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

Finding the Right Location for the Opening Sequence

Iwata

In addition to the sword, a variety of items—such as a bow and arrow and the Hookshot—appear in The Legend of Zelda: Ocarina of Time. How did you make those?

Koizumi

With regard to the items, we made each one because we thought, "It would be nice to have something like this." I'd say, "The Hookshot is done, so feel free to use it," and everyone would be like, "Well, where shall we put it?"

Aonuma

Yeah. (laughs) Even if we had an item, we wouldn't know where to put it. We decided the number of items at the start. But that ended up causing us trouble.

Iwata

You had to satisfy the number of items you had set at the beginning.

Aonuma

Yeah. And after I'd designed the early dungeons, a new item would be done and someone would tell me, "Make sure there isn't any trouble when Link enters into the dungeon with this item." I'd be like, "Come on! Tell me that sooner!" (laughs)

Koizumi

Sorry about that. I was making the items, so…

Aonuma

No, don't worry about it. (laughs)

Koizumi

If you just make whatever you want as you go, you're sure to run into trouble sometime.

Aonuma

But on the other hand, if you decide the items you're going to put in from the start, it doesn't mean everything will go well. I don't think such a variety of distinctive items would have come about that way. We were making something unprecedented, so we couldn't see what would be right to make or where the goal should be.

Iwata

It was unprecedented, so no one could say exactly what plan to follow.

Aonuma

Right. Earlier, when we talked about the script, we talked about whether the whole process would crumble, but as we were making it, we didn't really know whether it was falling apart or not. (laughs)

Iwata

(laughs)

Aonuma

It was a mess right up to the end.

Koizumi

We didn't know what kind of game it was until all the parts came together.

Iwata

You made The Legend of Zelda: Ocarina of Time without knowing what kind of game it was until the various parts came together. How did that feel for you Kawagoe-san as you made the cut scenes? (laughs)

Kawagoe

What should I say about that? (laughs) Even after the game was basically done, a lot had to be switched in. For example, "You know that item in that one dungeon? Well, we need to use that in another dungeon."

Osawa

You're like, "Hey! You should have told me sooner!" (laughs)

Kawagoe

And that stuff tends to concentrate around the end of development. The script changed in one way after the next…or rather, it changed drastically.

Iwata

(laughs)

Kawagoe

How far we could adapt to those drastic changes was a way for us to show our skill.

Iwata

Sometimes Miyamoto-san makes drastic changes, too.

Kawagoe

I was always worried about what might come up. But I thought something like that might happen, so I prepared a tool to make such changes easier. We were making real-time in-game movies, so even if the clothes or items changed, I could switch them into the scene.

Iwata

Back then, pre-rendered movies—which were prepared ahead of time—were common, but the movies in The Legend of Zelda: Ocarina of Time were rendered in real time, so the clothes or mask you were wearing at the time would show up.

Kawagoe

Right. There weren't many problems in that regard.

Osawa

Miyamoto-san doesn't really like cinematic elements anyway.

Koizumi

This may be overstating it, but Miyamoto-san probably doesn't need any cut scenes at all.

Aonuma

Hmm, maybe not.

Koizumi

He says they can do without them, but if we're going to have them, he wants a way to redo them over and over.

Iwata

The last excuse he wants to listen to is, "I can't fix it" because the cut scenes have already been made."

Koizumi

He says it's all right to make movies, but we have to be able to change them up through the day before completion.

Iwata

Ooh, that's rough. (laughs)

Everyone

(laughs)

Koizumi

That way of thinking had been drilled into me ever since Super Mario 64, so pre-rendered movies were never an option. Kawagoe-san had diligently made a way to create real-time demos, which paid off in The Legend of Zelda: Ocarina of Time.

Iwata

Among the real-time demos, the opening scene is particularly striking. How did you make that?

Kawagoe

Today, you can use a CG tool to move the camera, but back then we couldn't do that because of how the game was constructed, so we asked to make the system to enable Nintendo 64 console to move the camera and we used that.

Iwata

First there was the music by (Koji) Kondo-san16, and you made the images to match that? 16. Koji Kondo: Software Development Department, Entertainment Analysis & Development Division, Nintendo. He has composed the music for The Legend of Zelda and Super Mario Bros. series.

Kawagoe

No, the music came later. The landforms of Hyrule Field weren't originally made for cut scenes, so even if you think, "I want to film a scene like this…"

Iwata

The right place for it might not exist in the game.

Kawagoe

Right. So I moved the camera around, like I was walking across the landforms on my own two feet, thinking, "Is this a good spot?" and "How about over here?" I went around looking for a place that would look good, just like searching for a location to shoot a movie.

Iwata

You looked for a location virtually.

Kawagoe

Right. At the beginning of the sequence, there's a scene in which Link is riding around on his horse. I thought that spot was good and waited for a while, and then the moon slid down into view.

Iwata

By chance?

Kawagoe

Yeah. "That's it!" I thought, and decided on that spot.

Iwata

It was too good to be true! (laughs)

Kawagoe

I think a lot of chance happenings contributed to The Legend of Zelda: Ocarina of Time, but I suspect that Miyamoto-san still thinks that real-time cut scenes are easy to change.

Aonuma

Yeah. He definitely thinks so. (laughs)

Osawa

But it really isn't that easy! (laughs)

Kawagoe

So I'm always worried what will come up. Even now! (laughs)

Everyone

(laughs)