Hyrule Interviews
@hyruleinterviews.bsky.social
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A database of interviews with the Zelda team. Our goal is to preserve that legacy, share it here, and build a safe community for our followers! By @maxnichols.bsky.social www.hyruleinterviews.com
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hyruleinterviews.bsky.social
#Linktober 14: Statue

Hara on the paired design of Hyrule Castle and the Great Plateau, 2017.

Source: Creating a Champion

#Zelda
#BreathoftheWildQuote
#HaraQuote

www.notion.so/13c41fe961fd...
PEOPLE:
- Yoshikazu Hara. Structural Artist for Breath of the Wild.

QUOTE: 
Hara: [Breath of the Wild] was designed so that you can see your ultimate destination from almost anywhere on the map, so the castle's silhouette had to draw the eye to its location and also convey that it is possessed by Malice. I designed both the exterior of the castle as well as the Malice with this in mind. … 

The Great Plateau is paired with the castle as if one were male and the other were female. For example, when looking at the bird statues, the plateau's statues have a feminine, supple silhouette, while the castle's statues are more masculine.
hyruleinterviews.bsky.social
#Linktober 13: Town/Village
Shikata on the design of Clock Town, 2000.

Source: The Hyrule Journals

#Zelda
#MajorasMaskQuote
#ShikataQuote

www.notion.so/24fa4198de74...
PEOPLE:
- Hiromasa Shikata. Field Designer responsible for Clock Town & Romani Ranch in Majora’s Mask.

QUOTE: 
Shikata: Organizing all the various parts of [Clocktown in Majora’s Mask] while managing the size was difficult. We created a complicated area so players would feel uneasy and uncomfortable, like they are in a strange town in a foreign country, carrying the sense of uncertainty that comes with that sort of situation. 

However, “I don't understand it at all” and “I played for a whole day, but I still don't know what to do” among others were many of the opinions that we kept hearing, so we continued to adjust.

Now I think getting lost is a positive part of the game.
hyruleinterviews.bsky.social
#Linktober 12: Obscure Character

Koizumi, Aonuma, & Miyamoto on the Ocarina characters they reused for Majora's Mask, 2000.

Source: The Hyrule Journals

#Zelda
#MajorasMaskQuote
#KoizumiQuote, #AonumaQuote, #MiyamotoQuote

www.hyruleinterviews.com/Koizumi-Aonu...
PEOPLE:
- Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director.
- Eiji Aonuma, age 37. Majora’s Mask Co-Director.
- Shigeru Miyamoto, age 47. Majora’s Mask Producer.

QUOTE: 
Koizumi: Introducing [Ocarina’s Sages] into a different Zelda world might feel out of place. Instead we decided [in Majora’s Mask] to present characters who weren't deeply explored in the previous games. We gave them different backgrounds and settings to capture the feelings of the people who voted for less popular characters [in Nintendo Dream’s popularity poll].

Q: Anju only got 6 points in our magazine’s rating contents, but she has one of the most involved sidequests doesn’t she? 

Aonuma: That's the part where Mr. Koizumi put in the most effort [laughs].

Miyamoto: It was a full-power throw [laughs].

Koizumi: Well, um... I personally liked her a lot [laughs].
hyruleinterviews.bsky.social
Well, on second thought maybe not so early. There is actually a couple years between TWW and DK Jungle Beats’s release. I’d love to learn more about his work on TWW.
hyruleinterviews.bsky.social
I’m not sure how much of TWW we can attribute to him. He was credited as an “Assistant Director”… but so were 8 other people.

I’ve never seen his work on it brought up in any interview, and the way the timelines work out he would have had to switch to working on DK Jungle Beat early in production.
Reposted by Hyrule Interviews
maxnichols.bsky.social
Koizumi was a crucial figure in making both Link's Awakening and Majora's Mask go down their strange, wistful, dreamlike storytelling paths.

Koizumi and Eiji Aonuma co-directed Majora's Mask together--
hyruleinterviews.bsky.social
#Linktober 11: Dream/Nightmare

Koizumi on writing the story for Link's Awakening, 2007.

