The Legend of Zelda: Spirit Tracks (Nintendo DS) - Let's Play 1001 Games - Episode 838
💥 Fan of the channel? Help support the series ► https://www.patreon.com/GamingJay1001\n💥 Follow me on Twitter ► https://twitter.com/GamingJay1001\n💥 Check out the website ► http://letsplay1001.com/\n💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908\n\nI'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
The Legend of Zelda: Spirit Tracks
from https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Spirit_Tracks
The Legend of Zelda: Spirit Tracks[a] is a 2009 action-adventure game developed and published by Nintendo for the Nintendo DS handheld game console. Set a century after The Wind Waker and its sequel Phantom Hourglass, the storyline follows the current incarnations of Link and Princess Zelda as they explore the land of New Hyrule to prevent the awakening of the Demon King Malladus. Players navigate New Hyrule, completing quests that advance the story and solving environmental and dungeon-based puzzles, many requiring use of the DS's touchscreen and other hardware features. Navigation between towns and dungeons is done using a train, which features its own set of mechanics and puzzles.
Production began in 2007 following the release of Phantom Hourglass, with half the team including director Daiki Iwamoto and producer Eiji Aonuma returning. Aonuma got the concept from a children's book and incorporated some of its elements into the game. Originally planned as a quickly-produced sequel similar to Majora's Mask, production lasted two years due to the new features. The character of Zelda was given more agency and a key role in both the narrative and several puzzles, breaking away from her earlier passive characterisations. The game was lauded by critics from both dedicated video game outlets and general journalistic sites. Praise was directed towards its narrative and gameplay concepts.
The Legend of Zelda: Spirit Tracks was developed by Nintendo EAD.[1] It was developed by one part of the Legend of Zelda team, the other working on Skyward Sword.[5] Director Daiki Iwamoto and producer Eiji Aonuma returned from Phantom Hourglass, along with half the original staff.[1] The team were so pleased with the touchscreen design of Phantom Hourglass that they wanted to develop a sequel on the same platform.[5] Their plan was to produce Spirit Tracks on a short schedule, similar to Ocarina of Time sequel Majora's Mask, using ideas that had been proposed and not implemented in Phantom Hourglass.[1][5] Due to a number of factors, development was extended to two years, double the estimated time.[1] Despite the increased production time, Aonuma described this as a smooth production compared to other protracted or turbulent development cycles of earlier Zelda games.[6] The graphics were chosen, similarly to Phantom Hourglass, as a result of the decision that toon shading would be best to deliver the games on their chosen platform. Aonuma commented that with realistic graphics, it would make the characters poorly scaled to their surroundings, adding that though possible, it was not ideal.[7] The music in the game was composed by Toru Minegishi, Manaka Tominaga, and Asuka Ota. Minegishi wrote the main overworld music and shared the work on field, character and event themes with Tominaga.[8][9][10] Series sound composer Koji Kondo contributed the ending theme,[11] while Ota was responsible for some of the music in the multiplayer mode.[12]
The concept for Spirit Tracks came to Aonuma while he was reading a children's book to his son. The book, titled Senro wa tsuzuku,[b] concerned a group of children creating a railway line in a magical countryside region.[1][13] Iwamoto felt that Spirit Tracks should not be too like other Zelda titles, citing an argument that occurred that the train was not a good fit for the series, splitting the staff between those who thought the train should be changed, and those who successfully fought to keep the train. Aonuma felt that the team had created new ways of playing, while retaining several elements from the series. Aonuma commented that because the puzzles were designed by a designer who was formerly a programmer, they felt different to him.