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Thanks to Dimitris P for the tip!


This information comes from Ubisoft CEO Yves Guillemot…

“We will announce one game that we want to launch day one that is a new type of game, which should be interesting. It is still very important, just because you can test a market and also see through the eyes of the first consumers. They are the people that actually have the word of mouth factor. The trendsetters. It doesn’t increase [costs] very much because the advantage is in being close to the other machines, you can do the game for all the formats at the same time. [Ubisoft is evaluating the Wii U for] both new content and a third location [for existing franchises].”

This information comes from EA Games label president Frank Gibeau…

“It served us well on PlayStation 2 and PlayStation 3. Getting in early is partly about being a successful transition company and figuring out where the hardware is going to go. With the Wii U it’s important for us to get there on day one so we can get in and build as big an audience as possible. We’ve been doing this for 25 years and trying to pick platforms and more often than not we get it right. I hope we have this one right. That’s the gamble.”

This information comes from Sega West president Mike Hayes…

“At some point we were the biggest, certainly top three third-party publisher on Wii, so for us it was a great platform… we’ve got absolutely no qualms about [Wii U]. I just think we’re all a bit premature in being a bit glass half full on 3DS. Everyone was clamouring ‘oh please bring it out in March, you must bring it out’ and then it’s like you get to June and it’s all ‘sales aren’t very good…’ Well, they haven’t got the software yet… That controller is absolutely brilliant and we have to think of innovative ways to use it. We’re doing high definition Sonics, we’re doing obviously Aliens: Colonial Marines, so you can bring them across, and that’s relatively low cost, which is good news. Then you spend your money on how do you use that controller effectively to make it unique and differentiate it.”

This information comes from Karl Slatoff, chief operating officer at Take-Two…

“For us it’s really about understanding what the hardware capabilities are and understand how it’s going to fit into what our goals are from a franchise creation perspective. Really understanding what that platform can deliver and developing for that platform. So that’s our philosophy, not just with the new Nintendo console but across the board. Whether we’re looking at the 3DS or the PlayStation Vita or any of the new formats that are coming out. We can’t look at them all the same way. We’re not just going to port over.”

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This information comes from the latest Iwata Asks…

Iwata: Among the real-time demos, the opening scene is particularly striking. How did you make that?

Kawagoe: Today, you can use a CG tool to move the camera, but back then we couldn’t do that because of how the game was constructed, so we asked to make the system to enable Nintendo 64 console to move the camera and we used that.

Iwata: First there was the music by (Koji) Kondo-san, and you made the images to match that?

Kawagoe: No, the music came later. The landforms of Hyrule Field weren’t originally made for cut scenes, so even if you think, “I want to film a scene like this…”

Iwata: The right place for it might not exist in the game.


Thanks to the 1:1 functionality of Wii MotionPlus, players will be able to raise Link’s sword in the air for a charge attack in Zelda: Skyward Sword. Did you know that Shigeru Miyamoto wanted to implement the idea was thought of thirteen years ago?

As was stated in the latest Iwata Asks, Shigeru Miyamoto was looking to include sword raising in The Legend of Zelda: Ocarina of Time. But it wasn’t until Skyward Sword that he was able to accomplish his goal.

Aonuma: That’s right. Apart from the horse, ever since The Legend of Zelda: Ocarina of Time, Miyamoto-san has said that he wants Link to raise his sword over his head.

Osawa: He said that to me, too. We couldn’t do it on the Nintendo 64 system.

Iwata: But you can raise the sword in The Legend of Zelda: Skyward Sword, right?

Aonuma: Yes. It uses the Wii MotionPlus technology, so we’ve finally done it.

Iwata: After 13 years, you’ve fulfilled another wish.

Aonuma: So to Miyamoto-san, all the games in The Legend of Zelda series are connected.

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This information comes from the latest Iwata Asks…

Iwata: So Young Link was going to show up. Riding Epona is also a distinct characteristic of The Legend of Zelda: Ocarina of Time. How did the idea for a horse come up?

Osawa: It just arose all of a sudden.

Koizuma: No, I don’t think it was sudden. Actually, we’d been talking about a horse even during the development for Super Mario 64.

Osawa: Oh, I didn’t know that.

Koizuma: But it didn’t happen for Super Mario 64. I was certain we would do it for The Legend of Zelda: Ocarina of Time, so I got ready. By the way, Epona was a girl.


This information comes from the latest Iwata Asks…

Iwata: Partway through development, one and a half years before release, you had to do modeling and motions not just for Adult Link but for Young Link, too. Koizumi-san, how did you solve that?

Koizuma: We solved it with a simple trick. We realized that by applying a scale of a certain value to Adult Link’s model, we could double-up use of all the same things.

Iwata: You realized that you could use the motions of Adult Link for Young Link, too.

Koizuma: Yes. We could solve it technologically, so I said, “We can make Young Link,” and gave it my approval.


Those who play The Legend of Zelda: Ocarina of Time start off as Young Link. Later, switching between the boy and Adult Link becomes a crucial gameplay element. But things weren’t always planned that way.

According to the latest Iwata Asks, the developers originally planned on just including Adult Link. Their thinking was that it was a natural decision since the one focus of the title was sword-fighting. Eventually, however, Shigeru Miyamoto requested that Young Link be added.

Iwata: For example, was the division into Young Link and Adult Link something you were thinking about from the start?

Osawa: No, at first there was always Adult Link.

Iwata: Only Adult Link showed up?

Osawa: Yes. At first, we were just going to have him in an adult form. If you think about the chanbara element, that only made sense. With a child form, the sword would be small and his reach too short, so he would be at a terrible disadvantage, especially against large enemies.

Iwata: And it wasn’t like you could just make the enemies small.


In The Legend of Zelda: Ocarina of Time, Navi is central to the game not just for story reasons, but also because she offers advice and takes part in Z-targeting during battle. Originally, a triangular marker would appear above an enemy’s head to indicate what you were targeting, but Nintendo swapped the symbol out with Navi to make it a bit more special.

Satoru Iwata, Yoshiaki Koizumi, and Toru Osawa discussed the origins of Navi on the latest Iwata Asks, even noting that the fairy idea helped to tackle hardware limitations with the N64.

Read on for more.


This information comes from the latest Iwata Asks..

Koizumi: Yeah. (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, like how to handle the camera and battles.

Iwata: You tied your own noose. Koizumi: Yeah. In order to solve those problems, we had to create a bunch of new devices, one of which was Z-targeting.

Iwata: How did Z-targeting come about? Osawa: In Super Mario 64, for example, when you tried to read a sign, sometimes you would just go around it in circles.

Iwata: The axes wouldn’t match up.

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!”

Iwata: Huh? Going to Toei Kyoto Studio Park…because you were including chanbara-style action?


A few years ago, Nintendo revealed that they considered making The Legend of Zelda: Ocarina of Time with a first-person perspective. The latest issue of Iwata Asks, featuring members of the original development team, have elaborated on the idea. Satoru Iwata, Yoshiaki Koizumi, and director Toru Osawa took part in the interview:

Koizumi: First, I talked with Miyamoto-san about how we should make The Legend of Zelda for the Nintendo 64 system, and he asked, “How about making it so that Link will not show up?”

Iwata: Huh?! Miyamoto-san said that?!

Koizumi: Yeah. He wanted to make it a first-person game. Iwata: Oh, he wanted to make an FPS (first-person shooter).

Koizumi: Right. In the beginning, he had the image that you are at first walking around in first-person, and when an enemy appeared, the screen would switch, Link would appear, and the battle would unfold from a side perspective.



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