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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Iwata Asks: The Legend of Zelda: Majora’s Mask 3D

From Hospitality to a Challenge

Iwata

By the way, why masks?

Aonuma

The development of Ocarina of Time was so long, we were able to put in a whole lot of different elements into that game. Out of those, there were ideas that weren't fully utilized, and ones that weren't used to their full potential. One of those was the mask salesman8. 8. The mask salesman: In the story of Majora's Mask, he says he is the original owner of Majora's Mask. He asks Link to retrieve Majora's Mask which was stolen by Skull Kid. He may seem laid-back; however there is a scary essence about his personality that is hard to read. He also acts as a guide for the Japanese Official The Legend of Zelda account (@ZeldaOfficialJP). There's also a Happy Mask Salesman that appears in Ocarina of Time, but if they are the same person remains a mystery.

Iwata

When Link wears the masks, sometimes the reactions of whoever he's talking to change.

Aonuma

That's right. So in Majora's Mask we felt it would be fun if Link himself transforms whenever he puts on those masks.

Iwata

Before that Link was never able to transform.

Aonuma

Right. As a basis of Zelda games, you're able to use items to do all sorts of different things, and we felt it would be a lot of fun if Link would acquire all these abilities by putting on these different masks. We felt that would expand the gameplay. So we made the game so Link could transform into Deku Link to fly in the air, Goron Link to roll across land, and Zora Link so that he could swim underwater. We also gave each of them a storyline.

Iwata

You covered land, sea and air! (laughs)

Aonuma

We did. Once we decided we were going with masks, everything just came into place.

Iwata

Like all the pieces coming together.

Aonuma

That's exactly it.

Iwata

It must have felt great when everything came into place.

Aonuma

Well, we really didn't have time so things had to fall in place! (laughs)

Iwata

That's true! (laughs) But that goes to show how a deadline's important.

Aonuma

I guess so. (laughs wryly) I'm not saying it's a case of "A cornered mouse will bite the cat", but we soldiered on with a mindset that we had to do it.

Iwata

I do know of many situations where things didn't go well because people were on such tight deadlines. But in the case of Majora's Mask, it seem to me that having less time actually benefited its development.

Aonuma

Right.

Iwata

Why did that happen?

Aonuma

Even with Ocarina of Time, we didn't go out making it thinking it would take three years to make. Really. But then, we started to get focused in on the details...

Iwata

That's why the release date moved every time you were asked about it, and Miyamoto-san got yelled at in a convenience store! (laughs)

Aonuma

I guess so! (laughs) At that time we were making Ocarina of Time wanting to be really proud of our work. We wanted to go out with it with our chests up high, harking to the world that this is the 3D Zelda game. We really were making the game with all our hearts into it. Even if it took a long time, we wanted to put in everything we had.

Iwata

As a result of that, you ran into a situation where you made a lot of delicious dishes but had run out of places on the table to put them on.

Aonuma

We did. Because of that, there was a sense of unfulfillment among the staff, where a lot of us wanted to do things differently with certain elements from Ocarina of Time, and also wanting to do things they weren't able to before. If we gathered all new staff to work on it, it would have been impossible to make in only one year.

Iwata

You were fueled by your regrets of what you made but weren't able to fully use to fruition. Because you were fueled by it, you were able to put on a bunch of new ideas on top of the "Three-Days System" and they all fit together nicely. That's why you were able to make something with so much content in only a year.

Aonuma

I suppose so. Also...I was younger back then.

Iwata

It's been 15 years.

Aonuma

At the time when I was told I had to make it in a year, I was extremely focused on thinking how great it would be if we could make it happen, and how disappointed I would be if I couldn't do it. I started working on the game with that kind of mindset, but towards the end of the game's development, we had to work under severe time constraints. That's when Miyamoto-san told me that we could delay the game's release. That's when I...

Iwata

Did you get angry?

Aonuma

I did! I got mad. I said to him, pretty loudly, "There's no way we can do that now!"

