Interview:Iwata Asks: Spirit Tracks: Difference between revisions

Want an adless experience? Log in or Create an account.
added links and finalized everything
m (Finished Article)
(added links and finalized everything)
Line 1: Line 1:
{{IncInterview}}
{{Interview|2009-12-03
{{Interview|2009-12-03
|date = December 3, 2009
|date = December 3, 2009
|interviewee = [[Eiji Aonuma]] <br> [[Daiki Iwamoto]]
|interviewee = [[Eiji Aonuma]] <br> [[Daiki Iwamoto]]
|interviewer = [[Satoru Iwata]]
|interviewer = [[Satoru Iwata]]
|description = A 6-part series focusing on the Legend of Zelda: Spirit Tracks. Nintendo President Satoru Iwata sits down with Eiji Aonuma and Daiki Iwamoto of the development team.
|description = Nintendo President Satoru Iwata sits down with Eiji Aonuma and Daiki Iwamoto of the development team for an interview focusing on the ''[[Legend of Zelda: Spirit Tracks]]''.
|source = [http://iwataasks.nintendo.com/interviews/#/ds/zelda/0/0] [http://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_-_the_legend_of_zelda_spirit_tracks_15156_15157.html]
|source = [http://iwataasks.nintendo.com/interviews/#/ds/zelda/0/0] [http://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_-_the_legend_of_zelda_spirit_tracks_15156_15157.html]
}}
}}


==The Previous Game Felt As Though We’d Given Our All==
==The Previous Game Felt As Though We'd Given Our All==


{{Interview/A|Iwata|All right, to start off, please introduce yourselves.}}
{{Interview/A|Iwata|All right, to start off, please introduce yourselves.}}


{{Interview/A|Aonuma|I'm Aonuma, from Entertainment Analysis & Development. I produced this game, The Legend of Zelda: Spirit Tracks, and I also produced the previous game, The Legend of Zelda: Phantom Hourglass.}}
{{Interview/A|Aonuma|I'm Aonuma, from Entertainment Analysis & Development. I produced this game, The Legend of Zelda: Spirit Tracks, and I also produced the previous game, ''[[The Legend of Zelda: Phantom Hourglass]]''.}}


{{Interview/A|Iwamoto|I'm Iwamoto, of the same department. I acted as director for this game, as with the previous game.}}
{{Interview/A|Iwamoto|I'm Iwamoto, of the same department. I acted as director for this game, as with the previous game.}}
Line 19: Line 17:
{{Interview/A|Iwata|Aonuma-san, you're involved with both the Wii and Nintendo DS editions of The Legend of Zelda. Are there any differences in how you work on the two?}}
{{Interview/A|Iwata|Aonuma-san, you're involved with both the Wii and Nintendo DS editions of The Legend of Zelda. Are there any differences in how you work on the two?}}


{{Interview/A|Aonuma|When I work on the Wii edition, I'm right on-site, and I often do my job from a director's perspective. On the Nintendo DS version, I do proper producer's work. ...That said, when I worked on the previous game, The Legend of Zelda:Phantom Hourglass, I was simultaneously making Twilight Princess, so I couldn't keep a very close eye on things right from the beginning. Then, when The Legend of Zelda: Twilight Princess was finished and I went to the Nintendo DS version's office, the development was already pretty far along. From my point of view, it was at a stage where I could really make myself useful.}}
{{Interview/A|Aonuma|When I work on the Wii edition, I'm right on-site, and I often do my job from a director's perspective. On the Nintendo DS version, I do proper producer's work. ...That said, when I worked on the previous game, The Legend of Zelda:Phantom Hourglass, I was simultaneously making [[The Legend of Zelda: Twilight Princess|Twilight Princess]], so I couldn't keep a very close eye on things right from the beginning. Then, when The Legend of Zelda: Twilight Princess was finished and I went to the Nintendo DS version's office, the development was already pretty far along. From my point of view, it was at a stage where I could really make myself useful.}}


