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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.


According to the latest Iwata Asks, “chanbara action” was one of biggest, early themes for The Legend of Zelda: Ocarina of Time. That was explained by director Toru Osawa, who was put in charge of the project by Takao Shimizu. This is interesting since, in the end, exploration and puzzle-solving turned out to be just as important.

But perhaps more interesting is that Shigeru Miyamoto, along with Yoshiaki Koizumi, were making Zelda II: The Adventure of Link for the SNES… and with polygons. It sounds like it was an experiment of sorts, but those working on the project were having difficulty with sword-fighting.

Osawa: Since I was working at Nintendo, The Legend of Zelda was a title I wanted to work on at least once. Luckily, that opportunity had come along, so I put my hand right up. But before we became involved, (Takao) Shimizu-san made a chanbara (sword fighting) demo video.

Aonuma: Oh, that’s right. If I remember correctly, the demo video we showed at the E3 in 1996.

Osawa: Right. But Shimizu-san became involved with other work, so he said, “The rest is up to you!”

Iwata: Was that other work Star Fox 64?


This information comes from the latest Iwata Asks…

Iwata: We just talked about how Koizumi-san made lots of irrational demands all the way from Super Mario 64 to The Legend of Zelda: Ocarina of Time, but to go back to the beginning, Super Mario Bros. came out in September of 1985 and The Legend of Zelda came out immediately afterward in February 1986. I feel like Super Mario Bros. and The Legend of Zelda are often made as a pair.

The challenge with the Nintendo 64 system was to turn those two titles into 3D. Koizumi-san, I think you were the person closest to Miyamoto-san during development then. What was on your mind?


This information comes from the latest Iwata Asks…

Iwata: Today, your name is always mentioned in the same breath as The Legend of Zelda, but before then, you did a variety of work.

Aonuma: Yes.

Iwata: About the time you had just joined the company, we worked together.

Aonuma: That’s right! (laughs) Unfortunately, though, the game we made together never made it out into the world. I spent a lot of time developing games with external companies. But I really wanted to develop inside Nintendo. I pestered Miyamoto-san about it and he said, “We don’t have enough people for The Legend of Zelda: Ocarina of Time, so come on in for a spell.” Of those of us here today, I joined the project last.



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