Interview:Iwata Asks: Ocarina of Time 3D (Original Development Staff - Part 1): Difference between revisions

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{{Interview/A|Iwawaki|But...I do think we tried out first-person perspective a little.}}
{{Interview/A|Iwawaki|But...I do think we tried out first-person perspective a little.}}


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{{Interview/A|Osawa|I think we made something to try it out, but decided it wasn’t interesting visually and abandoned it right away.}}


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{{Interview/A|Koizumi|Oh, is that right? (laughs) So we had Link appear from a third-person perspective, but it was really hard to get the art to connect right. I remember making the most impossible requests to Iwawaki-san.}}


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{{Interview/A|Iwawaki|No, no... (laughs)}}


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{{Interview/A|Iwata|You went straight to making irrational demands. (laughs)}}


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{{Interview/A|Koizumi|Yes. (laughs) Thanks to him, we were able to show Link the whole time, but it got really hard in ways that would have been extremely easy in first-person view, like how to handle the camera and battles.}}


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{{Interview/A|Iwata|You tied your own noose.}}


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{{Interview/A|Koizumi|Yeah. In order to solve those problems, we had to create a bunch of new devices, one of which was Z Targeting.}}


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{{Interview/A|Iwata|How did Z Targeting come about?}}


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{{Interview/A|Osawa|In Super Mario 64, for example, when you tried to read a sign, sometimes you would just go around it in circles.}}


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{{Interview/A|Iwata|The axes wouldn’t match up.}}


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{{Interview/A|Osawa|Right. We wondered what we could do about that, and when Koizumi-san joined the team, I said, “Since we’re going to include chanbara-style action, let’s go to Toei Kyoto Studio Park!”}}


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{{Interview/A|Iwata|Huh? Going to Toei Kyoto Studio Park...because you were including chanbara-style action?}}


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{{Interview/A|Osawa|Yes.}}


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{{Interview/A|Iwata|I don’t get it. (laughs)}}


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{{Interview/A|Osawa|We thought if we went there, we might get some ideas. We got our boss’s approval, and Koizumi-san, Ikeda-san and I went. It sure was a hot summer!}}


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{{Interview/A|Koizumi|Yes. Very hot.}}


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{{Interview/A|Osawa|As we went along looking at everything, it was so hot that we ducked into a playhouse to cool off. They were doing a ninja show. A number of ninja were surrounding the main samurai and one lashed out with a kusarigama (sickle-and-chain). The lead samurai caught it with his left arm, the chain stretched tight, and the ninja moved in a circle around him.}}


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{{Interview/A|Iwata|And... that led to Z Targeting?}}


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{{Interview/A|Osawa|Yeah... I think so, if my memory serves me correctly.}}


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{{Interview/A|Iwata|So it wasn’t like the chain led to the idea for the Hookshot?}}


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{{Interview/A|Osawa|No.}}


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{{Interview/A|Aonuma|Huh? Everyone looks confused! (laughs)}}


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{{Interview/A|Everyone|(laughs)}}


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{{Interview/A|Koizumi|I don’t think that’s quite right. (laughs) The way I remember it...}}


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{{Interview/A|Iwata|Yes? (laughs)}}


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{{Interview/A|Koizumi|With regard to Z Targeting, I believe we started talking about how we wanted a good way of hitting opponents in front of you when we were making Super Mario 64.}}


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{{Interview/A|Iwata|But you couldn’t do it.}}


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{{Interview/A|Koizumi|Right. Then, when we were making The Legend of Zelda: Ocarina of Time, I thought up something when we were making the camera system for fighting enemies. What caught my attention in the studio park was the sword fight. They regularly put on shows in which the hero defeats ruffians. Watching that, I thought, “Hmm, that’s weird.” That was because there was no way one person could fight and win when surrounded by 20 opponents.}}


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{{Interview/A|Iwata|Because he’s vastly outnumbered.}}


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