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	<title>Zelda Universe &#187; Origins of Zelda</title>
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		<title>Odolwa&#8217;s Table: Our Fair Triforce</title>
		<link>http://www.zeldauniverse.net/articles/origins-of-zelda/odolwas-table-our-fair-triforce/</link>
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		<pubDate>Tue, 07 Aug 2007 21:27:52 +0000</pubDate>
		<dc:creator>Masked Odolwa</dc:creator>
				<category><![CDATA[Origins of Zelda]]></category>

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		<description><![CDATA[The Triforce was created when the three gods of Hyrule ascended into the heavens. In parting, they left the Triforce in a place known as the sacred realm. It was [...]]]></description>
			<content:encoded><![CDATA[<p>The Triforce was created when the three gods of Hyrule ascended into the heavens. In parting, they left the Triforce in a place known as the sacred realm. It was there that one of pure heart was meant to find it, and use the powers of the gods to better the world. If one of an evil or unsure alignment touched it, the Triforce would split, beginning a battle that would last the ages. It so happened that Ganon, a being of true evil reached the sacred realm and took the Triforce. Yet, according to legend, the Triforce instantly broke, shattering Ganon’s moment of ultimate power. He was left with the Triforce of Power, one of the three forces of the gods. Wisdom and Courage found their masters as well, the Princess of Hyrule and the Hero of Time. The battle of the ages began…</p>
<p><span id="more-40"></span></p>
<p>Most Zelda fans would say that the Triforce was/is equally divided between the three vassals, I agree. Each of the forces balanced each other, one couldn’t defeat another. But, this balance was tipped by the alignment of Wisdom and Courage. Working together, and only together, could they defeat the third entity, Power. The battle was ferocious, leaving behind the destructed Hyrule Castle. From this, logic would lead one to believe that each force has its own advantages, this is also true. Recently, I tripped upon a thread that disagreed with this theory. It stated that Link was given the worst piece of the Triforce; I intend to make it the topic of this Odolwa’s Table to disprove that assumption.</p>
<p>First of all, let’s look at the Triforce itself, and I mean the geometric shape of it (sharpen your geometry terminology!). It’s an equilateral, equiangular triangle, meaning each side is the same length, and each angle measures the same (60 degrees). Now look at the construction: Each side is bisected by a line that also bisects another side. Meaning that the three triangles formed from it are also, equilateral, equiangular triangles (Brain going by now, or have you given up? Read it several times, you’ll get it). So, when those three pieces brake off, each vassal is given an equal share. Is this coincidence with the fact that each Triforce piece is balanced? I think not…</p>
<p>Now, let’s look at the people behind the pieces, Princess Zelda, Link, and Ganon (-dorf). Link, is a fearless youth with a mysterious past and a courageous heart, a perfect candidate for the Triforce of Courage. Zelda, is a smart, beautiful young woman who is soon to lead her nation of Hyrule, she requires the Triforce of Wisdom for her future. Ganon is a desert being, who thrives off of other people’s misfortune, and he seeks power in all places. These three people balance each other; Wisdom cannot take action without Courage, Courage cannot be strong willed without Power, and Power cannot rule without Wisdom. This is a delicate balance that when broken can prove disastrous (the great flood; the absence of Courage).</p>
<p>Next, we take observation of the pros and cons of each piece. The Triforce of Wisdom grants the user access to magic and intelligence unheard of, but doesn’t give long life or valor. The Triforce of Wisdom is passed on by generation, as all normal wisdom is. The Triforce of Power grants the user magic and long life, this is offset by the fact that the user is transfigured into a hideous beast. This beast is worthy of no respect or allegiance, and results in a weakening of true power. The Triforce of Courage gives the Hero valor beyond that of any being in the world. With the aid of Wisdom, Courage can destroy any combatant that approaches him. Also, Courage is hard to pinpoint and destroy; as it moves to the next person who is the most courageous after the last person dies. Valor can be found in the oddest of places. Like the other three pieces of the Triforce, Courage does grant the user magic abilities, as the Triforce itself is the ultimate magical object in the universe of Hyrule.</p>
<p>So, this intricate and delicate balance is tainted by power’s hunger for more. Ultimately, Courage and Wisdom must unite to defeat Power. The since, Courage and Wisdom seek no power; the world is safest when they exist peacefully and Power is exiled.</p>
<p>Thus, Link got one of the three balanced pieces of the Triforce. Courage gives him the fearlessness required to defeat his enemies, overcome the dark shadow of twilight, and ultimately defeat Ganon (Power).</p>
<p>In conclusion: It is completely ignorant to say that Link got the short end of the stick, or has a disadvantage to Ganon or Zelda. They all have weaknesses and strengths, and are all intricately balanced. Think about it and understand it, and above all, never question the balance of good and evil again. It’s a grey utopia people, and it’s not hard to understand. The extremes of good are still just as problematic as the extremes of evil…</p>
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		<title>Of Samurais and Dragons: Origins of the Triforce &#8211; Part 2</title>
		<link>http://www.zeldauniverse.net/articles/origins-of-zelda/of-samurais-and-dragons-origins-of-the-triforce-part-2/</link>
		<comments>http://www.zeldauniverse.net/articles/origins-of-zelda/of-samurais-and-dragons-origins-of-the-triforce-part-2/#comments</comments>
		<pubDate>Sat, 15 Nov 2003 21:28:48 +0000</pubDate>
		<dc:creator>Trahald</dc:creator>
				<category><![CDATA[Origins of Zelda]]></category>

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		<description><![CDATA[Of Samurais and Dragons: Origins of the Triforce &#8211; Part 2
In                    [...]]]></description>
			<content:encoded><![CDATA[<h2 id="toc-of-samurais-and-dragons-origins-of-the-triforce-part-2" style="text-align: center;">Of Samurais and Dragons: Origins of the Triforce &#8211; Part 2</h2>
<p>In                        commenting on <a href="http://www.zeldauniverse.net/content/view/44/59/" target="_self">last</a> week&#8217;s article, forumer KokiriSweetie said, &#8220;I always                        wanted to know how they came up with the triforce for the                        Zelda line of games.&#8221; And then she said this: &#8220;Now                        it prolly all leads us to the question: &#8220;Why did they                        use that in Zelda?!&#8221; It&#8217;s weird, but very informative.&#8221;                        And <em>that</em> is a good question. Why did they use the                        Hojo crest in the Zelda games?</p>
<p><span id="more-41"></span></p>
<h2 id="toc-the-hojo-crest-in-graphic-design"><strong>The                        Hojo Crest in Graphic Design</strong></h2>
<p align="left">Last                        time, I showed that the symbol we now know as the &#8220;Triforce&#8221;                        was originally a sort of a Japanese coat of arms, used to                        mark the possessions and buildings of the Hojo family. And                        we learned that it has the shape it does because of a legend                        involving one of the members of the Hojo family and the                        family dragon god. We saw how the Hojo family rose to great                        power, and achieved great prominence in the Japanese culture&#8217;s                        sense of their past. Most importantly, we saw that as a                        result, the Hojo crest began to appear all over the place,                        from family crests based on the previous Hojo family crests                        to publisher seals and finally, in modern times, as elements                        of graphic design.</p>
<p align="left">And                        now what? Now that the Hojo crest is such a common symbol                        in Japanese graphic design, have people forgotten its significance?                        This is important, because if their significance is not                        widely recognized, then Nintendo could have merely drawn                        on the symbol from seeing its presence throughout Japanese                        society, whether consciously or subconsciously. But if the                        significance is relatively well known, then the symbol may                        well have an impact on the Zelda game itself.</p>
<p align="left">It                        is true that symbols are important in our society-and that&#8217;s                        because we&#8217;re all human. In the United States, where I live,                        if a company logo has an eagle (for instance, Federal Express                        or American Airlines), chances are that it is associated                        with America. In other words, symbols intrinsically have                        particular connotations. But the question in this case is,                        just how deep-seated is the association? For instance, there                        is a North American <a href="http://www.deltamachinery.com/" target="_blank">company</a> that uses a &#8220;Triforce&#8221; symbol, but the intention                        is to associate the shape with the Greek letter delta (D)-it                        doesn&#8217;t have any connection to the samurai of Japan. Or                        to take another example, how many people really know that                        a common symbol for medicine (the caduceus) is derived from                        the Classical deity of Asclepius? Not too many.</p>
<p align="left">As                        it turns out, samurai crests are not only common in Japanese                        graphic design, but more critically, people <em>do</em> appreciate                        their original cultural significance, as the <em>Encyclopedia                        of Japan</em> points out. In other words, Nintendo was well                        aware of what the symbol meant when they chose it for the                        Triforce. However, despite all this, the shape of the Triforce                        really doesn&#8217;t tell us anything about Zelda . . .</p>
