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m →‎Minish Cap: unlink kinstones
Cleanup. Removed most FSA info, I think it was developed internally by Nintendo. No mention of Flagship( or Capcom) in the credits, at any rate.
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'''Flagship''' is an independent developer funded by [[Capcom]], [[Nintendo]] and [[Sega]] that was founded by game designer [[Yoshiki Okamoto]]. They often created many scenarios for new and existing products, and have have [[video game developer|developed]] for [[Nintendo]] several times recently on the [[Game Boy Color]], [[Game Boy Advance]] and [[Nintendo GameCube|GameCube]].
'''Flagship''' is an independent developer funded by [[Capcom]], [[Nintendo]] and [[Sega]] that was founded by game designer [[Yoshiki Okamoto]]. Flagship has often created scenarios for new and existing products, and has [[video game developer|developed]] for [[Nintendo]] several times recently on the [[Game Boy Color]] and [[Game Boy Advance]].


==Conception==
==Conception==
Flagship was founded by [[Yoshiki Okamoto]] on [[April 24]], [[1997]]. They create scenarios for games, including ''[[Resident Evil 0]]'', ''[[Resident Evil Code: Veronica]]'', and have developed several ''[[The Legend of Zelda series|Legend of Zelda]]'' games.
Flagship was founded by [[Yoshiki Okamoto]] on [[April 24]], [[1997]]. The company creates scenarios for games. Work in this field includes material produced for ''[[Resident Evil 0]]'' and ''[[Resident Evil Code: Veronica]]''. Flagship, working under Capcom, has also have developed several ''[[Legend of Zelda series|Legend of Zelda]]'' games.


==The Legend of Zelda==
==The Legend of Zelda==


===The Legend of Zelda: Oracle Series===
===Oracle Series===
Flagship began developing three Oracle games under supervision of [[Shigeru Miyamoto]] around the year [[2000]]. Originally, there were going to be three games in a series called the Mysterious Seed, each one based on one of the three Goddesses - Din for Seasons, Nayru for Ages and Farore for the third unnamed game. Nintendo eventually decided that having only two games would make linking up easier, so the third game was cancelled, and thusly, ''[[The Legend of Zelda: Oracle of Ages]]'' and ''[[The Legend of Zelda: Oracle of Seasons]]'' were born. The two games combined ended up selling 3.960 million copies.
Flagship began developing three Oracle games under supervision of [[Shigeru Miyamoto]] around the year [[2000]]. The original plan concerned a trilogy known as the "Triforce Trilogy", comprised of updated remakes of ''[[The Legend of Zelda]]'' and ''[[Zelda II: The Adventure of Link]]'', and a third installment. After consulting with Shigeru Miyamoto, the company decided to make an original trilogy, called the "Mysterious(/Mystical) Seed Trilogy", each game revolving around one of the three Goddesses– Din for "The Mysterious Seed of Power", which had gameplay mechanics related to Seasons; Farore for "[[The Legend of Zelda: Mystical Seed of Courage|The Mysterious Seed of Courage]]", a time-travel adventure; and Nayru for "The Mysterious Seed of Wisdom", which used color as the central gameplay element. Nintendo eventually decided that having only two games would make linking up easier, so Farore's game was cancelled, and after a bit of shuffling and rearranging, ''[[The Legend of Zelda: Oracle of Ages]]'' and ''[[The Legend of Zelda: Oracle of Seasons]]'' were born, bearing several hallmarks of earlier stages of developement, particularly elements in ''Seasons'' which hearken back to the original ''Legend of Zelda''. The two games combined ended up selling 3.960 million copies.


===Four Swords===
===Four Swords===
Their next venture into the ''Legend of Zelda'' series began with a combination of the [[Super Nintendo Entertainment System|Super Nintendo]] classic, ''[[The Legend of Zelda: A Link to the Past]]'', and their new, four player game, ''[[The Legend of Zelda: Four Swords]]''. ''Four Swords'' is the first time a Zelda game has ever been [[multiplayer]]. Depending on how many players there were, the area would adjust to that. You often have to work together to complete tasks, but one major point in the game is to get more [[rupees]]. So while you have to cooperate, it's also competitive. Their next ''[[Four Swords]]'' game raised plenty of debate - it was on the [[Nintendo GameCube|GameCube]], but in order to play multiplayer, you had to have two [[Game Boy Advance]]s and two [[GBA-to-GameCube cable]]s. Many complained that this would be too expensive, but Nintendo's reasoning for doing this is to make it easier to move around the area without obstructing the others' view, or your view. They also had another game that they eventually included (but Nintendo of America removed from the English version of the game), called Tetra Trackers. It wasn't in the traditional style of Zelda, it was actually a minigame that many believed to be a separate game from ''[[The Legend of Zelda: Four Swords Adventures|Four Swords Adventures]]''. In both games, the villain was a wind mage named [[Vaati]].
Their next outing in the land of [[Hyrule]] was a two-for-one: a port of the [[Super Nintendo Entertainment System|Super Nintendo]] classic, ''[[The Legend of Zelda: A Link to the Past]]''; and their new, two-to-four-player game, ''[[The Legend of Zelda: Four Swords]]''. ''Four Swords'' marked the first time a Zelda game had ever featured [[multiplayer]] gameplay; indeed, no single-player mode was included, something which frustrated many isolated gamers. Also new to the series were level-based play, with the absence of an overworld (a level-select map screen was used instead), and rendomly generated (or at least randomly manifesting) areas within each level. Players had to cooperate to complete tasks (the game adjusted these task to suit the current number of players), but also competed to collect the most [[rupee (Legend of Zelda)|rupee]]s in each level. Instead of Ganon, the villain was a wind mage named [[Vaati]].
It also inspired Nintendo-made sequel, ''[[The Legend of Zelda: Four Swords Adventures]]


