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.





Volume Six: The Dense Script and Direction

Link Over the Edge

Iwata

This Legend of Zelda game is exactly what its name suggests, and while Zelda isn't a princess this time, she is heavily featured.

Aonuma

Yes. Mori-san has really dedicated himself to how to portray Zelda. That was true for Tetra in The Legend of Zelda: Phantom Hourglass4, Princess Zelda in The Legend of Zelda: Spirit Tracks5 and, to go back even further, The Legend of Zelda: Ocarina of Time.6

Iwata

Mori-san, what were you in charge of for The Legend of Zelda: Ocarina of Time?

Mori

I was director of cinematics. 4. The Legend of Zelda: Phantom Hourglass: A stylus controlled action-adventure game released in October 2007 as the first title in the Legend of Zelda series for the Nintendo DS™ system.

5. The Legend of Zelda: Spirit Tracks: A stylus controlled action-adventure game released for the Nintendo DS system in December 2009.

6. The Legend of Zelda™: Ocarina of Time™: An action-adventure game released for the Nintendo 64™ system in November 1998.

Aonuma

Some people are still playing it, so I can't be too specific, but the last scene.

Iwata

Yes?

Aonuma

He just couldn't settle on an expression for her face.

Mori

Yes, that's right.

Aonuma

Did you eventually find something that satisfied you?

Mori

That was for the Nintendo 64 system, so there were hardware limitations to what we could express.

Iwata

There were severe constraints on representing facial expressions on the characters.

Mori

Yes. I asked about adding one more expression for eyes, but they said it was impossible.

Iwata

You couldn't do it the way you wanted.

Mori

I proceeded with what was available, but it just didn't look right to me. I ended up frustrated to the very end.

Aonuma

Ever since, Mori-san has wanted Zelda to have more vivid facial expressions.

Mori

That's right. Later on, I worked on storyboards based upon scripts that others had written, but The Legend of Zelda: Spirit Tracks was the first time I wrote scripts for cinematic scenes. That was fairly…

Iwata

Fairly what?

Mori

(looking slightly embarrassed) I was like, "Yes! This is my Zelda!!"

Everyone

(laughs)

Aonuma

Oh! I like that honesty! (laughs) He talked earlier about breathing life into the characters, and I knew Mori-san would portray Zelda so she would possess a great deal of charm. This time has Mori-isms.

Iwata

Mori-isms?

Fujibayashi

Here and there, you run across wording that we call Mori-isms.

Aonuma

Sometimes I can even cry a little from his writings. I'm like, "So he decided to put this line here?" (laughs) They really hit home. Like, there are several places where I thought, "Ah, these are Mori-isms." Those wouldn't be possible if it weren't for Mori-san, who has portrayed Zelda for so long.

Fujibayashi

Because of that, when I wrote the synopsis, I left some places blank on purpose so Mori-san could fill them in.

Iwata

You wanted him to fill them in with Mori-isms. (laughs)

Fujibayashi

Yes. I wanted to leave the blanks to him. But I have my own preferences, so I wrote those places where I thought, "I definitely want this line to go in!"

Iwata

And those are Maro-isms? (laughs)

Fujibayashi

Well, we were a good duo and worked well off each other. (Editor's note: "Maro-ism" is a play on word taken from the last part of Fujibayashi-san's first name Hidemaro to contrast with the Mori-ism mentioned earlier.

Mori

Yes. But Fujibayashi-san can be really particular too. For example, Zelda has a slightly mischievous side to her this time. In order to emphasize that personality, there's an early scene in Fujibayashi-san's script where she pushes Link off Skyloft!

Iwata

Zelda shoves Link over the edge?!

Mori

Yes. For some reason or another, she did it about three times.

Iwata

Three times?! (laughs)

Mori

Yes, because you can only repeat the same gag three times. (laughs)

Fujibayashi

I did that for two reasons. One was, as Mori-san just mentioned, that I wanted to give Zelda a mischievous personality, and the other is that I wanted to emphasize how they were up in the sky.

Iwata

Such a scene arose because the first setting is up in the sky.

Fujibayashi

I wanted to emphasize how they were living someplace really high. But it is true that we've never had anyone push Link off from a high place before.

Aonuma

If he fell from the sky, he would die, so as a bit of mischief, I was like, "Isn't that going a bit far?!" (laughs)

Fujibayashi

I wanted to show how such occurrences were an everyday thing on Skyloft. If someone pushed you and you fell, Loftwing would intercept you in the air.

Aonuma

I guess you wouldn't die.

Fujibayashi

And you like that kind of thing, right, Mori-san? I mean, girls pushing around boys.

Mori

Huh? Well… (laughs)

Everyone

(laughs)

Fujibayashi

So I told Mori-san to do a good job brewing it out, and passed on to him the ingredient of Zelda pushing Link three times.

Mori

When I received that ingredient, I understood that it happened on a daily basis, but even Link would panic if he got pushed off all of a sudden.

Iwata

It would be surprising.

Mori

You'd really let out a scream, right? No matter how often it happened, it wouldn't look right if Link just calmly accepted it with an unconcerned expression. I went to put in Link's reaction, but when Miyamoto-san saw that he said, "Why is Link so surprised?" and "This is normal on Skyloft, right?" I thought, "Yes, I guess he's right."

Iwata

But it would be strange to stay calm when pushed off like that.

Mori

Yes. I wondered how I should make it look, but Miyamoto-san thought of a reason for why Link would be surprised when pushed off.

Iwata

He didn't just say, "Why is he surprised?" He also came up with an idea for you.

Mori

Yes.

Fujibayashi

So we fixed up the beginning a lot.

Aonuma

Yes. Many times.

Fujibayashi

Miyamoto-san said it just didn't strike the right note. In the end, we have decreased the number of time Zelda pushes Link off to two.

Iwata

When Miyamoto-san makes his final check, he pays a lot of attention to how it will look to people playing in that world for the first time.

Aonuma

Yes, he does.

Iwata

The longer development lasts, the harder it becomes for the staff to see that. One of Miyamoto-san's important roles is viewing the game from the perspective of a first-time player.

Mori

Yes. We were really thankful for that.

Fujibayashi

We reworked that scene over and over, so I hope everyone will pay attention when Zelda pushes Link off Skyloft! (laughs)