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	<title>Zelda Chronicles &#187; Iwata</title>
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		<title>Iwata on Ura Zelda and More!</title>
		<link>http://www.zeldac.com/2009/12/iwata-on-ura-zelda-and-more/</link>
		<comments>http://www.zeldac.com/2009/12/iwata-on-ura-zelda-and-more/#comments</comments>
		<pubDate>Fri, 04 Dec 2009 02:16:36 +0000</pubDate>
		<dc:creator>Crono</dc:creator>
				<category><![CDATA[Future Zelda]]></category>
		<category><![CDATA[Ocarina of Time]]></category>
		<category><![CDATA[Skyward Sword]]></category>
		<category><![CDATA[Spirit Tracks]]></category>
		<category><![CDATA[Zelda 64]]></category>
		<category><![CDATA[Zelda Development]]></category>
		<category><![CDATA[Zelda News]]></category>
		<category><![CDATA[Eiji Aonuma]]></category>
		<category><![CDATA[Iwata]]></category>

		<guid isPermaLink="false">http://www.zeldac.com/?p=426</guid>
		<description><![CDATA[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&#8217;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&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>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&#8217;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.</p>
<blockquote><p><strong><img class="alignleft size-full wp-image-427" title="Aonuma" src="http://www.zeldac.com/wp-content/uploads/2009/12/photo4.jpg" alt="Aonuma" width="250" height="150" />Aonuma</strong><br />
That&#8217;s right. It made us very, very happy (laughs). Even after its release, I felt that we&#8217;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.<br />
<strong>Iwata</strong><br />
Yes, Miyamoto-san really is greedy about things like that, isn&#8217;t he. (laughs)</p>
<p><strong>Aonuma</strong><br />
And so he said: we&#8217;d already made 3D models for The Legend of Zelda: Ocarina of Time. By changing the situation, couldn&#8217;t we make new ways to play, a new story?<br />
<strong>Iwata</strong><br />
So you made The Legend of Zelda: Majora&#8217;s Mask.<br />
<strong>Aonuma</strong><br />
No, we didn&#8217;t just start making The Legend of Zelda: Majora&#8217;s Mask, not right away. There was actually a flip-side, and in the beginning, the idea was to make a &#8220;Ura (Flip-Side) Zelda&#8221;.</p>
<p><strong>Iwata</strong><br />
That &#8220;Ura Zelda&#8221; (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.</p>
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<p><span id="more-426"></span></p></blockquote>
<blockquote><p><strong>Iwata</strong><br />
Aonuma-san, you&#8217;re involved with both the Wii and Nintendo DS editions of The Legend of Zelda. Are there any differences in how you work on the two?<br />
<strong>Aonuma</strong><br />
When I work on the Wii edition, I&#8217;m right on-site, and I often do my job from a director&#8217;s perspective. On the Nintendo DS version, I do proper producer&#8217;s work. …That said, when I worked on the previous game, The Legend of Zelda:Phantom Hourglass, I was simultaneously making Twilight Princess2, so I couldn&#8217;t keep a very close eye on things right from the beginning. Then, when The Legend of Zelda: Twilight Princess was finished and I went to the Nintendo DS version&#8217;s office, the development was already pretty far along. From my point of view, it was at a stage where I could really make myself useful.</p>
<p><strong>Iwata</strong><br />
So you&#8217;re saying that you left the site for a while, and that let you see the Nintendo DS version with a new set of eyes. As a result, you were able to spot the places where you could put in a little more work and really improve things.<br />
<strong>Aonuma</strong><br />
That&#8217;s exactly it. So then — and I did feel bad to do so — I asked that development be extended three more months, and I worked on it during that extra period. Then, the more I worked, the better it got.</p>
<p><a href="http://www.nintendodsi.com/iwataasks/vol10_page1.html" target="_blank"><em><strong>Read the rest of the interview here!</strong></em></a></p></blockquote>
<div id="crp_related"><h3>Related Posts:</h3><ul><li><a href="http://www.zeldac.com/2009/12/twilight-princess-starting-point-for-zelda-wii/" rel="bookmark" class="crp_title">Twilight Princess Starting Point for Zelda Wii?</a></li><li><a href="http://www.zeldac.com/2011/03/new-content-in-ocarina-of-time-3d/" rel="bookmark" class="crp_title">New Content in Ocarina of Time 3D</a></li><li><a href="http://www.zeldac.com/2011/02/iwata-asks-basis-of-the-legend-of-zelda/" rel="bookmark" class="crp_title">Iwata Asks : Basis of the Legend of Zelda</a></li><li><a href="http://www.zeldac.com/2009/11/zelda-developer-stumped-in-spirit-tracks/" rel="bookmark" class="crp_title">Zelda Developer Stumped in Spirit Tracks</a></li><li><a href="http://www.zeldac.com/2011/06/iwata-asks-the-music-of-ocarina-of-time-3d/" rel="bookmark" class="crp_title">Iwata Asks: The Music of Ocarina of Time 3D</a></li></ul></div><img src="http://www.zeldac.com/?ak_action=api_record_view&id=426&type=feed" alt="" />]]></content:encoded>
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