An Interview with the Cast of the Zelda Cartoons

In the brand new magazine entitled Pixel Nation, the writers had a chance to speak with the two voice actors (Link and Zelda) behind the classic 80s Legend of Zelda cartoons. They speak a bit on if Nintendo had any influence on this series and if they had any input into their characters. Check out some of the interview below!

Jonathan Potts (Link) mentions how Nintendo had no influence on making the character his own. “To my recollection there was never a visit from anyone at Nintendo. We were given notes on how the game worked, but it was only to help us understand the magical effects employed – to make the performance better. The only input I had on the show was regarding the voice of Link.”

However, this is the only portion of the interview that we can obtain at the moment. When we get the entire issue we will be providing more scans the remainder of this interview! You can also buy the issue yourself here if you wish. And if you have yet to watch the Zelda cartoons, you can do so by following this link.

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Aonuma Discusses Zelda Complexity and Story

IGN has continued to release their interview with Eiji Aonuma and this time around it concerns the discussion of the story and complexity in Zelda. With Skyward Sword adding more complexity to the series, it is only inevitable to get more of this in future Zelda titles, but he would rather keep the future titles simple and fun for the player to experience the adventure.

“I’m not really opposed to adding more complexity to Zelda,” Aonuma told us. “However, I don’t think Zelda needs complicated elements that have to be mastered before a player can enjoy the core of the game’s appeal. I think Zelda should be a game that is simple but that also has enough depth and variety to enable players to continue to make new discoveries.”

He also went on to mention a bit about tutorials in the games and also the story elements.

“The tutorial process in [Skyward Sword] wasn’t designed with the specific goal of educating new players. The process was designed to let the player become familiar with the world of Skyloft and to communicate with its residents,” Aonuma told us. “After the tutorial process, Zelda disappears and Link has to descend by himself to the unexplored surface world. The intent of the tutorial is to give players a strong connection to Skyloft, which is Link’s home, and to Zelda.”

“We’re always trying to incorporate story elements into Zelda games in a balanced manner,” Aonuma told us. “If you’re saying that the story stood out more than anything else, then I feel like we need to work harder to achieve the right balance in the next Zelda game.” (For the record, Aonuma-san, the story didn’t stand out more than anything else!)

There is more to come folks as in the next few pieces of this interview we will find out exactly why Nintendo released the official Zelda timeline, the core gameplay and an interesting new tidbit of the new Zelda game being designed for the Nintendo 3DS.

Source: IGN

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Interview with GlitterBerri – The Translator of Hyrule Historia

GlitterBerri.com has been getting a lot of recognition as of late due to the recent English translation of the official Zelda encyclopedia entitled Hyrule Historia (a book of which revealed the official timeline of the Zelda series). Nintendo Gamer has featured this newly revealed timeline along with an interview with the owner of GlitterBerri. In this interview, they talk about the translations made to the Zelda games by Nintendo of America in the past and her input on the matter. They also get into a discussion concerning the Zelda manga and her contributions.

Nintendo Gamer: Who are you and where are you based?
GlitterBerri: I’m a Japanese major attending university in British Columbia, Canada. I’m continuing my language studies after spending a year and a half on exchange in Japan and hope to eventually be employed in a job related to the Japanese gaming industry. In the meantime, I maintain my website to cultivate my interest in gaming, sharpen my linguistic skills, and ensure that little-seen game resources like derivative works, developer interviews, and hidden content make it to English-speaking fans.

NG: Japanese translation can’t be easy at the best of times. How do you cope with the extra burden of Zelda’s fantasy jargon?
GB: The trouble with Zelda is that it’s a very long-lived series, with over 18 games and countless spinoffs spread out over 25 years. Many translators have worked on the game series over time and created a lot of confusion in the process.

