Zelda directors and Nintendo president sat down to discuss the Legend of Zelda series as a whole. They mention more about Ura Zelda, Ocarina of Time development, Majora’s Mask, Zelda Wii and Spirit Tracks. They also continue to go into far more detail on Spirit Tracks. This interview is separated into six segments.
Aonuma
That’s right. It made us very, very happy (laughs). Even after its release, I felt that we’d really done something special; I felt very fulfilled. At the time, I think (Shigeru) Miyamoto-san had that same feeling, but apparently he also felt as though there was still quite a lot left to do.
Iwata
Yes, Miyamoto-san really is greedy about things like that, isn’t he. (laughs)Aonuma
And so he said: we’d already made 3D models for The Legend of Zelda: Ocarina of Time. By changing the situation, couldn’t we make new ways to play, a new story?
Iwata
So you made The Legend of Zelda: Majora’s Mask.
Aonuma
No, we didn’t just start making The Legend of Zelda: Majora’s Mask, not right away. There was actually a flip-side, and in the beginning, the idea was to make a “Ura (Flip-Side) Zelda”.Iwata
That “Ura Zelda” (The Legend of Zelda: Ocarina of Time: Master Quest) was developed for the 64DD5. Ultimately, we recorded it on a limited edition disc that went to people who reserved The Legend of Zelda: The Wind Waker6.
Aonuma
Eurogamer: Let’s go right back to the beginning. What’s your earliest gaming memory, and when did you decide you wanted to become a game designer?



