Interview:Iwata Asks: Spirit Tracks: Difference between revisions

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{{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|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".}}
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{{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 "[[: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|Aonuma|It's a little different this time, though. There are "[[Treasure|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.}}
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{{Interview/A|Aonuma|So, whenever people get together, like at New Year's, they can download it and just have fun.}}
{{Interview/A|Aonuma|So, whenever people get together, like at New Year's, they can download it and just have fun.}}


{{Interview/A|Iwamoto|Basically, it's a game where everybody tries to get the Force to win, but with this particular concept, as with "Mario Kart", they can get all hyper and excited as a group. So we put in lot of things where you can make a comeback with one shot, or get an item and turn the tables completely.}}
{{Interview/A|Iwamoto|Basically, it's a game where everybody tries to get the [[Force Gem|Force]] to win, but with this particular concept, as with "Mario Kart", they can get all hyper and excited as a group. So we put in lot of things where you can make a comeback with one shot, or get an item and turn the tables completely.}}


{{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.}}