The translations for the early Zelda games were rough, loose, and limited by space constraints, not to mention heavily censored by Nintendo of America. References to anything concerning the occult or religion were replaced or removed, such as the temples in Adventure of Link being renamed to palaces or the Bible item in the original Legend of Zelda being called the Book of Magic in English.

The primary villains in Zelda, Ganon chief among them, have always been known as Demon Kings, but it’s only recently that Nintendo has started to allow the term into official translations with the release of Spirit Tracks and Skyward Sword. Still other messages or names have been changed for seemingly no reason whatsoever, again seen in the original Legend of Zelda where a helpful suggestion such as “Search for the lion key,” was mysteriously rendered as the meaningless “10TH ENEMY HAS THE BOMB”.

Consequently, the same term or phrase central to the series’ canon might have been translated differently over time, or never translated properly at all. As a fan translator approaching the games, I have no idea what Nintendo’s official policy is on fixing past translation mistakes or whether they value overall consistency, so I often have to make an executive decision about whether to go with the official translation, questionable or not, or change it to something more suitable.

Compounding the difficulty is the fact that Zelda fans are a special breed, heavily devoted to unravelling the games’ stories. Where there are ambiguities in the relationships between the games and the characters, fan-made theories sprout up like mushrooms after a rainfall, and there are entire groups dedicated to unravelling exactly what Nintendo had in mind. Do I stay consistent and avoid confusing the casual fans by messing with standard series canon, or appeal to the hardcore fans by translating everything literally? It really depends on my audience, but it’s hard to please them all.

NG: Do you think reading the manga adds anything to the game experience?
GB: The authors of this Skyward Sword manga, who go by the pen name Akira Himekawa, have written a similar prequel to Majora’s Mask which was included as a bonus chapter in their graphic novel of the same name. It’s possible that the Skyward Sword prequel is the same idea and Himekawa will later rerelease it as part of a full manga based on the events of Skyward Sword.

While their prequels are imaginative and their work is officially endorsed by Nintendo, the pair of manga artists are given free license to make up things that don’t necessarily jive with the games’ canon. Though it shouldn’t be taken as an official Skyward Sword backstory, I think that reading the manga spurs players’ own thoughts on the history and lore of the Zelda universe and deepens their appreciation of the overall fandom. After all, a series that can inspire so many other people to create derivative works in the realms of art, literature, and music is a wonderful thing.

NG: If our readers were to read only one Zelda manga, what would you recommend?
GB: I really enjoy all of Akira Himekawa’s work. I translated their Phantom Hourglass manga on my site and found it to be more entertaining than the actual game. They really manage to capture Zelda’s atmosphere and characters, which can swing in an instant from innocent and playful to bittersweet and tragic. I’d really recommend their Ocarina of Time and Majora’s Mask manga, those three volumes are part of what got me started on studying Japanese in the first place. I believe you can purchase the official English localizations from Viz Media.

Source: Nintendo Gamer | Scan provided by: Zelda Dungeon

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Aonuma Discusses Zelda and Outside Developers

Over the past ten years, the Legend of Zelda series has had partnerships with a few outside companies to help to help with the development of a few titles. Grezzo has recently worked on Ocarina of Time 3D. Capcom helped with the development of Oracle of Ages/Seasons, Four Swords and The Minish Cap. We also got word that the developer of Xenoblade Chronicles helped with Skyward Sword’s graphics.

There has been speculation that Retro Studios may very well be the next company to work on a Zelda title from recent developer quotes and rumors. And now, IGN had the chance to speak with Eiji Aonuma on the topic of outside developers working with Nintendo for the Legend of Zelda series. Read below for the exact quote.

Eiji Aonuma

“Nintendo’s developers will continue to work on a number of different titles, and I think that we will have to rely on outside companies for graphics and other elements that require massive resources,” Aonuma said, specifically addressing the idea of future partnerships. “I’m satisfied when the cooperation between Nintendo and other companies becomes something meaningful for both parties.”

