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



The Legend of Zelda: Ocarina of Time 3D Sound

Koji Kondo Upends the Tea Table

Yokota

It's nothing special now, but as long as I recall, no games before The Legend of Zelda: Ocarina of Time switched seamlessly to the fight music when you were on an adventure and a fight scene began.

Iwata

That was new.

Yokota

When a fight started, the enemy motif would start. Then, when the fight was over, it would go back to the original music. I thought the transition was really smooth and clean. The feeling of plunging into adventure was so strong that—and I'm not saying this because I was not working for Nintendo at that time but—I thought Ocarina of Time was a great masterpiece to me.

Iwata

After a long history of loving Ocarina of Time, how did you come to work on the Nintendo 3DS version?

Yokota

In or around March last year, they were asking if anyone was available to work on the music for it. At first, I was going to leave it to the younger guys, but Kondo-san asked me to keep an eye on them.

Iwata

Kondo-san tapped you for the job?

Kondo

Yeah. They were really new guys, so I wanted him to teach them all about video game music.

Yokota

At first, I was involved as a supervisor.

Iwata

But I bet you couldn't bear to just look on! (laughs)

Yokota

Yeah. You got that right! (laughs) I told them to run everything by me.

Iwata

Because you love it. (laughs)

Yokota

Earlier, we talked about how back then games could only stream sound in most cases, and we were under technological constraints this time, too, so at first we decided to stream it. It was difficult technologically to change the music in realtime to fit different game situations.

For that reason, at first I decided to spruce it up by arranging slightly more up-to-date music. But when I'd done about half, Kondo-san suddenly said, "Make sure you stay faithful to the Nintendo 64 sound."

Iwata

Oh. (laughs)

Kondo

It was really sudden! He upended the tea table.

Kondo

Is that really an upending of the tea table?

Yokota

It sure was! (laughs)

Iwata

Kondo-san doesn't remember it that way. (laughs)

Yokota

So I gathered together the development team and said, "We've got to remake all the music. We need to recreate the Nintendo 64 sound, so let's do our best!" Then we set about redoing it all.

Iwata

You decided to faithfully recreate the Nintendo 64 sound.

Yokota

Yeah. By the way, Kondo-san, why did you have the music for Hyrule Field change each time?

Kondo

When I first heard the plan for Ocarina of Time, I thought, "This is going to be a really big game!" There was this big field in the center, and you needed to ride a horse to reach the other side!

Iwata

Yes, Hyrule Field was big enough that you were thankful for your horse!

Kondo

But if you went to all these dungeons and came back and the same old music was playing…

Iwata

You'd get sick of it.

Kondo

Right. I wanted to avoid players going to a dungeon and coming back to find the same song droning on. I thought about what I could do to have different music playing whenever you listened to it, and eventually I created several eight-measure "components" to play randomly.

Iwata

They shared a certain chord progression, so the music could shuffle them around.

Kondo

Right. Each group of eight measures ended with a chord that would lead nicely into whichever group started next. It sounded natural even when you played them randomly.

Iwata

How many of those "components" did you make?

Kondo

About 20. They're in battles, too.

Iwata

So even if the general atmosphere of the music is the same, it sounds different each time.

Kondo

Right. In your regular RPG, when an enemy appeared, the music would suddenly switch.

Iwata

The pattern for RPGs back then was for the screen to change, a fanfare to play, and fight music to start.

Kondo

Yeah. But in Ocarina of Time, you can see the enemy from far off. If the music suddenly went into fight mode, you would listen to the music for the fight mode even though you have not started the fighting, and when you went away, the music would switch back right away. The flow of the game would break down.

Yokota

It would be hard to get into the game.

Kondo

So I made eight-bar patterns for the fights, too. As you got closer to an enemy, they would smoothly transition into fighting music.

Yokota

And when the fight is over, the music smoothly goes back.

Iwata

You could compose music by thinking to that extent as early as in 1998, and I think you could do so because you had been making games together with Mr. Miyamoto.

Yokota

Yeah. In case of movies, the lengths for the safe scenes, fight scenes and calm scenes are predetermined.

Iwata

Movie music is compartmentalized at the start and made in line with the pre-determined length of the video. In the case of games, players interactively move the character, and the music interactively responds.

Yokota

What Kondo-san was most insistent about this time for The Legend of Zelda: Ocarina of Time 3D was that interactivity. He said, "You absolutely must recreate that!"

Kondo

That's right.

Yokota

So even though you were arranging new music…

Iwata

Babam! He overturns the tea table! (laughs)

Yokota

Yep! (laughs)

Kondo

But I didn't have any intention of overturning any tea tables! I mean, if you changed the sound like that, it wouldn't be Ocarina of Time!

Yokota

Yeah…you're right. I'm glad we fixed it!

Everyone

(laughs)