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.



Iwata Asks Home

Nintendo DS




Volume 1 : The Legend of Zelda: Spirit Tracks

When You Hear 'That Legend of Zelda Sound'

Iwata

By the way, in The Legend of Zelda: Twilight Princess interview on the "Iwata Asks - Wii Project", the words "essence of The Legend of Zelda" came up quite a lot. How much did the Nintendo DS The Legend of Zelda team talk about The Legend of Zelda theory?

Iwamoto

Well, frankly, not much.

Iwata

But this is very The Legend of Zelda-like. It has that feel to it. Why do you suppose it is that a team can talk about that a lot when they make it, or not talk about it much at all when they make it, and both products turn out to be The Legend of Zelda-like?

Aonuma

It is odd, isn't it.

Iwamoto

But I did think that I didn't want to get too caught up in making it "The Legend of Zelda-like". There was even an argument about how a train didn't really seem to fit with "The Legend of Zelda".

Iwata

Ah, yes, I did hear a little about that. You mean that debate, the one about whether or not it was really all right to have a train in The Legend of Zelda.

Iwamoto

Then people were wondering whether we shouldn't change the train to something else. Still, we talked to the designer, and to all sorts of people, and we ultimately decided to stick with the train. In the first place, everybody has their own idea of what The Legend of Zelda is supposed to be like.

Iwata

Iwamoto-san, if you absolutely had to say what The Legend of Zelda is like, what would you say?

Iwamoto

I wonder...

Aonuma

That's a hard one.

Iwamoto

It really is.

Iwata

Well, I suppose if one could put it into words that easily, there'd be no need for everyone to argue on and on about what's "The Legend of Zelda-like" and what isn't.

Iwamoto

True. Besides, there are some things we've managed to avoid, in a good way, that we might not be able to avoid any more if we normalized it too much.

Aonuma

Is it all right if the Producer takes a stab at it, then? (laughs)

Iwata

Of course. Mr. Producer, take the floor. (laughs)

Aonuma

Although this isn't an original comment...

Iwata

Not original? Well, at least you're honest (laughs).

Aonuma

Ten years or so ago, the "Hobo Nikkan Itoi Shinbun (Almost Daily Itoi Newspaper)" ran an interview with Miyamoto-san, after he'd made "Ocarina of Time". In that interview, there was a bit that made me think, "Oh, so that's what it was".

Iwata

And you didn't know about the article back when it first came out?

Aonuma

I'd probably read it, but at the time I just thought, "Huh..." (laughs) It's probably because I wasn't directly involved. I read it just after finishing the The Legend of Zelda: Ocarina of Time job, and at the time, I had no idea I'd keep making The Legend of Zelda. Only, I was asked in an interview about the period when I was working on The Legend of Zelda: Ocarina of Time; it had been a while, and I'd forgotten quite a bit, so I reread the article as a sort of review. And then, among the things Miyamoto-san had said, there was something that really made an impression on me.

Iwata

What was that?

Aonuma

He said, "s/3ds/I want people to see that there are no games that compare to this one" (interview in Japanese). The Legend of Zelda: Ocarina of Time was a game where we did things that others would never think to try.

Iwata

That's true. Hearing that they tried to make The Legend of Zelda: Ocarina of Time a game with such an overwhelming presence that no other game could compare, and that they gave it their very best, is incredibly convincing.

Aonuma

That's why we made it so detailed. If we didn't do that much, I thought, the end product wouldn't be really overwhelming, something other people wouldn't do. This already came up earlier, but even with the railroad, we experimented with a lot of things at first. Honestly, if somebody had said, at the beginning, "That's just a pain; let's not bother with it", I wouldn't have been surprised. But doing things simply because you don't know whether or not they'll work until you try them... I think that in itself is...

Iwata

'A thoroughness that others don't even think to attempt', you mean.

Aonuma

Yes, that's it. This time, we were trying for a game that used trains in a way no other game had used them before. So, as Iwamoto-san said before, we had some people asking 'A train in The Legend of Zelda? Are you sure?' But, as far as I'm concerned, trains are just fine. I felt as though, if the train became something that couldn't be portrayed by anything else, then that would be The Legend of Zelda.

Iwata

I see.

Aonuma

By the way, Iwata-san, what do you think The Legend of Zelda is?

Iwata

Well, to me... When I'm playing, and I think "Is it even possible to solve this puzzle?", and it's really giving me trouble, but then something gives me a brainstorm and I solve it, and " that The Legend of Zelda sound" plays... (laughs) When I hear that "You've solved the puzzle" sound, even though I had to work so hard on it, it makes me want to work on the next one right away. To me, that's the essence of The Legend of Zelda.

Aonuma

I think it's the same for us, too.

Iwamoto

Yes, it is.

Iwata

I see. (laughs) When you're developing it, and you're working so hard on it, and worrying over it, and you finally find the perfect way to do something, you hear that sound in your head.

Aonuma

Oh, we do. (laughs)

Iwamoto

It does. (laughs)

Aonuma

When things are really tough, and we come up with an answer right at the last minute, and we decide, "Hey, this is pretty good!", then we all...

Iwata

...hear that sound in our heads. (laughs)

All

(laugh)

Iwata

You know, that "The Legend of Zelda sound" might have left its mark in gaming history.

Aonuma

It sticks in your head.

Iwata

It really does.

Aonuma

We're actually changing it, little by little, but we can't change it too much. If we changed it drastically, it would turn into something completely different, so...

Iwata

No, you absolutely mustn't change that. (laughs) Not that sound, and not the one that plays when you've opened a treasure chest and gotten something good .

Aonuma

You're right, we really can't change those. They're like a venerable restaurant's secret sauce (laugh). ...And we've inherited them.

Iwamoto

We're all careful to protect traditions like those. Nobody's ever suggested trying to change them. I think everybody understands that those are The Legend of Zelda.

Iwata

You know, though, it's funny that the action of making The Legend of Zelda itself is a lot like solving the puzzles in The Legend of Zelda.

Aonuma

I thought it was pretty good, if I do say so myself. (laughs)

Iwamoto

Did you hear that sound inside your head?

Aonuma

Yes. (laughs)