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---> ''[[https://www.youtube.com/watch?v=7e6mMaXFRFg North American ad campaign]]''

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---> ''[[https://www.'''[[https://www.youtube.com/watch?v=7e6mMaXFRFg North American ad campaign]]''
campaign]]'''
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--> ''Our journey is fraught with danger, but [[BadassCrew together we four]] might overcome the mages, dark magic... [[LargeHam ONLY THEN]] will all the [[PlotCoupon maidens]] be released and our [[DistressedDamsel princess]], [[LamdshadeHanging once again,]] be [[SaveThePrincess rescued]].''
---> ''[[https://www.youtube.com/watch?v=7e6mMaXFRFg North American ad campaign]]''
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* InsurmountableWaistHighFence: Played ridiculously straight to a point even using the Feather won't let you get over them.


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* NPCRoadblock: Some of which require multiple Links to push out of the way.
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trivia


* NoExportForYou: The "Navi Trackers" mini-game is only available in Japan and Korea, though the Korean version is just a repackaging of the Japanese version.
** A localized version was shown at the E3, with English voice acting. In case you were wondering, Tetra would [[MadLibsDialogue spell the player noun one letter at a time, instead of pronounce it like in the Japanese and Korean version]] (which would be very complicated). In fact, the Korean version keeps the Japanese voices. The actual reason for its cancellation that [[RevenueEnhancingDevices NOA planned to release the three-mode japanese game as two separate games, with the second being the stand-alone "Tetra Trackers"]] (they planned Shadow Battle mode to be the second game at one point). Of course we ended up only with the first outing...
** It would also explain why absolutely none of the data for the third game survived the overseas transition. Usually, it would just be DummiedOut...
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The 2010 date given for the Korean release date is the release date for the fan translation. The actual Korean version was released in 2004, like all the other versions.


* NoExportForYou: The "Navi Trackers" mini-game is only available in Japan and, as of 2010, Korea.

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* NoExportForYou: The "Navi Trackers" mini-game is only available in Japan and, as and Korea, though the Korean version is just a repackaging of 2010, Korea.the Japanese version.
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**** In original planning, this was supposed to be the backstory to ''A Link to the Past'', entailing how Ganondorf there became Ganon, and took over the Sacred Land, following the events of the Child Timeline in OoT. Miyamoto [[ExectiveVeto nixed]] that one at what looks like halfway through production, since you can see a lot of the continuity nods and story ideas there for this being the Imprisoning War.

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* ContinuityPorn: Averted. Deleted text found on the game disc indicates that this game was supposed to retell the BackStory of ''A Link to the Past,'' as items like the Master Sword would have shown up, but you wouldn't be able to use them. ShigeruMiyamoto [[ExecutiveVeto nixed]] this idea late in development because it would have distracted from the straightforwardness of the gameplay. [[ContinuityNod Continuity Nods]] still abound, though. for example, the existence of the DarkWorld and the Trident of Power still manage to make this a very likely BackStory for ''A Link To The Past''.

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* ContinuityPorn: Averted. Deleted text found on the game disc indicates that this game was supposed to retell the BackStory of ''A Link to the Past,'' as items like the Master Sword would have shown up, but you wouldn't be able to use them. ShigeruMiyamoto Shigeru Miyamoto [[ExecutiveVeto nixed]] this idea late in development because it would have distracted from the straightforwardness of the gameplay. [[ContinuityNod Continuity Nods]] still abound, though. for example, the existence of the DarkWorld and the Trident of Power still manage to make this a very likely BackStory for ''A Link To The Past''.