Iwata

Oh wow! (laughs)

Aonuma

I also remember telling him "We'll definitely make this in one year!" Looking back at it now, I said something unbelievable to my boss!

Iwata

You really were young! (laughs)

Aonuma

Yeah. Miyamoto-san did tell us to make it in a year but he must have been concerned towards the end.

Iwata

He must have been worried that you were all exhausted.

Aonuma

I suppose. And at that time, I did have a sense that I was being pushed on by something strange.

Iwata

You may have been wearing one of those masks! (laughs)

Aonuma

I had a dream about it.

Iwata

What kind of a dream was it?

Aonuma

It was a dream about being chased by a Deku.

Iwata

Oh, a dream where you were being chased around? (laughs)

Aonuma

I was thinking about an event for the Deku, and have been trying to figure out what to do with it. I thought of it at home, and Dekus appeared in my dream. I woke up screaming! I went to work the next day and that's when (Takumi) Kawagoe-san9 told me that he finished making a movie for the Dekus, so I had him show it to me....and that movie was exactly like my dream! 9. Takumi Kawagoe: Works in Software Planning & Development Department of Nintendo. He was in charge of Cinematic Sequence for The Legend of Zelda: Majora's Mask for Nintendo 64 console. He appeared in Iwata Asks: Twilight Princess and Iwata Asks: The Legend of Zelda: Ocarina of Time 3D Original Development Staff-Part 1.

Iwata

(laughs)

Aonuma

I even told him "how do you know my dream?" (laughs) That's how put up against the edge I was back then.

Iwata

Perhaps you were possessed by something.

Aonuma

Possibly.

Iwata

By the way, the reaction when we announced The Legend of Zelda: Majora's Mask 3D10 was amazing, right? 10. Announcement of The Legend of Zelda: Majora's Mask 3D: The release of this game was announced globally on Nintendo Direct 11.5.2014.

Aonuma

It sure was.

Iwata

We never worked on a remake for Majora's Mask until now, so we did go in thinking that the reactions would be somewhat positive. But to be honest, the reactions we received were much stronger than we had anticipated. Why do you think that was the case?

Aonuma

I think that's because Majora's Mask is the kind of game that presents players with a challenge.

Iwata

What? It's a challenge to our customers? (laughs)

Aonuma

When we talked about The Legend of Zelda: Ocarina of Time11 in a previous Iwata Asks, we talked about hospitality. 11. The Legend of Zelda: Ocarina of Time 3DS: This is an action adventure game released for the Nintendo 3DS console on June 2011.

Iwata

It was about "hospitality on the attack12". 12. Hospitality on the attack: Mentioned in Iwata Asks: The Legend of Zelda: Ocarina of Time 3D Original Development Staff-Part 2. The developers stated than when they replayed the Ocarina of Time for Nintendo 64 to get references for remaking the game for the 3DS, they mentioned that they "sensed an immense amount of hospitality" when they played through it for the first time in a while.

Aonuma

But Majora's Mask isn't like that. It's all a challenge to our players. It's like we're saying to them "can you clear this?"

Iwata

It shifted from hospitality to a challenge.

Aonuma

It was something like until then you were welcomed with open arms being invited to come in, and now you're being told at the door to go home if you don't have what it takes! (laughs)

Iwata

That might be true. When I played the game when it came out, it was like the game itself was screaming out to me, questioning me whether I had the dedication to play forward.

Aonuma

That's because we didn't put in any kind of elements where we show people how to play this game. The game was made for those who have played Ocarina of Time, so I felt like there wasn't a need for step-by-step instructions.

Iwata

It was like "clear it if you can".

Aonuma

So those who have played it still strongly remember how the game felt like it was a challenge, even though 15 years had passed. That's probably why it led to such a strong reaction.

Iwata

I see. Well, let's end talking about the Nintendo 64 version, and start talking about this new game.

Aonuma

Sure!