Miyamoto
Interviews> May 13th 2000,
Nintendo Power Source
SM: Shigeru
Miyamoto, EA: Eiji Aonuma, TT: Takashi Tazuka.

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.
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