionally. She guides him to Princess Zelda. Zelda explains that Zant, the King of the Twilight, has stolen the light from three of the four Light Spirits and conquered Hyrule. In order to save Hyrule, Link must first restore the Light Spirits by entering the Twilight-covered areas and, as a wolf, recover the Spirits' lost light. He must do this by collecting the multiple "Tears of Light"; once all the Tears of Light are collected for one area, he restores that area's Light Spirit. As he restores them, the Light Spirits return Link to his Hylian form.</reasoning><output>Midna</output>
|
What does Link have to gather in order to complete each area?
|
<text>What does Link have to gather in order to complete each area?</text><reasoning>Twilight Princess takes place several centuries after Ocarina of Time and Majora's Mask, and begins with a youth named Link who is working as a ranch hand in Ordon Village. One day, the village is attacked by Bulblins, who carry off the village's children with Link in pursuit before he encounters a wall of Twilight. A Shadow Beast pulls him beyond the wall into the Realm of Twilight, where he is transformed into a wolf and imprisoned. Link is soon freed by an imp-like Twilight being named Midna, who dislikes Link but agrees to help him if he obeys her unconditionally. She guides him to Princess Zelda. Zelda explains that Zant, the King of the Twilight, has stolen the light from three of the four Light Spirits and conquered Hyrule. In order to save Hyrule, Link must first restore the Light Spirits by entering the Twilight-covered areas and, as a wolf, recover the Spirits' lost light. He must do this by collecting the multiple "Tears of Light"; once all the Tears of Light are collected for one area, he restores that area's Light Spirit. As he restores them, the Light Spirits return Link to his Hylian form.</reasoning><output>Tears of Light</output>
|
Where is Link working as a ranch hand?
|
<text>Where is Link working as a ranch hand?</text><reasoning>Twilight Princess takes place several centuries after Ocarina of Time and Majora's Mask, and begins with a youth named Link who is working as a ranch hand in Ordon Village. One day, the village is attacked by Bulblins, who carry off the village's children with Link in pursuit before he encounters a wall of Twilight. A Shadow Beast pulls him beyond the wall into the Realm of Twilight, where he is transformed into a wolf and imprisoned. Link is soon freed by an imp-like Twilight being named Midna, who dislikes Link but agrees to help him if he obeys her unconditionally. She guides him to Princess Zelda. Zelda explains that Zant, the King of the Twilight, has stolen the light from three of the four Light Spirits and conquered Hyrule. In order to save Hyrule, Link must first restore the Light Spirits by entering the Twilight-covered areas and, as a wolf, recover the Spirits' lost light. He must do this by collecting the multiple "Tears of Light"; once all the Tears of Light are collected for one area, he restores that area's Light Spirit. As he restores them, the Light Spirits return Link to his Hylian form.</reasoning><output>Ordon Village</output>
|
Who attacks the village?
|
<text>Who attacks the village?</text><reasoning>Twilight Princess takes place several centuries after Ocarina of Time and Majora's Mask, and begins with a youth named Link who is working as a ranch hand in Ordon Village. One day, the village is attacked by Bulblins, who carry off the village's children with Link in pursuit before he encounters a wall of Twilight. A Shadow Beast pulls him beyond the wall into the Realm of Twilight, where he is transformed into a wolf and imprisoned. Link is soon freed by an imp-like Twilight being named Midna, who dislikes Link but agrees to help him if he obeys her unconditionally. She guides him to Princess Zelda. Zelda explains that Zant, the King of the Twilight, has stolen the light from three of the four Light Spirits and conquered Hyrule. In order to save Hyrule, Link must first restore the Light Spirits by entering the Twilight-covered areas and, as a wolf, recover the Spirits' lost light. He must do this by collecting the multiple "Tears of Light"; once all the Tears of Light are collected for one area, he restores that area's Light Spirit. As he restores them, the Light Spirits return Link to his Hylian form.</reasoning><output>Bulblins</output>
|
What must Link collect?