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*** The director actually did verify that the intent was for this game to in fact be the Imprisoning War as mentioned by ''A Link to the Past'', but it was overruled in the end by Miyamoto. Similar to how ''Minish Cap'' was originally intended as the origin of the Master Sword, but Miyamoto also nixed that one and forced a change to the game being the origin of the Four Sword.
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* ButThouMust[=/=]CutsceneIncompetence: '''Zelda''', who goes from [[BadassDamsel genuinely helpful]] to grabbing the mother of all [[IdiotBall Idiot Balls]] in half an hour. During the escape from the CollapsingLair in the last stage of the game, Zelda repeatedly stops moving to... ''[[TooDumbToLive talk to you]]'', and will not budge from that spot unless you go up to her so she can speak. She does it no less than ''three times'' at the end, the last of which is pretty much her saying "There's the exit!" just in time for '''the floor to collapse under everyone''' when they realistically could've just bolted for the door several times over. It becomes blatantly obvious that [[spoiler:the dev team couldn't come up with a better way to throw you into the FinalBoss fight.]]

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* ButThouMust[=/=]CutsceneIncompetence: '''Zelda''', who goes from [[BadassDamsel genuinely helpful]] to grabbing the mother of all [[IdiotBall Idiot Balls]] in half an hour.hour and demonstrating one of the all-time worst examples of these tropes. During the escape from the CollapsingLair in the last stage of the game, Zelda repeatedly stops moving to... ''[[TooDumbToLive talk to you]]'', and will not budge from that spot unless you go up to her so she can speak. She does it no less than ''three times'' at the end, the last of which is pretty much her saying "There's the exit!" just in time for '''the floor to collapse under everyone''' when they realistically could've just bolted for the door several times over. It becomes blatantly obvious that [[spoiler:the dev team couldn't come up with a better way to throw you into the FinalBoss fight.]]
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* BigBulkyBomb: [[OneHitKill Instantly kills]] any player(s) stupid enough to not take cover in a cave/hole/room when it goes off ([[TooDumbToLive The game freaking TELLS you to GTFO or die]])? In some levels can be found in innocent looking [[PoisonMushroom chests]]? And in many others, are repetitively tossed around in specific rooms by Dark Link? 'Kay... That's just not fair...

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* BigBulkyBomb: [[OneHitKill Instantly kills]] any player(s) stupid enough to not take cover in a cave/hole/room when it goes off ([[TooDumbToLive The game freaking TELLS you to GTFO or die]])? In some levels can be found in innocent looking [[PoisonMushroom chests]]? And in many others, are repetitively tossed around in specific rooms by Dark Shadow Link? 'Kay... That's just not fair...



* ButThouMust[=/=]CutsceneIncompetence: This game has one of the worst examples of these tropes by far. During the escape from the CollapsingLair in the last stage of the game, Zelda repeatedly stops moving to... ''[[TooDumbToLive talk to you]]'', and will not budge unless you go up to her so she can speak. She does it no less than ''three times'' at the end, the last of which is pretty much her saying "There's the exit!" just in time for '''the floor to collapse under everyone''' when they realistically could've just bolted for the door several times over. It becomes blatantly obvious that [[spoiler:the dev team couldn't come up with a better way to throw you into the FinalBoss fight.]]

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* ButThouMust[=/=]CutsceneIncompetence: This game has one of '''Zelda''', who goes from [[BadassDamsel genuinely helpful]] to grabbing the worst examples mother of these tropes by far.all [[IdiotBall Idiot Balls]] in half an hour. During the escape from the CollapsingLair in the last stage of the game, Zelda repeatedly stops moving to... ''[[TooDumbToLive talk to you]]'', and will not budge from that spot unless you go up to her so she can speak. She does it no less than ''three times'' at the end, the last of which is pretty much her saying "There's the exit!" just in time for '''the floor to collapse under everyone''' when they realistically could've just bolted for the door several times over. It becomes blatantly obvious that [[spoiler:the dev team couldn't come up with a better way to throw you into the FinalBoss fight.]]
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* ButThouMust[=/=]CutsceneIncompetence: This game has one of the worst examples of these tropes by far. During the escape from the CollapsingLair in the last stage of the game, Zelda repeatedly stops moving to... ''[[TooDumbToLive talk to you]]'', and will not budge unless you go up to her so she can speak. She does it no less than ''three times'' at the end, the last of which is pretty much her saying "There's the exit!" just in time for '''the floor to collapse under everyone''' when they realistically could've just bolted for the door several times over. It becomes blatantly obvious that [[spoiler:the dev team couldn't come up with a better way to throw you into the FinalBoss fight.]]
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* [[OneGameForThePriceOfTwo One Game's Multiplayer For The Price Of Three To Five Systems]]: To play with more than one person, and access things like the Tingle Tower minigames, you need a Game Boy Advance for each player.