<p align="left">Simply                        put, the mere fact that people can appreciate the symbol&#8217;s                        cultural significance doesn&#8217;t mean that the history behind                        the crest must play any kind of <em>detailed</em> role in                        its new context. When you see the crest used as a logo for                        a Japanese company, we can&#8217;t assume that they&#8217;re implying                        any kind of detailed connection. So the simple answer is                        that no, there isn&#8217;t any real similarity between the Triforce                        and the Hojo crest, other than their appearance.</p>
<p align="left">In                        fact, Davogones of one of our affiliates, has already pointed                        out something similar with respect to another symbol that                        appeared in the first game-the <a href="http://www.zeldalegends.net/articles/article04/" target="_blank">&#8220;swastika.&#8221;</a>.                        The shape is called a sun wheel, and it&#8217;s actually a universal                        symbol. Meaning, it arose independently all across the globe,                        and what it meant depended on where it was found (for instance,                        in Old Norse religion, it was probably connected to the                        Alfar or Elves). And of course, the sun wheel did indeed                        arise in Japan as well. It&#8217;s known as the &#8220;manji.&#8221;                        In Zelda, it happens to symbolize the Manji Labyrinth. Does                        this <em>mean</em> anything? Not really. As Davogones rightly                        brings up, &#8220;If the manji symbolizes good fortune, what                        has this got to do with a labyrinth in LoZ? Labyrinths represent                        challenge, travails, and evil creatures (labyrinths 6 and                        7 are symbolized by a Dragon and a Demon). If the manji                        is taken to symbolize a Buddhist temple, where does this                        fit in? The third labyrinth of LoZ is not a religious edifice.                        It is likely that Nintendo Co. Ltd. chose to simply use                        a familiar symbol in Japan, not intending it to symbolize                        anything in the game.&#8221;</p>
<p align="left">That&#8217;s                        a good assessment indeed! Likewise with the Triforce, the                        concept of the Triforce doesn&#8217;t have roots in the <em>concept</em> of the Hojo crest, even though the shape would be appreciated                        culturally. The <em>concept</em> of the Triforce derives from                        . . . wait for it . . . <em>gameplay</em>! Wow, what a revelation!                        It&#8217;s a fantasy game, so they decided to use a mystical artifact,                        and so you have to collect all these pieces of it, and bring                        it together and then you can fulfill your quest. It&#8217;s all                        very typical. <em>That</em> is the origin of the concept of                        the Triforce. Last week&#8217;s article only told about the origin                        of the art of the Triforce, not anything beyond that. Try                        not to extrapolate beyond that.</p>
<p align="left">(Of                        course, later on there are added layers having to do with                        goddesses and so forth, but we all know these are later                        developments in the formation of the Zelda story. In any                        event, these layers only serve to further differentiate                        the Hojo crest from the Triforce.)</p>
<h2 id="toc-from-tolkien"><strong>From                        Tolkien</strong></h2>
<p align="left">Actually,                        there&#8217;s a bigger reason why it doesn&#8217;t really mean anything                        for the game itself. And that&#8217;s the fact that the Zelda                        games don&#8217;t derive much from Japanese lore, especially not                        the first games. Apart from a few graphic design elements,                        Zelda is very much set in a Medieval European fantasy world.                        This is something that will be developed in the next &#8220;Origins&#8221;                        article, but it&#8217;s something to keep at the back of your                        mind for now. For one thing, the game is an RPG, and the                        RPG comes from <em>Lord of the Rings</em>, as I mentioned                        briefly in <a href="http://www.zeldauniverse.net../main.php?page=article6">this</a> article.                        The game doesn&#8217;t change that. The medieval-fantasy &#8220;culture,&#8221;                        if you will, permeates the game through and through. Link                        himself looks rather like a cross between Robin Hood and                        a Tolkienian woodland elf, what with his green outfit and                        cross-emblazoned shield. In short, we shouldn&#8217;t expect much                        Japanese influence at all for most of the Zelda games (I                        say &#8220;<em>most</em>&#8221; primarily because <em>The Wind                        Waker</em> is a break from tradition in some ways-and I&#8217;m                        not referring to the art style). They&#8217;re simply too grounded                        in Tolkienian, Dungeons &amp; Dragons, medieval-type fantasy.</p>
<h2 id="toc-what-now"><strong>What                        Now?</strong></h2>
<p align="left">Thus                        concludes the first set of articles on the origins of Zelda.                        I started off the series by mentioning Hyrule&#8217;s roots in                        Middle Earth. Then I made a <a href="http://www.zeldauniverse.net../main.php?page=article8">warning</a> against being too hasty to jump to conclusions about the                        origins of particular elements in the games. Later, I added                        an article to emphasize even further how dangerous it was                        to jump to such conclusions, by pointing out how <a href="http://www.zeldauniverse.net../main.php?page=article26">different</a> Japanese culture is from our Western culture. And now we&#8217;ve                        looked at our first case study, the symbol of the Triforce.                        Now we&#8217;re ready to get into what I consider the &#8220;real                        deal,&#8221; the meat of the series. The &#8220;Origins&#8221;                        series of articles will now take much closer look at the                        Zelda games themselves . . .</p>
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		<item>
		<title>Of Samurais and Dragons: Origins of the Triforce &#8211; Part 1</title>
		<link>http://www.zeldauniverse.net/articles/origins-of-zelda/of-samurais-and-dragons-origins-of-the-triforce-part-1/</link>
		<comments>http://www.zeldauniverse.net/articles/origins-of-zelda/of-samurais-and-dragons-origins-of-the-triforce-part-1/#comments</comments>
		<pubDate>Tue, 04 Nov 2003 21:29:39 +0000</pubDate>
		<dc:creator>Trahald</dc:creator>
				<category><![CDATA[Origins of Zelda]]></category>

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		<description><![CDATA[Of Samurais and Dragons: Origins of the Triforce &#8211; Part 1
The                    [...]]]></description>
			<content:encoded><![CDATA[<h2 id="toc-of-samurais-and-dragons-origins-of-the-triforce-part-1" style="text-align: center;"><strong>Of Samurais and Dragons: Origins of the Triforce &#8211; Part 1</strong></h2>
<p>The                        Triforce. Many Zelda fans have long pondered the origins                        of this strange symbol. Until now. This is the saga of the                        symbol we now call the Triforce&#8230;</p>
<p><span id="more-42"></span></p>
<h2 id="toc-beginnings"><strong>Beginnings</strong></h2>
<p align="center"><img style="border: 0pt none; margin-left: 6px; margin-right: 6px;" title="Samurai" src="http://www.zeldauniverse.net/wp-content/uploads/2003/11/samurai.jpg" border="0" alt="Samurai" hspace="6" align="middle" /><br />
<em>Image from Numata, Raisuke, Nihon monshogaku, Tokyo:                        Meiji Shoin, Showa 3, 1928.</em>
</p>
<p align="left">The                        saga begins in Medieval Japan. Or more specifically, the                        Kamakura Period. The political situation in Medieval Japan                        was rather chaotic, as various ruling families jockeyed                        for power. In such a situation, the warrior was a very important                        part of society. In this case, the samurai. We must remember                        that the samurai were not quite what most people tend to                        think of them today (for instance, as being death machines                        superior to their equivalents in other parts of the world),                        but they were indeed skilled with the blade. But when samurai                        clashed on the battlefield, how would they know who was                        fighting on which side? The <em>mon</em>.</p>
<p align="left"><script type="text/javascript"><!--
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// --></script> <script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"><!--</p>
<p>// --></script>What&#8217;s                        a &#8220;mon?&#8221; Quite simply, it&#8217;s the family crest.                        It&#8217;s not unlike the heraldry that the European knights had,                        although the Japanese <em>mon</em> were generally much simpler                        and aesthetically cleaner in design. The <em>mon</em> was                        used to identify the samurai&#8217;s possessions (for instance,                        take a look at the markings on the clothing in the image                        above). Of course, perhaps the most important place for                        the mon was a flag to be carried into battle.
