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56d12bda17492d1400aabb47
The_Legend_of_Zelda:_Twilight_Princess
Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback, and, assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits not only bring Midna back to life, but restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. Near the end, as Hyrule Castle is rebuilt, Link is shown leaving Ordon Village heading to parts unknown.
What does Midna destroy?
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context-8_13_4.mp3
context-8_13.mp3
22,050
Ivy
After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm.
After bidding farewell to Link and Zelda, Midna returns home before destroying the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm.
question-8_13_7.mp3
22,050
Ivy
What does Midna destroy?
56cd95f562d2951400fa6750
The_Legend_of_Zelda:_Twilight_Princess
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]
In what year did Nintendo reveal the start of development on what would become Twilight Princess?
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context-8_14_0.mp3
context-8_14.mp3
22,050
Kendra
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.
In two thousand three, 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.
question-8_14_0.mp3
22,050
Justin
In what year did Nintendo reveal the start of development on what would become Twilight Princess?
56cd95f562d2951400fa6751
The_Legend_of_Zelda:_Twilight_Princess
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]
At what event was a potential follow-up to The Wind Waker mentioned?
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context-8_14_1.mp3
context-8_14.mp3
22,050
Kendra
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.
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 two; it was set to use a similar graphical style to that of its predecessor.
question-8_14_1.mp3
22,050
Olivia
At what event was a potential follow-up to The Wind Waker mentioned?
56cd95f562d2951400fa6752
The_Legend_of_Zelda:_Twilight_Princess
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]
What region of the world did Nintendo want to design the next Legend of Zelda game for?
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context-8_14_2.mp3
context-8_14.mp3
22,050
Kendra
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.
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.
question-8_14_2.mp3
22,050
Kendra
What region of the world did Nintendo want to design the next Legend of Zelda game for?
56cd95f562d2951400fa6753
The_Legend_of_Zelda:_Twilight_Princess
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]
What was one feature that could not be implemented in Ocarina of Time?
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context-8_14_5.mp3
context-8_14.mp3
22,050
Kendra
He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l]
He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l]
question-8_14_3.mp3
22,050
Justin
What was one feature that could not be implemented in Ocarina of Time?
56d12ceb17492d1400aabb5c
The_Legend_of_Zelda:_Twilight_Princess
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]
What year did Nintendo announce a new Legend of Zelda was in the works for Gamecube?
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context-8_14_0.mp3
context-8_14.mp3
22,050
Kendra
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.
In two thousand three, 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.
question-8_14_4.mp3
22,050
Kendra
What year did Nintendo announce a new Legend of Zelda was in the works for Gamecube?
56d12ceb17492d1400aabb5d
The_Legend_of_Zelda:_Twilight_Princess
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]
Who was the director that unintentionally announced a Zelda game was in the works?
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context-8_14_1.mp3
context-8_14.mp3
22,050
Kendra
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.
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 two; it was set to use a similar graphical style to that of its predecessor.
question-8_14_5.mp3
22,050
Matthew
Who was the director that unintentionally announced a Zelda game was in the works?
56d12ceb17492d1400aabb5f
The_Legend_of_Zelda:_Twilight_Princess
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]
What was the specific area of gameplay that had not been done in Ocarina of Time?
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context-8_14_5.mp3
context-8_14.mp3
22,050
Kendra
He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l]
He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l]
question-8_14_6.mp3
22,050
Joanna
What was the specific area of gameplay that had not been done in Ocarina of Time?
56cd96c162d2951400fa6758
The_Legend_of_Zelda:_Twilight_Princess
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.
How long did it take to implement riding horses in a believable manner?
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context-8_15_0.mp3
context-8_15.mp3
22,050
Justin
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.
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 two thousand four.
question-8_15_0.mp3
22,050
Joey
How long did it take to implement riding horses in a believable manner?
56cd96c162d2951400fa6759
The_Legend_of_Zelda:_Twilight_Princess
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.
Where did Nintendo preview the horseback riding feature?
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context-8_15_0.mp3
context-8_15.mp3
22,050
Justin
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.
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 two thousand four.
question-8_15_1.mp3
22,050
Ivy
Where did Nintendo preview the horseback riding feature?
56cd96c162d2951400fa675a
The_Legend_of_Zelda:_Twilight_Princess
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.
What console was home to the sequel for The Wind Waker?
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context-8_15_1.mp3
context-8_15.mp3
22,050
Justin
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.
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 two thousand seven, in the form of Phantom Hourglass.
question-8_15_2.mp3
22,050
Brian
What console was home to the sequel for The Wind Waker?
56cd96c162d2951400fa675b
The_Legend_of_Zelda:_Twilight_Princess
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.
What was the name of the second Wind Waker game?
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context-8_15_1.mp3
context-8_15.mp3
22,050
Justin
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.
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 two thousand seven, in the form of Phantom Hourglass.
question-8_15_3.mp3
22,050
Kevin
What was the name of the second Wind Waker game?
56d12d5117492d1400aabb71
The_Legend_of_Zelda:_Twilight_Princess
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.
When did the company release a trailer of the horseback riding aspect?
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context-8_15_0.mp3
context-8_15.mp3
22,050
Justin
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.
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 two thousand four.
question-8_15_4.mp3
22,050
Olivia
When did the company release a trailer of the horseback riding aspect?
56cd976762d2951400fa6761
The_Legend_of_Zelda:_Twilight_Princess
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.[m] 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.[n]
What does Link morph into in A Link to the Past?
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context-8_16_3.mp3
context-8_16.mp3
22,050
Amy
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.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku.
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.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku.
question-8_16_0.mp3
22,050
Joanna
What does Link morph into in A Link to the Past?
56cd976762d2951400fa6762
The_Legend_of_Zelda:_Twilight_Princess
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.[m] 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.[n]
Aonuma left the Twilight Princess development team to work on which other game?
