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The Legend of Zelda

While speaking with Kotaku, The Legend of Zelda producer Eiji Aonuma discussed the character’s origins. View his comments below.

“I guess the heart of the character there is a little bit of a gag kind of feeling to it. The way the design of the character started is that we needed to think about how the character—the player—would get access to maps in this game. Of course, you could go with a situation where, as soon as he sees an area, you just open up your map and it fills in for you, but we wanted to do something a little bit different.

“So, we thought, what if you had to buy maps? Then suddenly we needed a character that you would be buying maps from. We ultimately ended up with a character here that had a little bit of humor to him that [came from] thinking of…’What sort of person would sell a map?’ And, well, we decided it would be the kind of person who makes a map. And the way that he makes a map is by floating through the air so that he can see the contours of the land and draw them.

The Legend of Zelda: Majora’s Mask was developed in just one year. Since then, we’ve never seen a Zelda game made in such a short timespan.

Speaking with IGN, Zelda producer Eiji Aonuma talked about why we haven’t seen another Zelda game like Majora’s Mask, and why Nintendo hasn’t tried the one-year development cycle again.

Aonuma stated:

“It’s interesting, because there’s definitely this way that we talk about that sort of thing in development circles here in Japan. It’s often presented as a challenge to the developers themselves to accomplish something like that, because it can be very difficult to do. Since I’ve been in the role of producer, though, it’s not something that’s been presented to me as a challenge to take on very often. Sometimes I think about issuing it as a challenge to developers that I’m working with.

“When I think about the kinds of games that you’re describing, where you took the engine and you took some of the original assets and made a new game from that, you know, the kind of creation flow that we had for Majora’s Mask wasn’t limited just to those ideas. We also had to think about how we wanted to change the world, to take something kind of familiar and then warp it. I definitely like that sort of a challenge. I think it’s really fun to think about how you would take that sort of a game in a different direction. For me, in order to properly consider doing that again in the future, I think you really need a compelling topic or a theme with which to start.”

Aonuma ended his comments by stating that hitting the three ­day cycle of gameplay allowed the team to come up with different game experiences, starting from a concentrated bit of source material. This led to the creation of Majora’s Mask.

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Kotaku has gone live with a new interview featuring commentary from Zelda producer Eiji Aonuma. Aonuma touched on how Zelda dungeons are made, and shared more on The Legend of Zelda: Majora’s Mask.

Find a breakdown of the interview below. Also be sure to check out Kotaku’s full feature here.

Update: Clarification – this only applies to Germany. The date is March 20 for Portugal, and sometime in April for France.


A pair of New 3DS Zelda face plates are coming to Europe next week. The ones above, first revealed for Japan earlier this month, are set to arrive in Europe on February 27.

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GameSpot has gone live with a new Zelda: Majora’s Mask 3D-centric interview featuring series producer Eiji Aonuma. Aonuma shared some insight into the game, and touched on several other topics as well including returning to time manipulation in the future, amiibo, remakes, and retirement.

Look below for some excerpts from the interview. The full thing can be found here.

In a recent interview with IGN’s Jose Otero, famed Zelda producer Eiji Aonuma had a few things to say on the process of recreating one of Nintendo 64’s greatest gems for the Nintendo 3DS.

T?o put it as bluntly as I possibly can, remakes kind of hurt. You’ re looking at all the decisions you were making and sometimes you’re saying to yourself, ‘I can’t believe I was thinking about it like that,’ or, ‘Why did I think it was okay to make the user do that in that situation?’

This is something that Mr. Miyamoto made a point of telling me at one time. He said, ‘?you need to look back and learn more from the work you’ve already done, before you go on to making something new.?’ I have to say, that can be a really uncomfortable experience, but I also feel like I learned so much. I’m actually really grateful that I had the opportunity to do something like that at work.

The Legend of Zelda: Majora’s Mask 3D releases for Nintendo 3DS on February 13th in US and Europe, along with the New Nintendo 3DS.

Dying Light’s Nintendo-related Easter eggs don’t stop at Mario. GameSpot has also spotted a Zelda reference in the game – specifically for the Master Sword. That might be the end of the Nintendo goodies!

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Well, this is certainly not a surprise! Nintendo is not responding to the Wall Street Journal’s report regarding Netflix’s live-action The Legend of Zelda show. Nintendo said: “We will not comment on the rumors or speculations.”

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If a new report from the Wall Street Journal is to be believed, Netflix is cooking up a new live-action television show based on The Legend of Zelda.

The site says that things are “in the early stages” at present. A source close to the Wall Street Journal claims that the series is “about an ordinary boy named Link who must rescue a princess named Zelda and save a fantasy world called Hyrule” – essentially Zelda as we know it. It’s being described as a family-friendly Game of Thrones, with Nintendo having a heavy involvement.

At present, Netflix is seeking a writer for the project. Since it’s such a long ways off, the Wall Street Journal points out that Netflix or Nintendo could kill the series off before things progress too far.

Keep in mind that this report has not been officially confirmed. Netflix declined to comment, and Nintendo has not yet responded.

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