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

Making the Fields

Iwata

Morita-san, you were the one who introduced cutting the signs with the sword, weren't you? Why did you do that?

Morita

No, (Shigeru) Miyamoto-san suggested that.

Iwata

Oh, is that so? So as usual, Miyamoto-san just strolled in, dropped an idea, and left?

Morita

Yeah. He was like, "You can slice through the sign, right?" (laughs)

Miyanaga

If you swing the sword at an angle, the sign splits diagonally. Who made it so you can cut the signs different ways like that?

Morita

I think I designed that. I thought of it like a little wheel of cheese cut into six pieces.

Iwata

Like cheese, huh? (laughs)

Aonuma

In addition to cutting it, a piece will float in the pond. Was that you, Morita-san?

Morita

Yeah, that was me.

Aonuma

Morita-san is strong on the waterfront. (laughs)

Everyone

(laughs)

Iwata

I laughed when I first saw that. (laughs)

Haruhana

We saw that at night. Miyamoto-san whispered, "That's cool…"

Iwata

He said, "Now that's The Legend of Zelda!"

Haruhana

It isn't much at a glance, but when we put effort into making it float and drift smoothly, Miyamoto-san was really impressed.

Morita

I'm happy about that. When we made it so a piece would float in the water, they put a sign at the waterside.

Iwata

They changed the position of the sign because they wanted people to see a piece of it floating in the water.

Miyanaga

Right.

Iwata

It doesn't have anything to do with the original function of the signs, though. (laughs)

Aonuma

Yeah. If you cut the sign, you can't read what's on it! (laughs)

Everyone

(laughs)

Aonuma

So we made it so that if you go out once and play "Zelda's Lullaby" on the ocarina, it repairs the sign.

Iwata

So you also had to add a way to return the sign to normal.

Aonuma

Right. Development was in its final stages, and we were really busy, but we were like, "It'll be cool, so let's do it!" (laughs)

Iwata

So it was part of Miyanaga's work and of the others working on the landforms to put a sign by the water and make the Fishing Pond a special landform.

Miyanaga

Yeah.

Iwata

What were you doing before you joined the team for Ocarina of Time?

Miyanaga

Right after joining the company, I was working on pixel art, but in the latter half of my second year, I started working on Super Mario 64.

Iwata

Like Haruhana-san, they called you in to help with field design.

Miyanaga

Yeah. That was my first encounter with polygons. It was fun to see what I had made come together. I also joined the project team for Mario Kart 648 in the latter half of development and made courses.

Iwata

After Mario Kart 64 was over, you joined the team for Ocarina of Time.

Miyanaga

That's right. 8. Mario Kart™ 64: An action-racing game released for the Nintendo 64 system in December 1996.

Iwata

How did you make the landforms?

Miyanaga

I don't remember exactly, but when I joined the project, the town stage was done. Link was just walking around an empty town. I remember we were talking and started wondering what we could do with the world.

Iwata

You were still experimenting.

Miyanaga

Yeah. What I do remember well is how we wanted a village, so we decided to make Kakariko Village at the foot of Death Mountain.

So I drew some rough sketches and talked them over with Haruhana-san, who was in charge of the characters, and Osawa-san, who was in charge of the script. We said, "If we have this kind of resident, they would live in this kind of house," and "Supposing we made this kind of house, this kind of person would live here," and expanded the world of the village.

Iwata

So instead of having a blueprint for the village from the start, everyone threw out ideas, and little-by-little the residents and houses increased in number, and in the end, the village was done.

Miyanaga

Yeah, it was like that.

Iwata

You were also in charge of Hyrule Field. The reason you made such a vast world was so Link could gallop around on a horse, right?

Miyanaga

Right. It created quite a fuss when I first made that field. People were like, "You can't make it that big!" (laughs) Even riding a horse, it was so big that you would get bored riding around it, so we had to add something. Then lots of people took a hand in it, having enemies appear and putting holes here and there.

Aonuma

We went around the field looking for places where there wasn't anything and put something at each one.

Miyanaga

We'd be like, "This area's a bit empty, so I'll make a hole and put something in it." (laughs)

Iwata

In other words, you made Hyrule Field as a basis for everyone to build their ideas upon, and that's how it turned out to be that kind of space.

Miyanaga

Right. We made Kakariko Village that way, too.

Takizawa

We've never really had a perfect blueprint when making a Zelda game. Basically, there's a basis and everyone tosses ideas back and forth and puts them all together.

Haruhana

That's right. Everyone was always talking things over, putting their ideas together, and making things. For example, instead of telling the director to make a decision, we decided things together.

Iwata

In other words, you weren't divided into people who gave orders and people who took them.

Haruhana

Right. Regardless of position or career, we said, "I like it this way better," and naturally shared opinions. That was especially marked toward the end of development.

Miyanaga

Toward the end, we were like, "I'll take care of that."

Haruhana

Right. If you noticed something, you just went ahead and did something about it.

Iwata

The release date got pushed back several times.

Aonuma

Yeah.

Iwata

In general, when a release date gets pushed back and the due date for development is extended, hard days lie ahead, so the atmosphere gets heavy.

Takizawa

But that didn't happen at all with this project.

Aonuma

Why was that?

Takizawa

Instead, we were like, "All right!"

Iwata

Huh? All right? (laughs)

Takizawa

Yeah. We thought, "Now we can fix that one spot!"

Haruhana

"We can polish that up more!"

Miyanaga

"I can put a hole at that one empty spot!"

Aonuma

Usually shouting "We got an extension! All right!" is unimaginable, but on this project, if I said, "Just let that go," to someone, they would reply, "Huh? Why would I do that?" (laughs)

Takizawa

At that time, all we could think was, "That was bothering me, so now I've got time to fix it!" We felt very sorry that the fans had to wait even longer when the release got pushed back, but I remember that we ourselves were overjoyed!