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context-8_16_5.mp3
context-8_16.mp3
22,050
Amy
Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance.
Aonuma left his team working on the new idea while he directed The Minish Cap for the Game Boy Advance.
question-8_16_1.mp3
22,050
Ivy
Aonuma left the Twilight Princess development team to work on which other game?
56cd976762d2951400fa6763
The_Legend_of_Zelda:_Twilight_Princess
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.[m] 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.[n]
What was the working name for the Wii prior to release?
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context-8_16_8.mp3
context-8_16.mp3
22,050
Amy
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".
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".
question-8_16_2.mp3
22,050
Joanna
What was the working name for the Wii prior to release?
56cd976762d2951400fa6764
The_Legend_of_Zelda:_Twilight_Princess
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.[m] 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.[n]
Who proposed that the Wii Remote be used in the control scheme for Twilight Princess?
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context-8_16_9.mp3
context-8_16.mp3
22,050
Amy
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.[n]
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.[n]
question-8_16_3.mp3
22,050
Justin
Who proposed that the Wii Remote be used in the control scheme for Twilight Princess?
56d12e4a17492d1400aabb8b
The_Legend_of_Zelda:_Twilight_Princess
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.[m] 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.[n]
Who created the script for the story scenes?
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context-8_16_3.mp3
context-8_16.mp3
22,050
Amy
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.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku.
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.[m] The story of the game was created by Aonuma, and later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku.
question-8_16_4.mp3
22,050
Kimberly
Who created the script for the story scenes?
56d12e4a17492d1400aabb8c
The_Legend_of_Zelda:_Twilight_Princess
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.[m] 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.[n]
What device seemed well-suited for Link's arrow shooting ability?
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context-8_16_9.mp3
context-8_16.mp3
22,050
Amy
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.[n]
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.[n]
question-8_16_5.mp3
22,050
Matthew
What device seemed well-suited for Link's arrow shooting ability?
56cd97f862d2951400fa676a
The_Legend_of_Zelda:_Twilight_Princess
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]
What kind of interface was used for in-game archery?
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context-8_17_1.mp3
context-8_17.mp3
22,050
Emma
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.
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.
question-8_17_0.mp3
22,050
Salli
What kind of interface was used for in-game archery?
56cd97f862d2951400fa676b
The_Legend_of_Zelda:_Twilight_Princess
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]
What was the originally-planned launch year for Twilight Princess?
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context-8_17_3.mp3
context-8_17.mp3
22,050
Emma
Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer.
Developing two versions would mean delaying the previously announced two thousand five release, still disappointing the consumer.
question-8_17_1.mp3
22,050
Justin
What was the originally-planned launch year for Twilight Princess?
56cd97f862d2951400fa676c
The_Legend_of_Zelda:_Twilight_Princess
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]
Which Nintendo employee was confident in the potential of developing two versions of Twilight Princess?
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context-8_17_4.mp3
context-8_17.mp3
22,050
Emma
Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to wait for the finished product.
Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to wait for the finished product.
question-8_17_2.mp3
22,050
Justin
Which Nintendo employee was confident in the potential of developing two versions of Twilight Princess?
56d12ed617492d1400aabb96
The_Legend_of_Zelda:_Twilight_Princess
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]
What was the original release date for Gamecube?
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context-8_17_3.mp3
context-8_17.mp3
22,050
Emma
Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer.
Developing two versions would mean delaying the previously announced two thousand five release, still disappointing the consumer.
question-8_17_3.mp3
22,050
Joey
What was the original release date for Gamecube?
56cd9df862d2951400fa677a
The_Legend_of_Zelda:_Twilight_Princess
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] 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.
What console boasted compatibility with the Wii?
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context-8_18_0.mp3
context-8_18.mp3
22,050
Salli
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess.
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At Ethree two thousand five, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess.
question-8_18_0.mp3
22,050
Justin
What console boasted compatibility with the Wii?
56cd9df862d2951400fa677b
The_Legend_of_Zelda:_Twilight_Princess
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] 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.
Where did Nintendo provide a limited number of Twilight Princess previews?
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context-8_18_0.mp3
context-8_18.mp3
22,050
Salli
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess.
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At Ethree two thousand five, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess.
question-8_18_1.mp3
22,050
Kendra
Where did Nintendo provide a limited number of Twilight Princess previews?
56cd9df862d2951400fa677c
The_Legend_of_Zelda:_Twilight_Princess
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] 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.
At E3 in 2005, what console did Nintendo reveal the next Zelda game would be developed for?
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context-8_18_0.mp3
context-8_18.mp3
22,050
Salli
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess.
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At Ethree two thousand five, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess.
question-8_18_2.mp3
22,050
Kendra
At Ethree in two thousand five, what console did Nintendo reveal the next Zelda game would be developed for?
56d12fb517492d1400aabba1
The_Legend_of_Zelda:_Twilight_Princess
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] 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.
When did Nintendo announce Zelda would appear on the Wii?
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context-8_18_0.mp3
context-8_18.mp3
22,050
Salli
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess.
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At Ethree two thousand five, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess.
question-8_18_3.mp3
22,050
Salli
When did Nintendo announce Zelda would appear on the Wii?
56cd9ed662d2951400fa6780
The_Legend_of_Zelda:_Twilight_Princess
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.[p] 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.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
What kind of movement interfaced with the sword in Twilight Princess?
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context-8_19_1.mp3
context-8_19.mp3
22,050
Brian
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.
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.
question-8_19_0.mp3
22,050
Salli
What kind of movement interfaced with the sword in Twilight Princess?
56cd9ed662d2951400fa6781
The_Legend_of_Zelda:_Twilight_Princess
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.[p] 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.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
Who provided information about the game's controls in December of 2005?