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* [[OneGameForThePriceOfTwo One Game's Multiplayer For The Price Of Three To Five Systems]]: To play with more than one person, and access things like the Tingle Tower minigames, you need a Game Boy Advance for each player.player (plus a GBA-Gamecube link cable for each on top of that).
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* ExcusePlot: In the first game, collecting the Rupees had no real relevance to the plot, so Four Swords Adventures replaces Rupees with "Force Gems", which the player is required to (collectively) acquire enough to empower the Four Sword, otherwise they cannot break the barrier at the end of every level, and will have to go back to get some more.
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** Although it exists in a seperate timeline, there is no reason to assume it does not occur in the same location and year of Hyrule as A Link To The Past did (or well near it.)
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** Fixed; it's been confirmed in [[AllThereInTheManual Hyrule Historia]] that this is the ''reincarnated'' Ganondorf, coming back after his death in ''Twilight Princess'' and regaining his dark powers via the Trident. So in a way, he's the same Ganon yet ''isn't'' at the same time.

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** Fixed; it's been confirmed in [[AllThereInTheManual Hyrule Historia]] that this is the ''reincarnated'' Ganondorf, coming back after his death in ''Twilight Princess'' and regaining his dark powers via the Trident. So in a way, he's the same Ganon yet ''isn't'' at the same time. As well as the fact that [[spoiler: Ganon, as well as link and zelda, reincarnate constantly throughout the timelines.]] Which makes it even more clear.
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*** Although there's nothing to say that the items didn't ''exist'' in that timeline, they were just never used by the big bad so far as is known.
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** As well as one by SuperJeenius, PCull44444, NintendoCapriSun and JoshJepson.

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** As well as one by SuperJeenius, PCull44444, NintendoCapriSun LetsPlay/SuperJeenius, LetsPlay/PCull44444, LetsPlay/NintendoCapriSun and JoshJepson.LetsPlay/JoshJepson.
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* ColorCodedForYourConvenience

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The Cut and Paste Environment trope does not apply to the game. The example given does not match the definition of the trope.


* CutAndPasteEnvironments: Most of the sprites were taken from ''ALinkToThePast''.



* {{Homage}}: With the exception of the character sprites and special effects, which draw from the toon-style, nearly all the sprites draw heavily from ''Link to the Past'', complete with music. Parts of this game are bound to drop a nostalgia bomb on fans of [=LttP=].

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* {{Homage}}: With the exception of the character sprites and special effects, which draw from the toon-style, nearly all the sprites draw heavily from ''Link to the Past'', complete with music. Parts of this game are bound to drop a nostalgia bomb on fans of [=LttP=].[=ALttP=].
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* NoExportForYou: The "Navi Trackers" mini-game was only available in Japan.
** A localized version was shown at the E3, with english voice acting. In case you were wondering, Tetra would spell the player noun one letter at a time, instead of pronounce it like in the Japanese version (which would be very complicated). The actual reason for its cancellation that [[RevenueEnhancingDevices NOA planned to release the three-mode japanese game as two separate games, with the second being the stand-alone "Tetra Trackers"]] (they planned Shadow Battle mode to be the second game at one point). Of course we ended up only with the first outing...

to:

* NoExportForYou: The "Navi Trackers" mini-game was is only available in Japan.
Japan and, as of 2010, Korea.
** A localized version was shown at the E3, with english English voice acting. In case you were wondering, Tetra would [[MadLibsDialogue spell the player noun one letter at a time, instead of pronounce it like in the Japanese version and Korean version]] (which would be very complicated).complicated). In fact, the Korean version keeps the Japanese voices. The actual reason for its cancellation that [[RevenueEnhancingDevices NOA planned to release the three-mode japanese game as two separate games, with the second being the stand-alone "Tetra Trackers"]] (they planned Shadow Battle mode to be the second game at one point). Of course we ended up only with the first outing...