{{Interview/A|Iwata|So you're saying that you left the site for a while, and that let you see the Nintendo DS version with a new set of eyes. As a result, you were able to spot the places where you could put in a little more work and really improve things.}}
{{Interview/A|Iwata|So you're saying that you left the site for a while, and that let you see the Nintendo DS version with a new set of eyes. As a result, you were able to spot the places where you could put in a little more work and really improve things.}}
Line 43: Line 41:
{{Interview/A|Iwata|Since you both felt that you'd done everything there was to do, what made you decide to make another The Legend of Zelda for Nintendo DS?}}
{{Interview/A|Iwata|Since you both felt that you'd done everything there was to do, what made you decide to make another The Legend of Zelda for Nintendo DS?}}


{{Interview/A|Aonuma|Well, there are some definite similarities between that sequence of events and the way The Legend of Zelda: Majora's Mask came from The Legend of Zelda: Ocarina of Time.}}
{{Interview/A|Aonuma|Well, there are some definite similarities between that sequence of events and the way [[The Legend of Zelda: Majora's Mask]] came from [[The Legend of Zelda: Ocarina of Time]].}}


{{Interview/A|Iwata|That's right, the situation now is similar to the way things were with the N64.}}
{{Interview/A|Iwata|That's right, the situation now is similar to the way things were with the N64.}}
Line 51: Line 49:
{{Interview/A|Iwata|Of course, please, go on. I doubt it's even possible to talk about "The Legend of Zelda theory without mentioning that story.}}
{{Interview/A|Iwata|Of course, please, go on. I doubt it's even possible to talk about "The Legend of Zelda theory without mentioning that story.}}


{{Interview/A|Aonuma|All right. Our first 3D The Legend of Zelda game for the N64 turned out to be The Legend of Zelda: Ocarina of Time. I did some direction on that one, although it was only partial: I was in charge of dungeon design.}}
{{Interview/A|Aonuma|All right. Our first 3D The Legend of Zelda game for the N64 turned out to be The Legend of Zelda: Ocarina of Time. I did some direction on that one, although it was only partial: I was in charge of [[:Category:Ocarina of Time Dungeons|dungeon design]].}}


{{Interview/A|Iwata|Somehow, I had the impression that you'd been overseeing everything since Ocarina of Time, Aonuma-san. Now that I think about it, I guess that wasn't the case.}}
{{Interview/A|Iwata|Somehow, I had the impression that you'd been overseeing everything since Ocarina of Time, Aonuma-san. Now that I think about it, I guess that wasn't the case.}}
Line 63: Line 61:
{{Interview/A|Iwata|When The Legend of Zelda: Ocarina of Time came out, people said it was far above the average level of games at the time, so I'm sure you did feel you'd done your best.}}
{{Interview/A|Iwata|When The Legend of Zelda: Ocarina of Time came out, people said it was far above the average level of games at the time, so I'm sure you did feel you'd done your best.}}


{{Interview/A|Aonuma|That's right. It made us very, very happy (laughs). Even after its release, I felt that we'd really done something special; I felt very fulfilled. At the time, I think (Shigeru) Miyamoto-san had that same feeling, but apparently he also felt as though there was still quite a lot left to do.}}
{{Interview/A|Aonuma|That's right. It made us very, very happy (laughs). Even after its release, I felt that we'd really done something special; I felt very fulfilled. At the time, I think [[Shigeru Miyamoto|(Shigeru) Miyamoto-san]] had that same feeling, but apparently he also felt as though there was still quite a lot left to do.}}


{{Interview/A|Iwata|Yes, Miyamoto-san really is greedy about things like that, isn't he. (laughs)}}
{{Interview/A|Iwata|Yes, Miyamoto-san really is greedy about things like that, isn't he. (laughs)}}
Line 71: Line 69:
{{Interview/A|Iwata|So you made The Legend of Zelda: Majora's Mask.}}
{{Interview/A|Iwata|So you made The Legend of Zelda: Majora's Mask.}}


{{Interview/A|Aonuma|No, we didn't just start making The Legend of Zelda: Majora's Mask, not right away. There was actually a flip-side, and in the beginning, the idea was to make a "Ura (Flip-Side) Zelda".}}
{{Interview/A|Aonuma|No, we didn't just start making The Legend of Zelda: Majora's Mask, not right away. There was actually a flip-side, and in the beginning, the idea was to make a "[[Ura Zelda|Ura (Flip-Side) Zelda]]".}}