</p>
<p align="left">As                        it turns out, the design that we know as the triforce was                        actually <a href="http://www.tnm.jp/scripts/col/MOI1.en.idc?X=F151&amp;Y=C0035213&amp;Z=M" target="_blank">the                        crest</a> of the Hojo family. The Hojo family was a prominent                        family in Medieval Japan, and actually took over the country                        in the 13th century, bringing about relative peace and prosperity.                        But then, a dark shadow crept over the land . . .</p>
<p align="left">The                        Mongols. The Mongols had the greatest army in the world.                        They captured vast amounts of territory, sweeping from China                        and Russia all the way through the Middle East and even                        into Central Europe. When the Mongols conquered China, they                        turned their eyes to the east-Japan. If it was not for Hurricane                        Kamikaze, there is little doubt that the Mongols would have                        won. But in any event, it would fall into the hands of the                        Hojo family to lead Japan&#8217;s defense against the Mongol invasion.                        This was their day for glory.</p>
<p align="left">The                        Hojo family, then, was a very important family in the history                        of Japan. It is only natural then, that their crest would                        achieve special prominence too. But the question remains:                        why did the Hojo family use those three triangles? The answer                        is . . .</p>
<p align="left">.                        . . Shintoism, a religion still very prevalent in Japan                        today. The Hojo family crest has the shape that it does                        because of the family dragon god, the guardian deity of                        fishermen. According to legend, Tokimasa Hojo (1138-1215)                        came into a cave on Enoshima, an island south of modern                        Tokyo. There he prayed that his descendants would be prosperous.                        And the dragon god, who dwelt in that cave-and there is                        a statue of the dragon in the cave today-granted him his                        wish, leaving behind 3 of his scales. These are the scales                        that are represented in the three triangles of the &#8220;Triforce&#8221;                        of the Hojo.</p>
<h2 id="toc-towards-the-present"><strong>Towards                        the Present</strong></h2>
<p align="left">And                        so the Hojo family made their mark on Japanese history.                        In turn, their family crest became ingrained into the Japanese                        culture. And thus, we find later crests that are based off                        of the original dragon-scale crest, as you can see below.</p>
<p align="center"><img style="border: 0pt none; margin-left: 6px; margin-right: 6px;" title="Triforce" src="http://www.zeldauniverse.net/wp-content/uploads/2003/11/triforce.gif" border="0" alt="Triforce" hspace="6" /><br />
<em>Image from Tsumao, Awasaka, Kamon no hanashi uwaeshi                        ga kataru monsho no bi, Tokyo: Shinchosha, 1997.</em>
</p>
<p align="left">And                        the dragon-scale crest (and by the way, it&#8217;s also associated                        with fish scales) continued beyond even that. A 19th century                        publisher&#8217;s seal applied to <em>Ukiyo-e</em> paintings, for                        instance, consisted of the three triangles inscribed in                        a circle. Even today, the &#8220;Triforce&#8221; appears all                        over Japanese society. You find it on everything from company                        logos to souvenirs. And it comes as no surprise, since the                        aesthetically beautiful symbols of the samurai have found                        their place in modern Japanese graphic design. These symbols                        are, in fact, meaningful even to the Japanese in their modern                        context.</p>
<h2 id="toc-conclusion"><strong>Conclusion</strong></h2>
<p align="left">And                        so we can trace the history of the Triforce symbol from                        three dragon scales to the symbol of a mighty family to                        the motif in Japanese graphic design to the Zelda games                        themselves.. But does this really have any <em>significance</em> for the Zelda games? Check back next week to find out .                        . .</p>
<p align="left"><strong>P.S.</strong> If you&#8217;d like to take a look at the Dragon-scale mon on                        a temple from the Kamakura region (linking it to the Hojo                        family, of course!), click <a href="http://www.nokonoko.net/mt/archives/000092.html" target="_blank">here</a>.                        And while you&#8217;re at it, can you spot the symbol in <a href="http://duels.doshisha.ac.jp:88/denshika/history/138/images/138_002.jpg" target="_blank" rel="lightbox[42]">this</a> picture?</p>
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		<title>Flipside of the Mirror</title>
		<link>http://www.zeldauniverse.net/articles/origins-of-zelda/flipside-of-the-mirror/</link>
		<comments>http://www.zeldauniverse.net/articles/origins-of-zelda/flipside-of-the-mirror/#comments</comments>
		<pubDate>Thu, 18 Sep 2003 21:30:40 +0000</pubDate>
		<dc:creator>Trahald</dc:creator>
				<category><![CDATA[Origins of Zelda]]></category>

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		<description><![CDATA[ 			If                        The Wind Waker is the [...]]]></description>
			<content:encoded><![CDATA[<p> 			If                        <em>The Wind Waker</em> is the Zelda game that reflects Miyamoto the most, it&#8217;s also a game that represents a change in the                        direction of the series. Why? Because even though it reflects                        Miyamoto&#8217;s original vision, he actually didn&#8217;t know it at                        first. And not only that, but this game is not only a mirror                        on Miyamoto, but a mirror on the minds of the fans themselves.</p>
<p><span id="more-43"></span></p>
<p align="left"><strong>A                        New Vision</strong></p>
<p align="left">Miyamoto                        isn&#8217;t responsible for the shift from the style and tone                        of the original Spaceworld demo for GameCube to the style                        and tone of <em>The Wind Waker</em>. Aonuma is. Ultimately,                        the shift was Aonuma&#8217;s idea. But Miyamoto loved the idea,                        and understandably so. His original vision, as that child                        in the cave, was indeed a vision of pure childhood, vibrant                        and untouched by the cares of the world. As I have said                        before, <em>The Wind Waker</em> truly reflects that fresh                        spirit, the spirit of adventure, naiveté, and general                        light-heartedness. It portrays that dualism between light                        and dark, good and evil, with stark simplicity (and yet                        at the same time brings a new gentleness to even Mr. G himself).                        If the Hero of Time is &#8220;cooler&#8221; and more confident                        and mysterious, the Hero of Winds is more childlike than                        many real children themselves.</p>
<p align="left">But                        ultimately, we must remember that the style of <em>The Wind                        Waker</em> is really reflecting Miyamoto&#8217;s original vision.                        Miyamoto&#8217;s later vision, after the creation of the first                        Zelda game, was a bit different. I&#8217;m sure that when he had                        his original idea for the Zelda series, it didn&#8217;t begin                        with picturing how the graphics would look. But when he                        sat down to design it, the idea evolved from that original,                        unfettered vision. That&#8217;s what happens to all of us when                        we begin to work through the creative process. Indeed, the                        games have taken on far more complex layers than would have                        existed otherwise. Well, back in the days of the 2-D Zelda                        games, he, being the visionary that he is, was already picturing                        what the game would look like when and if technology could                        bring it into the 3-D realm. Way back when the Spaceworld                        demo was being shown, Miyamoto stated that he had always                        imagined Zelda as looking like <em>Ocarina of Time</em>. Now                        they only needed to progress the series more. But there&#8217;s                        the catch. Although the spirit of Miyamoto&#8217;s moment of inspiration,                        the basic concept that started it all, is most captured                        in <em>The Wind Waker</em>, <em>Ocarina of Time</em> is stylistically                        what Miyamoto had envisioned in the first place. And so                        <em>The Wind Waker</em> marks a slight shift in a new direction,                        a direction that Miyamoto did not instigate but embraced                        because it was close to his heart.</p>
<p align="left"><strong>The                        Voice of the Fans</strong></p>
