The Legend of Zelda: Difference between revisions

Jump to navigation Jump to search
Want an adless experience? Log in or Create an account.
m
Text replacement - "http://www.amazon.com/exec/obidos/tg/feature/-/117177/" to "https://web.archive.org/web/20201112024614/https://www.amazon.com/exec/obidos/tg/feature/-/117177/"
mNo edit summary
m (Text replacement - "http://www.amazon.com/exec/obidos/tg/feature/-/117177/" to "https://web.archive.org/web/20201112024614/https://www.amazon.com/exec/obidos/tg/feature/-/117177/")
Line 91: Line 91:
''The Legend of Zelda'' and the original Super Mario Bros. were being designed simultaneously by the same development team. They had set out to make the games opposite of one another. Mario would follow a linear pathway, while ''The Legend of Zelda'' would have a more open world experience. [[Shigeru Miyamoto]] got the idea of the open world experience from his childhood, where he would go out exploring into the wilderness.{{Ref|[[Interview:SuperPlay April 23rd 2003|SuperPlay]], April 23rd, 2003}} Miyamoto was less concerned with Zelda being a game of getting the most points or reaching the end of a linear path. Instead, Miyamoto wanted gamers to relax and enjoy themselves as they made their way through the adventure. It was because of this that some basic gameplay elements, such as communicating with characters and shop owners were included.{{Ref|[[Interview:NTSC-UK August 20th 2003|NTSC-UK]], August 20th, 2003}}
''The Legend of Zelda'' and the original Super Mario Bros. were being designed simultaneously by the same development team. They had set out to make the games opposite of one another. Mario would follow a linear pathway, while ''The Legend of Zelda'' would have a more open world experience. [[Shigeru Miyamoto]] got the idea of the open world experience from his childhood, where he would go out exploring into the wilderness.{{Ref|[[Interview:SuperPlay April 23rd 2003|SuperPlay]], April 23rd, 2003}} Miyamoto was less concerned with Zelda being a game of getting the most points or reaching the end of a linear path. Instead, Miyamoto wanted gamers to relax and enjoy themselves as they made their way through the adventure. It was because of this that some basic gameplay elements, such as communicating with characters and shop owners were included.{{Ref|[[Interview:NTSC-UK August 20th 2003|NTSC-UK]], August 20th, 2003}}


The name for [[Zelda|Princess Zelda]] was inspired by Zelda Fitzgerald. Miyamoto stated, "Zelda was the name of the wife of the famous novelist Francis Scott Fitzgerald. She was a famous and beautiful woman from all accounts, and I liked the sound of her name. So I took the liberty of using her name for the very first Zelda title."{{Ref|[http://www.amazon.com/exec/obidos/tg/feature/-/117177/ Miyamoto Interview by Todd Mowatt]}}
The name for [[Zelda|Princess Zelda]] was inspired by Zelda Fitzgerald. Miyamoto stated, "Zelda was the name of the wife of the famous novelist Francis Scott Fitzgerald. She was a famous and beautiful woman from all accounts, and I liked the sound of her name. So I took the liberty of using her name for the very first Zelda title."{{Ref|[https://web.archive.org/web/20201112024614/https://www.amazon.com/exec/obidos/tg/feature/-/117177/ Miyamoto Interview by Todd Mowatt]}}


On February 21, 1986, ''The Legend of Zelda'' released as a launch title for the [[Famicom Disk System]]; it was released alongside several other titles including a re-release of Super Mario Bros, along with a number of sports titles.
On February 21, 1986, ''The Legend of Zelda'' released as a launch title for the [[Famicom Disk System]]; it was released alongside several other titles including a re-release of Super Mario Bros, along with a number of sports titles.

Navigation menu