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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 Parkā€¦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.


The image above was embedded in a flash file on Monolith Soft’s official website. The picture is actually the same image as the one posted months ago featuring Yasuyuki Honne in front of a computer:

Some fans are speculating that the project is Baten Kaitos related. I’m a huge fan of that franchise and would welcome another sequel, but I am a bit doubtful that they would work on another entry since the sales of the first two games weren’t particularly impressive.

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Update: Bumping this to the front page since the original embedded video wasn’t working. It should appear now!

It’s almost weird to me seeing Robin Williams talking about video games this much. I’m used to watching him in his films… like Mrs. Doubtfire. That’s still an amazing movie, by the way!

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Since these concerns will also be performed throughout North America and Europe, specific sites for those territories should open soon. We’ll let you know when they’re live!

Check out the site here


At Nintendo’s E3 2011 media briefing, Shigeru Miyamoto announced that Nintendo will be hosting a series of concerts this fall to celebrate Zelda’s 25th anniversary. According to Reggie Fils-Aime, these concerts will be held in Japan, Europe, and North America.

Although he wasn’t able to make a guarantee, Reggie said that events in Canada “should be do-able”. However, concerts in Latin America aren’t likely.

A soundtrack CD will be made available sometime in the future.

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