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 2

Fun Days

Iwata

Thank you for coming today.

Everyone

We're pleased to be here.

Iwata

Aonuma-san, who participated in our last session of "Iwata Asks,"is staying on as we begin part two of our series featuring the original development staff that worked on the Nintendo 64 version of The Legend of Zelda: Ocarina of Time. Part one was like a class reunion! (laughs)

Aonuma

Yeah. I'm sure we'll have fun this time, too! (laughs)

Iwata

What did each of you work on for the original game? Haruhana-san, would you introduce yourself first, please?

Haruhana

I'm Haruhana from the Entertainment Analysis & Development Division (EAD). I did most of the modeling and animation myself for characters other than Link, whom (Yoshiaki) Koizumi-san was in charge of.

Iwata

That was before the work was divided up so much, so you had to do everything yourself.

Haruhana

Yes. It was really fun, because you had control over everything yourself.

Takizawa

I'm Takizawa from EAD. Haruhana-san made the characters, but I was in charge of the bosses and enemies. I had the honor of learning under Morita-san at SRD1 in creating their movements. Each day, I enjoyed breathing life into the bosses I had designed. 1. 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.

Miyanaga

I'm Miyanaga from EAD. I was in charge of field design. Lots of fields appear in this game. I was in charge of Kokiri Forest—the first stage—as well as Hyrule Field and other locations.

Morita

I'm Morita from SRD. As Takizawa-san mentioned, I was mainly in charge of programming the bosses. I also worked on the fishing minigame.

Iwata

You are quite the fisherman!

Morita

No, no… (laughs)

Aonuma

You didn't just do the programming, but you also wrote the script for the Pond Owner who appears at the Fishing Pond.

Morita

Oh, that's right! He speaks in the Osaka dialect, so I wrote sample dialogue and gave it to (Toru) Osawa-san, the script director, to brush up.

Haruhana

In addition to the dialogue, Morita-san made lots of requests regarding that character's face and movements. He requested specific movements like this one (gesturing as if scratching his side) and even drew a rough sketch of how his face should look.

Morita

Yeah. (laughs)

Haruhana

Earlier, I said that it was fun having complete control over the characters, but when it came to that character, I had no control! (laughs)

Everyone

(laughs)

Iwata

Morita-san, did you make so many requests because that character was modeled after someone real?

Morita

Yes, that's right! (laughs) I like fishing and I'm from an area near Neyagawa in Osaka, and there's a fishing store I used to go to in that neighborhood. My model was the shopkeeper there.

Iwata

I knew it.

Morita

You caught me. (laughs)

Haruhana

Morita-san made so many requests that we had to redo the character at least two or three times. (laughs)

Everyone

(laughs)

Iwata

Later on, I'd like to talk to you more about the Fishing Pond.

Morita

Okay. (laughs) I'll be looking forward to it.

Iwata

Haruhana-san, Takizawa-san and Miyanaga-san, you were the core designers for The Legend of Zelda: Ocarina of Time, but you were all quite young at the time.

Haruhana

Yes.

Iwata

Before that, what kind of work were you doing, Haruhana-san?

Haruhana

In the days of the Nintendo 64 system, I designed the map for Super Mario 64.2 After that, I designed and supervised the UI (user interface) and demos for Star Fox 64.3 2. Super Mario 64™: The first 3D action game in the Super Mario Bros.™ series. Released simultaneously with the Nintendo 64™ system in June 1996.

3. Star Fox™ 64: A 3D shooting game released for the Nintendo 64 system in April 1997.

Iwata

How many years have you been at the company?

Haruhana

This is my eighteenth year. I joined in 1994.

Iwata

And did you work with the Nintendo 64 system right after joining?

Haruhana

No, at first I received guidance from (Yoichi) Kotabe-san4 and did artwork. My first real assignment was doing illustrations for Kirby's Dream Course.5

Iwata

Huh? Kirby's Dream Course?

Haruhana

Yes.

Iwata

You did that?!

Haruhana

Uh, yeah. That's right. (laughs)

Iwata

Hmm, I didn't know that. Thank you for your work on that.

Haruhana

No, not at all! (laughs)

Iwata

Kirby's Dream Course came out in September of 1994, right after you joined the company.

Haruhana

Yes. After that, I drew illustrations for Super Mario World 2: Yoshi's Island.6 I was involved with artwork, but when we were switching from the Super Famicom system to the Nintendo 64 system, I gradually started helping make the games. After development of Super Mario 64 began, I started working on field design.

Iwata

Lots of people were brought in to help with the field design for that game.

Haruhana

Yeah. Miyanaga-san, too, right?

Miyanaga

Yeah. 4. Mr. Yoichi Kotabe: One of Japan's foremost animators. His works include the popular anime series Heidi, Girl of the Alps. Later, he joined Nintendo, where he began designing characters such as Mario™. Currently he is active as a freelance agent.

5. Kirby's Dream Course™: An action game released for the Super Famicom system in September 1994. At the time of release, Satoru Iwata was president of HAL Laboratory, Inc., which developed the game.

6. Super Mario World™ 2: Yoshi's Island™: An action game released for the Super Famicom system in August 1995.

Iwata

Haruhana-san, when you were placed in charge of character design for The Legend of Zelda: Ocarina of Time, could you see from the start what you had to make?

Haruhana

I'm not sure what you mean.

Iwata

According to the "class reunion" we had earlier, no one could see the goal toward which they were headed, despite running full steam ahead.

Haruhana

We might chalk that up to youth. (laughs)

Iwata

(Takumi) Kawagoe-san, who was in charge of the cinematics, said the same thing!

Haruhana

I just remember everyone plunging whole-heartedly ahead.

Miyanaga

That's right.

Haruhana

I became able to do new things each day, and new characters rapidly came to life, so coming to work every day was a blast.

Iwata

The Nintendo 64 system was still new, so lots of graphics like we'd never seen before appeared. Each day was a fresh experience.

Haruhana

Yes. Iwata-san mentioned not being able to see the goal, but it was more like I didn't even think about the goal! I just innocently focused on my drawing.

Takizawa

Yes, we worked innocently.

Haruhana

That's how fun every day was!