* SuddenlyVoiced: In the Japan-only "Navi Trackers" mini-game, Tetra and her pirates are featured with ''full Japanese voice-acting''. This is the only example of full voice-acting in the ''entire'' history of the series ([[VideoGame/TheLegendOfZeldaCDiGames no, the CDi games don't count]]).

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* SuddenlyVoiced: In the Japan-only Japan and Korea-only "Navi Trackers" mini-game, Tetra and her pirates are featured with ''full Japanese voice-acting''. This is the only example of full voice-acting in the ''entire'' history of the series ([[VideoGame/TheLegendOfZeldaCDiGames no, the CDi games don't count]]).
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* SealedEvilInACan: Vaati, [[spoiler: Ganon gets sealed in the ending.]]

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* SealedEvilInACan: Vaati, [[spoiler: and Ganon gets sealed in the ending.]]
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* GrandTheftMe: [[spoiler: In the ending, one of the other Link's can do this if they kill Ganon in multiplayer. Shown hilariously in the LetsPlay]]

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* GrandTheftMe: [[spoiler: In the ending, one of the other Link's Links can do this if they kill Ganon in multiplayer. Shown hilariously in the LetsPlay]]
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** As well as one by SuperJeenius, PCull44444, NintendoCapriSun and JoshJepson.

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* LetsPlay: There's one by shadowMarioXLI. What makes it the best one? It's a 4 player Let's Play!
**And now pokecapn has started a 4 player Let's Play of this too!

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* LetsPlay: There's one a couple made by shadowMarioXLI. What makes it the best one? It's a 4 player shadowMarioXLI and pokecapn, both of which are 4-Player Let's Play!
**And now pokecapn has started a 4 player Let's Play of this too!
Plays.

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* LetsPlay: There's one by shadowMarioXLI. What makes it the best one? It's a 4 player Let's Play! And now pokecapn has started a 4 player Let's Play of this too!

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* LetsPlay: There's one by shadowMarioXLI. What makes it the best one? It's a 4 player Let's Play! And Play!
**And
now pokecapn has started a 4 player Let's Play of this too!

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* LetsPlay: There's one by shadowMarioXLI. What makes it the best one? It's a 4 player Let's Play!
And now pokecapn has started a 4 player Let's Play of this too!

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* LetsPlay: There's one by shadowMarioXLI. What makes it the best one? It's a 4 player Let's Play!
Play! And now pokecapn has started a 4 player Let's Play of this too!
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And now pokecapn has started a 4 player Let's Play of this too!
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* GrandTheftMe: [[spoiler: In the ending, one of the other Link's can do this if they kill Ganon in multiplayer. Shown hilariously in the LetsPlay]]
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The eleventh game in ''TheLegendOfZelda'' series was a sequel to the earlier ''[[VideoGame/TheLegendOfZeldaFourSwords Four Swords]]'' and was released in 2004. Like its predecessor, it focused on multiplayer gaming for up to four players, and was much more linear in design than the average ''Zelda'' title (though the areas themselves had room to explore). A key component of the gameplay was the use of the GCN-GBA link cable which was required for multiplayer (though single player mode did not require it, instead putting an emulated GBA screen on the TV itself). The action of the game was split between the TV screen for the main areas, where all players could see what was going on, and the GBA screens, which represented indoor areas as well as the Dark World, where each player could only see their immediate surroundings. Unlike the previous game, all four Links were always present no matter how many actual players there were- the excess Links would follow the players and could be placed into formations.

