Context: Aonuma had anticipated creating a Zelda game for what would later be called the Wii, but had assumed that he would need to complete Twilight Princess first. His team began work developing a pointing-based interface for the bow and arrow, and Aonuma found that aiming directly at the screen gave the game a new feel, just like the DS control scheme for Phantom Hourglass. Aonuma felt confident this was the only way to proceed, but worried about consumers who had been anticipating a GameCube release. Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer. Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to wait for the finished product. Aonuma then started working on both versions in parallel.[o]

Question: What kind of interface was used for in-game archery?
Answer: pointing-based

Question: What was the originally-planned launch year for Twilight Princess?
Answer: 2005

Question: Which Nintendo employee was confident in the potential of developing two versions of Twilight Princess?
Answer: Satoru Iwata

Question: What was the original release date for Gamecube?
Answer: 2005

Question: What kind of control schemes were used for in-game archery?
Answer: Unanswerable

Question: What was the originally-planned launch year for Twilight Princess?
Answer: Unanswerable

Question: Which Nintendo employee was confident in the potential of developing two versions of Aonuma?
Answer: Unanswerable

Question: What was the original release date for Satoru?
Answer: Unanswerable

Question: Who found that aiming directly at the GameCube gave the game a new feel?
Answer: Unanswerable