<p align="left"><em>The                        Wind Waker</em> is also a mirror into the minds of another                        group of individuals. The fans. Again, back when the Spaceworld                        demo was still being shown, Miyamoto admitted to browsing                        fan sites. How he might view an English site as this, I&#8217;m                        not sure. But it&#8217;s clear that Miyamoto is somehow more connected                        with the Zelda fan base than before. What <em>does</em> he                        read on the internet? I&#8217;m sure he&#8217;s seen the countless speculations,                        especially the discussion of continuity theories. And I                        have a sneaking suspicion that <em>The Wind Waker</em> reflects                        this. Note the greater attention to plot. Note the greater                        attention to explicit connections with other Zelda games,                        and especially to how they&#8217;re related by time. Pay attention                        to the explicit delineation of a Link who isn&#8217;t the same                        Link as the one in the previous games. Notice the attempts                        to smooth out the continuities-for instance, including a                        massive deluge to deal with the problem of a Hyrulian geography                        that changes from game to game. Part of this, no doubt,                        is part of a larger trend in gaming. But although I couldn&#8217;t                        prove it for certain, I think the game shows evidence of                        influence from the fans in an indirect way.</p>
<p align="left"><strong>Conclusion</strong></p>
<p align="left"><em>The                        Wind Waker</em> is at once traditional and yet at the same                        time continues the evolution of the series. It&#8217;s a mirror                        of the mind of Miyamoto, in a way he never knew until Aonuma                        brought the idea to his mind. And it just may well be a                        mirror of the minds of the fans, reflecting their concerns                        for such things as continuity between the games. Whatever                        the case may be, we can expect the future games to keep                        this trend, at least for a while. That certainly isn&#8217;t a                        bad thing.* We&#8217;ll still be able to continue exploring the                        vibrant, youthful lands of Link&#8217;s world. And just think,                        rather than the sailing the vast expanses of the sea, we&#8217;ll                        get to traverse vast areas of <em>land</em> next time!</p>
<p align="left"><em>*                        On the other hand, it does mean that we probably won&#8217;t see                        a game that approaches the brilliance of my favorite game                        of all time, Majora&#8217;s Mask.</em></p>
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		<title>Japan: The Birthplace of Hyrule</title>
		<link>http://www.zeldauniverse.net/articles/origins-of-zelda/japan-the-birthplace-of-hyrule/</link>
		<comments>http://www.zeldauniverse.net/articles/origins-of-zelda/japan-the-birthplace-of-hyrule/#comments</comments>
		<pubDate>Mon, 09 Jun 2003 21:31:23 +0000</pubDate>
		<dc:creator>Trahald</dc:creator>
				<category><![CDATA[Origins of Zelda]]></category>

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		<description><![CDATA[ Perhaps                        in part because of its [...]]]></description>
			<content:encoded><![CDATA[<p> Perhaps                        in part because of its sheer technological power, those                        of us in the West often jump to the conclusion that Japanese                        culture isn&#8217;t too much different from ours. Yet in reality,                        Japan is a culture far more different from Western culture                        than most people realize. But as we will see, it is very                        important to be aware of the fact that Zelda came from a                        culture far different from what we might expect . . .</p>
<p><span id="more-44"></span></p>
<p align="left"><strong>A                        Culture Apart</strong></p>
<p align="left">For                        millennia, the great land of Japan, isolated from the rest                        of the world, developed a strong martial culture. The millennia                        of isolation and development created what seems to us a                        peculiar nation. As my Japanese American professor from                        last semester pointed out, when World War II rolled around,                        they were more fascist and xenophobic than even the Germans.                        But more importantly, Japanese society had an incredible                        amount of cohesion. In 1912, the Japanese government went                        into the middle of the forest and opened up a storehouse                        which hadn&#8217;t been opened since 1200. It was filled with                        gold and precious things. But the peculiar thing is that                        there was no lock on the door and no guards. Completely                        untouched. And yet everyone knew it was there. This speaks                        to a kind of cohesion that can be seen nowhere else. Well,                        World War II rolled around, and the Allies found themselves                        facing a foe unlike anything they had faced before. Kill                        10% of British or American unit, and its efficiency drops                        by over 50%. Kill 90% of a Japanese unit, and it can still                        kill you. Indeed, Japanese parents told their sons, &#8220;Come                        back dead.&#8221;</p>
<p align="left">But                        we all know how World War II ended. And the Allied occupation                        of Japan did have an impact on Japanese culture. Most relevant                        to Nintendo fans, Mario himself was created in honor of                        a Westerner who lived in Japan. Now the country is an industrial                        superpower linked to the rest of the world. Yet what the                        millennia of isolationism had built did not truly crumble                        away; Japanese society is still very, very different from                        our own. Even in the early 80&#8217;s and 90&#8217;s, the Japanese wanted                        to purify the labor pool, and so actually recruited Japanese                        living in Brazil to work in Japan (yet imagine their horror                        when the new immigrants turned out to speak Portuguese and                        like salsa and Latin music).</p>
<p align="left">The                        Japanese concept of social relations is very foreign to                        us. My Japanese American professor remembered his aunt telling                        her two daughters,&#8221;If you have an illegitimate child,                        first I&#8217;ll kill the child, and then you, and then myself&#8221;                        (and she was dead serious). He also told of how his own                        mother would say, &#8220;The nail that sticks up should be                        hammered down.&#8221; Conformity and obeying orders is absolutely                        a part of the Japanese way of thinking. In social science                        terms, it is the primacy of the group over the individual.                        When Miyamoto spoke of how first person shooter games are                        liked &#8220;by people in the West,&#8221; his preconception                        that Japan and the West are very different is not trivial                        in the least!</p>
<p align="left"><strong>Japan                        and Zelda</strong></p>
<p align="left">OK.                        So, Japanese culture is very different. But what does that                        have to do with Zelda? For one thing, many aspects of Japanese                        culture can be seen in even some of the most basic aspects                        of the games. For instance, one of the aspects of Japanese                        culture is a sort of circle-dance of gift giving. In other                        words, if I were to do a good deed for you, or were to give                        you a gift, our culture would demand that you repay me back                        with another gift. (For those of you who know ancient history,                        this is an exact match of the &#8220;client-patron&#8221;                        relationship seen in the Roman world). Sound familiar? This                        very thing is a critical aspect of the Zelda series, and                        it&#8217;s an aspect that I&#8217;ve seen many American Zelda newbies                        stumble on because they don&#8217;t realize that helping people                        out yields gifts.</p>
<p align="left">Another                        important point for Zelda fans to be aware of is that the                        Japanese traditionally think of time as circular, unlike                        Westerners who think of time as linear. *Hint hint* But                        we&#8217;ll talk about that later. The main thing I&#8217;m concerned                        with for now is pointing out, once again, that the Japanese                        origins make it more difficult to determine exactly what                        the origins are for the various elements of the Zelda world.                        This means that when people tell me that such-and-such element                        of the games is derived from some aspect of some other obscure                        culture, or that &#8220;the deeper meaning&#8221; of a Zelda                        game is found in some Western literary source, I have my                        doubts.</p>