|
<text>What must Link collect?</text><reasoning>Twilight Princess takes place several centuries after Ocarina of Time and Majora's Mask, and begins with a youth named Link who is working as a ranch hand in Ordon Village. One day, the village is attacked by Bulblins, who carry off the village's children with Link in pursuit before he encounters a wall of Twilight. A Shadow Beast pulls him beyond the wall into the Realm of Twilight, where he is transformed into a wolf and imprisoned. Link is soon freed by an imp-like Twilight being named Midna, who dislikes Link but agrees to help him if he obeys her unconditionally. She guides him to Princess Zelda. Zelda explains that Zant, the King of the Twilight, has stolen the light from three of the four Light Spirits and conquered Hyrule. In order to save Hyrule, Link must first restore the Light Spirits by entering the Twilight-covered areas and, as a wolf, recover the Spirits' lost light. He must do this by collecting the multiple "Tears of Light"; once all the Tears of Light are collected for one area, he restores that area's Light Spirit. As he restores them, the Light Spirits return Link to his Hylian form.</reasoning><output>Tears of Light</output>
|
What kind of error was found in Twilight Princess for Wii?
|
<text>What kind of error was found in Twilight Princess for Wii?</text><reasoning>Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability.</reasoning><output>buffer overflow vulnerability</output>
|
What does ELF stand for?
|
<text>What does ELF stand for?</text><reasoning>Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability.</reasoning><output>Executable and Linkable Format</output>
|
Which issue of the Wii Menu fixed the issue with Twilight Princess?
|
<text>Which issue of the Wii Menu fixed the issue with Twilight Princess?</text><reasoning>Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability.</reasoning><output>4.0</output>
|
What was the name of the hack discovered?
|
<text>What was the name of the hack discovered?</text><reasoning>Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability.</reasoning><output>Twilight Hack</output>
|
What versions of the Wii Menu prevented copying the exploited files?
|
<text>What versions of the Wii Menu prevented copying the exploited files?</text><reasoning>Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability.</reasoning><output>3.3 and 3.4</output>
|
What version of the Wii patched the hack vulnerability?
|
<text>What version of the Wii patched the hack vulnerability?</text><reasoning>Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability.</reasoning><output>4.0</output>
|
What are the three main activities in The Legend of Zelda: Twilight Princess?
|
<text>What are the three main activities in The Legend of Zelda: Twilight Princess?</text><reasoning>The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and item collection. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii), a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and will automatically jump when running off of or reaching for a ledge.[c] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, bombs, and the Clawshot (similar to the Hookshot introduced earlier in the The Legend of Zelda series).[d] While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[c]</reasoning><output>combat, exploration, and item collection</output>
|
Twilight Princess uses the control setup first employed in which previous game?
|
<text>Twilight Princess uses the control setup first employed in which previous game?</text><reasoning>The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and item collection. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii), a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and will automatically jump when running off of or reaching for a ledge.[c] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, bombs, and the Clawshot (similar to the Hookshot introduced earlier in the The Legend of Zelda series).[d] While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[c]</reasoning><output>Ocarina of Time</output>
|
What can be used to shoot without the need to manually target enemies?
|
<text>What can be used to shoot without the need to manually target enemies?</text><reasoning>The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and item collection. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii), a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and will automatically jump when running off of or reaching for a ledge.[c] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, bombs, and the Clawshot (similar to the Hookshot introduced earlier in the The Legend of Zelda series).[d] While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[c]</reasoning><output>L-targeting</output>
|
What is Link's main weapon?
|
<text>What is Link's main weapon?</text><reasoning>The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and item collection. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii), a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and will automatically jump when running off of or reaching for a ledge.[c] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, bombs, and the Clawshot (similar to the Hookshot introduced earlier in the The Legend of Zelda series).[d] While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[c]</reasoning><output>sword</output>
|
What secondary weapon in Twilight Princess is analogous to a weapon featured in previous games?
|
<text>What secondary weapon in Twilight Princess is analogous to a weapon featured in previous games?</text><reasoning>The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and item collection. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii), a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and will automatically jump when running off of or reaching for a ledge.[c] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, bombs, and the Clawshot (similar to the Hookshot introduced earlier in the The Legend of Zelda series).[d] While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[c]</reasoning><output>Clawshot</output>
|
What genre of game is Twilight Princess?
