Interview:Iwata Asks: Ocarina of Time 3D (Sound): Difference between revisions

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{{Interview|YYYY-MM-DD
{{Interview|YYYY-MM-DD
|date =  
|date =  
|interviewee =  
|interviewee = [[Koji Kondo]] <br> [[Mahito Yokota]]
|interviewer = [[Satoru Iwata]]
|interviewer = [[Satoru Iwata]]
|description =  
|description =  
|source =  
|source = [http://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_the_legend_of_zelda_ocarina_of_time_3d_43214_43189.html]
}}
}}


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{{Interview/A|Yokota|Talking about it could take forever! (laughs) I love The Legend of Zelda: Ocarina of Time beyond all reason!}}
{{Interview/A|Yokota|Talking about it could take forever! (laughs) I love The Legend of Zelda: Ocarina of Time beyond all reason!}}


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{{Interview/A|Iwata|Go on, tell me about it! (laughs)}}


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{{Interview/A|Yokota|What about my self-introduction?}}


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{{Interview/A|Iwata|Oh, I forgot! (laughs) By all means, introduce yourself!}}


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{{Interview/A|Yokota|I’m Yokota from the EAD Tokyo Software Development Department. I appeared in the session of “Iwata Asks” about Super Mario Galaxy 2, but some people may wonder why I’m here talking about The Legend of Zelda.}}


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{{Interview/A|Iwata|I suppose so.}}


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{{Interview/A|Yokota|I’ve been totally immersed in The Legend of Zelda this past year.}}


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{{Interview/A|Iwata|Immersed in Zelda?}}


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{{Interview/A|Yokota|I’ve only been working on The Legend of Zelda series. Two games at the same time!}}


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{{Interview/A|Iwata|Huh? Two at the same time? I didn’t know that!}}


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{{Interview/A|Yokota|One is The Legend of Zelda: Ocarina of Time 3D and the other is ''[[The Legend of Zelda: Skyward Sword]]''.


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{{Interview/A|Iwata|After development of Super Mario Galaxy 2 ended?}}


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{{Interview/A|Yokota|Yes. That’s about the time. At E3 last year, when we were going to exhibit Skyward Sword for the first time, we talked about using orchestral music. But (Shigeru) Miyamoto-san said it wasn’t necessary.}}


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{{Interview/A|Iwata|We were going to have attendees of last year’s E3 try out the new game’s operability, so he said orchestral music wasn’t necessary right away.}}


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{{Interview/A|Yokota|Right. Then, toward the end of summer break, they finally decided to put in orchestral music and I joined the development team.}}


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{{Interview/A|Iwata|You’re sort of the orchestration director for the Legend of Zelda music, aren’t you?}}


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{{Interview/A|Yokota|Yes. I was in charge of the orchestral songs for [[The Legend of Zelda: Twilight Princess]] as well.}}


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{{Interview/A|Iwata|Now pour out your love for Ocarina of Time! (laughs)}}


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{{Interview/A|Yokota|Okay! (laughs) I have, of course, played all the Zelda games since the first one, and played them all the way through, but Ocarina of Time was an eye-opening experience as to how great video game music can be. I played song after song on the piano.}}


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{{Interview/A|Iwata|I feel like I heard something similar when we talked about Super Mario All-Stars Limited Edition in “Iwata Asks”. (laughs)}}


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{{Interview/A|Yokota|Really? I talked about that? (laughs) When Ocarina of Time came out, I was working at a different company, and I went around haranguing everyone about how amazing the sound was.}}


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{{Interview/A|Iwata|I feel like I’ve heard that, too. I’ve got déjà vu! (laughs)}}


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{{Interview/A|Yokota|Oh, sorry! I’m like a repeating record! (laughs) I may have said the same thing about Super Mario Sunshine.}}


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


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{{Interview/A|Yokota|Getting back to Ocarina of Time, the music was different every time you went out to a dungeon on an adventure and came back to Hyrule Field, the main setting of the game. The general feeling of the music itself didn’t change that much, but the melodies came along at a different tempo.


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And even if it was the same song, if you were fighting an enemy, the tune would become more thrilling. Then, when the battle was over, it would return to the usual '''majestic music'''. When Link stood still, it would '''grow quiet'''. The music was constantly changing.}}


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{{Interview/A|Iwata|It didn’t always play the exact same music.}}


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{{Interview/A|Yokota|Right. In the land of Hyrule, the music changed between three patterns, normal, battle and quiet.}}


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{{Interview/A|Iwata|Back then when there were still strict restrictions in the amount of memory that you could allocate to sound, it was common to stream pre-created music tracks. But by taking advantage of the ROM cartridge of the Nintendo 64 system, it was possible for the music tracks to be combined and generated depending on the situation. That is why in Ocarina of Time, music was constantly changing throughout the entire game. But even though Kondo-san did that for the sound on Hyrule Field, I doubt many people back then noticed and could talk about it.}}


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{{Interview/A|Kondo|Not many people noticed.}}


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{{Interview/A|Iwata|Yeah, I bet not. So, aren’t you a little happy that Yokota-san did? (laughs)}}


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{{Interview/A|Kondo|(looking really happy) I’m so happy! (laughs)}}


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{{Interview/A|Iwata|(laughs)}}
 
{{Interview/A|Kondo|He noticed! He really noticed!!}}
 
{{Interview/A|Iwata|Is it like, “Please say that again!”?}}
 
{{Interview/A|Kondo|Yes, I’m ultra-happy that he noticed it! (laughs)}}
 
 
==Koji Kondo Upends the Tea Table==
 
 
==The Sound of an Ocarina Drifting from the Forest==
 
 
==Orchestral Sound on the Nintendo 3DS System==
 
 
==“I'm Envious of First-Time Players!”==
 
 
==Our Favourite Songs==
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