Here is an interview that I got from IGN64.Com
Nintendo today invited select members
of the press to a Q&A session and
special presentation with Zelda creator
Shigeru Miyamoto. During the
one-hour presentation, Miyamoto
introduced key features of the The
Legend of Zelda: Ocarina of Time
and presented several new sequences
in the game to show off the game's
depth.
Miyamoto prefaced the meeting with
an apology:
"I'm very sorry that we're late in
introducing the Zelda game to the
market. This time – seriously – we're
going to make it. We are trying to
avoid making so-called 'big games.'
We are always trying to make
interactive videogames in a realistic
style. But this game has become rather
big, so I just cannot tell how long it will
take for the debugging.
I'm here today with Mr. Tezuka. Mr.
Tezuka has been working with me on
Mario and also Zelda and he also
finished Yoshi's Story late last year.
He noticed that I looked so terrible
back then because I was so busy… So
I can say that Zelda is on track thanks
to the help of many volunteers, such as
Mr. Tezuka.
In fact, Mr. Tezuka is going to
demonstrate Zelda today and perhaps
tomorrow at the show. Please feel free
to ask him for any kinds of tricks or
cheats so that you can see how good
the game is. However, Mr. Tezuka is
terrible when it comes to playing the
game." (laughs)
Prior to the Q&A, Mr. Tezuka
accessed several locations in the game
from a debug menu and played through
them. In one scene, Tezuka navigated
Link along the walls of Hyrule Castle
while avoiding being seen by guards
that patrol the area. To make
navigation of the hedge mazes and
spotting the guards easier, the view
point switched to a high angle during
those scenes, almost like in the classic
Zelda games. When Link finally
entered the castle (thanks to some
ingenious debug cheating by Mr.
Tezuka, who was caught by the guards
several times), the audience was
treated to an encounter with Zelda in
the courtyard.
Miyamoto also addressed the sound (or
lack thereof) and was quick to note
that the current melodies were not final
and will be tweaked before the game is
finished. Nevertheless, some of the
tunes in the game were impressive and
reminiscent of the classic Zelda
melodies, including the fanfare and
xylophone sounds when discovering
items or finding secrets.
After the presentation, the panel was
open to questions.
Q: How much of your original
design made it into the game?
Miyamoto: I'm the producer of this
game, so I cannot say that 100% of
this game is made by me. When it
comes to the core or main portion, I
think more than 30% comes from me
or my ideas. When it comes to the
main game system, it's 100% -- so my
ideas have been fully realized and
recognized. When it comes to the
scenario about 50% reflect my ideas.
As I said before, there are lots of
different people working on this
project. I am responsible for the
direction of the game, but more than
50% of the game is created by the
game's many artists.
Q: How long have you been
working on the game?
Miyamoto: More than three years
have already passed since we started.
About 20% of my working hours were
spent on Legend of Zelda. But for the
past month, 50% and now almost
100% of my time has been spent on
The Legend of Zelda. I have to go
back home. (laughs)
Q: Was there something that you
would liked to have done in the
game but couldn't because of time
constraints?
Miyamoto: I often have some
problem about a game whenever it's
complete. Whenever I finish a game I
feel something is lacking. When it
comes to The Legend of Zelda I'm
almost satisfied. On the other hand, I
still feel something is lacking: What
makes Zelda 64 a game of Zelda. It's a
little difficult. I'm now going to spend
most of my time to make Zelda 64 a
genuine Zelda game.
Q: Do you think the release of
Zelda 64 will increase the sales of
the Nintendo 64 in Japan – and the
rest of the world?
Miyamoto: I'm always trying not to
think about the business side of the
game industry and not to be involved
with the competition with other makers
of games. But unfortunately sometimes
I have to and I have to feel the
pressure. And I hope that more and
more third party developers can join
us. I think that the introduction of
Zelda 64 will contribute to a larger
installed userbase of the N64 in Japan.
And also, we're going to have such big
titles as Ogre Battle and
Banjo-Kazooie and F-Zero X.
Unfortunately, these titles were
supposed to be released last year, but
anyway, these good games are coming
out in Japan soon and should contribute
to the sales of the N64.
Q: From what we have seen, the
game looks huge. Can you tell us
in comparison to previous Zelda
games how long the game will be?
Miyamoto: Frankly speaking, we
have all these different parts of the
game but we have never combined
everything together, so we honestly
can't tell you how long it will take to
finish the game. If you are following
the ordinary story line, I think you will
have the same playtime as with the
Super NES Zelda -- at least. But this
new Zelda game is going to have a lot
of liberty for you to explore, so it's
much larger in terms of volume as
compared to the Super NES version.
Ordinarily, these kinds of games
require you to play for about 40 hours
and very good staff members can
finish them in five or six hours.
Q: The fairy in the game, Navie,
was speaking. Will there be a lot of
voice in Zelda 64?
Miyamoto: I think that Navie will not
speak a lot. I don't like Navie's voice
that's included with this version. There
will be less speech in the final game.
Q: Will there be a 64DD Zelda or
an add-on?
Miyamoto: I don't know if "add-on" is
the right terminology. For the 64DD,
we are working on a Zelda game,
which we call "WaZelda," where you
first play the initial disk version of
Zelda -- after finishing everything, you
can enter into the world, into the basic
design of the same. This sort of
WaZelda is now in the works for the
64DD.