{{Interview/A|Iwata|That "Ura Zelda" (The Legend of Zelda: Ocarina of Time: Master Quest) was developed for the 64DD. Ultimately, we recorded it on a limited edition disc that went to people who reserved The Legend of Zelda: The Wind Waker.}}
{{Interview/A|Iwata|That "Ura Zelda" ([[The Legend of Zelda: Ocarina of Time: Master Quest]]) was developed for the 64DD. Ultimately, we recorded it on a limited edition disc that went to people who reserved [[The Legend of Zelda: The Wind Waker]].}}


{{Interview/A|Aonuma|Ultimately, other staff members handled The Legend of Zelda: Ocarina of Time: Master Quest. Still, as someone who has been in charge of the dungeons, I just couldn't get that excited over making a flip-side for them. I couldn't see it turning into a new The Legend of Zelda, either. But we'd been told to make The Legend of Zelda. It isn't as though we could just say, "I don't want to", and end it there. At that point, Miyamoto-san gave us a tradeoff: he said, if we could make a new The Legend of Zelda game in one year, then it wouldn't have to be a "flip-side".}}
{{Interview/A|Aonuma|Ultimately, other staff members handled The Legend of Zelda: Ocarina of Time: Master Quest. Still, as someone who has been in charge of the dungeons, I just couldn't get that excited over making a flip-side for them. I couldn't see it turning into a new The Legend of Zelda, either. But we'd been told to make The Legend of Zelda. It isn't as though we could just say, "I don't want to", and end it there. At that point, Miyamoto-san gave us a tradeoff: he said, if we could make a new The Legend of Zelda game in one year, then it wouldn't have to be a "flip-side".}}
Line 83: Line 81:
{{Interview/A|Iwata|That it did (laughs).}}
{{Interview/A|Iwata|That it did (laughs).}}


{{Interview/A|Aonuma|And we were supposed to make its sequel in a year... At first, we had absolutely no idea what sort of thing we were supposed to make, and we just kept expanding our plans... At that point, the "Three-Day System", the idea of a compact world to be played over and over again, came down from Miyamoto-san and one other director, (Yoshiaki) Koizumi-san. We added that to the mix, and then, finally, we saw the full substance of a The Legend of Zelda game we could make in one year.}}
{{Interview/A|Aonuma|And we were supposed to make its sequel in a year... At first, we had absolutely no idea what sort of thing we were supposed to make, and we just kept expanding our plans... At that point, the "Three-Day System", the idea of a compact world to be played over and over again, came down from Miyamoto-san and one other director, [[Yoshiaki Koizumi|(Yoshiaki) Koizumi-san]]. We added that to the mix, and then, finally, we saw the full substance of a The Legend of Zelda game we could make in one year.}}


{{Interview/A|Iwata|Actually, I feel as though, back then, we were given a glimpse of the concept that "Deep, compact play is one form of the games of the future". I think in that sense, as a product, The Legend of Zelda: Majora's Mask was a big turning point for Nintendo. That said, I had no idea it was the result of an argument. (laughs)}}
{{Interview/A|Iwata|Actually, I feel as though, back then, we were given a glimpse of the concept that "Deep, compact play is one form of the games of the future". I think in that sense, as a product, The Legend of Zelda: Majora's Mask was a big turning point for Nintendo. That said, I had no idea it was the result of an argument. (laughs)}}
Line 139: Line 137:
{{Interview/A|Iwata|Since you felt you'd really done your best, then, you also felt that you could keep going.}}
{{Interview/A|Iwata|Since you felt you'd really done your best, then, you also felt that you could keep going.}}


{{Interview/A|Iwamoto|Right. We thought, "What if we go at this using a different approach from the previous game?" And what we came up with was the use of Phantom.}}
{{Interview/A|Iwamoto|Right. We thought, "What if we go at this using a different approach from the previous game?" And what we came up with was the use of [[Phantom]].}}


