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The Legend of Zelda: Ocarina of Time news, direct from the production area! The Zelda team chosen by Shigeru Miyamoto | The Legend of Zelda: Ocarina of Time news, direct from the production area! The Zelda team chosen by Shigeru Miyamoto | ||
created Zelda 64 with surprising stubbornness! One part of that stubbornness was to do a stubborn interview. We'll pass | created Zelda 64 with surprising stubbornness! One part of that stubbornness was to do a stubborn interview. We'll pass | ||
on a small part of that interview from the top of Hobonichi's nearby tree. <br><br> | on a small part of that interview from the top of Hobonichi's nearby tree. <br/><br/> | ||
<hr> | <hr> | ||
<br> | <br/> | ||
<b>(1-8) Looks Like the Dungeons Are Difficult in This Zelda (Part 2)</b><br><br> | <b>(1-8) Looks Like the Dungeons Are Difficult in This Zelda (Part 2)</b><br/><br/> | ||
<b>Eiji Onozuka (Dungeon Design):</b> Since the beginning Zelda has always had jars in dungeons from which you can obtain | <b>Eiji Onozuka (Dungeon Design):</b> Since the beginning Zelda has always had jars in dungeons from which you can obtain | ||
hearts or other replenishing items. It’s a bother to go back outside and heal once you are halfway through the dungeon, | hearts or other replenishing items. It’s a bother to go back outside and heal once you are halfway through the dungeon, | ||
so of course this Zelda’s no different.<br><br> | so of course this Zelda’s no different.<br/><br/> | ||
At the start of the game, we made the dungeons easy to navigate with simple puzzles for you to solve. We didn’t want | At the start of the game, we made the dungeons easy to navigate with simple puzzles for you to solve. We didn’t want | ||
anyone getting frustrated and giving up just after they’d started, so we put in a lot of healing items in the form of | anyone getting frustrated and giving up just after they’d started, so we put in a lot of healing items in the form of | ||
grass you can cut to obtain hearts and such. From the middle onwards, you have to do your best with a limited supply of | grass you can cut to obtain hearts and such. From the middle onwards, you have to do your best with a limited supply of | ||
supplements.<br><br> | supplements.<br/><br/> | ||
We tried to put in lots of rupee-filled treasure chests at first, but people ended up getting annoyed wondering why there | We tried to put in lots of rupee-filled treasure chests at first, but people ended up getting annoyed wondering why there | ||
were so many rupees in a place where they were totally useless.<br><br> | were so many rupees in a place where they were totally useless.<br/><br/> | ||
The most difficult aspect of Ocarina of Time was the matter of "what could we put in, at what point in time, in what place, | The most difficult aspect of Ocarina of Time was the matter of "what could we put in, at what point in time, in what place, | ||
that would make the player happy?" However, as we were separated from the consumers, we didn’t get all the data we needed | that would make the player happy?" However, as we were separated from the consumers, we didn’t get all the data we needed | ||
by the end. At the point in time that Link arrived at the dungeon, it took awhile for us to decide what sort of condition | by the end. At the point in time that Link arrived at the dungeon, it took awhile for us to decide what sort of condition | ||
he’d be in and things he’d need as a result.<br><br> | he’d be in and things he’d need as a result.<br/><br/> | ||
In the Super Nintendo games, there weren’t many items lying around so it was easy to manage the amounts and types, but in | In the Super Nintendo games, there weren’t many items lying around so it was easy to manage the amounts and types, but in | ||
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player arrived at a dungeon, did they already have enough money? Were they unexpectedly missing an item they needed? We | player arrived at a dungeon, did they already have enough money? Were they unexpectedly missing an item they needed? We | ||
had to think of things like that and put a lot of jars around so players could acquire or replenish what they needed to | had to think of things like that and put a lot of jars around so players could acquire or replenish what they needed to | ||
complete the dungeon.<br><br> | complete the dungeon.<br/><br/> | ||
In this game you have the option of being a child or an adult. Thusly, we considered such things as how much money you | In this game you have the option of being a child or an adult. Thusly, we considered such things as how much money you | ||
would be able to carry as a child or what sort of hindrances you would encounter due to your age. We had to try and prepare | would be able to carry as a child or what sort of hindrances you would encounter due to your age. We had to try and prepare | ||
things differently than previous games in order to make the material interesting.<br><br> | things differently than previous games in order to make the material interesting.<br/><br/> | ||
I, personally, really like the Forest Temple. It was the very first dungeon we designed in Ocarina of Time. At that time | I, personally, really like the Forest Temple. It was the very first dungeon we designed in Ocarina of Time. At that time | ||
we envisioned a lot of material and tried to recreate our ideas. We made the game’s characters around the same time.<br><br> | we envisioned a lot of material and tried to recreate our ideas. We made the game’s characters around the same time.<br/><br/> | ||
At the center of the Forest Temple lies the twisting pathway. When you go through it, you can reach items you couldn’t | At the center of the Forest Temple lies the twisting pathway. When you go through it, you can reach items you couldn’t | ||
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path twists!" but the designers actually had a lot of trouble with it. I think they spent about a week tormenting themselves | path twists!" but the designers actually had a lot of trouble with it. I think they spent about a week tormenting themselves | ||
over how to make it work. Because the designers were new to this, I drew them a picture to explain how the path should | over how to make it work. Because the designers were new to this, I drew them a picture to explain how the path should | ||
twist. In the end they did their best and managed to pull it off pretty well.<br><br> | twist. In the end they did their best and managed to pull it off pretty well.<br/><br/> | ||
In the Water Temple, the player was required to solve puzzles in not just one room, but travel countless times to and from | In the Water Temple, the player was required to solve puzzles in not just one room, but travel countless times to and from | ||
an area in order to unlock the solution. We were often told how stressful this was. I just wanted the player to relax and | an area in order to unlock the solution. We were often told how stressful this was. I just wanted the player to relax and | ||
take it easy, play around a bit. I’m a fan of skin diving, you see. *laughs* I like being in the water! *laughs* Besides, | take it easy, play around a bit. I’m a fan of skin diving, you see. *laughs* I like being in the water! *laughs* Besides, | ||
as long as you have the right items, you can stay in the water forever.<br><br> | as long as you have the right items, you can stay in the water forever.<br/><br/> | ||
As for the Fire Temple, we created a huge dungeon. Our aim was to allow the player to play around and enjoy the temple, | As for the Fire Temple, we created a huge dungeon. Our aim was to allow the player to play around and enjoy the temple, | ||
something I believe we were successful at.<br><br> | something I believe we were successful at.<br/><br/> | ||
Back in the Water Temple, there’s a place where Link can use his hookshot to climb the waterfall. I used a rare one-handed | Back in the Water Temple, there’s a place where Link can use his hookshot to climb the waterfall. I used a rare one-handed | ||
calculator to calculate each hookshot point. I usually spent my time doing more important things, but that day I did | calculator to calculate each hookshot point. I usually spent my time doing more important things, but that day I did | ||
something unlike me and worked on the little details. I hope you enjoy yourself there! Each dungeon holds a memory, so make | something unlike me and worked on the little details. I hope you enjoy yourself there! Each dungeon holds a memory, so make | ||
sure to take your time and have fun.<br><br> | sure to take your time and have fun.<br/><br/> | ||
"(1-8) Looks Like the Dungeons Are Difficult in This Zelda (Part 2)" has ended. The interview continues from here, so | "(1-8) Looks Like the Dungeons Are Difficult in This Zelda (Part 2)" has ended. The interview continues from here, so |