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context-8_19_2.mp3
context-8_19.mp3
22,050
Brian
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.[p] 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.
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.[p] Details about Wii controls began to surface in December two thousand five 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.
question-8_19_1.mp3
22,050
Amy
Who provided information about the game's controls in December of two thousand five?
56cd9ed662d2951400fa6782
The_Legend_of_Zelda:_Twilight_Princess
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.[p] 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.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
What ended up not being supported in the GameCube version of Twilight Princess?
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context-8_19_4.mp3
context-8_19.mp3
22,050
Brian
However, support for the Wii controller did not make it into the GameCube release.
However, support for the Wii controller did not make it into the GameCube release.
question-8_19_2.mp3
22,050
Joey
What ended up not being supported in the GameCube version of Twilight Princess?
56cd9ed662d2951400fa6783
The_Legend_of_Zelda:_Twilight_Princess
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.[p] 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.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
In what year did Nintendo reveal that the two different releases of Twilight Princess were planned for launch at the same time as the Wii?
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context-8_19_5.mp3
context-8_19.mp3
22,050
Brian
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.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
At Ethree two thousand six, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
question-8_19_3.mp3
22,050
Olivia
In what year did Nintendo reveal that the two different releases of Twilight Princess were planned for launch at the same time as the Wii?
56cd9ed662d2951400fa6784
The_Legend_of_Zelda:_Twilight_Princess
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.[p] 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.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
How long was the GameCube version of Twilight Princess delayed?
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context-8_19_5.mp3
context-8_19.mp3
22,050
Brian
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.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
At Ethree two thousand six, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
question-8_19_4.mp3
22,050
Joanna
How long was the GameCube version of Twilight Princess delayed?
56d1307b17492d1400aabbb1
The_Legend_of_Zelda:_Twilight_Princess
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.[p] 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.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
What magazine mentioned players would be able to use the Revolution controller?
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context-8_19_2.mp3
context-8_19.mp3
22,050
Brian
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.[p] 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.
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.[p] Details about Wii controls began to surface in December two thousand five 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.
question-8_19_5.mp3
22,050
Olivia
What magazine mentioned players would be able to use the Revolution controller?
56d1307b17492d1400aabbb2
The_Legend_of_Zelda:_Twilight_Princess
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.[p] 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.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
When did Nintendo announce both versions of Twilight Princess would be available at the Wii launch?
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context-8_19_5.mp3
context-8_19.mp3
22,050
Brian
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.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
At Ethree two thousand six, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
question-8_19_6.mp3
22,050
Kimberly
When did Nintendo announce both versions of Twilight Princess would be available at the Wii launch?
56cda06d62d2951400fa678a
The_Legend_of_Zelda:_Twilight_Princess
Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t]
What did early users find hard to use about the game?
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context-8_20_0.mp3
context-8_20.mp3
22,050
Amy
Nintendo staff members reported that demo users complained about the difficulty of the control scheme.
Nintendo staff members reported that demo users complained about the difficulty of the control scheme.
question-8_20_0.mp3
22,050
Olivia
What did early users find hard to use about the game?
56cda06d62d2951400fa678b
The_Legend_of_Zelda:_Twilight_Princess
Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t]
Using items in the game took over the controls used for what weapon?
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context-8_20_2.mp3
context-8_20.mp3
22,050
Amy
He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword.
He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword.
question-8_20_1.mp3
22,050
Olivia
Using items in the game took over the controls used for what weapon?
56cda06d62d2951400fa678c
The_Legend_of_Zelda:_Twilight_Princess
Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t]
Who wanted gestures implemented for sword control?
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context-8_20_3.mp3
context-8_20.mp3
22,050
Amy
To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see.
To solve this, sword controls were transferred back to gestures--something Ethree attendees had commented they would like to see.
question-8_20_2.mp3
22,050
Olivia
Who wanted gestures implemented for sword control?
56cda06d62d2951400fa678d
The_Legend_of_Zelda:_Twilight_Princess
Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t]
When Twilight Princess was finally released for Wii, in what hand did Link wield his sword?
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context-8_20_4.mp3
context-8_20.mp3
22,050
Amy
This reintroduced the problem of using a right-handed swing to control a left-handed sword attack.
This reintroduced the problem of using a right-handed swing to control a left-handed sword attack.
question-8_20_3.mp3
22,050
Emma
When Twilight Princess was finally released for Wii, in what hand did Link wield his sword?
56d1314217492d1400aabbc9
The_Legend_of_Zelda:_Twilight_Princess
Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t]
What features did Aonuma work to improve after the demo complaints?
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context-8_20_2.mp3
context-8_20.mp3
22,050
Amy
He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword.
He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword.
question-8_20_4.mp3
22,050
Olivia
What features did Aonuma work to improve after the demo complaints?
56cda10262d2951400fa6792
The_Legend_of_Zelda:_Twilight_Princess
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.
Who wrote the music for Twilight Princess?
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context-8_21_0.mp3
context-8_21.mp3
22,050
Ivy
The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor.
The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor.
question-8_21_0.mp3
22,050
Emma
Who wrote the music for Twilight Princess?
56cda10262d2951400fa6793
The_Legend_of_Zelda:_Twilight_Princess
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.
Who was in charge of overseeing audio production?
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context-8_21_0.mp3
context-8_21.mp3
22,050
Ivy
The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor.
The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor.
question-8_21_1.mp3
22,050
Salli
Who was in charge of overseeing audio production?
56cda10262d2951400fa6794
The_Legend_of_Zelda:_Twilight_Princess
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.
Who worked adapting the score for performance by an orchestra?
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context-8_21_3.mp3
context-8_21.mp3
22,050
Ivy
Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto.
