For diehard Zelda fans, knowing every detail of every game is part of the job description. From the different types of Zoras to Kaepora Gaebora's tenure as an ancient sage, no detail is too trivial to gobble up. But between a recent interview we had with Zelda producer Eiji Aonuma and the newest edition of Iwata Asks featuring a few members of The Legend of Zelda: Ocarina of Time's original development team, new information has come to light. During these candid interviews, the team gave us some new insight into Ocarina of Time's creation, as well as a few surprising revelations.
Below we've compiled the most interesting tidbits for your memorizing pleasure. So read on, and find out if you know this legendary game as well as you think you do.
"When people talk about The Legend of Zelda: Ocarina of Time, they mention various things like an epic story, solving puzzles, trotting across a broad field on a horse and how cool Link is, but it began with the single theme of making a Zelda game that included chanbara-style swashbuckling!" Iwata-san said.
"We were experimenting with a thin, polygon Link seen from the side and fighting with his sword," Koizumi-san said. "Chanbara was a pending issue at the time. We couldn't really bring Zelda II: The Adventure of Link into form at that time, but I kept that desire to achieve a sword-fighting Zelda game until I joined this team."
"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," Koizumi-san said.
Even though, after working on Super Mario 64, Koizumi-san knew how incredibly difficult it would be to constantly display a character running around a huge field, he still resisted the idea. "While it wasn't very nice of me toward Miyamoto-san -- I didn't try a first-person scene even once!"
The reason? As the one who created Link's model, Koizumi-san couldn't stand to see Link not appear in the game. "Link is cool, so I wanted to always be able to see him," he said. Luckily, some nifty things came out of this hard-headedness, as Z-targeting (a revolutionary mechanic that has since been copied countless times) was invented to help make battling in third-person possible.
"I thought there must be some kind of trick, so I watched very closely, and it was simple," he said. "It's a sword battle, so there's a script and a certain setup. The enemies don't all attack at once. First, one attacks while the others wait. When the first guy goes down, the next one steps in, and so on." This helped him figure out how to make Z-targeting work with multiple enemies. "Watching that show at the studio park was a clue toward solving that problem. Z-targeting flags one particular opponent, telling the other enemies to wait."
Koizumi-san ideally wanted to make a cute girl for the fairy, but as it wasn't possible with the N64 hardware, he made it a ball of light with wings instead. "I called it the Fairy Navigation System." When he showed Osawa-san, he immediately came up with the idea of naming it Navi "because she navigates!" Once the name was set, the ideas started rolling in, like using color to tell whether the person you're facing is good or bad and making Navi an important guide for the story.
Not too surprisingly, these plans were thrown out when Miyamoto-san and a few others on the staff declared that they wanted to see "a cute little Link." Not ones to turn down a challenge, they started thinking about how they could have both the child and adult forms of Link appear in the same game. "[We] came up with the device of going seven years into the future by drawing the Master Sword and then returning back to his child form when he returns it to the pedestal," Osawa-san said.
Zelda producer Eiji Aonuma admits this change was an important one. "The game transformed into something completely different from what we had imagined before," he said. Another thing they had to reassess during development was their original intention to have Link get a spell for each sage he awakened, for a total of seven spells he would acquire in over the course of the adventure. "But to maintain the appropriate balance with the other items, we decided to limit the final number of spells to three, one for each of the three goddesses."
As for where the loyal steed got her name, that idea came from Koizumi-san. The team was initially calling her Ao, but he insisted they go with Epona. "Epona is the goddess of horses and fertility in Celtic mythology, so I used that," Koizumi-san said. "When you name something, it increases your affection for it, so I worked hard to make her a good horse."
What do you think of these revelations? Would Navi have been better off as a triangle? Should Epona have been Mario's steed instead? And which one shocked you the most? Sound off in the comments section below!
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