The story is a sequel to ''[[VideoGame/TheLegendOfZeldaFourSwords Four Swords]]'' and features the return of Vaati. According to ''[[AllThereInTheManual Hyrule Historia]]'', this is the final game in the "child" timeline, following ''MajorasMask'' and ''TwilightPrincess.'' While attempting to strengthen the seal on Vaati, Shadow Link kidnaps Zelda and the six shrine maidens, forcing Link to pull the Four Sword from its pedestal and release Vaati once more. Over the course of the game, it's revealed that Shadow Link was actually a minion of [[HijackedByGanon Ganon]], who is attempting to cover the land in darkness with Vaati's help.

to:

The eleventh game in ''TheLegendOfZelda'' ''Franchise/TheLegendOfZelda'' series was a sequel to the earlier ''[[VideoGame/TheLegendOfZeldaFourSwords Four Swords]]'' and was released in 2004. Like its predecessor, it focused on multiplayer gaming for up to four players, and was much more linear in design than the average ''Zelda'' title (though the areas themselves had room to explore). A key component of the gameplay was the use of the GCN-GBA link cable which was required for multiplayer (though single player mode did not require it, instead putting an emulated GBA screen on the TV itself). The action of the game was split between the TV screen for the main areas, where all players could see what was going on, and the GBA screens, which represented indoor areas as well as the Dark World, where each player could only see their immediate surroundings. Unlike the previous game, all four Links were always present no matter how many actual players there were- the excess Links would follow the players and could be placed into formations.

The story is a sequel to ''[[VideoGame/TheLegendOfZeldaFourSwords '' Four Swords]]'' Swords'' and features the return of Vaati. According to ''[[AllThereInTheManual Hyrule Historia]]'', this is the final game in the "child" timeline, following ''MajorasMask'' ''VideoGame/TheLegendOfZeldaMajorasMask'' and ''TwilightPrincess.''VideoGame/TheLegendOfZeldaTwilightPrincess.'' While attempting to strengthen the seal on Vaati, Shadow Link kidnaps Zelda and the six shrine maidens, forcing Link to pull the Four Sword from its pedestal and release Vaati once more. Over the course of the game, it's revealed that Shadow Link was actually a minion of [[HijackedByGanon Ganon]], who is attempting to cover the land in darkness with Vaati's help.



** Also, the Dark Mirror, which seems to be the remnant of [[TheLegendOfZeldaTwilightPrincess a certain other mirror....]]

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** Also, the Dark Mirror, which seems to be the remnant of [[TheLegendOfZeldaTwilightPrincess [[VideoGame/TheLegendOfZeldaTwilightPrincess a certain other mirror....]]



* ContinuityNod: Tons, mostly to ''[[TheLegendOfZeldaALinkToThePast A Link to the Past]]''.

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* ContinuityNod: Tons, mostly to ''[[TheLegendOfZeldaALinkToThePast ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''.



* StartOfDarkness: Another origin story for Ganon, separate from the one already in ''[[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]].''

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* StartOfDarkness: Another origin story for Ganon, separate from the one already in ''[[TheLegendOfZeldaOcarinaOfTime ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]].''



* SuddenlyVoiced: In the Japan-only "Navi Trackers" mini-game, Tetra and her pirates are featured with ''full Japanese voice-acting''. This is the only example of full voice-acting in the ''entire'' history of the series ([[TheLegendOfZeldaCDiGames no, the CDi games don't count]]).

to:

* SuddenlyVoiced: In the Japan-only "Navi Trackers" mini-game, Tetra and her pirates are featured with ''full Japanese voice-acting''. This is the only example of full voice-acting in the ''entire'' history of the series ([[TheLegendOfZeldaCDiGames ([[VideoGame/TheLegendOfZeldaCDiGames no, the CDi games don't count]]).
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Namespace


The eleventh game in ''TheLegendOfZelda'' series was a sequel to the earlier ''[[TheLegendOfZeldaFourSwords Four Swords]]'' and was released in 2004. Like its predecessor, it focused on multiplayer gaming for up to four players, and was much more linear in design than the average ''Zelda'' title (though the areas themselves had room to explore). A key component of the gameplay was the use of the GCN-GBA link cable which was required for multiplayer (though single player mode did not require it, instead putting an emulated GBA screen on the TV itself). The action of the game was split between the TV screen for the main areas, where all players could see what was going on, and the GBA screens, which represented indoor areas as well as the Dark World, where each player could only see their immediate surroundings. Unlike the previous game, all four Links were always present no matter how many actual players there were- the excess Links would follow the players and could be placed into formations.

