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

"Let's Go to Toei Kyoto Studio Park!"

Iwata

Why didn't you experiment with a first-person game?

Koizumi

I was making the model for Link, so I couldn't stand to see my Link not appear.

Iwata

Oh, I see. In first-person, you wouldn't be able to see him.

Koizumi

Right. Link is cool, so I wanted to always be able to see him.

Iwawaki

But…I do think we tried out a first-person perspective a little.

Osawa

I think we made something to try it out, but decided it wasn't interesting visually and abandoned it right away.

Koizumi

Oh, is that right? (laughs) So we had Link appear from a third-person perspective, but it was really hard to get the art to connect right. I remember making the most impossible requests to Iwawaki-san.

Iwawaki

No, no… (laughs)

Iwata

You went straight to making irrational demands. (laughs)

Koizumi

Yeah. (laughs) Thanks to him, we were able to show Link the whole time, but it got really hard in ways that would have been extremely easy in first-person, like how to handle the camera and battles.

Iwata

You tied your own noose.

Koizumi

Yeah. In order to solve those problems, we had to create a bunch of new devices, one of which was Z-targetting.11 11. Z-targeting: When the player presses the Z Button, not only does the viewpoint shift to a view from directly behind Link™, but Link can also talk with characters at a distance and gain an advantage in battle by locking on to enemies. In The Legend of Zelda: Ocarina of Time 3D, players press the L Button.

Iwata

How did Z-targeting come about?

Osawa

In Super Mario 64, for example, when you tried to read a sign, sometimes you would just go around it in circles.

Iwata

The axes wouldn't match up.

Osawa

Right. We wondered what we could do about that, and when Koizumi-san joined the team, I said, "Since we're going to include chanbara-style action, let's go to Toei Kyoto Studio Park!"12

Iwata

Huh? Going to Toei Kyoto Studio Park…because you were including chanbara-style action?

Osawa

Yes. 12. Toei Kyoto Studio Park: Part of Toei's film studios in Kyoto open to the public as a theme park where visitors can see period drama sets and shows.

Iwata

I don't get it. (laughs)

Osawa

We thought if we went there, we might get some ideas. We got our boss's approval, and Koizumi-san, Ikeda-san and I went. It sure was a hot summer!

Koizumi

Yes. Very hot.

Osawa

As we went along looking at everything, it was so hot that we ducked into a playhouse to cool off. They were doing a ninja show. A number of ninja were surrounding the main samurai and one lashed out with a kusarigama (sickle-and-chain). The lead samurai caught it with his left arm, the chain stretched tight, and the ninja moved in a circle around him.

Iwata

And…that led to Z-targeting?

Osawa

Yeah…I think so, if my memory serves me correctly.

Iwata

So it wasn't like the chain led to the idea for the Hookshot?

Osawa

No.

Aonuma

Huh? Everyone looks confused! (laughs)

Everyone

(laughs)

Koizumi

I don't think that's quite right. (laughs) The way I remember it…

Iwata

Yes? (laughs)

Koizumi

With regard to Z-targeting, I believe we started talking about how we wanted a good way of hitting opponents in front of you when we were making Super Mario 64.

Iwata

But you couldn't do it.

Koizumi

Right. Then, when we were making The Legend of Zelda: Ocarina of Time, I thought up something when we were making the camera system for fighting enemies. What caught my attention in the studio park was the sword fight. They regularly put on shows in which the hero defeats ruffians. Watching that, I thought, "Hmm, that's weird." That was because there was no way one person could fight and win when surrounded by 20 opponents.

Iwata

Because he's vastly outnumbered.

Koizumi

I thought there must be some kind of trick, so I watched very closely, and it was simple. It's a sword battle, so there's a script and a certain setup. The enemies don't all attack at once. First, one attacks while the others wait. When the first guy goes down, the next one steps in, and so on.

Iwata

It's blocked out so they attack one-by-one, in order.

Koizumi

Right. One thing I had been trying to figure out with regard to Z-targeting was how to fight multiple enemies. If I just made it like normal, the enemies would swarm the player all at once, so it would be a mess.

Iwata

Yeah.

Koizumi

Watching that show at the studio park was a clue toward solving that problem. Z-targeting flags one particular opponent, telling the other enemies to wait.

Iwata

Your opponents go on standby as in a staged sword fight.

Koizumi

First, you have the other enemies wait while you fight with the first one, and the moment you beat that one, you can switch the Z-targeting to the next opponent.

Iwata

So when it's one against many, you fight one-on-one over and over again.

Koizumi

Right. Like that. We actually made something. Do you remember that, Iwawaki-san?

Iwawaki

Yeah. A battle against two skeletons…two Stalfos.

Koizumi

Yeah. There's a place in the Forest Temple where you fight against two Stalfos. We were only able to pull off that scene because of that show we saw at the studio park.

Iwata

So if you hadn't gone to the studio park?

Koizumi

If we hadn't gone, we wouldn't have hit on the system for fighting multiple opponents. But I think Osawa-san and I were each seeing it a little differently.

Iwata

Osawa-san focused on the kusarigama.

Osawa

Yeah, that's right. Watching the kusarigama show, I hit on the idea of making a kusarigama that you can't see when you use Z-targeting.

Iwata

A kusarigama you can't see?

Osawa

When you use Z-targeting, I would make it so something like a kusarigama you can't see exists between Link and the opponent. If you push the analog stick forward, you can close in slowly, and if you move it to the side, you can move to the side in a circular motion, getting around behind your opponent, seeking for an opening.

Iwata

Then do a jump attack.

Osawa

Exactly! (laughs)

Iwata

I see. Different people notice different things even when they see the same thing.

Koizumi

Yeah.

Iwata

I'm glad the studio park is here in Kyoto.

Koizumi

Yeah. It was incredibly helpful.

Osawa

We just went into that playhouse by chance.

Koizumi

Because it was hot. (laughs)

Osawa

To cool down because it was so hot! (laughs)