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For all the enjoyable minigames found in Twilight Princess, one particular minigame known as Rollgoal has remained a controversial sticking-point for fans over the years. As evidenced by our past Daily Debates on the subject of Zelda minigames, many fans were not particularly fond of this tilt-based collection of maze puzzles. While these fans continue to harbor disdain, we were quite surprised to learn in a recent Miiverse Mitting that Rollgoal was director Eiji Aonuma's favorite minigame in Twilight Princess...

In a recent Miiting on Miiverse, Eiji Aonuma finally answered the decade long question about a certain cutscene at the end of the game where Zant's neck... is a bit crazy. Why did this happen? Fans have been wondering for ages as it always felt a bit out of place. Well, Eiji Aonuma has a pretty literal answer that will leave you scratching your head more than gaining a full understanding...

In a recent Miiting on Miiverse, Eiji Aonuma had a very lengthy conversation about both the original release of Twilight Princess and the recent release of Twilight Princess HD. One of the central characters to the game is the (spoiler warning) Twilight Princess herself, Midna (end spoiler warning). While playing the game she goes through a ton of character growth in regards to her relationship with Link, but we haven't really had much insight into the ideology behind the character. That is until now, as Eiji Aonuma detailed the roots of the character herself...

While Eiji Aonuma himself was fairly hands off (as was Shigeru Miyamoto) with Twilight Princess HD's development, it doesn't mean they didn't have ideas and feedback to give during development. One of those ideas had to do with rupees in chest when your wallet is full and how to best handle that situation. Here is what Ms. Sano revealed during an interview with Slack...

There is always a challenge when you outsource a game, especially where land and language barriers exist. Ms. Tomomi Sano is essentially in charge of remakes, so she handled a lot of the direct contact with the Tantalus team. She didn't however get a chance to visit the studio during development, so they used a series of video chats to try and convey progress updates and feedback and desires from Nintendo's end. Sano goes on to explain how that exchange worked out in a recent interview with Slack...

When Nintendo decided they needed to outsource Twilight Princess HD at the end of 2013, it certainly wasn't an easy decision on which studio to trust with the title. Ultimately they settled on Tantalus out of Australia who has had 20 years experience creating games. That being said, it's hard to know what to expect when this happens. As it turns out, Eiji Aonuma feels Tantalus did more with the game than he realistically expected. Here is what he revealed in an interview with Slack...

Twilight Princess HD features several small improvements to gameplay over the course of the experience. Faster load times, quicker swimming and climbing animations, and some slight improvements to horse riding (though, admittedly horse riding still feels rather clunky). There were other gameplay changes as well such as the addition of two new items and the shortening of the tears of light fetch quests. That being said, Eiji Aonuma feels very fortunate that they can update games in such a way as it's not wholly typical you get a chance to do just that post release. Here is what he told Slack...

Eiji Aonuma did a handful of a interviews in the wake of Twilight Princess HD's reveal. Some of these interviews talked about Zelda U's development a tad, but more often than not they were singularly focused on Twilight Princess. In one such interview with Stack in Australia, Eiji Aonuma discusses some of the biggest challenges when creating this game...

One of Twilight Princess HD's newest features is the Cave of Shadows, an arena dungeon accessible only to Wolf Link in which players fight their way through various enemies. According to producer Eiji Aonuma and assistant director Tomomi Sano in a recent interview with Famitsu, the developers created this new Cave of Shadows with veteran Zelda players in mind. They explained how the team set out to create a challenging dungeon that utilized Link's beast form, and how the final product became a "mind-bogglingly hard" dungeon that Zelda veterans could really appreciate...

With Twilight Princes HD finally released, Japanese publication Famitsu recently sat down with Eiji Aonuma to discuss the game's development and even some tidbits about Zelda U. Remaking Twilight Princess was surely a huge undertaking overall, but it seems certain parts of the game were more difficult to display in HD than others. Specifically, Aonuma discussed how difficult the Twilight Realm was to fully to remake in Twilight Princess HD, and shared about the process in making this crucial area as crisp and beautiful as it needed to be...