Console vs Portable
Back to the point. It is not hard to imagine any Zelda Game on any of its Gameplay scenarios. Or more specifically, the 3d games in the 2d scenario, or vice versa. Playing Twilight Princess like Minish Cap, or Phantom Hourglass like Wind Waker. They both share so many common elements. The differences are mainly there because of the platform limitations. But as portables become more powerful, they will be able to handle console style games. Like the Game64 release.
So... I plan to make the same game, only differing on what the platform can support. The Game State Management sample is a good foundation, and it already runs on PC, Xbox and WP7. I decided to write the code myself so that I could learn what’s going on. I now have to finish the menu and then, I can just worry about the gameplay. Good thing XNA allow me to separate which part of the code runs on pc, Xbox or wp7, or any combination, or all three.