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The original interview can be found in its entirety at <a href="http://www.1101.com/nintendo/nin1/nin1-12.htm" target="new">1101</a>. Translation thanks to <a href=" | The original interview can be found in its entirety at <a href="http://www.1101.com/nintendo/nin1/nin1-12.htm" target="new">1101</a>. Translation thanks to <a href="https://www.glitterberri.com/ocarina-of-time/1101-interviews/parts-they-want-you-to-see" target="new">Glitterberri</a> | ||
The Legend of Zelda: Ocarina of Time news, direct from the production area! The Zelda team chosen by Shigeru Miyamoto | The Legend of Zelda: Ocarina of Time news, direct from the production area! The Zelda team chosen by Shigeru Miyamoto | ||
created Zelda 64 with surprising stubbornness! One part of that stubbornness was to do a stubborn interview. We'll pass | created Zelda 64 with surprising stubbornness! One part of that stubbornness was to do a stubborn interview. We'll pass | ||
on a small part of that interview from the top of Hobonichi's nearby tree. <br><br> | on a small part of that interview from the top of Hobonichi's nearby tree. <br/><br/> | ||
<hr> | <hr> | ||
<br> | <br/> | ||
<b>(1-12) The Parts They Want You to See in This Zelda (Part 1)</b><br><br> | <b>(1-12) The Parts They Want You to See in This Zelda (Part 1)</b><br/><br/> | ||
<b><u>We Want You to Listen to the Characters' Voices</u></b><br><br> | <b><u>We Want You to Listen to the Characters' Voices</u></b><br/><br/> | ||
<b>Naoki Mori (Cinema Scene Director):</b> In the Jabu Jabu dungeon there is a princess named Princess Ruto that Link can pick | <b>Naoki Mori (Cinema Scene Director):</b> In the Jabu Jabu dungeon there is a princess named Princess Ruto that Link can pick | ||
up and throw against walls. The sound she makes when she hits the wall was popular with the staff.<br><br> | up and throw against walls. The sound she makes when she hits the wall was popular with the staff.<br/><br/> | ||
In this Zelda game I think we used lots of voice acting, but even for professional voice actors, just screaming etc. is very | In this Zelda game I think we used lots of voice acting, but even for professional voice actors, just screaming etc. is very | ||
difficult. Therefore even if we temporarily brought in amateurs and TV talents, it would have been horrible. I'm happy we asked | difficult. Therefore even if we temporarily brought in amateurs and TV talents, it would have been horrible. I'm happy we asked | ||
voice actors.<br><br><br><br> | voice actors.<br/><br/><br/><br/> | ||
<b><u>We Want You to Savor the Pleasant Feeling of Link Falling</u></b><br><br> | <b><u>We Want You to Savor the Pleasant Feeling of Link Falling</u></b><br/><br/> | ||
<b>Eiji Onizuka (Dungeon Design):</b> The dungeons in this game don't have many levels. In order to evoke the feeling of | <b>Eiji Onizuka (Dungeon Design):</b> The dungeons in this game don't have many levels. In order to evoke the feeling of | ||
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results in death, but in this world *laughs* Link can survive. But at first, Link didn't receive a considerable amount of | results in death, but in this world *laughs* Link can survive. But at first, Link didn't receive a considerable amount of | ||
damage even if he fell 20 meters. When I listened to the monitor's opinion, "It would be weird for Link to fall so far and be | damage even if he fell 20 meters. When I listened to the monitor's opinion, "It would be weird for Link to fall so far and be | ||
okay", I adjusted it accordingly.<br><br> | okay", I adjusted it accordingly.<br/><br/> | ||
Another thing… in dungeons there are long drops down to places you need to go. If you fall down there and suddenly receive a | Another thing… in dungeons there are long drops down to places you need to go. If you fall down there and suddenly receive a | ||
lot of damage, that wouldn't be pleasant. Our solution was to put water at the bottom to act as a cushion, so even if you | lot of damage, that wouldn't be pleasant. Our solution was to put water at the bottom to act as a cushion, so even if you | ||
fell you wouldn't get hurt.<br><br> | fell you wouldn't get hurt.<br/><br/> | ||
Of course, if you do fall and roll as you land you can avoid damage. People who can roll are almighty. Even if you land in | Of course, if you do fall and roll as you land you can avoid damage. People who can roll are almighty. Even if you land in | ||
the water and don't receive damage, we want you to enjoy the falling sensation.<br><br><br><br> | the water and don't receive damage, we want you to enjoy the falling sensation.<br/><br/><br/><br/> | ||
<b><u>We Want You to Find Connections to Previous Games</u></b><br><br> | <b><u>We Want You to Find Connections to Previous Games</u></b><br/><br/> | ||
<b>Toru Osawa (Script Director):</b> In this game there are 7 sages that appear and instruct Princess Zelda, but 6 of those | <b>Toru Osawa (Script Director):</b> In this game there are 7 sages that appear and instruct Princess Zelda, but 6 of those | ||
