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A 27-Year-Old Interview with Shigeru Miyamoto

Discovering the Unseen: Insights from a 1998 Interview

In 1998, the Japanese-speaking world was treated to an exclusive interview with Shigeru Miyamoto, the legendary creator of The Legend of Zelda: Ocarina of Time. The interview was published in the February edition of GAMEJIN, a multi-format Japanese magazine, but it was never translated into English. Fast-forward 27 years, and thanks to the incredible work of translators Roryj and Javed Sterritt, we can now experience this behind-the-scenes look at one of the most iconic Nintendo 64 games of all time.

The Limits of N64

When creating Mario 64, we pushed the limits of the hardware, using about 64% of its capabilities. With this new Zelda, I think we pushed the limits even more – perhaps to around 90%.

Inspiration from Studio Ghibli

One of the most striking revelations from the interview is how surprised Miyamoto was by the similarities between the game and Studio Ghibli’s Princess Mononoke. He notes that scenes of Link firing his bow and arrow while riding Epona or the Giant Goron walking behind the mountain stirred thoughts like, "Oh, that’s Ashitaka!" or "That looks like the Nightwalker." After struggling with the similarities, the team decided to "really build up Hyrule this time to differentiate it."

Alternative Designs

The interview also sheds light on some of the game’s design decisions. For example, Epona, Link’s loyal horse, could have easily been a unicorn or a moose instead of a horse. Some staff members argued for these alternative animal options, but in the end, the horse won out. It’s intriguing to wonder how the experience would have been different if Epona had been a moose – would we have emotionally connected with the character in the same way?

Miyamoto’s Personal Life

The interview also delves into Miyamoto’s personal life, including his childhood experiences. You’ll also find out whether a Zelda game exists for the Disk Drive or if it’s just a myth. The full transcript is available for more insights, as well as translations of other interviews with Zelda developers who worked on Majora’s Mask and The Wind Waker.

Conclusion

This rare interview provides a unique glimpse into the development process of Ocarina of Time, offering valuable insights into the creative decisions behind one of the most beloved games of all time. From the similarities with Princess Mononoke to the alternative designs considered for Epona, this interview is a must-read for any Zelda fan.

FAQs

Q: What percentage of the N64’s capabilities was used in the creation of Mario 64?
A: About 64%.

Q: How much of the N64’s capabilities was used in the creation of Ocarina of Time?
A: Perhaps around 90%.

Q: What inspired the similarities between Ocarina of Time and Princess Mononoke?
A: Scenes of Link firing his bow and arrow while riding Epona or the Giant Goron walking behind the mountain stirred thoughts of Studio Ghibli’s Princess Mononoke.

Q: Why was Epona not a unicorn or a moose instead of a horse?
A: Some staff members argued for these alternative animal options, but the horse won out in the end.

Q: Can a Zelda game exist on the Disk Drive?
A: According to the interview, it’s just a myth.

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