<p align="left">On                        the other hand, the games are overall <em>not</em> modeled                        after Japan but after a sort of European medieval world.                        We will later see why this is, but for now just notice that                        the overall tone of all the games has been European rather                        than Japanese. <em>The Wind Waker</em> is the most Japanese                        of the games thus far.</p>
<p align="left">It                        gets even more difficult when we realize that the game has                        changed by the time it falls into the hands of English-speakers.                        The process of change is known as &#8220;localization.&#8221;                        This is key. If it was simply a matter of translating text,                        it would be known as merely &#8220;translation.&#8221; Of                        course, the software has to be adapted to the regional hardware,                        but in addition to that, noticable changes must be made                        to the game so that it makes sense to Western gamers. An                        extreme example of this would be <em>Animal Crossing</em>,                        which involved changing entire in-game holidays in the process                        of localization. And indeed, there are many specifically                        Western elements to the games that are probably a result                        of localization.</p>
<p align="left"><strong>Conclusion</strong></p>
<p align="left">In                        later weeks, we will take looks at specific orgins of Zelda.                        But I will not begin with &#8220;the deep stuff.&#8221; For                        that becomes difficult when you realize that the game is                        a product of a culture worlds apart from that of the modern                        West.</p>
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		<title>Mirror of the Minds</title>
		<link>http://www.zeldauniverse.net/articles/origins-of-zelda/mirror-of-the-minds/</link>
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		<pubDate>Mon, 07 Apr 2003 21:32:40 +0000</pubDate>
		<dc:creator>Trahald</dc:creator>
				<category><![CDATA[Origins of Zelda]]></category>

		<guid isPermaLink="false">http://wp.zeldauniverse.net/mirror-of-the-minds/</guid>
		<description><![CDATA[That                        Shigeru Miyamoto is a genius is [...]]]></description>
			<content:encoded><![CDATA[<p>That                        Shigeru Miyamoto is a genius is common knowledge. It was                        no surprise that <a href="http://www.gamespy.com/articles/march02/top30/61/index3.shtm" target="_blank">GameSpy</a>                        billed him as the most influential person in gaming. Yet                        what many people don&#8217;t realize is that of all the Zelda                        games, <em>The Wind Waker</em> has turned out to be the most                        accurate reflection of Miyamoto&#8217;s mind.</p>
<p><span id="more-45"></span></p>
<p align="left"><strong>A                        Bold Assertion</strong></p>
<p align="left">I&#8217;m                        making a bold assertion. I&#8217;m telling you that <em>The Wind                        Waker</em> is probably a more accurate reflection of Miyamoto                        as an artist and as a man than any Zelda game before it.                        When I talked about what I like or don&#8217;t like about the                        new game, I was speaking in subjective terms. I don&#8217;t need                        to justify subjective statements like, &#8220;Controlling                        gulls is incredible gameplay.&#8221; But this time my assertion                        at least purports to be objective. And yet, how can I be                        objective when I&#8217;m dealing with another man&#8217;s psychology?                        I can&#8217;t crawl inside Miyamoto&#8217;s brain and see exactly how                        it works. In that case, why would you believe me when I                        make a statement about his mind? What gives me the right,                        per se, to make an assertion about someone else from some                        other culture?</p>
<p align="left">Clearly,                        my assertion is guesswork. But it is an educated guess.                        And so you ask, &#8220;Why do you say it&#8217;s an <em>educated</em>                        guess, Trahald?&#8221; First, there is some good data that                        we have in the form of things that Miyamoto has said through                        a translator. I will get to that in a moment. Second, I                        can identify with him in certain ways. Now, I am in no way                        claiming to have any of his greatness or genius in creativity.                        That would be terribly inaccurate and arrogant of me to                        make such a claim. However, I can identify with him in certain                        respects. Miyamoto tends to gather his ideas for games from                        ordinary places and activities. For instance, as is well                        known, gardening was the inspiration for Pikmin. And yet                        his games take that ordinary activity and place and transform                        it into something magical that inspires wonder. From various                        interviews with Miyamoto over the years, I have formed this                        picture of him as an imaginative man who does not view the                        world around him in the same way that most do. It is in                        that respect that I can identify with him. When I look at                        the plants beneath my feet, I don&#8217;t simply see them as little                        flowers and blades of grass placidly waving in the breeze.                        I see them as whole jungles, worlds full of little creatures                        that scamper about. And even the flowers can sometimes seem                        veritably alive as the animals are. When I see a thicket                        or a forest, I see it as a shadowy world waiting to be explored.                        I love to wander the woods and rivers to discover what creatures                        might live around each bend. When I was a child, I preferred                        playing with a napkin over playing with cars and trucks?                        Why? Because I could manipulate that napkin and shape it                        into whatever I wanted it to be, and that granted me greater                        freedom to take creativity to places it couldn&#8217;t go if I                        played with a static, manufactured toy. While I cannot even                        touch Miyamoto&#8217;s greatness, I can still identify with him                        as a person in some regards. Of course, my glimpses into                        his personality have come not only through interviews, but                        also the games themselves. The art can tell us much about                        the artist. But my point is that since I can understand                        on a personal level some of what Miyamoto says, I have at                        least some basis for making an educated guess as to how                        well <em>The Wind Waker</em> reflects the man.</p>
<p align="left"><strong>The                        Mind of Miyamoto</strong></p>
<p align="left">We                        do have more concrete data as to why <em>The Wind Waker</em>                        may be the best mirror of Miyamoto&#8217;s mind. Miyamoto said                        that the inspiration for Zelda came as he walked into a                        cavern as a child. Only courage could allow a child to venture                        alone into a cavern potentially filled with monsters. When                        most people see a cave, they see a geological formation.                        When Miyamoto sees a cave, he sees <em>The Legend of Zelda</em>.                        Of course, Zelda became much more than simply a courageous                        young boy venturing into a dark cave. But the overarching                        theme has remained: a young boy propelled on by courage                        and the thrill of exploration and discovery. There is an                        immense contrast between the boy and the cave. The boy is                        innocent and almost ignorant of what danger lurks in the                        shadows. The cave is dark and frightening. Now think back                        to the Spaceworld images of a realistic Link. That Link                        was an adult. His ears were pierced. He had lost that innocence                        and childlike wonder in his face. He was dark and gritty.                        Miyamoto saw that, and realized that the series had gone                        too far. Of course, he also argued that this Link made the                        Zelda games too much like that of its imitators. A cel-shaded                        game would be something new. Uniqueness is important to                        the heart of many artists. But critically, notice that he                        said that the series <em>was</em> going in the wrong direction.                        Indeed, the realistic style was a continuation of <em>Majora&#8217;s                        Mask</em> and <em>Ocarina of Time</em>. In <em>Ocarina of Time</em>,                        adult Link did look much the same, even though he was much                        simpler graphically. And <em>Majora&#8217;s Mask</em> was certainly                        a darker game. The Spaceworld style only seemed to draw                        out the dark, gritty side of the game, especially with regard                        to the &#8220;innocent hero.&#8221; This is something Miyamoto                        did not like. Think of his strong beliefs in morals in games.                        Think of how he emphasizes that &#8220;fun&#8221; is something                        that should be appropriate for the entire family; he certainly                        has no fondness for games like <em>Grand Theft Auto III</em>.</p>
