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

Didn’t Want to Open That Lid

Iwata

Thank you so much for your patience everyone. Shall we start with introductions?

Ooiwa

I'm Mikiharu Ooiwa of GREZZO Co., Ltd.13 I wasn't from the beginning, but I was tasked on the role of director for Majora's Mask 3D. 13. GREZZO: A game development company established in 2006 based in Tokyo. After developing The Legend of Zelda: Ocarina of Time 3D, they worked on The Legend of Zelda: Majora's Mask 3D. For more details on Ocarina of Time 3D, visit Iwata Asks: The Legend of Zelda: Ocarina of Time 3D Development Staff.

Iwata

What do you mean by "tasked on"?

Aonuma

I requested that a director role be made mid way during development. For a while I didn't think there was a need for one.

Iwata

Ah, I get it. At first, you thought you didn't need a director since this game had an original to work off of.

Aonuma

There was no director when we made Ocarina of Time 3D. But that wasn't the case at all when we started working on this game! (laughs)

Ooiwa

That's right! (laughs)

Iwata

Aonuma-san, I don't think we need you to introduce yourself at this point. (laughs) So Yamamura-san, take it away.

Yamamura

Hi, I'm Tomohiro Yamamura of the Software Planning & Development Department (SPD). I worked as the liaison on the SPD side. My job was to compile Aonuma-san's wishes on what he wants to do with the game in an easy to understand way, tell that to Ooiwa-san at GREZZO, taking Ooiwa-san's response, review it myself to see if it's ok, then relay that info back to Aonuma-san.

Iwata

You basically worked as the interpreter even though everyone spoke Japanese.

Yamamura

I guess so! (laughs) I really was an interpreter.

Sano

Hi there, I'm Tomomi Sano, also from SPD. Like Yamamura-san, I worked as the Nintendo liaison for this title. Although for me, I joined during the latter half of development so most of the components were already finished. So my role was to review the existing issues with the game that were found by Mario Club14, and if there were moments where it seemed like the game was putting on too much of a challenge like what they were saying just a while ago, I went over those areas from a player's perspective and made recommendations on whether we should fix certain issues or leave them as is since they add as a part of the challenging flavor to the game. 14. Mario Club: A company that debugs and tests Nintendo games in development.

Aonuma

You say "from a player's perspective" Sano-san, but that's exactly the case since you actually played the Nintendo 64 version yourself when it was out, as one of our customers. So whenever I wondered what it would feel like from a fan, I always asked Sano-san.

Sano

I was originally a fan of the Nintendo 64 version so I played it when it was out, but...I was one of those that lost the challenge! (laughs)

Iwata

You couldn't clear the game?

Sano

Unfortunately, no.

Iwata

Well, so let me ask the group; how did recreating that "challenging" game Majora's Mask get started?

Aonuma

Here again, it came from Miyamoto-san. He told me one day "let's release Majora's Mask for Nintendo 3DS." Sano-san mentioned how she lost the challenge, and I think Miyamoto-san feels quite strongly that there are quite a lot of people like her, who gave up on the Nintendo 64 version part way through the journey. He probably felt that it was such a shame in how we put in so much in the game, but then people aren't able to see them because they weren't able to get there. Of course, we were the ones who challenged the players if they could clear these mysteries in the first place! (laughs)

Iwata

Well, it did turn from hospitality into a challenge! (laughs)

Aonuma

Well, when I was told that by Mr. Miyamoto, all I could say was "you're absolutely right." An added benefit of releasing it for the Nintendo 3DS was that if you get stuck somewhere in the game, you could just close the lid and put it in sleep mode15, so it was all the more reason to work on Majora's Mask. However, I couldn't just simply say "yes, I'll do it." 15. Sleep mode: This mode is when a 3DS console is closed shut while it is on. By doing so, the device will save energy, making it easier to continue playing games after the console is opened up again.

Iwata

Now why is that?

Aonuma

I said this before, but it was one of those games where I was able to do quite a bit because I was much younger.

Iwata

Right.

Aonuma

So I didn't want to open that lid again! (laughs)

Iwata

What do you mean you didn't want to open the lid! (laughs)

Aonuma

I knew that as soon as I opened it I would break out in cold sweat! (laughs)

Everyone

(laughs)

Iwata

So Aonuma-san, you wanted to keep it closed forever?

Aonuma

As in a "please pretend it didn't happen" kind of way! (laughs) Of course we're not allowed to pretend that it didn't happen, but I didn't want to work on another iteration. But I was met by Miyamoto-san's firm "nope".

Iwata

He told you to make it in a year for the Nintendo 64 version, and told you to not run away for the 3DS version. Miyamoto-san's such a strict man! (laughs)

Aonuma

Miyamoto-san also told me to play everything over again and ask myself if everything was all right the way it was. He wanted me to check every aspect of the game, and adjust it to where players today can enjoy it.

Iwata

That's like putting salt on your wounds. (laughs)

Aonuma

It's an old wound from 15 years ago! (laughs) So, I put up enough courage to play everything over again.

Iwata

As you were breaking out in cold sweat? (laughs)

Aonuma

Right! (laughs) But then I found a bunch of things that made me say "what in the world?!"

Iwata

"What in the world?" (laughs) It's not something you typically say to something you created.

Aonuma

Usually Zelda games are made in a way that whenever you get a hunch that there's something on the other side of the curve, that hunch will be enough for you to gather up enough willpower to move forward, even when there's a rough road ahead. But in the case of this Nintendo 64 version of Majora's Mask, when you think there's something ahead and you get there, there's nothing. There are no answers there that you were hoping to find.

Iwata

At that point you'd give up.

Aonuma

Yeah. There even are some things where there are no hints at all. There were quite a few things that no one was able to find.

Iwata

As Miyamoto-san said, it feels like such a waste when no one can find and experience what you spent a lot of effort on putting into the game.

Aonuma

Exactly. So thinking about it now, I must have been possessed at the time thinking what I've done.

Iwata

Sano-san, as one of the players, did you find those things in the game?

Sano

I think there were a lot. Like when you messed up something, you can accept that if it's because your skill wasn't good enough. But with that game there were parts where you didn't know why you couldn't clear certain areas. That made it hard to come to terms when you failed a challenge.

Iwata

"When something didn't work out, it's easy for players to admit that it's their own fault." That's the way games should be, and that should be the development philosophy here at Nintendo.

Aonuma

You're right. But that wasn't always the case with the Nintendo 64 version. It probably won't be a good idea if we had today's player try out the original version. So that's why we decided to make a "what in the world" list.

Iwata

So you decided to make a list of everything that Aonuma-san felt "what in the world?!"

Aonuma

That's right.