Q: Are there any plans for a new
Zelda game for the Game Boy or
the Color Game Boy?
Miyamoto: We are working on some
Game Boy game that is different from
the N64 Zelda, but we have the
original Game Boy Zelda and Mr.
Miyamoto's team is now working on a
color version. Basically, the story is the
same but it's being re-programmed so
that it will be in color. There are people
who don't know Zelda or haven't
played Zelda and we want them to
become accustomed or familiar with
The Legend of Zelda. That's why we
are making this color version.
Q: Are you still working on Jungle
Taitei [Kimba the White Lion]?
What type of game will it be?
Miyamoto: We won't be able to
release the game by the end of this
year, but hopefully between spring and
summer. As for Jungle Taitei, Mister
Makoto Tezuka is now working as the
director. As you may know, he is not a
game designer at all. We appreciate
the fact that he is not a game designer,
but it must be pretty hard to make
something that's not in his field. I
understand that he is faced with a lot
of trouble and hardships nowadays, I
can say that. But we are seeing many
good ideas that are being incorporated
into the game.
Q: What percent of the game are
objectives that the gamer must do
to beat the game, and what percent
are added secrets?
Miyamoto: I cannot say exactly
because I haven't finished the game
yet, but I think it will be about 70% for
the objectives and 30% for exploring
the secrets that are not necessarily
needed to finish the game.
Q: What is the best game secret
that you ever put in a game?
Miyamoto: Hmmmm, I'm not sure…
In the original Zelda, you had to move
rocks and stones and you could find
hidden stairways. Oh, and you could
burn trees and someone was hiding
inside and you could get items and
gems.
Q: Mario and Zelda are very close
in terms of design specifications. I
noticed that there is an auto-jump
facility. Obviously, for Mario,
jumping and platform movement is
very significant. Have you
consciously decided -- in terms of
making Zelda more of an
adventure – to remove the ability
to actually control the jumping
from platform to platform
Miyamoto: In this type of game, we
are always trying to make a 3D
miniature realm. We are always trying
to make it closer to reality, but
sometimes it's not very good to come
too close to reality. In the Legend of
Zelda, we added so many realistic 3D
environments that it has become really
difficult to play in this virtual world. So
the more realistic the game gets, the
more help we have to offer for the
players to enjoy themselves. That's
why we have decided to make such a
basic action as jumping automatic. I
hope that the action can be more easily
controlled with some of the changes.
Q: What are your thoughts on your
nomination for the Interactive
Entertainment Award?
Miyamoto: I am very glad that I will
be the first to receive this kind of
award in the history of videogames. I
just hope that I can make further
contributions to the videogame industry
and that I can sleep. (laughs)
Q: Dialogue is very important to a
game like Zelda. I did notice that
you have "yes/no" responses in
some of the dialogue. How much is
actually linear dialogue and how
much do you influence the story
with your decisions?
Miyamoto: Until the end, when we
complete the game, I can't say how
much will be dialogue and how much
just monologue. But I don't like sitting
in front of the TV and reading dialogue
without doing anything. I try to avoid
that so that people have to do
something rather than just sitting and
waiting, until the one-way monologues
are finished. This is not a movie; this is
a game. Now that we have put
together all the scenes in the videotape
that you are now seeing, I think in
those 40 minutes there is one where
you set the course by answering yes or
no, and for the communications with
other characters you will see different
communication patterns. There are 800
different communication patterns to be
included. I always want to avoid that
you have to see the same sequence of
the movie again and again.
Q: Do you think this is your
greatest achievement so far – and
will there be another Zelda for
N64?
Miyamoto: I'm making the game right
now, but I hope that this will be my
greatest achievement so far. As for
this platform, I can't think of any other
tricks I can incorporate so we have
invented the 64DD so that we can
increase our capabilities. I don't know
about the future, but I hope that
someone else can take my position
there and make games. (laughs)
Q: Considering the fact that
Nintendo is making sequels to its
most successful games, are there
any plans of a Metroid or
Punch-Out for N64?
Miyamoto: I'm personally not
involved in a Metroid sequel and I hope
that there is some other developer who
will make one. I just have no
information about it. I'm sorry.
Q: Mr. Tezuka, what's it like to
work with Mr. Miyamoto? What is
he like?
Tezuka: I think he's a normal person.
He's not bossy, he's not hard on
anybody.
Q: Do your children ever bug you
and want you to bring the latest
version of Zelda 64 home?
Miyamoto: Well, I strictly separate
business and personal life, so I never
bring sample ROM cartridges home.
But with Pokemon Stadium, which
comes out on August 1, I think I can
make an exception. I will show it to my
kids.
Q: Were you ever approached by
other famous people in the
entertainment industry, like
Steven Spielberg or James
Cameron and interacted with
them?
Miyamoto: I have met some of them,
but I didn't have the opportunity to
interact with them.
Q: What do you think of Rare's
titles?
Miyamoto: Rare's does great work.
For example, Banjo-Kazooie is so good
and we can only hope that the Mario
64 sequel will be as complex. Rare is a
good company and I wish that we can
make a game together some day.