Michiru Oshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto.
question-8_21_2.mp3
22,050
Olivia
Who worked adapting the score for performance by an orchestra?
56cda10262d2951400fa6795
The_Legend_of_Zelda:_Twilight_Princess
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.
Who wrote the music used in the game's trailer and demo?
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context-8_21_0.mp3
context-8_21.mp3
22,050
Ivy
The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor.
The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor.
question-8_21_3.mp3
22,050
Emma
Who wrote the music used in the game's trailer and demo?
56d131c217492d1400aabbdb
The_Legend_of_Zelda:_Twilight_Princess
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.
Who created orchestral arrangements for the game?
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context-8_21_3.mp3
context-8_21.mp3
22,050
Ivy
Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto.
Michiru Oshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto.
question-8_21_4.mp3
22,050
Matthew
Who created orchestral arrangements for the game?
56d131c217492d1400aabbdc
The_Legend_of_Zelda:_Twilight_Princess
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.
Who was to conduct the ensemble that would perform the pieces?
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context-8_21_3.mp3
context-8_21.mp3
22,050
Ivy
Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto.
Michiru Oshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto.
question-8_21_5.mp3
22,050
Salli
Who was to conduct the ensemble that would perform the pieces?
56cda41362d2951400fa679a
The_Legend_of_Zelda:_Twilight_Princess
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.
What kind of instruments are favored by Kondo?
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context-8_22_0.mp3
context-8_22.mp3
22,050
Salli
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.
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.
question-8_22_0.mp3
22,050
Joanna
What kind of instruments are favored by Kondo?
56cda41362d2951400fa679b
The_Legend_of_Zelda:_Twilight_Princess
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.
How many people would be in the orchestra Kondo imagined using for the soundtrack?
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context-8_22_1.mp3
context-8_22.mp3
22,050
Salli
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.
He originally envisioned a full fifty-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead.
question-8_22_1.mp3
22,050
Kimberly
How many people would be in the orchestra Kondo imagined using for the soundtrack?
56cda41362d2951400fa679c
The_Legend_of_Zelda:_Twilight_Princess
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.
When was the soundtrack of Twilight Princess made available?
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context-8_22_3.mp3
context-8_22.mp3
22,050
Salli
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.
Both six- and seven-track versions of the game's soundtrack were released on November nineteen, two thousand six, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.
question-8_22_2.mp3
22,050
Kevin
When was the soundtrack of Twilight Princess made available?
56cda41362d2951400fa679e
The_Legend_of_Zelda:_Twilight_Princess
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.
Which publication was associated with the soundtrack release?
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context-8_22_3.mp3
context-8_22.mp3
22,050
Salli
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.
Both six- and seven-track versions of the game's soundtrack were released on November nineteen, two thousand six, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.
question-8_22_3.mp3
22,050
Brian
Which publication was associated with the soundtrack release?
56d1324717492d1400aabbfa
The_Legend_of_Zelda:_Twilight_Princess
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.
Who made the requests for Kondo to use orchestral music throughout the game?
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context-8_22_0.mp3
context-8_22.mp3
22,050
Salli
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.
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.
question-8_22_4.mp3
22,050
Brian
Who made the requests for Kondo to use orchestral music throughout the game?
56d1324717492d1400aabbfb
The_Legend_of_Zelda:_Twilight_Princess
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.
When were track versions of the game's sountrack released?
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context-8_22_3.mp3
context-8_22.mp3
22,050
Salli
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.
Both six- and seven-track versions of the game's soundtrack were released on November nineteen, two thousand six, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.
question-8_22_5.mp3
22,050
Joanna
When were track versions of the game's sountrack released?
56d1324717492d1400aabbfc
The_Legend_of_Zelda:_Twilight_Princess
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.
What were replicas of the Master Sword and Hylian Shield bundled with?
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context-8_22_3.mp3
context-8_22.mp3
22,050
Salli
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.
Both six- and seven-track versions of the game's soundtrack were released on November nineteen, two thousand six, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.
question-8_22_6.mp3
22,050
Kendra
What were replicas of the Master Sword and Hylian Shield bundled with?
56cda4aa62d2951400fa67a4
The_Legend_of_Zelda:_Twilight_Princess
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.
What kind of error was found in Twilight Princess for Wii?
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context-8_23_0.mp3
context-8_23.mp3
22,050
Emma
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.
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.
question-8_23_0.mp3
22,050
Matthew
What kind of error was found in Twilight Princess for Wii?
56cda4aa62d2951400fa67a6
The_Legend_of_Zelda:_Twilight_Princess
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.
What does ELF stand for?
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context-8_23_1.mp3
context-8_23.mp3
22,050
Emma
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.
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.
question-8_23_1.mp3
22,050
Ivy
What does ELF stand for?
56cda4aa62d2951400fa67a7
The_Legend_of_Zelda:_Twilight_Princess
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.
Which issue of the Wii Menu fixed the issue with Twilight Princess?
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context-8_23_2.mp3
context-8_23.mp3
22,050
Emma
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.
Versions three point three and three point four of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version four point zero of the Wii Menu patched the vulnerability.
question-8_23_2.mp3
22,050
Justin
Which issue of the Wii Menu fixed the issue with Twilight Princess?
56d132b717492d1400aabc08
The_Legend_of_Zelda:_Twilight_Princess
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.
What was the name of the hack discovered?
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context-8_23_0.mp3
context-8_23.mp3
22,050
Emma
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.
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.
question-8_23_3.mp3
22,050
Joey
What was the name of the hack discovered?
56d132b717492d1400aabc09
The_Legend_of_Zelda:_Twilight_Princess
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.
What versions of the Wii Menu prevented copying the exploited files?
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context-8_23_2.mp3
context-8_23.mp3
22,050
Emma
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.
