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 3DS



The Legend of Zelda: Ocarina of Time 3D Original Development Staff - Part 1

What We Couldn't Do with The Legend of Zelda: Ocarina of Time

Iwata

Partway through development, one and a half years before release, you had to do modeling and motions not just for Adult Link but for Young Link, too. Koizumi-san, how did you solve that?

Koizuma

We solved it with a simple trick. We realized that by applying a scale of a certain value to Adult Link's model, we could double-up use of all the same things.

Iwata

You realized that you could use the motions of Adult Link for Young Link, too.

Koizuma

Yes. We could solve it technologically, so I said, "We can make Young Link," and gave it my approval.

Iwata

But moving from Adult Link to Young Link, you couldn't just use everything without any changes, right?

Koizuma

No. I had to rework Young Link somewhat, so I had to make 1.5 times the animation.

Iwata

In the end, how many basic motions did you make for Link?

Koizuma

About 500 patterns. Add to that the programming combinations, and there were even more. One reason we were able to put so many patterns in was the Nintendo 64 system's ROM cartridges.

Iwata

You were originally developing The Legend of Zelda: Ocarina of Time for the Nintendo 64DD.13

Koizuma

Yes. Miyamoto-san said he had some ideas, like leaving behind all of Link's footprints.

Iwata

Yeah. (laughs) 13. Nintendo 64DD: A peripheral for the Nintendo 64 system that was released by RANDnetDD. Service began in 1999 and ended in 2001.

Koizuma

At first, we were making it for the Nintendo 64DD. But reading data from the magnetic disks was…

Iwata

ROM cartridges don't have moving mechanical parts, so you can retrieve motion data in an instant wherever it is, but with a magnetic disk, it takes time to move certain mechanical parts, so depending on where the data is, it takes time to retrieve it, so you couldn't make Link move. If there weren't many movements and you could fit them in the memory, you could read them to memory from the magnetic disk beforehand, but there were 500 patterns.

Osawa

Right. Koizumi-san said, "I can't move my Link on the Nintendo 64DD."

Koizuma

Yeah. But in the end we decided to release it on a ROM cartridge rather than for the Nintendo 64DD. I think some people were disappointed, but some were happy—none more than myself! (laughs)

Iwata

Because you would be able to move "your Link" however you wanted. (laughs)

Koizuma

Yeah. (laughs)

Iwata

So Young Link was going to show up. Riding Epona is also a distinct characteristic of The Legend of Zelda: Ocarina of Time. How did the idea for a horse come up?

Osawa

It just arose all of a sudden.

Koizuma

No, I don't think it was sudden. Actually, we'd been talking about a horse even during the development for Super Mario 64.

Osawa

Oh, I didn't know that.

Koizuma

But it didn't happen for Super Mario 64. I was certain we would do it for The Legend of Zelda: Ocarina of Time, so I got ready. By the way, Epona was a girl.

Aonuma

Why is she named Epona? Weren't we calling her Ao at first?

Iwata

Ao from Aonuma?

Aonuma

No, no. (laughs) Ao is the natural name for a horse.

Iwata

Huh? (laughs)

Koizuma

I was the one who named her Epona.

Osawa

Right! (laughs) Koizumi-san named her first. He said, "We're going to call this horse Epona." I didn't even have time to think of a name! (laughs)

Koizuma

Epona is the goddess of horses and fertility in Celtic mythology, so I used that. When you name something, it increases your affection for it, so I worked hard to make her a good horse.

Osawa

I had Miyamoto-san explain Epona, but at first he only talked about the camera work. He said that when the horse jumped, he wanted to see it from below. And that was all he said! (laughs)

Aonuma

Yeah, that's right.

Osawa

He said we should have it jump over a valley and show it from the bottom of that valley, against the light, so the light would break through.

Aonuma

It's unusual for Miyamoto-san to make requests regarding such aspects of presentation.

Osawa

Yes. That was the only time he's ever said, "I want to see visuals like this, so make it happen."

Aonuma

Maybe he's interested in horses.

Koizuma

That's probably from Western movies. Miyamoto-san really likes country music.

Osawa

He reflects his personal interests in his work.

Kawagoe

Do you mean the scene in which Epona jumps across a broken bridge? There's also that scene when it escapes the ranch.

Aonuma

Yeah.

Kawagoe

There isn't just one exit from the ranch.

Aonuma

So we had to make a cut scene for each exit.

Kawagoe

That's right… (laughs)

Osawa

But when she jumped over a barrier, she jumped on her own.

Iwata

The horse had autojump, too.

Iwawaki

Right.

Osawa

The reason the horse jumps automatically is Miyamoto-san said that a Zelda game doesn't need any difficult actions.

Koizuma

Nonetheless, the Carrot System went in.

Osawa

Right. Miyamoto-san did that. (laughs)

Koizuma

Miyamoto-san said that just riding around on a horse wouldn't be very fun game-wise. He wanted to put in some sort of action, so he added carrots. When you crack the whip, a carrot icon disappears, and Epona goes faster, but if you use up all the carrots, you lose the ability to crack the whip for a while and can't jump over barriers.

Iwata

Game operation was a little difficult there.

Koizuma

Yes. But isn't there a contradiction between cracking the whip at just the right timing and not requiring any difficult game operation? (laughs)

Iwata

Yeah. (laughs)

Koizuma

But Miyamoto-san was the one who put that in. (laughs)

Osawa

Once you achieve the goal of being able to ride a horse, you might want to try out something further.

Koizuma

That's why he started saying that if Link was going to ride a horse, he wanted to include mounted archery and one-on-one battle. (laughs) We were able to include the mounted archery, but not the one-on-one battle.

Iwata

But later you included it in The Legend of Zelda: Twilight Princess.14

Aonuma

Yeah.

Iwata

Miyamoto-san is the kind of guy to stick with an idea once he's thought of it. (laughs)

Aonuma

That's right. Apart from the horse, ever since The Legend of Zelda: Ocarina of Time, Miyamoto-san has said that he wants Link to raise his sword over his head.

Osawa

He said that to me, too. We couldn't do it on the Nintendo 64 system.

Iwata

But you can raise the sword in The Legend of Zelda: Skyward Sword, right?

Aonuma

Yes. It uses the Wii MotionPlus15 technology, so we've finally done it.

Iwata

After 13 years, you've fulfilled another wish.

Aonuma

So to Miyamoto-san, all the games in The Legend of Zelda series are connected. 14. The Legend of Zelda: Twilight Princess: An action-adventure game released for the Wii console and the Nintendo GameCube™ system in December 2006.

15. Wii MotionPlus™: A peripheral device that attaches to the Wii Remote™ controller and senses precise gameplay movements.