gameplay experience and allowed for a closer tailoring of SoundLink plot details to the events unfolding in new areas of the overworld map. The overworld in BS Zelda was altered from the 8 by 16 map used in the original The Legend of Zelda to an 8 by 8 grid, although an effort to make Map 1 roughly comparable in terms of general landscape features to the overworld in Zelda is apparent. As in The Legend of Zelda's Second Quest, dungeons are again completely different. Consequently, BS Zelda is sometimes referred to as a "Third Quest" in reference to The Legend of Zelda's Second Quest.BS The Legend of Zelda IGN. Retrieved 9 July 2010. BS Zelda: MAP2 could thus be considered the "Fourth Quest". Carrying on the tradition initiated in the Second Quest where the dungeon map layouts spelled "ZELDA", Third Quest layout spells "St.GIGA" and the Fourth Quest spells "NiNtENDO". Unlike the original Zelda, in BS Zelda the player's name and gender were selected in the Satellaview game-selection interface, BS-X. This initial selection then carried across to the game. The characters themselves are nameless in-game and are referred to by the narrator as either "child" or "youth". Other differences between Zelda and BS Zelda include an increase in the maximum number of rupees allowed a player from 255 to more than a thousand, and the addition of a score that was tallied when gameplay ended at the expiration of "Zelda Time". Score tallies were calculated based on an algorithm factoring in such elements as whether or not Ganon had been slain, how many pieces of Triforce had been collected, number of restarts, number of hearts lost, and number of rupees collected. As each rupee represents one point in the final score tallied at the end of a play-through, the number of rupees collected often was of central importance in achieving high-scores needed to win prizes during special competition runs. Development From the earliest days of the Satellaview, the intention was to provide an opportunity for players "from Kyūshū to Hokkaidō" to enjoy two-way communication and involvement with a communication system allowing multiplayer netplay. While the earliest broadcasts for the Satellaview included solo-play games and strictly time-linked SoundLink Magazines that gave a sense of the player's direct temporal connection to the broadcasting center, St.GIGA, Nintendo's goal of simultaneous involvement between and amongst players was thought to be lacking. For this