The story is a sequel to ''[[TheLegendOfZeldaFourSwords Four Swords]]'' and features the return of Vaati. According to ''[[AllThereInTheManual Hyrule Historia]]'', this is the final game in the "child" timeline, following ''MajorasMask'' and ''TwilightPrincess.'' While attempting to strengthen the seal on Vaati, Shadow Link kidnaps Zelda and the six shrine maidens, forcing Link to pull the Four Sword from its pedestal and release Vaati once more. Over the course of the game, it's revealed that Shadow Link was actually a minion of [[HijackedByGanon Ganon]], who is attempting to cover the land in darkness with Vaati's help.

to:

The eleventh game in ''TheLegendOfZelda'' series was a sequel to the earlier ''[[TheLegendOfZeldaFourSwords ''[[VideoGame/TheLegendOfZeldaFourSwords Four Swords]]'' and was released in 2004. Like its predecessor, it focused on multiplayer gaming for up to four players, and was much more linear in design than the average ''Zelda'' title (though the areas themselves had room to explore). A key component of the gameplay was the use of the GCN-GBA link cable which was required for multiplayer (though single player mode did not require it, instead putting an emulated GBA screen on the TV itself). The action of the game was split between the TV screen for the main areas, where all players could see what was going on, and the GBA screens, which represented indoor areas as well as the Dark World, where each player could only see their immediate surroundings. Unlike the previous game, all four Links were always present no matter how many actual players there were- the excess Links would follow the players and could be placed into formations.

The story is a sequel to ''[[TheLegendOfZeldaFourSwords ''[[VideoGame/TheLegendOfZeldaFourSwords Four Swords]]'' and features the return of Vaati. According to ''[[AllThereInTheManual Hyrule Historia]]'', this is the final game in the "child" timeline, following ''MajorasMask'' and ''TwilightPrincess.'' While attempting to strengthen the seal on Vaati, Shadow Link kidnaps Zelda and the six shrine maidens, forcing Link to pull the Four Sword from its pedestal and release Vaati once more. Over the course of the game, it's revealed that Shadow Link was actually a minion of [[HijackedByGanon Ganon]], who is attempting to cover the land in darkness with Vaati's help.
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Moving Namespace

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http://static.tvtropes.org/pmwiki/pub/images/Fourswordsposter.jpg
[[caption-width:330:[-In order to sucessfully slay the LegionsOfHell, always have some [[MesACrowd clones]] in stock.-] ]]
The eleventh game in ''TheLegendOfZelda'' series was a sequel to the earlier ''[[TheLegendOfZeldaFourSwords Four Swords]]'' and was released in 2004. Like its predecessor, it focused on multiplayer gaming for up to four players, and was much more linear in design than the average ''Zelda'' title (though the areas themselves had room to explore). A key component of the gameplay was the use of the GCN-GBA link cable which was required for multiplayer (though single player mode did not require it, instead putting an emulated GBA screen on the TV itself). The action of the game was split between the TV screen for the main areas, where all players could see what was going on, and the GBA screens, which represented indoor areas as well as the Dark World, where each player could only see their immediate surroundings. Unlike the previous game, all four Links were always present no matter how many actual players there were- the excess Links would follow the players and could be placed into formations.

The story is a sequel to ''[[TheLegendOfZeldaFourSwords Four Swords]]'' and features the return of Vaati. According to ''[[AllThereInTheManual Hyrule Historia]]'', this is the final game in the "child" timeline, following ''MajorasMask'' and ''TwilightPrincess.'' While attempting to strengthen the seal on Vaati, Shadow Link kidnaps Zelda and the six shrine maidens, forcing Link to pull the Four Sword from its pedestal and release Vaati once more. Over the course of the game, it's revealed that Shadow Link was actually a minion of [[HijackedByGanon Ganon]], who is attempting to cover the land in darkness with Vaati's help.