Although he isn’t exact on which companies would be participating, he is however confirming outside developers will have a part in future games. Stay tuned as there is more from this interview to come.

Source: IGN

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Miyamoto Talks Skyward Sword Prototype – A More Difficult Version of the Game

Entertainment Weekly recently conducted an interview with Shigeru Miyamoto in which they discussed some Nintendo related topics, a few being the Legend of Zelda: Skyward Sword. Miyamoto states that he has only played the prototype version of Skyward Sword and claims that it was much more challenging than the finalized copy of the game. Read the interview below where he discusses this and also a few more interesting tidbits concerning the Zelda series including gameplay, story and a few extras!

ENTERTAINMENT WEEKLY: I just completed Skyward Sword, which really makes good use of the Motion Plus controller. Can you talk a little bit about how existence of Motion Control changes the development process of these videogames?

SHIGERU MIYAMOTO: First of all, thank you for completing Skyward Sword. You probably know more than I do when it comes to the game, because the version I played was actually the prototype. The version I played through was more challenging than the version you did.

The very first Legend of Zelda game for Wii was Twilight Princess. At the time when we were designing the Wii remote, we were thinking about incorporating the pointer functionality into the new Legend of Zelda game. I think, to some extent, our efforts worked out. For example: When players were trying to aim at some objects in order to shoot an arrow, or fire the hookshot, we came up with something really handy. Unfortunately, when the player was required to take a sudden and immediate action, and aim at something with a pointer, it took some time. And Link could not perfectly reproduce whatever you were doing.

We really wanted to do that. With the Wii Motion Sensing technology, it became possible. So we were able to incorporate the real sword-fight feature. It’s not like you’re just fighting by freely waving your sword. [In Skyward Sword], you need to see how your opponent is acting. You’re taking into consideration your opponent’s movements. It’s actually a real sword fight!

EW: You said that you had played an earlier version of Skyward Sword that was more challenging. How much more difficult was it?

SM: As the development period goes on, we get accustomed to the content and the gameplay and the riddles and whatnot. The developer is almost always thinking, “It’s too easy for me. It must be too easy for the player, as well.” The same with designing bosses: Because the developers are supposed to be very, very skillful in challenging these tough enemies, they often make the boss too tough. It’s a dilemma we always have as developers.

EW: In Skyward Sword, there’s a magic stone that will give the player hints if he gets lost. It reminds me of the Super Guide/Cosmic Guide function in New Super Mario Bros. Wii and Mario Galaxy 2. Now, when I was a kid, I spent days trying to beat some of the difficult levels in Super Mario Bros. 3. If you could go back in time, would you create similar guide functions in those games?

SM: Back in those days, the ways in which we could entertain people in the videogame world were rather limited. And because of that, [having the gamers] find out any and all the solutions themselves was one of the most important elements. Today, there are many, many ways to entertain people in one single videogame. And the Internet has made it so easy for people to ask for clues. We are mindful of that changing circumstance. Whenever we are making the game, we are making it for those who really need and want to know about a solution or a hint. But there are those who do not want to ask for those kind of hints. They really want to solve any riddles or challenges for himself, for herself. We are mindful of both of these types of people whenever we are making these games today.

EW: If I understand the ending of Skyward Sword correctly, it’s supposed to be the prequel of the entire Legend of Zelda franchise. Is the chronology and story of the franchise something that interests you, or are you more focused on gameplay?

SM: Story is very important for Zelda. In terms of the priority order, first of all, of course, is making the best possible game ever over anything else. Second, we are doing best to make the story consistent throughout the entire series. Hopefully people won’t point out any contradictions.

EW: Both Mario and Zelda have celebrated their 25th anniversary. What’s it like to still be working on these franchises so many years later?

