<P> Prior Zelda games have employed a theme of two separate, yet connected, worlds . In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods . The Zelda team sought to reuse this motif in the series' latest installment . It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past . The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku . Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in - game script . Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance . When he returned, he found the Twilight Princess team struggling . Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable . Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS . At the same time, the Wii was under development with the code name "Revolution". Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and suggested that Aonuma consider using it . </P> <P> 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 . </P> <P> Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube . At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess . They also announced that Zelda would appear on the Wii (then codenamed "Revolution"), but it was not clear to the media if this meant Twilight Princess or a different game . </P> <P> The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface . A prototype was created that used a swinging gesture to control the sword from a first - person viewpoint, but was unable to show the variety of Link's movements . When the third - person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored . Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller . Miyamoto confirmed the Revolution controller - functionality in an interview with Nintendo of Europe and Time reported this soon after . However, support for the Wii controller did not make it into the GameCube release . At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii . Later, the GameCube release was pushed back to a month after the launch of the Wii . </P>

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