In addition to the cooperative multiplayer mode (known as "Hyrulean Adventure") there is also a competitive battle mode, "Shadow Battle", in which the Links fight against each other.
----
!!This Game Provides Examples Of:
* ArtifactOfDoom: The Trident of Power.
** Also, the Dark Mirror, which seems to be the remnant of [[TheLegendOfZeldaTwilightPrincess a certain other mirror....]]
* BackToBackBadasses: Diamond Formation, only available in single player, puts all Four Links back-to-back-to-back-to-back.
* BagOfSpilling: NONE of the items carry over to the next section of the game.
* BarrierMaiden: Zelda and the maidens.
* BigBulkyBomb: [[OneHitKill Instantly kills]] any player(s) stupid enough to not take cover in a cave/hole/room when it goes off ([[TooDumbToLive The game freaking TELLS you to GTFO or die]])? In some levels can be found in innocent looking [[PoisonMushroom chests]]? And in many others, are repetitively tossed around in specific rooms by Dark Link? 'Kay... That's just not fair...
* BlowYouAway: Vaati, yet ''again''. Duh.
* BubblyClouds: Realm of the Heavens.
* ColorCodedMultiplayer
* ColorCodedForYourConvenience
* CombinationAttack: Once in formation, all the Links will attack and use items in sync with each other. In diamond formation the four Links can perform one huge spin attack together.
* ComicBookAdaptation: [[Manga/TheLegendOfZelda The manga]], written by Akira Himekawa, which expanded on the narrow story and gave every Link a different personality, explaining that the sword's elements split up Link's personality as well, not just his body. Becomes FridgeLogic when you realize that is more of an AlternateCharacterInterpretation, since Green Link retains the original Link's personality without change and the character traits displayed by Violet Link are not present in the original Link at all.
* CutAndPasteEnvironments: Most of the sprites were taken from ''ALinkToThePast''.
* ContinuityNod: Tons, mostly to ''[[TheLegendOfZeldaALinkToThePast A Link to the Past]]''.
* ContinuityPorn: Averted. Deleted text found on the game disc indicates that this game was supposed to retell the BackStory of ''A Link to the Past,'' as items like the Master Sword would have shown up, but you wouldn't be able to use them. ShigeruMiyamoto [[ExecutiveVeto nixed]] this idea late in development because it would have distracted from the straightforwardness of the gameplay. [[ContinuityNod Continuity Nods]] still abound, though. for example, the existence of the DarkWorld and the Trident of Power still manage to make this a very likely BackStory for ''A Link To The Past''.
** Hyrule Historia has apparently {{Jossed}} this interpretation; the games don't even take place in the same branch of the timeline. Unless there's some temporal shenanigans going on, this game's events have nothing to do with ''A Link to the Past'''s.
* ContinuitySnarl: Ganondorf's inclusion causes a lot of problems for what is otherwise an easily-arguable case for the series only having one Ganon.
** Fixed; it's been confirmed in [[AllThereInTheManual Hyrule Historia]] that this is the ''reincarnated'' Ganondorf, coming back after his death in ''Twilight Princess'' and regaining his dark powers via the Trident. So in a way, he's the same Ganon yet ''isn't'' at the same time.
* CoOpMultiplayer
* DarkWorld
* DeathMountain
* DopplegangerAttack: Phantom Ganon often splits into four, and Shadow Link is able to clone himself.
** The entirety of both the first ''FS'' and this one are basically one overly long DopplegangerAttack by Link himself.
* TheDragon: Vaati
* DummiedOut : Large plot-relevant parts of the script, as Miyamoto deemed it would distract too much from the gameplay.
** Within the game disk, there are 90%-complete fourth acts for each world, in the final game there are three per world.
* EscortMission
* EvilTowerOfOminousness: Tower of Winds.
* EvilTwin: Shadow Link
* FireBreathingWeapon: The Fire Rod.
* FlippingTheTable: In a meta example, Miyamoto metaphorically "upended the tea table" during development of the game's story (he felt it was too complex), which explains why it seems to be all over the place.
* GuestStarPartyMember: Zelda in the FinalBoss fight.
* GrievousHarmWithABody: Players can bludgeon enemies with items that they are carrying so they do not have to drop them in order to fight back. This works even if the thing the player is carrying is another player.