Versions three point three and three point four of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version four point zero of the Wii Menu patched the vulnerability.
question-8_23_4.mp3
22,050
Ivy
What versions of the Wii Menu prevented copying the exploited files?
56d132b717492d1400aabc0a
The_Legend_of_Zelda:_Twilight_Princess
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.
What version of the Wii patched the hack vulnerability?
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context-8_23_2.mp3
context-8_23.mp3
22,050
Emma
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.
Versions three point three and three point four of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version four point zero of the Wii Menu patched the vulnerability.
question-8_23_5.mp3
22,050
Kimberly
What version of the Wii patched the hack vulnerability?
56cda50b62d2951400fa67ac
The_Legend_of_Zelda:_Twilight_Princess
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.
Which company is responsible for the HD version of Twilight Princess?
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context-8_24_0.mp3
context-8_24.mp3
22,050
Emma
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality.
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November twelve, twenty fifteen, it features enhanced graphics and Amiibo functionality.
question-8_24_0.mp3
22,050
Salli
Which company is responsible for the HD version of Twilight Princess?
56cda50b62d2951400fa67ad
The_Legend_of_Zelda:_Twilight_Princess
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.
For which console is Twilight Princess HD being made?
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context-8_24_0.mp3
context-8_24.mp3
22,050
Emma
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality.
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November twelve, twenty fifteen, it features enhanced graphics and Amiibo functionality.
question-8_24_1.mp3
22,050
Amy
For which console is Twilight Princess HD being made?
56cda50b62d2951400fa67ae
The_Legend_of_Zelda:_Twilight_Princess
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.
When were plans for Twilight Princess HD revealed?
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context-8_24_0.mp3
context-8_24.mp3
22,050
Emma
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality.
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November twelve, twenty fifteen, it features enhanced graphics and Amiibo functionality.
question-8_24_2.mp3
22,050
Kevin
When were plans for Twilight Princess HD revealed?
56cda50b62d2951400fa67af
The_Legend_of_Zelda:_Twilight_Princess
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.
On what date is Twilight Princess HD scheduled for Australian release?
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context-8_24_1.mp3
context-8_24.mp3
22,050
Emma
The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.
The game will be released in North America and Europe on March four, twenty sixteen; in Australia on March five, twenty sixteen; and in Japan on March ten, twenty sixteen.
question-8_24_3.mp3
22,050
Salli
On what date is Twilight Princess HD scheduled for Australian release?
56d1335f17492d1400aabc14
The_Legend_of_Zelda:_Twilight_Princess
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.
What is the name of the remastered game?
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context-8_24_0.mp3
context-8_24.mp3
22,050
Emma
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality.
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November twelve, twenty fifteen, it features enhanced graphics and Amiibo functionality.
question-8_24_4.mp3
22,050
Joanna
What is the name of the remastered game?
56d1335f17492d1400aabc15
The_Legend_of_Zelda:_Twilight_Princess
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.
What company is developing the remaster?
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context-8_24_0.mp3
context-8_24.mp3
22,050
Emma
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality.
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November twelve, twenty fifteen, it features enhanced graphics and Amiibo functionality.
question-8_24_5.mp3
22,050
Kevin
What company is developing the remaster?
56d1335f17492d1400aabc16
The_Legend_of_Zelda:_Twilight_Princess
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.
What kind of functionality will the remaster feature?
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context-8_24_0.mp3
context-8_24.mp3
22,050
Emma
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality.
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November twelve, twenty fifteen, it features enhanced graphics and Amiibo functionality.
question-8_24_6.mp3
22,050
Emma
What kind of functionality will the remaster feature?
56d1335f17492d1400aabc17
The_Legend_of_Zelda:_Twilight_Princess
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.
When will the game be released in America?
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context-8_24_1.mp3
context-8_24.mp3
22,050
Emma
The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.
The game will be released in North America and Europe on March four, twenty sixteen; in Australia on March five, twenty sixteen; and in Japan on March ten, twenty sixteen.
question-8_24_7.mp3
22,050
Joey
When will the game be released in America?
56cda5a862d2951400fa67b4
The_Legend_of_Zelda:_Twilight_Princess
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.
What special item is included with certain versions of Twilight Princess HD?
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context-8_25_0.mp3
context-8_25.mp3
22,050
Salli
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.
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 twenty sixteen Zelda game.
question-8_25_0.mp3
22,050
Olivia
What special item is included with certain versions of Twilight Princess HD?
56cda5a862d2951400fa67b5
The_Legend_of_Zelda:_Twilight_Princess
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.
Which two Amiibo figures reload Link's stock of arrows?
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context-8_25_1.mp3
context-8_25.mp3
22,050
Salli
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.
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.
question-8_25_1.mp3
22,050
Olivia
Which two Amiibo figures reload Link's stock of arrows?
56cda5a862d2951400fa67b6
The_Legend_of_Zelda:_Twilight_Princess
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.
Which two Amiibo figures heal Link?
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context-8_25_1.mp3
context-8_25.mp3
22,050
Salli
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.
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.
question-8_25_2.mp3
22,050
Emma
Which two Amiibo figures heal Link?
56cda5a862d2951400fa67b7
The_Legend_of_Zelda:_Twilight_Princess
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.
Which Amiibo figure makes Link lose more health when attacked?
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context-8_25_1.mp3
context-8_25.mp3
22,050
Salli
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.
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.
question-8_25_3.mp3
22,050
Joey
Which Amiibo figure makes Link lose more health when attacked?
56cda5a862d2951400fa67b8
The_Legend_of_Zelda:_Twilight_Princess
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.
What is the name of the area that players with the Wolf Link Amiibo can access?
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context-8_25_0.mp3
context-8_25.mp3
22,050
Salli
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.
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 twenty sixteen Zelda game.
question-8_25_4.mp3
22,050
Amy
What is the name of the area that players with the Wolf Link Amiibo can access?