<p align="left">So,                        Miyamoto wanted to stop the trend and bring it back to its                        roots. He wanted to bring it back to the idea of the boy                        in the cave. The result? <em>The Wind Waker</em>. Miyamoto                        said that people would understand why the graphics are the                        way they are if they played the game. Having played it,                        I would agree with him. The hero is now innocent and childlike.                        Anything about Link or any of the marvelous places he visits                        glistens with a happiness and wonder not entirely unlike                        that of the Mario games (although more grounded in &#8220;reality,&#8221;                        as it were). Yet when the forces of darkness (the cavern,                        if you will) come on to the scene, the game shifts dramatically                        in mood and form. In this way, the game reflects Miyamoto&#8217;s                        vision perhaps more accurately than its predecessors.</p>
<p align="left"><strong>The                        Mind of Aonuma</strong></p>
<p align="left">But<strong>                        The Wind Waker</strong> does not only reflect the mind of Miyamoto.                        I have titled this article &#8220;Mirror of the Minds&#8221;                        for a reason. The game also reflects its director, Eiji                        Aonuma, who was also the director of <em>Majora&#8217;s Mask</em>.                        One of the best aspects of <em>Majora&#8217;s Mask</em> was the                        believable, complex system of relationships that existed                        among the characters as the three days progressed. Character                        interaction was taken to an entirely new level. Perhaps                        this was actually the brainchild of Miyamoto or of some                        other underling, so it is merely an educated guess to say                        that this was something that Aonuma brought into the game.                        It does not seem like something that Miyamoto would think                        of to emphasize. In <em>The Wind Waker</em>, the relationships                        are sadly not as complex as they were in Majora&#8217;s Mask,                        but this is no doubt due to the lack of the three day cycle                        (although the lunar cycle somewhat makes up for it). Nonetheless,                        the depth of character interaction that was a hallmark of                        <em>Majora&#8217;s Mask</em> takes a very prominent role in <em>The                        Wind Waker</em>.</p>
<p align="left"><strong>Conclusion</strong></p>
<p align="left"><em>The                        Wind Waker</em> is the product of many, many people. We cannot                        ascribe its every attribute to its creator alone. But on                        the whole, the new game, primarily through the cel-shading                        technology, seems to be a very accurate reflection of Miyamoto&#8217;s                        vision of games and of the world around him. It could also                        be guessed that the game is also a mirror of the mind of                        the director, Aonuma. You may not enjoy this mirror of Miyamoto&#8217;s                        and Aonuma&#8217;s minds, but that doesn&#8217;t change the fact that                        the new game seems to be a truer reflection of its artists                        than all the rest.</p>
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		<title>Copy-Cats and Coincidences</title>
		<link>http://www.zeldauniverse.net/articles/origins-of-zelda/copy-cats-and-coincidences/</link>
		<comments>http://www.zeldauniverse.net/articles/origins-of-zelda/copy-cats-and-coincidences/#comments</comments>
		<pubDate>Mon, 27 Jan 2003 21:33:19 +0000</pubDate>
		<dc:creator>Trahald</dc:creator>
				<category><![CDATA[Origins of Zelda]]></category>

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		<description><![CDATA[ &#8220;We                        are all kidnappers of ideas.&#8221; [...]]]></description>
			<content:encoded><![CDATA[<p> &#8220;We                        are all kidnappers of ideas.&#8221; Thus spake the great                        African art historian and archaeologist, Dr. Ekpo Eyo, in                        one of my classes last semester at the university. And as                        the wise King Solomon wrote in the book of Ecclesiastes                        in the Bible, &#8220;There is nothing new under the sun.&#8221;                        Time and time again, humans develop &#8220;new&#8221; creations                        simply by borrowing from the ideas of others. Sometimes,                        however, two things might have something in common purely                        out of coincidence. After all, even if we do not borrow                        ideas from each other, we borrow ideas from common sources                        like history and nature or even a common psychology. I will                        not be addressing the recent accusations of a certain Zelda                        fan site, even though the topic is ironically relevant to                        those accusations. Instead I wish to talk about how we can                        tell where Nintendo got its ideas for the Legend of Zelda.                        I am writing this because I have seen too many fans jump                        to conclusions as to where the art, puzzles, characters,                        or story elements came from originally. I felt that I needed                        to write a word of caution.</p>
<p><span id="more-46"></span></p>
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<p align="left"><strong>Picasso                        meets Zelda</strong></p>
<p align="left">So,                        the main question is this: how can we tell if something                        is influenced by a certain something else, or if the two                        things in question are simply coincidentally alike? It is                        actually surprisingly difficult to answer that question,                        even if the answer might seem obvious at first glance. To                        see exactly what I mean, let&#8217;s take a quick look at the                        world of academia. Pablo Picasso is widely credited with                        being a major factor in the development of modern art. One                        of his more famous paintings is the 1907 piece called Les                        Demoiselles d&#8217;Avignon. The curious thing about the work                        is that the faces of some of the women in the painting look                        quite different from what you would expect in European art.                        According to records, Picasso visited a museum that displayed                        African art before he completed the painting, and an examination                        of some of the artifacts in that museum reveals a striking                        resemblance between some of the African masks and the faces                        of the women in the painting. Picasso denied that his faces                        were influenced by African art. However, scholars later                        found that Picasso actually collected African art in his                        home, adding to the evidence that he was most certainly                        influenced by African works, even if subconsciously. Scholars                        now agree that the African masks influenced Picasso, despite                        the artist&#8217;s denials.</p>
<p align="left">What                        does Picasso have to do with Zelda? Picasso said that the                        resemblance between the faces and the masks was pure coincidence.                        The scholars say that it was not coincidence. Despite Picasso&#8217;s                        denials, we seem to have a clear cut case of what influenced                        what, but in other cases the answer is not so clear. There                        are other pieces of modern art that seem to be very directly                        related to African works of art, and yet scholars agree                        that the resemblance is simply coincidence. Determining                        exactly why two things are alike can turn into quite the                        confusing mire. Such is the case with the Legend of Zelda.                        To use an example, let us turn to Majora&#8217;s Mask.</p>
<p align="left"><strong>Case                        Study: Real Transformation Masks</strong></p>