* HeartContainer: Only work for one level, and are found in specific chests.
* {{Homage}}: With the exception of the character sprites and special effects, which draw from the toon-style, nearly all the sprites draw heavily from ''Link to the Past'', complete with music. Parts of this game are bound to drop a nostalgia bomb on fans of [=LttP=].
* HijackedByGanon
* LetsPlay: There's one by shadowMarioXLI. What makes it the best one? It's a 4 player Let's Play!
* LoadBearingBoss: Vaati pulls a Ganondorf and decides to go and cause his tower to crumble when you kill him.
* LostWoods
* MeaninglessLives: Since they really only kick in when the player controlled Link(s) are down simultaneously, the fairies, which you can get several of at the end of every level, can really pile up.
** Lives are even more trivial in muiltiplayer mode since a dead player will automatically revive after 10 seconds with full health.
* MultiMookMelee: The game loves to show off just how many sprites it can put on screen at once (if the image above wasn't any indication). Pretty much once a level there will be an area that closes itself off and proceeds to throw dozens of enemies at you at once.
* MutuallyExclusivePowerups: Each player can only carry one item at a time (besides their sword, shield, bracelets, and hearts), though all Links following that player can also use the item.
* MesACrowd
* NoExportForYou: The "Navi Trackers" mini-game was only available in Japan.
** A localized version was shown at the E3, with english voice acting. In case you were wondering, Tetra would spell the player noun one letter at a time, instead of pronounce it like in the Japanese version (which would be very complicated). The actual reason for its cancellation that [[RevenueEnhancingDevices NOA planned to release the three-mode japanese game as two separate games, with the second being the stand-alone "Tetra Trackers"]] (they planned Shadow Battle mode to be the second game at one point). Of course we ended up only with the first outing...
** It would also explain why absolutely none of the data for the third game survived the overseas transition. Usually, it would just be DummiedOut...
* OminousFloatingCastle: Palace of Winds.
* [[OneGameForThePriceOfTwo One Game's Multiplayer For The Price Of Three To Five Systems]]: To play with more than one person, and access things like the Tingle Tower minigames, you need a Game Boy Advance for each player.
* PatchworkMap: The area of the map frozen in perpetual winter is right next to the desert. This is given a HandWave by saying that the freeze was caused by magic (and we do see the ice melt in the ending), but the map still looks like a bunch of different biomes sandwiched together.
* PlayingTennisWithTheBoss: Variation. Some energy balls can only be deflected by the player whose color they match.
* ProngsOfPoseidon: Evil variation with the Trident of Power.
* SealedEvilInACan: Vaati, [[spoiler: Ganon gets sealed in the ending.]]
* ShiftingSandLand: Desert of Doubt
* SocializationBonus: You can play this alone, but you get bonuses for playing with other people, not to mention exclusive minigames.
* StartOfDarkness: Another origin story for Ganon, separate from the one already in ''[[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]].''
** That's because this Ganondorf is the original one's reincarnation, and he's lost all his former dark powers until he obtains the Trident of Power.
* StealthBasedMission: The Infiltration of Hyrule Castle.
* SuddenlyVoiced: In the Japan-only "Navi Trackers" mini-game, Tetra and her pirates are featured with ''full Japanese voice-acting''. This is the only example of full voice-acting in the ''entire'' history of the series ([[TheLegendOfZeldaCDiGames no, the CDi games don't count]]).
* TheTrickster: Shadow Link
* TimeBomb: Incredibly massive bombs that deal instant death to anyone who doesn't take shelter inside their GBA.
* VideoGameCrueltyPotential: The Links can't directly hurt each other with their swords, but once you get Bombs thrown into the mix, you can start causing damage to the other Links, which also makes them drop a few force gems for you to steal. Never mind that picking up someone's trailing Link will recruit it to your team. Maybe you can agree to have one each in two player, but in three player, everyone's going to be fighting for Purple Link.
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