Source: Wired

#Zelda
#LinksAwakeningQuote
#KoizumiQuote, #MiyamotoQuote

www.notion.so/adccbdbf92a3...
PEOPLE:
- Yoshiaki Koizumi, age 39. Writer for A Link to the Past and Link’s Awakening.
- Shigeru Miyamoto, age 55. Producer of A Link to the Past and Link’s Awakening.

QUOTE: 
Koizumi: Back then, the people who wrote the manuals often became the people who came up with most of the backstory for the entire game. The first real game work that I did was on Link's Awakening. … I came in to write the manual, as I did on [A Link to the Past]. But they had nothing in place. So I ended up making an entire story to go along with the game. The dream, the island, that was all mine.

And so that was my first experience doing the kind of work that we would now call "event design." But there were not too many people at the time with expertise in that area, so I really had free reign to do what I wanted, so long as I didn't make Miyamoto angry.
hyruleinterviews.bsky.social
#Linktober 11: Dream/Nightmare

Koizumi on writing the story for Link's Awakening, 2007.

Source: Wired

#Zelda
#LinksAwakeningQuote
#KoizumiQuote, #MiyamotoQuote

www.notion.so/adccbdbf92a3...
PEOPLE:
- Yoshiaki Koizumi, age 39. Writer for A Link to the Past and Link’s Awakening.
- Shigeru Miyamoto, age 55. Producer of A Link to the Past and Link’s Awakening.

QUOTE: 
Koizumi: Back then, the people who wrote the manuals often became the people who came up with most of the backstory for the entire game. The first real game work that I did was on Link's Awakening. … I came in to write the manual, as I did on [A Link to the Past]. But they had nothing in place. So I ended up making an entire story to go along with the game. The dream, the island, that was all mine.

And so that was my first experience doing the kind of work that we would now call "event design." But there were not too many people at the time with expertise in that area, so I really had free reign to do what I wanted, so long as I didn't make Miyamoto angry.
hyruleinterviews.bsky.social
#Linktober 10: Tunic
Oyama on why Link ended up blue in Breath of the Wild, 2017.

Source: Creating a Champion

#Zelda
#BreathoftheWildQuote
#OyamaQuote

www.notion.so/13c41fe961fd...
PEOPLE:
- Yoshiyuki Oyama, age 44. Senior Lead Character Artist for Breath of the Wild.

QUOTE: 
Oyama: The Link of this game was to be a traveler from the frontier who exudes a sense of adventure, which is why there are a lot of designs that feature capes and bags. 

At the beginning of development we drew a lot of landscape concepts. Link wearing blue clothes appeared pretty early on because the blue stood out against the backgrounds we were producing.
hyruleinterviews.bsky.social
#Linktober 9: Blupee

Aonuma on players not seeing everything they ought in 3D, 1998.

Source: GlitterBerri's Game Translations

#Zelda
#OcarinaofTimeQuote
#AonumaQuote

www.notion.so/0e093b226205...
PEOPLE:
- Eiji Aonuma, age 35. Ocarina of Time Dungeon Director.

QUOTE: 
Aonuma: The 3D world [in Ocarina of Time] has a camera, so it’s important that the player be able to see what routes to follow and not overlook something important. By changing the camera viewpoint just a little you might not be able to see something you ought.

For this reason we put in Navi, your little follower. She’ll help you notice something that you’d previously be able to see using a fixed-point camera.
hyruleinterviews.bsky.social
#Linktober 8: Healing

Aonuma & Nagano on how the manga inspires or influences the developers, 2004.

Source: Viz Media

#Zelda
#NaganoQuote, #AonumaQuote, #HimekawaQuote

www.notion.so/1aec8fb05127...
PEOPLE:
- S. Nagano. One half of “Akira Himekawa”, the Zelda manga writer/artist duo..
- Eiji Aonuma, age 41. Dungeon Director of Ocarina of Time, director of Majora’s Mask, The Wind Waker, & Twilight Princess.

