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Interviews
Miyamoto at E3
May, 2000
Before a pre-show demonstration of The Legend of Zelda: Majora's
Mask at the E3, Nintendo Power Source was lucky enough to snag
an exclusive interview with Zelda creator Shigeru Miyamoto (SM).
Also, we were able to speak with Eiji Aonuma
(EA), the director of Majora's Mask, and Takashi Tezuka (TT),
the supervisor of the game. This interview will be presented
in two parts, so be sure to check back tomorrow for more questions
and answers.
NPS: Considering that it took over two
years to develop Ocarina of Time, it seems like it's taken no
time at all to produce Majora's Mask. How were you able to develop
this game so quickly?
EA: Well, since Majora's Mask uses the
same game engine as Ocarina, this eliminated a lot of development
time. Actually, fewer people were assigned to the Majora's Mask
project than Ocarina of Time. The key project people from Ocarina
were assigned to work on Majora's Mask.
TT: In addition, five new developers straight
out of college were hired to work on this new Zelda adventure.
NPS: Tell us a bit about the parallel universe
found in Majora's Mask
EA: In this game, we wanted to give more
insight into some of the minor characters found in Ocarina of
Time. We're able to give gamers a better look at old characters,
and develop new characters at the same time.
NPS: This question is for Mr. Miyamoto.
Since you've given the Director's role to Mr. Aonuma, do you
find it hard to be away from the development process?
SM: Well, I've been making games this way
for years. It's really just a matter of to what extent I am involved
in the day-to-day development. In this case, I worked with Mr.
Aonuma to establish the basic principles of the game, then I
left it to him to execute them. In a sense, we built a table
together, and I've given him the freedom to put his own ideas
on that table. As long as the table is still there when the game
is finished, I'm happy.
EA: We've learned so much from Mr. Miyamoto
already that we don't need much guidance.
NPS: Let's talk about SkullKid. Why the
heck has he decided to cause all this trouble?
EA: Actually, Majora's Mask is in control
of SkullKid. It's really not his fault.
NPS: This game seems to be more dark and
scary than previous Zelda games. Is that intentional?
SM: Our primary goal is to present something
which is very mysterious, rather than scary.
NPS: Is there anything you weren't able
to accomplish in Ocarina of Time which you have included in Majora's
Mask?
SM: Yes. In fact, that is why we've decided
to base the game on three-day intervals. This allows gamers to
see characters as they go through their daily routines in more
detail. Depending on which time of day you visit a particular
character, he or she will be doing different things. To conquer
the game, players must learn about the characters and discover
new masks.

NPS: Do you plan to create other sequels like Majora's Mask with
Nintendo's other star characters like Mario or Star Fox?
SM: I'm a little concerned that the company
might ask us to do that to increase the bottom line! [laughs]
We thought that Ocarina of Time was a great game, but we truly
believed that we could do more amazing things with the game engine.
In Star Fox 64, for example, I believe that we accomplished all
that we could in that game. Because of that, we would not consider
creating a sequel until the release of Project Dolphin.
EA: We will be able to use a lot of what
we've learned in creating Majora's Mask while working on Dolphin
projects.
SM: Who knows, on Dolphin, we might make
it a requirement to make at least one sequel.
NPS: How do you feel about Nintendo's line-up
at E3 2000, particulary Rare's great offerings?
SM: We are very thankful that Rare is creating
such great games. Rare has done a lot for the gaming industry.
All of Rare's games are 3D, but they all have very different
gameplay. They are encouraging us to create a different genre
of games that departs from 3D adventure gaming.
NPS: Rare is generating a lot of buzz with
Conker's Bad Fur Day. Do you plan on developing any games which
are designed for a mature audience?
SM: We might make some games like that,
but they will be different than Conker. Perhaps if we get a new
game director with slightly different tastes, it could happen.
NPS: Thank you very much, and congratulations
on creating Majora's Mask. Have a great show!
SM: Thank you.
Nintendo.com
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