appear in the Disk System game "Adventure of Link" as town names.<br><br> | appear in the Disk System game "Adventure of Link" as town names.<br/><br/> | ||
We were hinting that the names of the sages in the era of the Imprisoning War spoken of in the Super Famicom Zelda game became | We were hinting that the names of the sages in the era of the Imprisoning War spoken of in the Super Famicom Zelda game became | ||
town names in AoL. The events from that time became what we have today.<br><br> | town names in AoL. The events from that time became what we have today.<br/><br/> | ||
A father and daughter named Marin and Tarin that were introduced in Link's Awakening for GameBoy also appeared in this Zelda | A father and daughter named Marin and Tarin that were introduced in Link's Awakening for GameBoy also appeared in this Zelda | ||
game. We're hoping that people who've played the Zelda series from the very beginning will recognize them. If you wonder "is | game. We're hoping that people who've played the Zelda series from the very beginning will recognize them. If you wonder "is | ||
this a reference to then?" we'll be happy.<br><br><br><br> | this a reference to then?" we'll be happy.<br/><br/><br/><br/> | ||
<b><u>We Want You to Do Your Best With the Controller Operation</u></b><br><br> | <b><u>We Want You to Do Your Best With the Controller Operation</u></b><br/><br/> | ||
<b>Miyamoto:</b> It's often said that the operation of the controller is difficult. But I think that the new controller function | <b>Miyamoto:</b> It's often said that the operation of the controller is difficult. But I think that the new controller function | ||
is the best yet. There are a lot of things I tried to do, so it was difficult to fit everything in. I thought it would be fun to | is the best yet. There are a lot of things I tried to do, so it was difficult to fit everything in. I thought it would be fun to | ||
play with the Z button, but there are children with small hands who can't move the control stick well when pressing Z, so we put | play with the Z button, but there are children with small hands who can't move the control stick well when pressing Z, so we put | ||
in the Hold option for them. The controller function is the part that I most want you to see.<br><br> | in the Hold option for them. The controller function is the part that I most want you to see.<br/><br/> | ||
<b>Yoshiaki Koizumi (3d System Director):</b> I want those who say it's difficult to just practice and get used to it. It's just | <b>Yoshiaki Koizumi (3d System Director):</b> I want those who say it's difficult to just practice and get used to it. It's just | ||
like learning to use a computer, right?<br><br><br><br> | like learning to use a computer, right?<br/><br/><br/><br/> | ||
<b><u>We Want You to Feel the Mystery</u></b><br><br> | <b><u>We Want You to Feel the Mystery</u></b><br/><br/> | ||
<b>Miyamoto:</b> A long time ago on the Famicom players went by a childish formula: when you saw a suspicious area, you'd test | <b>Miyamoto:</b> A long time ago on the Famicom players went by a childish formula: when you saw a suspicious area, you'd test | ||
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formula, even in places that seem obvious to the player mysterious things will happen to surprise them. It's not that it will be | formula, even in places that seem obvious to the player mysterious things will happen to surprise them. It's not that it will be | ||
completely unexpected, but there's a bit of a difference between predicting something's there and seeing the consequences of | completely unexpected, but there's a bit of a difference between predicting something's there and seeing the consequences of | ||
your actions. We want you to feel the difficulty of that balance.<br><br><br><br> | your actions. We want you to feel the difficulty of that balance.<br/><br/><br/><br/> | ||
<b><u>We Want You to Enter the Game</u></b><br><br> | <b><u>We Want You to Enter the Game</u></b><br/><br/> | ||
<b>Naoki Mori (Cinema Scene Director):</b> The usual cutscenes don't flow like movies, they each have messages. We want the user | <b>Naoki Mori (Cinema Scene Director):</b> The usual cutscenes don't flow like movies, they each have messages. We want the user | ||
to push a button and empathize with Link. Press a button, see the decided consequence reflected by the game, and the extent of | to push a button and empathize with Link. Press a button, see the decided consequence reflected by the game, and the extent of | ||
your empathy increases. We want the player to feel like they are more or less part of the cutscene.<br><br> | your empathy increases. We want the player to feel like they are more or less part of the cutscene.<br/><br/> | ||
"(1-12) The Parts They Want You to See in This Zelda (Part 1)" has ended. The interview continues from here, so please check | "(1-12) The Parts They Want You to See in This Zelda (Part 1)" has ended. The interview continues from here, so please check |