|
<text>What genre of game is Twilight Princess?</text><reasoning>The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and item collection. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii), a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and will automatically jump when running off of or reaching for a ledge.[c] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, bombs, and the Clawshot (similar to the Hookshot introduced earlier in the The Legend of Zelda series).[d] While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[c]</reasoning><output>action-adventure</output>
|
Twilight Princess follows the control scheme introduced in what game?
|
<text>Twilight Princess follows the control scheme introduced in what game?</text><reasoning>The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and item collection. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii), a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and will automatically jump when running off of or reaching for a ledge.[c] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, bombs, and the Clawshot (similar to the Hookshot introduced earlier in the The Legend of Zelda series).[d] While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[c]</reasoning><output>Ocarina of Time</output>
|
What 2 main weapons does Link use in combat?
|
<text>What 2 main weapons does Link use in combat?</text><reasoning>The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and item collection. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii), a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and will automatically jump when running off of or reaching for a ledge.[c] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, bombs, and the Clawshot (similar to the Hookshot introduced earlier in the The Legend of Zelda series).[d] While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[c]</reasoning><output>sword and shield</output>
|
What control can be used while targeting that allows the player to forego manual targeting?
|
<text>What control can be used while targeting that allows the player to forego manual targeting?</text><reasoning>The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and item collection. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii), a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and will automatically jump when running off of or reaching for a ledge.[c] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, bombs, and the Clawshot (similar to the Hookshot introduced earlier in the The Legend of Zelda series).[d] While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[c]</reasoning><output>L-targeting</output>
|
Where is Bond brought after he is kidnapped?
|
<text>Where is Bond brought after he is kidnapped?</text><reasoning>Bond and Swann return to London where they meet M, Bill Tanner, Q, and Moneypenny; they intend to arrest C and stop Nine Eyes from going online. Swann leaves Bond, telling him she cannot be part of a life involving espionage, and is subsequently kidnapped. On the way, the group is ambushed and Bond is kidnapped, but the rest still proceed with the plan. After Q succeeds in preventing the Nine Eyes from going online, a brief struggle between M and C ends with the latter falling to his death. Meanwhile, Bond is taken to the old MI6 building, which is scheduled for demolition, and frees himself. Moving throughout the ruined labyrinth, he encounters a disfigured Blofeld, who tells him that he has three minutes to escape the building before explosives are detonated or die trying to save Swann. Bond finds Swann and the two escape by boat as the building collapses. Bond shoots down Blofeld's helicopter, which crashes onto Westminster Bridge. As Blofeld crawls away from the wreckage, Bond confronts him but ultimately leaves him to be arrested by M. Bond leaves the bridge with Swann.</reasoning><output>the old MI6 building</output>
|
Who does Bond meet in the MI6 building?
|
<text>Who does Bond meet in the MI6 building?</text><reasoning>Bond and Swann return to London where they meet M, Bill Tanner, Q, and Moneypenny; they intend to arrest C and stop Nine Eyes from going online. Swann leaves Bond, telling him she cannot be part of a life involving espionage, and is subsequently kidnapped. On the way, the group is ambushed and Bond is kidnapped, but the rest still proceed with the plan. After Q succeeds in preventing the Nine Eyes from going online, a brief struggle between M and C ends with the latter falling to his death. Meanwhile, Bond is taken to the old MI6 building, which is scheduled for demolition, and frees himself. Moving throughout the ruined labyrinth, he encounters a disfigured Blofeld, who tells him that he has three minutes to escape the building before explosives are detonated or die trying to save Swann. Bond finds Swann and the two escape by boat as the building collapses. Bond shoots down Blofeld's helicopter, which crashes onto Westminster Bridge. As Blofeld crawls away from the wreckage, Bond confronts him but ultimately leaves him to be arrested by M. Bond leaves the bridge with Swann.</reasoning><output>Blofeld</output>
|
Where does Blofeld get arrested?