<p align="left">In                        Majora&#8217;s Mask, the transformation masks enabled Link to                        become someone else. If we look at African masks again,                        we will see that some of the cultures in Africa believe                        in a kind of transformation mask. These cultures have no                        visible government but are ruled instead by a kind of &#8220;club.&#8221;                        The members in the club are allowed to wear certain masks                        that represent spirits or dead ancestors. When the people                        wear the mask, no matter who they are in real life, they                        are believed to transform into the thing the mask is representing.                        As a result, everyone they encounter is supposed to act                        as if the wearer is really the spirit or the ancestor, for                        the mask grants the wearer great authority in their society.                        Clearly we have a kind of parallel between the beliefs of                        certain African cultures and a major component of the gameplay                        in Majora&#8217;s Mask. However, does that mean that Nintendo                        borrowed its ideas of transformation masks from those African                        cultures? It would be easy to jump to the conclusion that                        just because the two ideas are strikingly similar, Nintendo                        really did borrow from the religious ideas of those cultures.                        A closer examination reveals that it is not so likely. Nintendo                        probably simply realized that it would be fun to play as                        a race such as a Goron or a Zora. Naturally they needed                        to explain just how this could be done, and their solution                        was to use transformation masks. It probably had nothing                        to do with the masks of those African cultures, especially                        given how relatively obscure that information is.</p>
<p align="left"><strong>Conclusion</strong></p>
<p>It&#8217;s                        easy to look at something in the games and say, &#8220;Aha!                        I know where they got that idea from!&#8221; We might look                        at the art, the gameplay mechanics, the puzzles, characters,                        or story, and quickly come to conclusions about just where                        they came from originally. However, we should not be so                        hasty, to quote Treebeard. If scholars are able to avoid                        mistakes by carefully examining these sorts of things, we                        too should not be so quick to adamantly declare where Nintendo                        got its ideas. As I have shown with the example of the transformation                        masks, the issue is more complex than it might seem at first                        glance. In the coming months, I will write articles every                        now and then looking at possible specific influences on                        the Legend of Zelda. Until then, send off any comments you                        might have to   <script language="JavaScript" type="text/javascript">  <!--  var prefix = '&#109;a' + 'i&#108;' + '&#116;o';  var path = 'hr' + 'ef' + '=';  var addy71949 = '&#97;rt&#105;cl&#101;s' + '&#64;';  addy71949 = addy71949 + 'z&#101;ld&#97;&#117;n&#105;v&#101;rs&#101;' + '&#46;' + 'n&#101;t';  var addy_text71949 = '&#97;rt&#105;cl&#101;s' + '&#64;' + 'z&#101;ld&#97;&#117;n&#105;v&#101;rs&#101;' + '&#46;' + 'n&#101;t';  document.write( '<a ' + path + ''' + prefix + ':' + addy71949 + ''>' );  document.write( addy_text71949 );  document.write( '< /a>' );  //-->n </script><a href="mailto:articles@zeldauniverse.net">articles@zeldauniverse.net</a><script language="JavaScript" type="text/javascript">  <!--  document.write( '<span style='display: none;'>' );  //-->  </script><span style="display: none">This e-mail address is being protected from spam bots, you need JavaScript enabled to view it  <script language="JavaScript" type="text/javascript">  <!--  document.write( '</' );  document.write( 'span>' );  //-->  </script></span>.</p>
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		<title>King of Legends</title>
		<link>http://www.zeldauniverse.net/articles/origins-of-zelda/king-of-legends/</link>
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		<pubDate>Mon, 13 Jan 2003 21:34:11 +0000</pubDate>
		<dc:creator>Trahald</dc:creator>
				<category><![CDATA[Origins of Zelda]]></category>

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		<description><![CDATA[ 			I                        couldn&#8217;t believe what I had [...]]]></description>
			<content:encoded><![CDATA[<p> 			I                        couldn&#8217;t believe what I had just read. Microsoft had the                        audacity to say that they were creating a Zelda-killer.                        The article in the official Xbox magazine spoke fondly of                        Link to the Past, but declared that our favorite video game                        hero was going to fall at the hands of another. That sure                        raised my eyebrow. That is, before I dismissed the idea                        with a smirk. Then again, if any game was to be a Zelda-killer,                        this one did have the most potential: a game based directly                        off of a certain &#8220;little&#8221; book known as Fellowship                        of the Ring.</p>
<p><span id="more-47"></span></p>
<p align="left">J.R.R.                        Tolkien&#8217;s The Lord of the Rings is the king of the modern                        fantasy genre, if only because it is the father of it. Because                        of Rings, Tolkien is considered to be &#8220;the author of                        the 20th century.&#8221; His work is at once grand and epic                        and yet at the same time subtle and touching. Rings, itself                        derived from Norse mythology, is the primary inspiration                        for everything from Star Wars to Harry Potter to WarCraft.                        The books simply begged to be made into films, but even                        great filmmakers such as Steven Spielberg and George Lucas                        shunned it, thinking it to be the impossible. But now the                        epic has finally been brought to film, and so far it looks                        as though it will reign as king of fantasy film.</p>
<p align="left">Even                        the Legend of Zelda has strong roots in Middle Earth. Zelda                        is an RPG, and the RPG genre actually comes from Lord of                        the Rings. It all began when the books inspired D&amp;D.                        Then it so happened that a man named Will Crowther began                        participating in a D&amp;D called &#8220;Mirkwood Tales.&#8221;                        Crowther came to create a game called &#8220;Adventure.&#8221;                        And that was the first RPG.</p>
<p align="left">Now                        flash-forward to the present. Black Label Games was able                        to obtain the rights to create games based off of the books.                        They didn&#8217;t have to stick with the movie material, like                        Electronic Arts had to do with their game. Instead they                        had a vast amount of source material with which to work,                        giving them the potential to create a truly epic game.</p>
<p align="left">Well,                        the game Fellowship of the Ring arrived on the Xbox without                        much of a ruckus. It didn&#8217;t stay Xbox exclusive for very                        long, and now it&#8217;s on the PC. And I have now played it.</p>
<p align="left">So                        what&#8217;s the verdict? Is it really the Zelda-killer the official                        Xbox magazine proclaimed it? I&#8217;m sure you know the answer                        already: NO.</p>
<p align="left">In                        fact, the game kind of sucks. It&#8217;s not absolutely terrible,                        but I wasn&#8217;t playing it very long before I immediately began                        to think to myself wistfully, &#8220;This would be so much                        better if this was a Zelda game.&#8221; For starters, the                        initial Shire area is incredibly bland compared to the vibrant,                        wonderfully alive towns of the Zelda series, such as Kakariko                        Village or Clock Town. And guess what. Just when you begin                        to get excited about exploring the Shire, you notice that                        (a) the Shire is very small, that (b) there is hardly anyone                        around, and that (c) you can only enter one building, an                        inn containing an amazing 4 people. What&#8217;s worse, the level                        design is such that it constantly reminds you that you&#8217;re                        playing a video game, not venturing into a long lost mythical                        world. I could go on and on about the game&#8217;s problems. The                        presentation is poor, the conversations usually have no                        depth, and the controls are clunky. And the game is so short!                        It feels like a quick little adventure rather than the grand                        epic it should be.</p>
<p align="left">Don&#8217;t                        get me wrong, the game does have its highlights. But in                        addition to all those problems which I have just mentioned,                        the game simply lacked that Nintendo magic that we&#8217;ve all                        come to know and love in the Zelda series. When you play                        Zelda, you&#8217;re engulfed in a mythical land full of wonder                        and discovery, a world that sucks you in and involves you                        emotionally with its characters. And of course, the game                        play is a perfect concoction of battle, puzzle solving,                        and more.</p>