56d133d017492d1400aabc20
The_Legend_of_Zelda:_Twilight_Princess
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.
What will special bundles of the game contain?
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context-8_25_0.mp3
context-8_25.mp3
22,050
Salli
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.
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 twenty sixteen Zelda game.
question-8_25_5.mp3
22,050
Kendra
What will special bundles of the game contain?
56d133d017492d1400aabc21
The_Legend_of_Zelda:_Twilight_Princess
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.
What is the level called that the special Amiibo will unlock?
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context-8_25_0.mp3
context-8_25.mp3
22,050
Salli
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.
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 twenty sixteen Zelda game.
question-8_25_6.mp3
22,050
Salli
What is the level called that the special Amiibo will unlock?
56d133d017492d1400aabc22
The_Legend_of_Zelda:_Twilight_Princess
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.
What characters will be able to replenish arrows?
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context-8_25_1.mp3
context-8_25.mp3
22,050
Salli
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.
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.
question-8_25_7.mp3
22,050
Joanna
What characters will be able to replenish arrows?
56d133d017492d1400aabc23
The_Legend_of_Zelda:_Twilight_Princess
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.
What figures restore health?
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context-8_25_1.mp3
context-8_25.mp3
22,050
Salli
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.
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.
question-8_25_8.mp3
22,050
Kevin
What figures restore health?
56cda64a62d2951400fa67be
The_Legend_of_Zelda:_Twilight_Princess
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]
What company included the soundtrack as a reward for ordering the game prior to release?
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context-8_26_0.mp3
context-8_26.mp3
22,050
Emma
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]
A CD containing twenty 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]
question-8_26_0.mp3
22,050
Brian
What company included the soundtrack as a reward for ordering the game prior to release?
56cda64a62d2951400fa67bf
The_Legend_of_Zelda:_Twilight_Princess
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]
How many tracks were recorded on the preorder CD?
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context-8_26_0.mp3
context-8_26.mp3
22,050
Emma
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]
A CD containing twenty 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]
question-8_26_1.mp3
22,050
Justin
How many tracks were recorded on the preorder CD?
56cda64a62d2951400fa67c0
The_Legend_of_Zelda:_Twilight_Princess
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]
In what areas is the content of the GameStop bonus CD provided for all versions of the game?
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context-8_26_0.mp3
context-8_26.mp3
22,050
Emma
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]
A CD containing twenty 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]
question-8_26_2.mp3
22,050
Matthew
In what areas is the content of the GameStop bonus CD provided for all versions of the game?
56d13400e7d4791d00901fdd
The_Legend_of_Zelda:_Twilight_Princess
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]
What was included as a Gamestop preorder item?
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context-8_26_0.mp3
context-8_26.mp3
22,050
Emma
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]
A CD containing twenty 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]
question-8_26_3.mp3
22,050
Ivy
What was included as a Gamestop preorder item?
56cda75062d2951400fa67c4
The_Legend_of_Zelda:_Twilight_Princess
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.
What kind of scores did Twilight Princess receive from many video game review sources?
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context-8_27_1.mp3
context-8_27.mp3
22,050
Amy
It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy.
It received perfect scores from major publications such as oneUP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy.
question-8_27_0.mp3
22,050
Olivia
What kind of scores did Twilight Princess receive from many video game review sources?
56cda75062d2951400fa67c5
The_Legend_of_Zelda:_Twilight_Princess
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.
Which sites gave the Wii copy of Twilight Princess scores of 95% and 95?
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context-8_27_2.mp3
context-8_27.mp3
22,050
Amy
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.
On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of ninety-five percent and ninety-five for the Wii version and scores of ninety-five percent and ninety-six for the GameCube version.
question-8_27_1.mp3
22,050
Kimberly
Which sites gave the Wii copy of Twilight Princess scores of ninety-five percent and ninety-five?
56cda75062d2951400fa67c6
The_Legend_of_Zelda:_Twilight_Princess
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.
Who counted the game among the best ever made?
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context-8_27_3.mp3
context-8_27.mp3
22,050
Amy
GameTrailers in their review called it one of the greatest games ever created.
GameTrailers in their review called it one of the greatest games ever created.
question-8_27_2.mp3
22,050
Joanna
Who counted the game among the best ever made?
56d13482e7d4791d00901fef
The_Legend_of_Zelda:_Twilight_Princess
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.
What was the reception of Twilight Princess?
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context-8_27_0.mp3
context-8_27.mp3
22,050
Amy
Twilight Princess was released to universal critical acclaim and commercial success.
Twilight Princess was released to universal critical acclaim and commercial success.
question-8_27_3.mp3
22,050
Emma
What was the reception of Twilight Princess?
56d13482e7d4791d00901ff0
The_Legend_of_Zelda:_Twilight_Princess
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.
What scores did it receive from major game publications?
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context-8_27_1.mp3
context-8_27.mp3
22,050
Amy
It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy.
It received perfect scores from major publications such as oneUP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy.
question-8_27_4.mp3
22,050
Justin
What scores did it receive from major game publications?
56d13482e7d4791d00901ff1
The_Legend_of_Zelda:_Twilight_Princess
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.
What is the average score of Twilight Princess on Metacritic?
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context-8_27_2.mp3
context-8_27.mp3
22,050
Amy
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.
On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of ninety-five percent and ninety-five for the Wii version and scores of ninety-five percent and ninety-six for the GameCube version.
question-8_27_5.mp3
22,050
Brian
What is the average score of Twilight Princess on Metacritic?
56d13482e7d4791d00901ff2
The_Legend_of_Zelda:_Twilight_Princess
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.
What reviewer called Twilight Princess "One of the greatest games ever created"?
