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Spirit Tracks director believed he did all he could with the DS in Phantom Hourglass

Posted on December 3, 2009 by (@NE_Brian) in DS, News

This is another except from the latest Iwata Asks we previously posted about…

Iwamoto
To start with, in the previous work, we’d included a lot of different features. Personally, I felt as though we’d really done our best. We built in all sorts of ways to play, using the Nintendo DS handheld’s functions. But then Producer Aonuma said, “There’s still quite a lot left to do here, isn’t there?”

Iwata
Even though you’ve done all you could (laughs).

Aonuma
You see, though, I did feel the same way. In the previous game, there was a tremendous amount of ideas, and even I felt very strongly that we’d done absolutely everything.

Iwata
Since you both felt that you’d done everything there was to do, what made you decide to make another The Legend of Zelda for Nintendo DS?

Aonuma
Well, there are some definite similarities between that sequence of events and the way The Legend of Zelda: Majora’s Mask came from The Legend of Zelda: Ocarina of Time.

Iwata
That’s right, the situation now is similar to the way things were with the ?64.

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