===Minish Cap===
===Minish Cap===
The recently released ''[[The Legend of Zelda: The Minish Cap]]'' is the first game in the Zelda timeline. Like the ''Four Swords'' games, Vaati is the villain, but the difference here is that Vaati is no longer a winged black eye, but a somewhat normal looking person. He betrays the King, and does some nasty stuff, like turning [[Princess Zelda|Zelda]] into stone. [[Link (Legend of Zelda)|Link]] has to go on an adventure, and then meets a green duck cap creature being harassed by [[Octorok]]s. He eventually puts the cap creature on, and learns that with it, he can shrink. Another interesting feature is the ability to find kinstones and fuse them with people.
Released in the US in [[2005]], ''[[The Legend of Zelda: The Minish Cap]]'' details the origin of the mysterious Four Sword. As in the ''Four Swords'' games, Vaati is the antagonist, but rather than a black, winged eye, he appears as a somewhat normal-looking person. Seemingly harmless at first, he soon opens a chest full of malevolent spirits, and generally creates havoc– including turning [[Princess Zelda]] to stone. Her friend [[Link (Legend of Zelda)|Link]] embarks on a journey to save her by finding the legendary Picori, tiny creatures who alone can restore a magical sword Vaati has broken. On his quest, he comes upon a green cap/bird creature being harassed by [[Octorok]]s. Saving the creature, named Ezlo, opens up the game's novel play mechanic: shrinking Link to the size of a Picori (known to themselves as Minish) to explore his world from an entirely new perspective. Well recieved by critics and fans, this game returned to the handheld standard of allowing Link to assign any two items to the A and B buttons, fighting without a sword if he so chooses. It also introduced kinstone pieces, collectible colored fragments which could be joined with appropriate pieces held by [[NPC]]s to form a whole kinstone (a process called kinstone fusion) and create an effect somewhere in the Hyrule.


[[Category:Computer and video game companies]]
[[Category:Computer and video game companies]]

Revision as of 07:25, 1 October 2005

Flagship is an independent developer funded by Capcom, Nintendo and Sega that was founded by game designer Yoshiki Okamoto. Flagship has often created scenarios for new and existing products, and has developed for Nintendo several times recently on the Game Boy Color and Game Boy Advance.

Conception

Flagship was founded by Yoshiki Okamoto on April 24, 1997. The company creates scenarios for games. Work in this field includes material produced for Resident Evil 0 and Resident Evil Code: Veronica. Flagship, working under Capcom, has also have developed several Legend of Zelda games.

The Legend of Zelda

Oracle Series

Flagship began developing three Oracle games under supervision of Shigeru Miyamoto around the year 2000. The original plan concerned a trilogy known as the "Triforce Trilogy", comprised of updated remakes of The Legend of Zelda and Zelda II: The Adventure of Link, and a third installment. After consulting with Shigeru Miyamoto, the company decided to make an original trilogy, called the "Mysterious(/Mystical) Seed Trilogy", each game revolving around one of the three Goddesses– Din for "The Mysterious Seed of Power", which had gameplay mechanics related to Seasons; Farore for "The Mysterious Seed of Courage", a time-travel adventure; and Nayru for "The Mysterious Seed of Wisdom", which used color as the central gameplay element. Nintendo eventually decided that having only two games would make linking up easier, so Farore's game was cancelled, and after a bit of shuffling and rearranging, The Legend of Zelda: Oracle of Ages and The Legend of Zelda: Oracle of Seasons were born, bearing several hallmarks of earlier stages of developement, particularly elements in Seasons which hearken back to the original Legend of Zelda. The two games combined ended up selling 3.960 million copies.

Four Swords

Their next outing in the land of Hyrule was a two-for-one: a port of the Super Nintendo classic, The Legend of Zelda: A Link to the Past; and their new, two-to-four-player game, The Legend of Zelda: Four Swords. Four Swords marked the first time a Zelda game had ever featured multiplayer gameplay; indeed, no single-player mode was included, something which frustrated many isolated gamers. Also new to the series were level-based play, with the absence of an overworld (a level-select map screen was used instead), and rendomly generated (or at least randomly manifesting) areas within each level. Players had to cooperate to complete tasks (the game adjusted these task to suit the current number of players), but also competed to collect the most rupees in each level. Instead of Ganon, the villain was a wind mage named Vaati. It also inspired Nintendo-made sequel, The Legend of Zelda: Four Swords Adventures

Minish Cap

Released in the US in 2005, The Legend of Zelda: The Minish Cap details the origin of the mysterious Four Sword. As in the Four Swords games, Vaati is the antagonist, but rather than a black, winged eye, he appears as a somewhat normal-looking person. Seemingly harmless at first, he soon opens a chest full of malevolent spirits, and generally creates havoc– including turning Princess Zelda to stone. Her friend Link embarks on a journey to save her by finding the legendary Picori, tiny creatures who alone can restore a magical sword Vaati has broken. On his quest, he comes upon a green cap/bird creature being harassed by Octoroks. Saving the creature, named Ezlo, opens up the game's novel play mechanic: shrinking Link to the size of a Picori (known to themselves as Minish) to explore his world from an entirely new perspective. Well recieved by critics and fans, this game returned to the handheld standard of allowing Link to assign any two items to the A and B buttons, fighting without a sword if he so chooses. It also introduced kinstone pieces, collectible colored fragments which could be joined with appropriate pieces held by NPCs to form a whole kinstone (a process called kinstone fusion) and create an effect somewhere in the Hyrule.