{{Interview/A|Iwata|A strong, invincible enemy.}}
{{Interview/A|Iwata|A strong, invincible enemy.}}


{{Interview/A|Iwamoto|Yes. In the last game, there was a type of play where you could switch to playing as a Goron; we decided to build things around controlling the Phantom at a relatively early stage. We'd been trying to think of a method for intuitively and easily controlling a subplayer for a while at that point.}}
{{Interview/A|Iwamoto|Yes. In the last game, there was a type of play where you could switch to playing as a [[Goron]]; we decided to build things around controlling the Phantom at a relatively early stage. We'd been trying to think of a method for intuitively and easily controlling a subplayer for a while at that point.}}


{{Interview/A|Iwata|In other words, even before you were told, "There are still things to do here, aren't there", you'd had an idea that you really wanted to try.}}
{{Interview/A|Iwata|In other words, even before you were told, "There are still things to do here, aren't there", you'd had an idea that you really wanted to try.}}
Line 175: Line 173:
{{Interview/A|Iwamoto|Yes (laughs).}}
{{Interview/A|Iwamoto|Yes (laughs).}}


{{Interview/A|Aonuma|Then, among the characters who appear this time, we really focus on Princess Zelda.}}
{{Interview/A|Aonuma|Then, among the characters who appear this time, we really focus on [[Princess Zelda]].}}


{{Interview/A|Iwata|Tetra showed up in the last game, didn't she.}}
{{Interview/A|Iwata|Tetra showed up in the last game, didn't she.}}


{{Interview/A|Aonuma|Yes, but she doesn't in this one. Back when I heard the story's rough outline, I asked, "What? Why isn't Tetra making an appearance?" And he said, "Well... I don't like Tetra all that much."}}
{{Interview/A|Aonuma|Yes, but she doesn't in this one. Back when I heard the [[Spirit Tracks Story|story]]'s rough outline, I asked, "What? Why isn't [[Tetra]] making an appearance?" And he said, "Well... I don't like Tetra all that much."}}


{{Interview/A|All|(explosive laughter)}}
{{Interview/A|All|(explosive laughter)}}
Line 205: Line 203:
==Play That's Only Possible on a Train==
==Play That's Only Possible on a Train==


{{Interview/A|Iwata|...About the train.}}
{{Interview/A|Iwata|...About the [[Spirit Train|train]].}}


{{Interview/A|Aonuma|I knew that was coming. (laughs)}}
{{Interview/A|Aonuma|I knew that was coming. (laughs)}}
Line 289: Line 287:
{{Interview/A|Iwamoto|Well...}}
{{Interview/A|Iwamoto|Well...}}


{{Interview/A|Iwata|Did it feel as though a small tea table had been upended?}}
{{Interview/A|Iwata|Did it feel as though a small [[Upending the Tea Table|tea table had been upended]]?}}


{{Interview/A|Iwamoto|Not... a small one. A pretty giant one (laughs).}}
{{Interview/A|Iwamoto|Not... a small one. A pretty giant one (laughs).}}
Line 295: Line 293:
{{Interview/A|Iwata|Well, you'd spent a year making it, and then it just went south on you. How did you fix it?}}
{{Interview/A|Iwata|Well, you'd spent a year making it, and then it just went south on you. How did you fix it?}}


{{Interview/A|Aonuma|In this world, the tracks were there to begin with, but for some reason they've been erased. The player has to put them back to the way they were.}}
{{Interview/A|Aonuma|In this world, the [[Spirit Tracks|tracks]] were there to begin with, but for some reason they've been erased. The player has to put them back to the way they were.}}


{{Interview/A|Iwamoto|In other words, somebody's erased these tracks, and Link brings them back together, little by little.}}
{{Interview/A|Iwamoto|In other words, somebody's erased these tracks, and Link brings them back together, little by little.}}
Line 317: Line 315:
{{Interview/A|Aonuma|We made it possible to brake and back up, and to switch to another track when you come to a fork. You get through spots like that by using your head.}}
{{Interview/A|Aonuma|We made it possible to brake and back up, and to switch to another track when you come to a fork. You get through spots like that by using your head.}}


