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.



Iwata Asks Home

Nintendo 3DS



Volume 5 Asking Mr. Miyamoto Right Before Release

I Wanted to Experience Hyrule in 3D

Iwata

This time, you are remaking two Nintendo 64 games, Star Fox 64 and The Legend of Zelda: Ocarina of Time, and we will release them for the Nintendo 3DS system.

Miyamoto

That's right.

Iwata

Why these two? Why now? What were the thoughts behind this, Miyamoto-san?

Miyamoto

Well, there were several reasons. One major reason was that, at the time, we'd barely gotten the games to move in terms of the polygon counts or wire frame processing.

Iwata

Yes, you couldn't do more than that back then.

Miyamoto

I felt that I wanted to aim higher.

Iwata

You mean you'd always wanted to remake them some day?

Miyamoto

I had, yes. But, you know, timing's a difficult thing. We couldn't re-release them too soon. So, well… How many years has it been since then?

Iwata

The Legend of Zelda: Ocarina of Time came out in 1998, so about thirteen years.

Miyamoto

Right. After about that much time has passed, there's a new generation, and, naturally, today's elementary and middle-schoolers don't know a thing about Ocarina of Time. The people who played on the Nintendo 64 system in grade school are already in their mid-twenties. So I thought it was probably okay to remake them now. That was one reason.

Iwata

I see.

Miyamoto

But, well… If I had to say, that's the part I can discuss calmly in conversation. The biggest reason for me personally was that I myself wanted to see the majestic scenery of Hyrule in stereoscopic 3D (laughs).

Iwata

Aha… Of all the things you've created so far, you wanted to see Hyrule's scenery in particular.

Miyamoto

Right. In all honesty, wanting to get that sense of really "being there", in 3D, was a very big factor behind this.

Iwata

You know, that's… I can really see that (laughs).

Miyamoto

Can you? (laughs)

Iwata

I found the idea that you'd remake Star Fox 64 very easy to understand. I could imagine it right away: if you put that game on the Nintendo 3DS hardware, with that new 3D depth, the gameplay itself would really come to life. But I did wonder why you'd chosen Ocarina of Time.

Miyamoto

Yes, that's true; what you've just said about Star Fox 64 was a big reason. In that game, the more you understand the depth and distance, the easier it is to play. I don't mean that it gets easier to clear. It just feels much better when you're shooting at floating objects, or passing through things, or picking up items.

Iwata

Yes, it really does. Going through the hoops is like that, clearly.

Miyamoto

It's as though it has actual, physical benefits.

Iwata

And that does make things more fun to play. On the other hand, with Ocarina of Time, there's that sense of being there that you mentioned.

Miyamoto

That's right, I'm really happy with that sense of presence. Then, in terms of what felt great to make, I really like how it works when you switch between items in the Nintendo 3DS version of Ocarina of Time.

Iwata

You do, hmm?

Miyamoto

Something I always say to the people working in the development forefront is that the history of The Legend of Zelda series is a history of interfaces.

Iwata

Yes.

Miyamoto

In other words, one of the series' big themes is how to express operations that use a lot of items simply and without stress.

Iwata

One of the greatest things about playing The Legend of Zelda games is that by learning only a few things first, before you know it, you're naturally able to do all sorts of things.

Miyamoto

That's right. In the Nintendo 64 Ocarina of Time, we made it so that three of the C Buttons on the controller could each be assigned to an item.

Iwata

Right, right.

Miyamoto

In the Nintendo 3DS version of Ocarina of Time, we've set up a really nice system: while you use the AB and XY Buttons, there is also a special buttons inside the touch screen as well so you can use them to switch between items right away. You can't really get a sense of it just by me telling you…

Iwata

(laughs)

Miyamoto

That includes switching maps and menus; it's very pleasant to use. They feel good when we are making them.

Iwata

In other words, you began this remake because you wanted to see Hyrule in 3D, and because you wanted to improve the quality of The Legend of Zelda: Ocarina of Time. As you actually worked on it, though, you also made big improvements in ease of play.

Miyamoto

That's it.