|
<text>Where does Blofeld get arrested?</text><reasoning>Bond and Swann return to London where they meet M, Bill Tanner, Q, and Moneypenny; they intend to arrest C and stop Nine Eyes from going online. Swann leaves Bond, telling him she cannot be part of a life involving espionage, and is subsequently kidnapped. On the way, the group is ambushed and Bond is kidnapped, but the rest still proceed with the plan. After Q succeeds in preventing the Nine Eyes from going online, a brief struggle between M and C ends with the latter falling to his death. Meanwhile, Bond is taken to the old MI6 building, which is scheduled for demolition, and frees himself. Moving throughout the ruined labyrinth, he encounters a disfigured Blofeld, who tells him that he has three minutes to escape the building before explosives are detonated or die trying to save Swann. Bond finds Swann and the two escape by boat as the building collapses. Bond shoots down Blofeld's helicopter, which crashes onto Westminster Bridge. As Blofeld crawls away from the wreckage, Bond confronts him but ultimately leaves him to be arrested by M. Bond leaves the bridge with Swann.</reasoning><output>Westminster Bridge</output>
|
Who does M fight with?
|
<text>Who does M fight with?</text><reasoning>Bond and Swann return to London where they meet M, Bill Tanner, Q, and Moneypenny; they intend to arrest C and stop Nine Eyes from going online. Swann leaves Bond, telling him she cannot be part of a life involving espionage, and is subsequently kidnapped. On the way, the group is ambushed and Bond is kidnapped, but the rest still proceed with the plan. After Q succeeds in preventing the Nine Eyes from going online, a brief struggle between M and C ends with the latter falling to his death. Meanwhile, Bond is taken to the old MI6 building, which is scheduled for demolition, and frees himself. Moving throughout the ruined labyrinth, he encounters a disfigured Blofeld, who tells him that he has three minutes to escape the building before explosives are detonated or die trying to save Swann. Bond finds Swann and the two escape by boat as the building collapses. Bond shoots down Blofeld's helicopter, which crashes onto Westminster Bridge. As Blofeld crawls away from the wreckage, Bond confronts him but ultimately leaves him to be arrested by M. Bond leaves the bridge with Swann.</reasoning><output>C</output>
|
Who prevents Nine Eyes from going online?
|
<text>Who prevents Nine Eyes from going online?</text><reasoning>Bond and Swann return to London where they meet M, Bill Tanner, Q, and Moneypenny; they intend to arrest C and stop Nine Eyes from going online. Swann leaves Bond, telling him she cannot be part of a life involving espionage, and is subsequently kidnapped. On the way, the group is ambushed and Bond is kidnapped, but the rest still proceed with the plan. After Q succeeds in preventing the Nine Eyes from going online, a brief struggle between M and C ends with the latter falling to his death. Meanwhile, Bond is taken to the old MI6 building, which is scheduled for demolition, and frees himself. Moving throughout the ruined labyrinth, he encounters a disfigured Blofeld, who tells him that he has three minutes to escape the building before explosives are detonated or die trying to save Swann. Bond finds Swann and the two escape by boat as the building collapses. Bond shoots down Blofeld's helicopter, which crashes onto Westminster Bridge. As Blofeld crawls away from the wreckage, Bond confronts him but ultimately leaves him to be arrested by M. Bond leaves the bridge with Swann.</reasoning><output>Q</output>
|
Which characters falls to their death, M or C?
|
<text>Which characters falls to their death, M or C?</text><reasoning>Bond and Swann return to London where they meet M, Bill Tanner, Q, and Moneypenny; they intend to arrest C and stop Nine Eyes from going online. Swann leaves Bond, telling him she cannot be part of a life involving espionage, and is subsequently kidnapped. On the way, the group is ambushed and Bond is kidnapped, but the rest still proceed with the plan. After Q succeeds in preventing the Nine Eyes from going online, a brief struggle between M and C ends with the latter falling to his death. Meanwhile, Bond is taken to the old MI6 building, which is scheduled for demolition, and frees himself. Moving throughout the ruined labyrinth, he encounters a disfigured Blofeld, who tells him that he has three minutes to escape the building before explosives are detonated or die trying to save Swann. Bond finds Swann and the two escape by boat as the building collapses. Bond shoots down Blofeld's helicopter, which crashes onto Westminster Bridge. As Blofeld crawls away from the wreckage, Bond confronts him but ultimately leaves him to be arrested by M. Bond leaves the bridge with Swann.</reasoning><output>C</output>
|
What is the name of the area which includes most countries not located in North, Central or South America?