SM: When I first worked on the very first Mario game, I thought I would make Mario again and again, so that it would grow in conjunction with the technology. Mickey Mouse is a character that grew with the evolution of animation technology and motion picture technology. I thought that maybe I could do the same thing with Mario — he would be the character who grew with the evolution of digital technology. But I didn’t know if Mario could really be appealing to fans. The fact that Super Mario could celebrate the 25th anniversary last year might be the testament that people are appreciating it.

EW: Last question: In a couple of different Zelda games, there’s a mysterious hand that appears that’s never really explained. In Skyward Sword, the hand appears in a toilet. Can you explain to me what that hand is?

SM: In the original Legend of Zelda game, a gigantic hand appears and grabs you at the entrance to a dungeon. Actually, that has nothing to do with Skyward Sword. [Laughs] It’s actually something from a Japanese ghost story. Not a specific ghost story. There are some ghost stories in Japan where — when you are sitting in the bathroom in the traditional style of the Japanese toilet — a hand is actually starting to grab you from beneath. It’s a very scary story.


You can continue reading the rest of the interview here where Miyamoto also discusses Mario Kart and Pikmin 3 if you are interested.

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Eiji Aonuma on Zelda Wii U and More!

In an interview with Industry Gamers, Eiji Aonuma spoke a bit about Legend of Zelda Wii U, the Nintendo Wii U and Skyward Sword. There is a lot of interesting tidbits concerning Zelda Wii U in HD, so continue reading to read the entire interview!

IndustryGamers: Mr. Aonuma, I’d like to get your thoughts first on the new Nintendo console – how long you’ve been working on it and what new, fresh ideas it might give you for the Zelda franchise.

Eiji Aonuma: First off… I’ve been involved in it in some capacity since the stage where we started to bring things all together and decide what to make of this new system. We had the idea already that we’re going to have this monitor in the controller. So that was about 2 years ago when I started to be involved in these meetings and we decided how we should further develop the system, and in what direction we wanted to take it.

The way I was involved in many ways in the project was as the representative for how Zelda will evolve with this new console. That was the perspective I brought to those meetings. Obviously, Zelda is one of those games in which a lot of the gameplay is centered around the idea of items and tools that the player uses in various ways in their environment. And so, so far it’s just been me examining how I’d like to use that new controller on the interface there to allow additional control or easier control over the toolset that’s given to the player as well as how to open up new possibilities.

IG: The ‘HD Experience’ demo that was shown of Zelda, is that representative of just how good a new Zelda on the Wii U would look?

EA: Well, one thing I want to emphasize here, when talking about the Wii U Zelda HD experience, is that we really built it specifically to be an experience. The idea is using Zelda as the backdrop for one of these HD experiences, what kind of representation Zelda can make there. But this is really just to show people what kind of things the console can do. And so, it’s not necessarily the case that we would use that graphic style or depiction the same way we would in a new Zelda, when there is a new Zelda for the Wii U. Just like the map functionality that was also implemented in that experience – it’s simply us giving an objective look at the kinds of things that can be done with the HD hardware. And Zelda happened to be the filter through which we view it in that experience. So nothing is defined right now as far as how we’ll proceed.

IG: One thing I was wondering about from the Nintendo strategy side – and I don’t expect you to speak for Mr. Miyamoto – but it seems like it’s been a while since Nintendo has launched a new platform, specifically, a new console, with a Mario or a Zelda. And I’m wondering why that is; obviously, the teams are made aware of when new hardware is going to be launched and released to the market, and I would think that it would be in the best interest of Nintendo to have, for example, a new Zelda at the launch of a new console like the Wii U.

EA: I can’t really speak to Mario, obviously – it’s not my forte. But with regards to Zelda, the development process is typically around 3 years and that’s a pretty big timeline obviously. So you’ve got a timeline for a given Zelda game and you’ve also got a timeline for new hardware. So obviously when those two timelines can line up neatly, then, yes we’d love to have something out and available at launch. There have been times when we’ve realized how important that is. For example, when Twilight Princess was being developed, we started on the GameCube and it turned out the game was going to complete itself more or lese around the time of the Wii launch and I thought, “Well, it would be a real waste not to have that available for new players with that functionality in the forefront.” So we did make a Wii version of the game as well as the GameCube version.

