In a recent interview with Japanese magazine Nintendo Dream, Zelda producer Eiji Aonuma took the time to speak more on the one year development cycle of the original Majora’s Mask. While we may have already seen several interviews regarding the subject, this particular one gives some insight on how the team was affected by the heavy workload. He also explains how he and Yoshiaki Koizumi (current Mario series producer) divided their efforts to successfully finish the game.

The interview begins with a question about Majora’s Mask‘s short development period:

ND: Wasn’t it harsh [to complete the game] in a year?

Aonuma: That’s right. For example, it has been a long time since I started working on Zelda, but I have almost never pulled an all-nighter. However, I did that once for the N64 version of Majora’s Mask. I did that together with Koizumi and (Takumi) Kawagoe. We were responsible for a movie which Miyamoto had rejected the day before. We had to do it again until the next day and there was barely enough time. It left a lasting impression as I worked quietly in a room with no one around.”

Aonuma is then asked about how he and Yoshiaki Koizumi worked together on the game:

ND: From a fan side of view, it generates strong feelings how Mr. Aonuma and Mr. Koizumi made a game together and later got deeply involved with Zelda and Mario series, respectively.

Aonuma: Even though that is how it turned out, I nor Koizumi didn’t think about it at the time (laughs). Speaking of our roles back then, Koizumi was responsible for planning events inside Clock Town and I planned surrounding areas, including dungeons.

ND: So the responsibilities were divided between inside and outside.

Aonuma: That is because Koizumi wanted to do a time management system and it was a good fit for Clock Town.

ND: I see. Mr. Koizumi came up with the time management system and was responsible for things related to it.

Aonuma: But I wanted to make [things for the time management system], too. I said I wanted time management outside [of Clock Town], but the gameplay becomes strict if the passage of time can be seen in dungeons and on the field. That is why I was told to include time management only in Clock Town.”

Aonuma then goes on to explain a few exceptions to this arrangement, such as with the location of the Goron Elder changing with each in-game day. It is interesting to know that Koizumi was responsible for the events and side-quests seen in Clock Town. While I enjoy the areas and dungeons planned by Aonuma, much of what I loved about Majora’s Mask is present in Clock Town’s schedule-based gameplay. I really wonder what would happen if Aonuma and Koizumi were to work together on Zelda again. We can only hope, right?

What did you think of Aonuma’s responses? Would you want to see Aonuma and Koizumi work closely together again? Let us know!

Source: Nintendo Dream (via Nintendo Everything)

Sorted Under: Zelda News