|
<text>What is the name of the area which includes most countries not located in North, Central or South America?</text><reasoning>In the PAL region, which covers most of Africa, Asia, Europe, and Oceania, Twilight Princess is the best-selling entry in the Zelda series. During its first week, the game was sold with three of every four Wii purchases. The game had sold 5.82 million copies on the Wii as of March 31, 2011[update], and 1.32 million on the GameCube as of March 31, 2007[update].</reasoning><output>PAL</output>
|
How many units of the Wii version of Twilight Princess had been purchased by the end of March 2011?
|
<text>How many units of the Wii version of Twilight Princess had been purchased by the end of March 2011?</text><reasoning>In the PAL region, which covers most of Africa, Asia, Europe, and Oceania, Twilight Princess is the best-selling entry in the Zelda series. During its first week, the game was sold with three of every four Wii purchases. The game had sold 5.82 million copies on the Wii as of March 31, 2011[update], and 1.32 million on the GameCube as of March 31, 2007[update].</reasoning><output>5.82 million</output>
|
How many units of the GameCube version of Twilight Princess had been purchased by the end of March 2007?
|
<text>How many units of the GameCube version of Twilight Princess had been purchased by the end of March 2007?</text><reasoning>In the PAL region, which covers most of Africa, Asia, Europe, and Oceania, Twilight Princess is the best-selling entry in the Zelda series. During its first week, the game was sold with three of every four Wii purchases. The game had sold 5.82 million copies on the Wii as of March 31, 2011[update], and 1.32 million on the GameCube as of March 31, 2007[update].</reasoning><output>1.32 million</output>
|
What region is Twilight Princess the best -selling Zelda entry?
|
<text>What region is Twilight Princess the best -selling Zelda entry?</text><reasoning>In the PAL region, which covers most of Africa, Asia, Europe, and Oceania, Twilight Princess is the best-selling entry in the Zelda series. During its first week, the game was sold with three of every four Wii purchases. The game had sold 5.82 million copies on the Wii as of March 31, 2011[update], and 1.32 million on the GameCube as of March 31, 2007[update].</reasoning><output>PAL region</output>
|
How many copies of the game had been sold as of March 2011?
|
<text>How many copies of the game had been sold as of March 2011?</text><reasoning>In the PAL region, which covers most of Africa, Asia, Europe, and Oceania, Twilight Princess is the best-selling entry in the Zelda series. During its first week, the game was sold with three of every four Wii purchases. The game had sold 5.82 million copies on the Wii as of March 31, 2011[update], and 1.32 million on the GameCube as of March 31, 2007[update].</reasoning><output>5.82 million</output>
|
How many copies of the game had been sold on Gamecube as of March 2007?
|
<text>How many copies of the game had been sold on Gamecube as of March 2007?</text><reasoning>In the PAL region, which covers most of Africa, Asia, Europe, and Oceania, Twilight Princess is the best-selling entry in the Zelda series. During its first week, the game was sold with three of every four Wii purchases. The game had sold 5.82 million copies on the Wii as of March 31, 2011[update], and 1.32 million on the GameCube as of March 31, 2007[update].</reasoning><output>1.32 million</output>
|
What special item is included with certain versions of Twilight Princess HD?
|
<text>What special item is included with certain versions of Twilight Princess HD?</text><reasoning>Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage.</reasoning><output>Wolf Link Amiibo figurine</output>
|
Which two Amiibo figures reload Link's stock of arrows?
|
<text>Which two Amiibo figures reload Link's stock of arrows?</text><reasoning>Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage.</reasoning><output>Link and Toon Link</output>
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.