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context-8_27_3.mp3
context-8_27.mp3
22,050
Amy
GameTrailers in their review called it one of the greatest games ever created.
GameTrailers in their review called it one of the greatest games ever created.
question-8_27_6.mp3
22,050
Brian
What reviewer called Twilight Princess "One of the greatest games ever created"?
56cda80362d2951400fa67ca
The_Legend_of_Zelda:_Twilight_Princess
On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics".
Which publications reported some issues with the graphics of Twilight Princess?
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context-8_28_5.mp3
context-8_28.mp3
22,050
Amy
Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters.
Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters.
question-8_28_0.mp3
22,050
Ivy
Which publications reported some issues with the graphics of Twilight Princess?
56cda80362d2951400fa67cb
The_Legend_of_Zelda:_Twilight_Princess
On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics".
Which journalist criticized the Wii version for its controls?
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context-8_28_8.mp3
context-8_28.mp3
22,050
Amy
Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series".
Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although oneUP.com said the remote-swinging sword attacks were "the most impressive in the entire series".
question-8_28_1.mp3
22,050
Ivy
Which journalist criticized the Wii version for its controls?
56cda80362d2951400fa67cc
The_Legend_of_Zelda:_Twilight_Princess
On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics".
Which game publication does Jeff Gerstmann work for?
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context-8_28_8.mp3
context-8_28.mp3
22,050
Amy
Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series".
Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although oneUP.com said the remote-swinging sword attacks were "the most impressive in the entire series".
question-8_28_2.mp3
22,050
Joey
Which game publication does Jeff Gerstmann work for?
56cda80362d2951400fa67cd
The_Legend_of_Zelda:_Twilight_Princess
On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics".
Which game journalist was perturbed by a lack of voiced dialogue?
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context-8_28_10.mp3
context-8_28.mp3
22,050
Amy
Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime".
Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime".
question-8_28_3.mp3
22,050
Kevin
Which game journalist was perturbed by a lack of voiced dialogue?
56cda80362d2951400fa67ce
The_Legend_of_Zelda:_Twilight_Princess
On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics".
Which publication does Javier Glickman write for?
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context-8_28_10.mp3
context-8_28.mp3
22,050
Amy
Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime".
Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime".
question-8_28_4.mp3
22,050
Emma
Which publication does Javier Glickman write for?
56d1352fe7d4791d00901ffd
The_Legend_of_Zelda:_Twilight_Princess
On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics".
What 2 critics suggested the game had blurry textures and low resolution?
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context-8_28_5.mp3
context-8_28.mp3
22,050
Amy
Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters.
Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters.
question-8_28_5.mp3
22,050
Ivy
What two critics suggested the game had blurry textures and low resolution?
56d1352fe7d4791d00901ffe
The_Legend_of_Zelda:_Twilight_Princess
On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics".
What critic considered the CD to be the best of the generation?
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context-8_28_9.mp3
context-8_28.mp3
22,050
Amy
Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts.
Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts.
question-8_28_6.mp3
22,050
Joanna
What critic considered the CD to be the best of the generation?
56d1352fe7d4791d00901fff
The_Legend_of_Zelda:_Twilight_Princess
On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics".
Who specifically commended the game for the very long quests?
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context-8_28_10.mp3
context-8_28.mp3
22,050
Amy
Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime".
Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime".
question-8_28_7.mp3
22,050
Kimberly
Who specifically commended the game for the very long quests?
56cda8a662d2951400fa67d4
The_Legend_of_Zelda:_Twilight_Princess
Twilight Princess received the awards for Best Artistic Design, Best Original Score, and Best Use of Sound from IGN for its GameCube version. Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics and Best Story. Twilight Princess received Game of the Year awards from GameTrailers, 1UP.com, Electronic Gaming Monthly, Game Informer, Games Radar, GameSpy, Spacey Awards, X-Play and Nintendo Power. It was also given awards for Best Adventure Game from the Game Critics Awards, X-Play, IGN, GameTrailers, 1UP.com, and Nintendo Power. The game was considered the Best Console Game by the Game Critics Awards and GameSpy. The game placed 16th in Official Nintendo Magazine's list of the 100 Greatest Nintendo Games of All Time. IGN ranked the game as the 4th-best Wii game. Nintendo Power ranked the game as the third-best game to be released on a Nintendo system in the 2000s decade.
The version of Twilight Princess fo which console won three IGN awards?
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context-8_29_0.mp3
context-8_29.mp3
22,050
Kimberly
Twilight Princess received the awards for Best Artistic Design, Best Original Score, and Best Use of Sound from IGN for its GameCube version.
Twilight Princess received the awards for Best Artistic Design, Best Original Score, and Best Use of Sound from IGN for its GameCube version.
question-8_29_0.mp3
22,050
Ivy
The version of Twilight Princess fo which console won three IGN awards?
56cda8a662d2951400fa67d5
The_Legend_of_Zelda:_Twilight_Princess
Twilight Princess received the awards for Best Artistic Design, Best Original Score, and Best Use of Sound from IGN for its GameCube version. Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics and Best Story. Twilight Princess received Game of the Year awards from GameTrailers, 1UP.com, Electronic Gaming Monthly, Game Informer, Games Radar, GameSpy, Spacey Awards, X-Play and Nintendo Power. It was also given awards for Best Adventure Game from the Game Critics Awards, X-Play, IGN, GameTrailers, 1UP.com, and Nintendo Power. The game was considered the Best Console Game by the Game Critics Awards and GameSpy. The game placed 16th in Official Nintendo Magazine's list of the 100 Greatest Nintendo Games of All Time. IGN ranked the game as the 4th-best Wii game. Nintendo Power ranked the game as the third-best game to be released on a Nintendo system in the 2000s decade.
What was Twilight Princess's rank among all Nintendo games according to Nintendo Magazine?
