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

The Game that Changed Destinies

Iwata

Thank you for joining me today.

Everyone

We're glad to be here.

Iwata

Today, I have gathered the core development staff for the Nintendo 64 game The Legend of Zelda: Ocarina of Time, which was first released in November of 1998. Please introduce yourselves, telling us what you did back then.

Osawa

Okay. I'm Osawa from the Special-Planning & Development Department. When development of The Legend of Zelda: Ocarina of Time began, they called me in to the Entertainment Analysis & Development Division (EAD) and put me to work. This project had a lot of directors, but I was the oldest, so I was a sort of general director.

Iwata

About how many directors were there?

Osawa

Five altogether. I listened to each director's opinion and coordinated them, saying, "All right, all right, I get it. This is what we'll do." I also worked on the story and script.

Koizumi

I'm Koizumi from the Tokyo Software Development Department. Recently, I've been making the Super Mario Galaxy series1 and Flipnote Studio2 in Tokyo, but when I try to remember when I was in Kyoto and making 3D action games one after the other—from Super Mario 643 to The Legend of Zelda: Ocarina of Time—I was working on so many different things that I can't really remember what I did.

Iwata

You were involved in so many things that you can't sum them up.

Koizumi

Right. I was involved with environment construction for 3D games, camera design, making the player-character Link, making items, and a little with event-related matters. 1. Super Mario Galaxy™ series: A series of 3D action games released for the Wii™ console. Super Mario Galaxy was released in November 2007, and Super Mario Galaxy 2 was released in May 2010.

2. Flipnote Studio: Free Nintendo DSiWare™ software released for download beginning December 2008. It allows users to create hand-drawn images with the stylus. Users can play multiple pages successively, resulting in flipbook animation.

3. Super Mario™ 64: The first 3D action game in the Super Mario Bros.™ series. Released simultaneously with the Nintendo 64™ system in June 1996.

Kawagoe

I'm Kawagoe from the Software Development & Design Department. I was originally in charge of camera programming for Super Mario 64, so they brought me in to The Legend of Zelda: Ocarina of Time project so I could make use of that know-how.

Iwata

At the time, you were in charge of camera programming?

Kawagoe

Yes. But SRD4, which Iwawaki-san belongs to, was in charge of camera programming for The Legend of Zelda: Ocarina of Time, so I participated as an advisor. However, Osawa-san's script was starting to become huge, so lots of cut scenes were necessary.

Iwata

At first, you were an advisor, but suddenly you were in deep.

Kawagoe

Yes. I became involved in development of a tool for making the cut scenes, and before I knew it, I was working on storyboards and in charge of the movie parts. 4. SRD Co., Ltd.: A company established in 1979 that contracts to develop video game software programs and develops and sells CAD packages. The head office is in Osaka, and their Kyoto office is inside Nintendo headquarters.

Iwata

Currently, you mainly lend your support whenever the need for a cut scene arises somewhere in-house and a request goes to you at the movie production group. Could we say that The Legend of Zelda: Ocarina of Time was the game that occasioned your involvement in such work?

Kawagoe

Yes. The Legend of Zelda: Ocarina of Time was the first time I clearly operated as a member of movie production.

Iwata

So Osawa-san's huge script changed your destiny.

Kawagoe

That's exactly right! (laughs)

Osawa

Oh, really?

Kawagoe

Yeah! (laughs)

Iwata

Looking back, The Legend of Zelda: Ocarina of Time was a project that determined the future work of a lot of people.

Osawa

That's right. Several people were like that.

Aonuma

Yep, yep. (laughs)

Iwata

Aonuma-san, you're a prime example of someone whose fate the game determined. (laughs)

Aonuma

Uh-huh. That's very true! (laughs)

Iwata

Would you please introduce yourself?

Aonuma

I'm Aonuma from EAD. I am producer of The Legend of Zelda: Ocarina of Time 3D and The Legend of Zelda: Skyward Sword5, which is still under development for the Wii console, but the first game in the series that I worked on was The Legend of Zelda: Ocarina of Time for the Nintendo 64 system. 5. The Legend of Zelda™: Skyward Sword: The newest title in the series. Scheduled for release in 2011 for the Wii console.

Iwata

Today, your name is always mentioned in the same breath as The Legend of Zelda, but before then, you did a variety of work.

Aonuma

Yes.

Iwata

About the time you had just joined the company, we worked together.

Aonuma

That's right! (laughs) Unfortunately, though, the game we made together never made it out into the world. I spent a lot of time developing games with external companies. But I really wanted to develop inside Nintendo. I pestered Miyamoto-san about it and he said, "We don't have enough people for The Legend of Zelda: Ocarina of Time, so come on in for a spell." Of those of us here today, I joined the project last.

Iwata

You didn't participate early on in development?

Aonuma

No. When I joined, the script was somewhat established, and they were rapidly turning out the content. I designed a total of six early and mid-stage dungeons, most of the enemy characters, and enemy and boss battles.

Kawagoe

You also drew storyboards.

Aonuma

Oh, that's right. Back then, anyone who could draw storyboards was drawing them.

Osawa

Me, too! (laughs)

Iwata

The boundaries between different jobs were vague back then. Most of the time, if you noticed something that needed to be done, you did it yourself.

Aonuma

That's right. I doubt many on the staff who were involved with The Legend of Zelda: Ocarina of Time—not just those of us here today—could say clearly where their work began and where it ended.

Kawagoe

For today's "Iwata Asks," I pulled out some old materials and was like, "I even drew up specs like this!" (laughs)

Iwata

You were surprised at yourself. (laughs)

Kawagoe

Yeah! (laughs) I was surprised at the breadth of tasks I was involved in.

Iwata

Iwawaki-san, if you would, please?

Iwawaki

I'm Iwawaki in charge of main programming at SRD. Like Aonuma-san, The Legend of Zelda: Ocarina of Time was my first game in the series.

Iwata

What were you working on until then?

Iwawaki

I had been working on the Super Mario Bros. series for quite a while. I had worked for some time with Koizumi-san on Super Mario 64, so that's how I came to work on The Legend of Zelda: Ocarina of Time.

Aonuma

For a long time, all we did was cause you trouble with the most impossible demands.

Iwawaki

No, not at all! (laughs)

Aonuma

You played an important role in realizing all the ideas we came up with. That must have been hard.

Iwawaki

No…

Iwata

You made irrational demands?

Iwawaki

Well, you might say that. (laughs)

Iwata

So not just the boss specs, but most of the demands that Aonuma-san came up with were irrational.

Aonuma

They were! (laughs)

Koizumi

No, I had been working with Iwawaki-san all the way from Super Mario 64 to The Legend of Zelda: Ocarina of Time, so when it comes to irrational demands, I don't lose to Aonuma-san! (laughs)

Everyone

(laughs)