It was reported not too long back that there was an exclusive Iwata Asks concerning the music of Legend of Zelda: Ocarina of Time 3D (with Koiji Condo and more). It was first made available in rough translations over the web on numerous sites (due to it being made available on the Nintendo JP site first), but now we have the official English translation of the interview script. It goes into detail on how some music may be orchestrated and how it will remain loyal to the original OoT video game music from the Nintendo 64. You can read part one (of the long ass) interview below, and do not hesitate to comment on what you think.
Iwata: Thank you for coming today.
Kondo and Yokota: It’s our pleasure.
Iwata: This year is the twenty-fifth anniversary of The Legend of Zelda. Today, I would like to ask you about the music in The Legend of Zelda. You have both appeared in “Iwata Asks” before, but would you please introduce yourselves?
The twenty-fifth anniversary of The Legend of Zelda™: The first game in the series was released for the Family Computer Disk System in February 1986. The year 2011 marks 25 years since then.
Kondo: I’m Kondo from the Sound Group in the Software Development Department of the Entertainment Analysis & Development Division (EAD).
Iwata: Thank you for coming today.
Kondo and Yokota: It’s our pleasure.
Iwata: This year is the twenty-fifth anniversary of The Legend of Zelda. Today, I would like to ask you about the music in The Legend of Zelda. You have both appeared in “Iwata Asks” before, but would you please introduce yourselves?
The twenty-fifth anniversary of The Legend of Zelda™: The first game in the series was released for the Family Computer Disk System in February 1986. The year 2011 marks 25 years since then.
Kondo: I’m Kondo from the Sound Group in the Software Development Department of the Entertainment Analysis & Development Division (EAD).
Kondo: Yes, that’s right.
Iwata: It’s amazing that a new employee at Nintendo would make the music for Super Mario Bros. as the second game he worked on, and then for his third game, make the music for The Legend of Zelda.
Kondo: I remember the development periods were right next to each other, with only about three months in between.
Iwata: Nintendo practically made Super Mario Bros. and The Legend of Zelda at the same time.
Kondo: Yes.
Iwata: The Legend of Zelda was for the Family Computer Disk System, which came out after the Famicom system, so you could use a new sound source.
Kondo: Yes. We could only use three sounds with the Famicom system, so that was hard.
Iwata: It went from three to four, and with the new sound source it was able to output sounds that were completely different than before.
Kondo: Yes. We mostly used the new sound source for sound effects, but just having one more was a big help, so I had a good time as I worked.
Iwata: All right, Yokota-san?
Yokota: Yes?
Iwata: Compared to Kondo-san, you may not have worked on development of The Legend of Zelda that long, but you’ve been playing it forever, right?
Yokota: You can say that again!
Iwata: Oh? (laughs)
Yokota: Talking about it could take forever! (laughs) I love The Legend of Zelda: Ocarina of Time4 beyond all reason!
Iwata: Go on, tell me about it! (laughs)
Yokota: What about my self-introduction?
Iwata: Oh, I forgot! (laughs) By all means, introduce yourself!
Yokota: I’m Yokota from the EAD Tokyo Software Development Department. I appeared in the session of “Iwata Asks” about Super Mario Galaxy 2, but some people may wonder why I’m here talking about The Legend of Zelda.
Iwata: I suppose so.
Yokota: I’ve been steeped in The Legend of Zelda this past year.
Iwata: Steeped in Zelda?
Yokota: I only worked on The Legend of Zelda. Two games at the same time!
Iwata: Huh? Two at the same time? I didn’t know that!
Yokota: One was The Legend of Zelda: Ocarina of Time 3D and the other is The Legend of Zelda: Skyward Sword.
Iwata: After development of Super Mario Galaxy 26 ended?
Yokota: Yes. That’s about the time. At the E37 last year, when we were going to exhibit The Legend of Zelda: Skyward Sword for the first time, we talked about using orchestral music. But (Shigeru) Miyamoto-san said it wasn’t necessary.
Iwata: We were going to have attendees of last year’s E3 try out the new game’s operability, so he said orchestral music wasn’t necessary right away.
Yokota: Right. Then, toward the end of summer break, they finally decided to put in orchestral music and I joined the development team.
Iwata: You’re sort of the orchestration director for the Legend of Zelda music, aren’t you?
Yokota: Yes. I was in charge of the orchestral songs for The Legend of Zelda: Twilight Princess as well.
Iwata: Now pour out your love for Ocarina of Time! (laughs)
Yokota: Okay! (laughs) I have, of course, played all the Zelda games since the first one, and played them all the way through, but Ocarina of Time was an eye-opening experience to how great video game music can be. I played song after song on the piano.
Iwata: I feel like I heard something similar when we talked about Super Mario All-Stars Limited Edition in “Iwata Asks”. (laughs)
Yokota: Really? I talked about that? (laughs) When Ocarina of Time came out, I was working at a different company, and I went around haranguing everyone about how awesome the sound was.
Iwata: I feel like I’ve heard that, too. I’ve got déjà vu! (laughs)
Yokota: Oh, sorry! I’m like a repeating record! (laughs) I may have said the same thing about Super Mario Sunshine.
Everyone: (laughs)
Yokota: Getting back to Ocarina of Time, the music was different every time you went out to a dungeon on an adventure and came back to Hyrule Field, the main setting of the game. The general feeling of the music itself didn’t change that much, but the melodies came along at different timing.
And even if it was the same song, if you were fighting an enemy, the tune would become more thrilling. Then, when the battle was over, it would return to the usual majestic music. When Link stood still, it would grow quiet. The music was constantly changing.
Iwata: It didn’t always play the exact same music.
Yokota: Right. In the land of Hyrule, the music changed between three patterns, normal, battle and quiet.
Iwata: Back then when there were still strict restrictions in the amount of memory that you can allocate to sound, it was common to stream pre-created music tracks. But by taking advantage of the ROM cartridges of the Nintendo 64 system, it was possible for the music tracks to be combined and generated depending on the situation. That is why in Ocarina of Time, music was constantly changing throughout the entire game. But even though Kondo-san did that for the sound on Hyrule Field, I doubt many people back then noticed and could talk about it.
Kondo: Not many people noticed.
Iwata: Yeah, I bet not. So, aren’t you a little happy that Yokota-san did? (laughs)
Kondo: (looking really happy) I’m so happy! (laughs)
Iwata: (laughs)
Kondo: He noticed! He really noticed!!
Iwata: Is it like, “Please say that again!”?
Kondo: Yes, I’m ultra-happy that he noticed it! (laughs)