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context-8_29_5.mp3
context-8_29.mp3
22,050
Kimberly
The game placed 16th in Official Nintendo Magazine's list of the 100 Greatest Nintendo Games of All Time.
The game placed sixteenth in Official Nintendo Magazine's list of the one hundred Greatest Nintendo Games of All Time.
question-8_29_1.mp3
22,050
Kendra
What was Twilight Princess's rank among all Nintendo games according to Nintendo Magazine?
56cda8a662d2951400fa67d6
The_Legend_of_Zelda:_Twilight_Princess
Twilight Princess received the awards for Best Artistic Design, Best Original Score, and Best Use of Sound from IGN for its GameCube version. Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics and Best Story. Twilight Princess received Game of the Year awards from GameTrailers, 1UP.com, Electronic Gaming Monthly, Game Informer, Games Radar, GameSpy, Spacey Awards, X-Play and Nintendo Power. It was also given awards for Best Adventure Game from the Game Critics Awards, X-Play, IGN, GameTrailers, 1UP.com, and Nintendo Power. The game was considered the Best Console Game by the Game Critics Awards and GameSpy. The game placed 16th in Official Nintendo Magazine's list of the 100 Greatest Nintendo Games of All Time. IGN ranked the game as the 4th-best Wii game. Nintendo Power ranked the game as the third-best game to be released on a Nintendo system in the 2000s decade.
Where did Twilight Princess place among Wii titles according to IGN?
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context-8_29_6.mp3
context-8_29.mp3
22,050
Kimberly
IGN ranked the game as the 4th-best Wii game.
IGN ranked the game as the fourth-best Wii game.
question-8_29_2.mp3
22,050
Ivy
Where did Twilight Princess place among Wii titles according to IGN?
56cda8a662d2951400fa67d7
The_Legend_of_Zelda:_Twilight_Princess
Twilight Princess received the awards for Best Artistic Design, Best Original Score, and Best Use of Sound from IGN for its GameCube version. Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics and Best Story. Twilight Princess received Game of the Year awards from GameTrailers, 1UP.com, Electronic Gaming Monthly, Game Informer, Games Radar, GameSpy, Spacey Awards, X-Play and Nintendo Power. It was also given awards for Best Adventure Game from the Game Critics Awards, X-Play, IGN, GameTrailers, 1UP.com, and Nintendo Power. The game was considered the Best Console Game by the Game Critics Awards and GameSpy. The game placed 16th in Official Nintendo Magazine's list of the 100 Greatest Nintendo Games of All Time. IGN ranked the game as the 4th-best Wii game. Nintendo Power ranked the game as the third-best game to be released on a Nintendo system in the 2000s decade.
Where did Twilight Princess rank on Nintendo Power's list of Nintendo games in the 2000s?
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context-8_29_7.mp3
context-8_29.mp3
22,050
Kimberly
Nintendo Power ranked the game as the third-best game to be released on a Nintendo system in the 2000s decade.
Nintendo Power ranked the game as the third-best game to be released on a Nintendo system in the two thousands decade.
question-8_29_3.mp3
22,050
Kendra
Where did Twilight Princess rank on Nintendo Power's list of Nintendo games in the two thousands?
56d135e0e7d4791d00902015
The_Legend_of_Zelda:_Twilight_Princess
Twilight Princess received the awards for Best Artistic Design, Best Original Score, and Best Use of Sound from IGN for its GameCube version. Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics and Best Story. Twilight Princess received Game of the Year awards from GameTrailers, 1UP.com, Electronic Gaming Monthly, Game Informer, Games Radar, GameSpy, Spacey Awards, X-Play and Nintendo Power. It was also given awards for Best Adventure Game from the Game Critics Awards, X-Play, IGN, GameTrailers, 1UP.com, and Nintendo Power. The game was considered the Best Console Game by the Game Critics Awards and GameSpy. The game placed 16th in Official Nintendo Magazine's list of the 100 Greatest Nintendo Games of All Time. IGN ranked the game as the 4th-best Wii game. Nintendo Power ranked the game as the third-best game to be released on a Nintendo system in the 2000s decade.
What 2 critics gave Twilight Princess awards for Best Graphics and Best Story?
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context-8_29_1.mp3
context-8_29.mp3
22,050
Kimberly
Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics and Best Story.
Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics and Best Story.
question-8_29_4.mp3
22,050
Joanna
What two critics gave Twilight Princess awards for Best Graphics and Best Story?
56d135e0e7d4791d00902016
The_Legend_of_Zelda:_Twilight_Princess
Twilight Princess received the awards for Best Artistic Design, Best Original Score, and Best Use of Sound from IGN for its GameCube version. Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics and Best Story. Twilight Princess received Game of the Year awards from GameTrailers, 1UP.com, Electronic Gaming Monthly, Game Informer, Games Radar, GameSpy, Spacey Awards, X-Play and Nintendo Power. It was also given awards for Best Adventure Game from the Game Critics Awards, X-Play, IGN, GameTrailers, 1UP.com, and Nintendo Power. The game was considered the Best Console Game by the Game Critics Awards and GameSpy. The game placed 16th in Official Nintendo Magazine's list of the 100 Greatest Nintendo Games of All Time. IGN ranked the game as the 4th-best Wii game. Nintendo Power ranked the game as the third-best game to be released on a Nintendo system in the 2000s decade.
What award did Game Critics Awards and GameSpy give Twilight Princess?
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context-8_29_4.mp3
context-8_29.mp3
22,050
Kimberly
The game was considered the Best Console Game by the Game Critics Awards and GameSpy.
The game was considered the Best Console Game by the Game Critics Awards and GameSpy.
question-8_29_5.mp3
22,050
Ivy
What award did Game Critics Awards and GameSpy give Twilight Princess?