The research library underpinning this project — read every paper in full below.
The official three-branch mythology, and where the newest games actually fit.
What makes BOTW, TOTK, Age of Calamity, and Age of Imprisonment's menus and maps tick — and how it shaped this site's own design.
Nine years, four major games, zero chart updates — reading Nintendo's silence as a deliberate publishing strategy.
Zora into Rito, Kokiri into Korok — how Nintendo uses species evolution as its timeline's clock.
A follow-up deep dive closing our own earlier open question: Age of Imprisonment's HUD, minimap, and menus, element by element — and an honest account of what still isn't documented anywhere.