<p align="left">In                        the end, I suppose it isn&#8217;t so much that Fellowship of the                        Ring is such a bad game. More than anything else, it&#8217;s a                        tribute to the greatness of The Legend of Zelda. Lately                        I&#8217;ve been taking special note of whenever Zelda is mentioned                        in game reviews and articles. And I&#8217;ve noticed that reviewers                        often view Zelda to be the standard of gaming in many respects.                        Games are constantly compared to it. It just can&#8217;t be denied                        that Zelda is a wonderful game. We who are Zelda fans are                        used to playing a well-made game so perfectly polished that                        you forget you&#8217;re not actually engaged in a quest to save                        Hyrule. We don&#8217;t settle for the relative junk of gaming                        that is Fellowship of the Ring.</p>
<p>Link                        remains the Hero of Time, the king of all gaming legends.</p>
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		<title>Origins of Majora&#8217;s Mask</title>
		<link>http://www.zeldauniverse.net/articles/origins-of-zelda/origins-of-majoras-mask/</link>
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		<pubDate>Sat, 30 Nov 2002 21:35:31 +0000</pubDate>
		<dc:creator>tellus12</dc:creator>
				<category><![CDATA[Origins of Zelda]]></category>

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		<description><![CDATA[I have studied the similarities and links between the Zelda games before but this in depth could lead to what they were based on. First off we all know who [...]]]></description>
			<content:encoded><![CDATA[<p>I have studied the similarities and links between the Zelda games before but this in depth could lead to what they were based on. First off we all know who Skull Kid is from Majora&#8217;s Mask, the mask is obviously designed from Maori art, the colours and patterns are very close to aboriginal art and carvings.</p>
<p><span id="more-48"></span></p>
<p><img class="alignleft" style="border: 1px solid black; margin-left: 6px; margin-right: 6px;;  float: left; padding: 4px; margin: 0 7px 2px 0;" title="Coin" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image001.jpg" border="1" alt="Coin" hspace="6" />This is a coin from New Zealand (origin of the Maori people) , it is an older coin but look how similar the face is to Majora&#8217;s Mask, could Shigeru Miyamoto have been in New Zealand on holiday whilst thinking up the story of the game?. Check this, the name of the mask on the coin is the head of &#8216;Koruru&#8217;, very close to a word we know as &#8216;Kokiri&#8217;, Mr. Links home ground.</p>
<p align="center"><img style="border: 1px solid black; margin-left: 6px; margin-right: 6px;" title="Another Coin" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image002.jpg" border="1" alt="Another Coin" hspace="6" /> <img style="border: 1px solid black; margin-left: 6px; margin-right: 6px;" title="Image" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image003.png" border="1" alt="Image" hspace="6" /> <img style="border: 1px solid black; margin-left: 6px; margin-right: 6px;" title="Image" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image005.gif" border="1" alt="Image" hspace="6" /></p>
<p>Remember the stray fairy guys, the floating fairies you had to find to complete the great fairies?, well this coin which I think is the 20 cent coin in New Zealand features a small sitting guy, he was based on a carving on the gateway of Pa in the Rotorua region over there in the 19th century. It belongs to the Arawa people who gave their permission to use it. Anyway these little guys are seen all over the world now, they are known by many names, some call them &#8216;Kodama&#8217; others call them &#8216;Heitiki&#8217; ect., they have been used in films such as Princess Mononoke where they were tree spirits who protected the forests, friendly and cute, they bare resemblance to the fairies in Majoras Mask (except they float), hey were supposed to protect the land, but as always it&#8217;s up to Link to do that in the end.</p>
<p align="center"><img style="border: 1px solid black; margin-left: 6px; margin-right: 6px;" title="Sculpture" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image006.jpg" border="1" alt="Sculpture" hspace="6" /></p>
<p>We all know about the creation of Hyrule, from the story told in Ocarina of Time. The three goddesses descended form the sky and swept across the land creating the desert, the sky and the water. Well this guy here is called Lono, he is a Polynesian god of fertility and he came to Earth from the sky and created the people of the islands from Hawaii to Aotearoa (New Zealand), which are known as the Polynesian triangle. Mythology becomes reality, but I don&#8217;t think Lono left a triforce behind somehow.</p>
<h2 id="toc-the-ikana-factor"><img class="alignleft" style="border: 1px solid black; margin-left: 6px; margin-right: 6px;;  float: left; padding: 4px; margin: 0 7px 2px 0;" title="Sculpture" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image007.jpg" border="1" alt="Sculpture" hspace="6" /><strong>The Ikana Factor</strong></h2>
<p>- Igos Du Ikana, the ancient deceased king of Ikana when alive was in command of his huge armies and travelled deep into the forests to slaughter the Deku Scrubs for sport and accomplishment, being at war with them at that time. The Deku outlived him and vastly outnumbered his armies even though I can&#8217;t imagine any scrub killing one of his soldiers, anyway, this figure is a carving is of the personal god of King Kamehameha the great, its name is Kuka&#8217;ilimoku&#8217;. The king gave this god credit for his great success in uniting the Hawaiian islands, similar to Lono. This figure was especially made and passed to succeeding generations of the royal family to preserve it. It was said that the chief Kahunas (priests) went deep into the forests to find and bless the correct wood for this carving before returning to the village where the master craftsmen were closely supervised to sculpt their god. Only 3 of these exist today. It is only loosely linked but could Igos be connected with gods we are not aware of?</p>
<h2 id="toc-the-masks"><strong>The Masks</strong></h2>
<p>The masks play their biggest part in Majoras Mask but only because they derived from Ocarina of Time. The Giants mask and the mask that Odolwa wears are particularly interesting, as is the Fierce Deity&#8217;s mask. The Giants mask seen here is very similar to these masks produced by Polynesians. It was written that the Polynesians made no masks but this is untrue, they were used mostly for decoration rather than to be worn. The grooves and Tattoos are clearly seen on both. The mask that Odolwa wears is a spitting image of the one seen here, this mask was worn during tribal performances in which young men entertained onlookers by impersonating animal behaviour. This mask was found along with approximately 30 others at a tribal dancing ground. You might have noticed that when you face Odolwa in the game he dances around and shouts war chants at you to intimidate along with his vastly decorated body. Could there have been a 20 foot tall jungle warrior for real many years ago?</p>
<p align="center"><img style="border: 1px solid black; margin-left: 6px; margin-right: 6px;" title="Image" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image009.jpg" border="1" alt="Image" hspace="6" /> <img style="border: 1px solid black; margin-left: 6px; margin-right: 6px;" title="Image" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image010.jpg" border="1" alt="Image" hspace="6" /><br />
<em>Maori Warrior Tiki Masks</em></p>
<p align="center"><img style="border: 1px solid black; margin-left: 6px; margin-right: 6px;" title="Image" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image011.jpg" border="1" alt="Image" hspace="6" /><br />
<em>Giants Mask</em></p>
<p style="text-align: center;"><img style="border: 1px solid black; margin-left: 6px; margin-right: 6px;" title="Image" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image013.jpg" border="1" alt="Image" hspace="6" width="238" height="360" /><br />
<em>Maori Warrior Tiki Mask</em></p>
<p>The Fierce Deity mask when put on by Link as we know turns him into a god, he has tatoos on his face, another Maori fighting tradition. Many of the Maori have tatooed bodies and faces to both intimidate and attract, why Majoras Mask was based heavily on all these things still remains a mystery, but it just goes to show that someone has actually done a lot of homework to create it. So those of you who thought it was a copy of Ocarina of Time with a different land to explore, it&#8217;s time to think again.
</p>
<p align="center"><img style="border: 1px solid black; margin-left: 6px; margin-right: 6px;" title="Image" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image014.jpg" border="1" alt="Image" hspace="6" /><img style="border: 1px solid black; margin-left: 6px; margin-right: 6px;" title="Image" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image016.gif" border="1" alt="Image" hspace="6" /></p>
<p style="text-align: center;"><img class="alignnone" style="border: 1px solid black; margin-left: 6px; margin-right: 6px;" title="Image" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image017.jpg" border="1" alt="Image" hspace="6" width="236" height="236" /></p>
<p style="text-align: center;"><img style="border: 1px solid black; margin-left: 6px; margin-right: 6px;" title="Image" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image018.jpg" border="1" alt="Image" hspace="6" /><br />
<em>The trance dancer &#8212; African mask. Remind you of the thin faced kamaro?</em>
</p>
<p style="text-align: center;"><img class="aligncenter" style="border: 1px solid black;;  display: block; margin-right: auto; margin-left: auto;" title="Image" src="http://www.zeldauniverse.net/wp-content/uploads/2002/11/image019.jpg" border="1" alt="Image" hspace="6" width="79" height="200" /></p>
<p align="center"><em> The batik flame mask &#8212; Bremen mask anyone?</em></p>
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