But in general, the timeline for new hardware is actually shorter than the timeline for a new Zelda game. And because of that, when they don’t line up correctly – and that’s often the case – it’s extremely hard to coordinate getting that title out as a day one title. But when possible, of course it’s something that we understand is great and we like to do it. And, naturally, I realize that it is in some ways a problem that Zelda games take as long as they do. I would like to get them out faster. That’s something that I consider a personal challenge and it’s something that I look into.

IG: Speaking of the personal side, do you wish at times that you could work on something other than Zelda? You’ve been sort of the go-to guy for the Zelda franchise for a long time now. Do you have a creative desire to maybe work on a brand new Nintendo franchise?

EA: Yeah, the truth of it is I always want to work on something new. It just turns out that as I’m coming up with these ideas along the way, I realize, “Y’know, this could really work on a Zelda game.” And it sort filters back into it and in the end, we come back into another Zelda project. So in some ways, it’s a bit of a challenge for me personally that Zelda ends up becoming this pool of my ideas and it keeps absorbing the ideas I have and they get integrated back into Zelda games. But that’s just sort of the way it’s flown for me.

IG: How difficult at times can it be for you to work for Mr. Miyamoto? Because he, I would think, has the final say in terms of what goes into a game and there might be certain features that you are really passionate about and would love to put into the Zelda game, and then he, as he likes to call it, “upends the tea table” and just throws it out. How often has that happened for you and how frustrating can that be for you when you’re creating something and it just gets thrown out right away?

EA: Well, back at GDC, when that conversation was presented, I think it painted a picture of Mr. Miyamoto’s role inside the company as coming in and being a really disruptive force in the development process, but I view it a very different way and I think a lot of people do. It’s that his time to come in and flip things on their head is part of the development timeline. It’s an event that happens. It’s almost a ritual in that sense. And it’s a necessary process, because I find that when he offers that feedback, a lot of the time, he points out things that I, myself, was having trouble with and maybe felt that I couldn’t solve or didn’t have a good time for or felt like we didn’t have the time for and he comes in and really gives focus to everything. So I’d really like to reinforce that fact that I don’t view the process that people refer to as “upending the tea table” as something unpleasant. It’s actually quite necessary and useful.

IG: One of the things that Nintendo has been a little slower than other companies with is online gaming. I’m wondering with the new Wii U console, since there’s supposed to be a bit more of an online focus, what ideas you have about what unique ways you can present Zelda in an online feature set and get players involved over the internet with Zelda?

EA: To start off by addressing your point directly, I don’t think that it’s inaccurate to say that Nintendo has been a little bit behind in the online race compared to the other companies developing consoles. And a lot of that comes from the fact that we really decided first to tackle the issue head on after seeing how popular that style of gameplay and that functionality had become for the American market, and the Western market in general. So, in that sense, yes, the process was a little bit different. One thing I feel like we really need to emphasize is that just simply to provide online gaming for the sake of online gaming wouldn’t result in [unique gameplay]. Of course, we could put out a lot of titles that have online gameplay that’s similar to what people are used to online, but that wouldn’t result in unique products.

So one of the things we’ve been really trying to do is look at – in the context of the hardware, the functionality that people have and have already in the 3DS and Wii U – what kinds of possibilities might open up. And looking at, for example, Four Swords, which is going to be released initially for folks to get their hands on – that’s local play. But, just the same, it does bring up a question that I think we are examining and will continue to examine, which is “Looking at the capabilities that are in our hands, what kinds of gameplay possibilities are out there for a Zelda game that goes online, maybe something that goes multiplayer?” But it’s all about, for us, finding a clear direction to take that online functionality, to use that online functionality. Once we have that, I think things will move forward. But, until then, we’re in the process of really asking ourselves, “How will this be a natural extension – a natural and enjoyable extension of what makes the series the series?” So that‘s something for the Zelda team to continue to examine as we move forward.