{{Interview/A|Iwata|I see. You can try backing up first, then switching to another track, and going on again once the enemy train's passed you.}}
{{Interview/A|Iwata|I see. You can try backing up first, then switching to another track, and going on again once the [[Dark Train|enemy train]]'s passed you.}}


{{Interview/A|Iwamoto|That's right. The tracks the other trains will be traveling on are marked on your map, so you can think, "If I wait here patiently, he'll go that way", and time your advances.}}
{{Interview/A|Iwamoto|That's right. The tracks the other trains will be traveling on are marked on your map, so you can think, "If I wait here patiently, he'll go that way", and time your advances.}}
Line 337: Line 335:
{{Interview/A|Aonuma|We settled on the "Train Whistle" part very quickly. Of course it refers to the train's whistle, and then this game has one of The Legend of Zelda characteristic sound items in it, too.}}
{{Interview/A|Aonuma|We settled on the "Train Whistle" part very quickly. Of course it refers to the train's whistle, and then this game has one of The Legend of Zelda characteristic sound items in it, too.}}


{{Interview/A|Iwamoto|Players can use a pan flute this time.}}
{{Interview/A|Iwamoto|Players can use a [[Spirit Flute|pan flute]] this time.}}


{{Interview/A|Aonuma|Since that's the case, we considered using "Pan Flute of the (something)" as a subtitle, but it would have been a bit long. Besides, you can use the pan flute, but it isn't a main item. Then, if you say "train", "train whistle" follows automatically, and a pan flute is also a "whistle", so we thought it might work for both.}}
{{Interview/A|Aonuma|Since that's the case, we considered using "Pan Flute of the (something)" as a subtitle, but it would have been a bit long. Besides, you can use the pan flute, but it isn't a main item. Then, if you say "train", "train whistle" follows automatically, and a pan flute is also a "whistle", so we thought it might work for both.}}
Line 381: Line 379:
{{Interview/A|Iwamoto|They told us that "Wide World of the Ocean" was weird, no matter how you look at it, but we wanted all the names to match.}}
{{Interview/A|Iwamoto|They told us that "Wide World of the Ocean" was weird, no matter how you look at it, but we wanted all the names to match.}}


(Editor's note: In the North American version the Wide Worlds are called 'Realms' as in 'Ocean Realm')}}
(Editor's note: In the North American version the Wide Worlds are called 'Realms' as in '[[Ocean Realm]]')}}


{{Interview/A|Iwata|By the way, about the "Whistle of the Wide World" pan flute... Why is it that every The Legend of Zelda game has some sort of sound item in it? I've wondered about it for years. Is it because the sound staff is in on making the puzzles, too?}}
{{Interview/A|Iwata|By the way, about the "Whistle of the Wide World" pan flute... Why is it that every The Legend of Zelda game has some sort of sound item in it? I've wondered about it for years. Is it because the sound staff is in on making the puzzles, too?}}


{{Interview/A|Iwamoto|There isn't a sound item in every game. There wasn't one in the last one.}}
{{Interview/A|Iwamoto|There isn't a sound item in every game. There wasn't one in [[The Legend of Zelda: Phantom Hourglass|the last one]].}}


{{Interview/A|Iwata|Oh, that's right. There was one in The Legend of Zelda: Ocarina and in The Legend of Zelda: The Wind Waker, but I suppose there isn't always something.}}
{{Interview/A|Iwata|Oh, that's right. There was one in The Legend of Zelda: Ocarina and in The Legend of Zelda: The Wind Waker, but I suppose there isn't always something.}}
Line 407: Line 405:
{{Interview/A|Iwamoto|In the previous game, we had players collect parts for the ship. You'd wind up with parts you didn't need, and you could exchange those for parts that you hadn't managed to get.}}
{{Interview/A|Iwamoto|In the previous game, we had players collect parts for the ship. You'd wind up with parts you didn't need, and you could exchange those for parts that you hadn't managed to get.}}


