Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



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The Legend of Zelda: Ocarina of Time 3D Original Development Staff - Part 1

"Now That's The Legend of Zelda!"

Iwata

My own impression is that The Legend of Zelda: Ocarina of Time firmly established the "essence of Zelda."

Aonuma

That's right. That's why it's been hard to make anything ever since! (laughs)

Iwata

Yeah. (laughs)

Aonuma

Something I always think as I work on the series is how hard it was to make The Legend of Zelda: Ocarina of Time, but it was also a great time. As mentioned earlier, we were making something unprecedented.

Iwata

There wasn't anything you could compare it to.

Aonuma

We didn't know where the finish line was! (laughs)

Iwata

Without knowing a due date, time dragged on… (laughs)

Aonuma

Yeah. Sorry about that. (laughs)

Iwata

I was at a different company at the time, so no need to apologize to me! (laughs)

Everyone

(laughs)

Aonuma

As we went through a process of trial and error and watched it take shape each day, it was really fun working on it. Each day we said, "Oh, look at what we did!" and that built up.

Kawagoe

For example, we were really impressed when the sword was able to cut a sign.

Aonuma

Yeah. Miyamoto-san put that in when everyone was exhausted. (laughs)

Koizumi

(Kazuaki) Morita-san17 at SRD programmed that. You don't just cut the sign, but float it in the pond. When Miyamoto-san saw that, he burst out laughing and said, "Now that's The Legend of Zelda!"

Iwawaki

Yeah, he said that. (laughs)

Koizumi

I remember it clearly. 17. Mr. Kazuaki Morita: Board member and Kyoto branch manager, SRD Co., Ltd. As a programmer, he has participated in development of numerous titles, including games in The Legend of Zelda and Super Mario Bros. series.

Iwata

Aside from cutting the signs, The Legend of Zelda: Ocarina of Time was a game with lots of forms of gameplay that players were experiencing for the first time and that must have made them think, "What's this?" and "What's going on here?" Kawagoe-san, why do you think you were able to make a game like that?

Kawagoe

In some ways, I think it was because of a certain fearlessness on the part of the staff. We were just getting acquainted with the Nintendo 64 hardware and began development in a state of excitement over all the possibilities. As a result, our feelings and behavior packed a lot into the game out of a sense of "Well, if we can do this, then let's do that, too!"

Aonuma

That's right.

Kawagoe

Put another way, it's like we were plunging into a pathless, misty expanse and thinking, "I'm sure we can do this!"

Iwata

I think that fearlessness was indeed a big factor. You were a group of people who hadn't learned before you began how hard it could be or how long it could take. (laughs)

Aonuma

We really hadn't.

Iwata

The group believed that anything was possible with the Nintendo 64 system, plunged ahead, discovered a lot of interesting stuff, omnivorously adopted it, and threw it all together in a way without any friction, resulting in a dense concentration of material.

Kawagoe

But as with the moon sliding into view, which came up earlier, a lot of things fell into place by chance.

Aonuma

That is true.

Osawa

We'd be feverishly working away at it and all of a sudden be like, "Oh, we did it!"

Aonuma

We'd get a lot done that we hadn't even imagined.

Kawagoe

I feel like we encountered a lot of such happy chance occurrences.

Iwata

So the developers could get excited about the daily discoveries.

Osawa

Almost every day, I was like, "You made that?! Well then, I'm gonna..."

Aonuma

Each day, I experienced the reward of seeing the practically empty world that I had first designed with only squares and triangles rapidly become a realer one as various people added their input. I was incredibly happy about that.

Kawagoe

I suppose we could do that because we were all young.

Aonuma

Yes. There's nothing I can say in reply to that! (laughs)

Everyone

(laughs)

Iwata

Koizumi-san, I think you're the youngest among the team members here today. How old were you when you made The Legend of Zelda: Ocarina of Time?

Koizumi

I was about 26 or 27. How about you, Aonuma-san?

Aonuma

I was in my thirties without doubt.

Koizumi

(looking serious) I was the youngest among those of us here, so I was ill at ease (laughs) and couldn't really say what I wanted.

Aonuma

Huh? No way! You always said the harshest things! (laughs)

Everyone

(laughs)

Koizumi

Did I? (laughs) I think it will show up in the next session of "Iwata Asks," but the designers (Yoshiki) Haruhana-san and (Satoru) Takizawa-san were in their early twenties then, and they kept up their enthusiasm. The development period was two and a half years.

Iwata

And it was a particularly intense two and a half years.

Koizumi

When it's that long, you should run out of breath, but we never did.

Aonuma

Nope.

Koizumi

It wasn't hard at all for me to work until or past midnight every day.

Kawagoe

Yeah, we were all young. (laughs)

Osawa

It was fun how each day was different.

Koizumi

It sure was.

Iwata

We raced along for two and a half years, experiencing immense changes each day.

Aonuma

That's right.

Koizumi

Work is generally fun, but that may have been the most satisfying time. I was able to make a lot of selfish demands, so I think we caused everyone trouble…but it was fun.

Aonuma

We weren't selfish—we were dedicated.

Koizumi

My mistake.

Aonuma

No problem. (laughs)

Osawa

I think if the same team ever had to make the next The Legend of Zelda: Ocarina of Time, it would probably be fun.

Koizumi

No…let's not! (laughs)

Aonuma

Osawa-san…that's no joke! (laughs)

Everyone

(laughs)