IG: You’re closely tied to the Japanese video games industry, and you have the perspective of living in Japan and understanding how the industry works there. Lately, a lot of Japanese game designers have sort of lamented the state of the industry and they feel that maybe creatively there’s something lacking and they’ve gone out of their way to target Western audiences; maybe that hasn’t been received too well amongst Japanese gamers. I’m wondering what your thoughts are on the state of Japanese game development.

EA: Well, in general, I think as the industry has evolved and more people have thrown their hat in the ring, that it’s gotten progressively harder to make new and exciting things, things that have a unique core to them and have a unique value because of that. And one of the ways Nintendo has tried on their own to really propel things forward is to continue to develop hardware that allows for new potentials in gameplay and new possibilities there. That’s the way we try and contribute to the issue.

IG: I would follow up by quickly adding that there have been people, like the former Capcom executive Inafune-san, who have literally said, “Oh, the Japanese games industry is finished.” I’m curious to hear what your thinking is on that.

EA: My initial reaction is that I don’t feel like I’ve been involved in the game industry. I don’t have the kind of sense constantly lurking over me. It feels more like I’ve been part of a company that tries to make interesting and entertaining things. When we find something that brings out that curiosity in ourselves and other people, we just continue to develop and iterate on it and make different things. So I think that…there’s a lot to still be discovered and innovated and iterated on. So no, I don’t think in general, that it’s fair to say that things are over. When I hear Mr. Inafune making those kinds of comments, it makes me think that maybe he’s just a little tired. [laughs]

IG: During the Nintendo roundtable, it was indicated that Skyward Sword would probably be one of the last remaining Wii titles from Nintendo since the focus is switching to Wii U. Do you feel you’ve been able to extract as much as you can from the Wii and that’s why Nintendo’s switching to the new system or do you feel that more could be done with the Wii itself?

EA: Well, Skyward Sword as a title in general is not about… It takes good advantage of the Wii, but it’s really focused on motion plus functionality using your sword and your shield and the kind of tracking controls that are possible because of motion plus, not just with your sword but with a whole variety of different gameplay options that are all controlled by motion plus. It’s a game that uses that as a central point of reference for gameplay and we really expand and iterate on that. As you mentioned, sure it’s possible that this could be one of the last titles for the Wii from Nintendo, but I certainly didn’t get the sensation that this is it – we’ve done everything we can. When making the game, it wasn’t even something I really paid attention to. We just focused on really expanding with motion plus and doing everything we could with that feature since it was sort of the backbone [of the project]. But there’s always more to iterate on, so gameplay possibilities will continue to grow regardless of system.

IG: It was a pleasure Mr. Aonuma. Thanks very much for your time.

Source

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Adventure of Link Remake Was Originally to be Released

Many of you might have heard about Zelda II The Adventure of Link was remade (but also never released) as another BS Zelda title for the Super Famicom (Super NES). Websites such as Unseen 64 have reported it was nothing more than a tech demo, but in the latest Iwata Asks, we have obtained more information on that subject. Koizumi was actually remaking The Adventure of Link in polygons for the Super Famicom with Shigeru Miyamoto. Check out what he exactly had to say in the interview below!

Zelda II Adventure of Link Remake

Screenshot of the Zelda II: The Adventure of Link remake.

Koizumi: It was true of Shimizu-san as well, but I really liked Zelda II: The Adventure of Link.10

Osawa: So much that you wanted to make it yourself?

Koizumi: Yeah. You might say that, but before Super Mario 64, I had actually been making Zelda II: The Adventure of Link in polygons with Miyamoto-san.

Iwata: Before Super Mario 64… You mean for the Super Famicom System?