{{Interview/A|Aonuma|It's a little different this time, though. There are "treasures", and you can collect many different types. Once you've accumulated a set number of a certain sort of treasure, you can exchange those for your train part. Not only that, the things you collect vary from player to player.}}
{{Interview/A|Aonuma|It's a little different this time, though. There are "[[:Category:Spirit Tracks Treasures|treasures]]", and you can collect many different types. Once you've accumulated a set number of a certain sort of treasure, you can exchange those for your train part. Not only that, the things you collect vary from player to player.}}


{{Interview/A|Iwamoto|The treasures show up randomly. It's different for every person.}}
{{Interview/A|Iwamoto|The treasures show up randomly. It's different for every person.}}
Line 465: Line 463:
{{Interview/A|Iwata|Not original? Well, at least you're honest (laughs).}}
{{Interview/A|Iwata|Not original? Well, at least you're honest (laughs).}}


{{Interview/A|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".}}
{{Interview/A|Aonuma|Ten years or so ago, the "Hobo Nikkan Itoi Shinbun (Almost Daily Itoi Newspaper)" ran an [[Interview:Hobo Nikkan Itoi Shinbun Januray 3rd 1999|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".}}


{{Interview/A|Iwata|And you didn't know about the article back when it first came out?}}
{{Interview/A|Iwata|And you didn't know about the article back when it first came out?}}
Line 487: Line 485:
{{Interview/A|Aonuma|By the way, Iwata-san, what do you think The Legend of Zelda is?}}
{{Interview/A|Aonuma|By the way, Iwata-san, what do you think The Legend of Zelda is?}}


{{Interview/A|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.}}
{{Interview/A|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.}}


{{Interview/A|Aonuma|I think it's the same for us, too.}}
{{Interview/A|Aonuma|I think it's the same for us, too.}}
Line 537: Line 535:
{{Interview/A|Aonuma|The person who thought up the subplayer puzzles was another former programmer, like Director Iwamoto. The puzzles that planner thought up are games that make you use different parts of your brain than usual.}}
{{Interview/A|Aonuma|The person who thought up the subplayer puzzles was another former programmer, like Director Iwamoto. The puzzles that planner thought up are games that make you use different parts of your brain than usual.}}


{{Interview/A|Iwata|At EAD, there are lots of planners who came from Design - such as Miyamoto-san, Tezuka-san, and you, Aonuma-san - and relatively few people from Programming, aren't there. Do you think the puzzles are different from the usual ones precisely because someone from Programming thought them up?}}
{{Interview/A|Iwata|At EAD, there are lots of planners who came from Design - such as Miyamoto-san, [[Takashi Tezuka|Tezuka-san]], and you, Aonuma-san - and relatively few people from Programming, aren't there. Do you think the puzzles are different from the usual ones precisely because someone from Programming thought them up?}}


{{Interview/A|Aonuma|I do. They're clearly different. And, when I tried them, I felt, "Oh, I see! I never would have thought of this!" many, many times.}}
{{Interview/A|Aonuma|I do. They're clearly different. And, when I tried them, I felt, "Oh, I see! I never would have thought of this!" many, many times.}}
Line 609: Line 607:
{{Interview/A|Aonuma|For example, the strongest Phantom shows up, and even as you're running around trying to get away from him, you can actually lure him towards you, and send him at one of your friends...}}
{{Interview/A|Aonuma|For example, the strongest Phantom shows up, and even as you're running around trying to get away from him, you can actually lure him towards you, and send him at one of your friends...}}


{{Interview/A|Iwata|So you send him at each other and intercept each other to get the Force.}}
{{Interview/A|Iwata|So you send him at each other and intercept each other to get the [[Force]].}}


{{Interview/A|Aonuma|That's it. (laughs) We've let them have their heads a bit more this time, and they can get all hyper and really have fun when they play, so I'd like them to play it with their friends.}}
{{Interview/A|Aonuma|That's it. (laughs) We've let them have their heads a bit more this time, and they can get all hyper and really have fun when they play, so I'd like them to play it with their friends.}}
Line 625: Line 623:


{{IwataAsksFooter}}
{{IwataAsksFooter}}
{{Cat|Interviews with Eiji Aonuma|2009-12-03}}
{{Cat|Spirit Tracks Interviews|2009-12-03}}
{{Cat|Iwata Asks|2009-12-03}}