Koizumi: Yes. We were experimenting with a thin, polygon Link seen from the side and fighting with his sword. Chanbara was a pending issue at the time. We couldn’t really bring Zelda II: The Adventure of Link into form at that time, but I kept that desire to achieve a sword-fighting Zelda game until I joined this team.

Iwata: So The Legend of Zelda game with chanbara action had been a theme for quite some time.

Koizumi: Yes. Iwata: As you joined the staff as the third member, what did you work on first?

Koizumi: First, I talked with Miyamoto-san about how we should make The Legend of Zelda for the Nintendo 64 system, and he asked, “How about making it so that Link will not show up?”

Iwata: Huh?! Miyamoto-san said that?!

Koizumi: Yeah. He wanted to make it a first-person game.

Iwata: Oh, he wanted to make an FPS (first-person shooter).

Koizumi: Right. In the beginning, he had the image that you are at first walking around in first-person, and when an enemy appeared, the screen would switch, Link would appear, and the battle would unfold from a side perspective.

Iwata: It was said that making one character and making all the backgrounds carried an equal burden with the Nintendo 64 system.

Koizumi: Yes. And from my experience making Super Mario 64, I knew that displaying a character constantly running around on a broad field would be incredibly difficult. But—while it wasn’t very nice of me toward Miyamoto-san—I didn’t try a first-person scene even once!

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Aonuma Discusses Skyward Sword, The Master Sword and the Next Zelda

In this exclusive interview with IGN at E3 2011, Eiji Aonuma was asked a few questions regarding Skyward Sword and the future of Zelda. He mentions he wants to use the Wii Motion Plus along with the Wii U controller for the next Zelda title for the Wii U. He also discusses the Master Sword’s involvement in the storyline of Skyward Sword. Check out the entire video interview below.

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Iwata Asks: The Music of Ocarina of Time 3D

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.

Part 1: The Everchanging Music of Hyrule Field

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)

To continue reading parts 2-6 please follow this link!

And click here to check out new music from Ocarina of Time 3D! (as mentioned above)

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Reggie Fils-Aime IGN Interview

IGN got an exclusive interview with Reggie Fils-Aime in which they have revealed today. Questions such as the future of the Nintendo Wii and sales are brought up, where he also talks a bit about Zelda: Skyward Sword and how that game’s content will help the future of Nintendo. But the most interesting note was when he was asked what is going on with Legend of Zelda’s 25th anniversary. He said he couldn’t reveal much other than it will be different than what they did with Mario’s 25th but will be just as special. View the video interview below.

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Miyamoto Interview: Initial Zelda Expectations

In the recent Iwata Asks (for Steel Diver) the topic of the original Legend of Zelda came up. Shigeru Miyamoto said he was not expecting the Legend of Zelda to become mainstream, saying the world of swords and magic was not mainstream at the time. He went on discussing how he considered the game to be plain, continue reading the interview below.

Miyamoto: When I was making The Legend of Zelda, it was very plain. (laughs)

Iwata: (laughs)

Miyamoto: I didn’t think that genre would be seen as something so mainstream. I really didn’t expect the response I got when I first made The Legend of Zelda. A world of swords and magic really wasn’t considered mainstream at the time.

Iwata: Was it? Miyamoto: The Neverending Story almost got really popular around that time. It was a world started off with such a message as: “Here kid, Take this sword.” (laughs) In a word, it was plain.

Iwata: In that sense, The Legend of Zelda and Steel Diver are the same to you.

Miyamoto: I think so. But when I said they’re both plain, I only meant it in the sense that they’re not attention-grabbers. I believe they’re the same in the way that they’re both something fun. It’s just a matter of presentation to get more people interested in it. I think the original themes are relatively plain for most of the games.

Speaking of Iwata Asks, we should receiving one for the Legend of Zelda’s 25th anniversary soon as we did with the Mario franchise.

Source: GoNintendo

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