QUOTE: 
Aonuma: I’ll be looking for anything [in the A Link to the Past manga] that might serve as a hint for me in the Zelda game I’m developing right now [Twilight Princess]!

Nagano: I’m happy to hear that our manga can be helpful in providing ideas to the people at Nintendo. We have a strong desire to participate in the creation of The Legend of Zelda material.

Aonuma: You truly are helping us. When our staff members get tired of working, they read your manga! [laugh] The manga serve as a great reference when pulling the story together.
hyruleinterviews.bsky.social
hyruleinterviews.bsky.social
Takizawa on how he expects the team will start missing out on family time due to long hours on Twilight Princess.
Via Nintendo Power, 2005.

#Zelda
#TheWindWakerQuote, #TwilightPrincessQuote
#TakizawaQuote, #AonumaQuote

www.notion.so/99c2dfc0cc57...
PEOPLE:
- Satoru Takizawa, age 33. The Wind Waker Art Manager, Twilight Princess Art Director.
- Eiji Aonuma, age 42. Director of The Wind Waker and Twilight Princess.

QUOTE: 
"Takizawa: I remember the summer when we were deep into Wind Waker development: our [Takizawa & Aonuma] wives went off on their vacations to visit their parents, and we had to stay at work and focus on finishing the game. Suddenly, Aonuma- san’s wife sent a photo of his cute kid to his cellular phone, and he howled about wanting to be with his family.

Sigh—no doubt we’ll have another summer like that ahead of us as we head into final development on Twilight Princess!"
hyruleinterviews.bsky.social
#Linktober 7: Undead

Aonuma on never getting a break and his family's feelings about it, 2013.

Source: USgamer

#Zelda
#TheWindWakerHDQuote, #ALinkBetweenWorldsQuote
#AonumaQuote

www.notion.so/bd8ea2c85ef2...
PEOPLE:
- Eiji Aonuma, age 50. Franchise Producer for the Zelda series.

QUOTE: 
Aonuma: Even when I get home, I'm getting home late. I want some vacation. I want some time off.

Q: How much longer do you have … before you get that time off?

A: What we're looking at, really, is a sort of trend. I finish one project and the next one is just overlapping. My family is not happy.

Q: But they do like Zelda games, right?

A: My son absolutely does like Zelda, and my wife has started playing Zelda as well. So that's great. They understand that I'm making these games, but… They're my family, and the fact that we're not taking vacations together, not going anywhere, it's not making them happy. We're trying to find a balance. It's tough.
hyruleinterviews.bsky.social
#Linktober 6: Travel/Transport

Aonuma & Iwamoto on Spirit Tracks’ abandoned track-laying mechanics, 2009.

Source: Iwata Asks

#Zelda
#SpiritTracksQuote
#AonumaQuote, #IwamotoQuote

www.notion.so/d6e65557dce3...
PEOPLE:
- Eiji Aonuma, age 46. Producer of Spirit Tracks.
- Daiki Iwamoto, age 40. Director of Spirit Tracks.

QUOTE: 
Aonuma: “Let's make it so that you can lay the tracks yourself.” I brought it up, and we started [Spirit Tracks] from that experiment. ...

Iwamoto: We thought it would be a lot of fun to lay the tracks any way you liked, to be able to travel anywhere at will. ... But the problem is that, even if people can lay the tracks anywhere they like, they won't know where to lay them. Then, to make the story work, there are places where you absolutely mustn't go, and other places where you really can't be at certain points in time. …

We spent half of those two years [of development] on the railroad. And then, one day, Aonuma-san said, “Why don't we just drop the idea of laying the tracks?”
hyruleinterviews.bsky.social
#Linktober 5: Friendship
Miyamoto on missing his friend, Iwata, 2019.

Source: Ask Iwata: Words of Wisdom from Satoru Iwata, Nintendo's Legendary CEO

#Nintendo
#MiyamotoQuote, #IwataQuote

www.notion.so/9f39f7f356ad...
PEOPLE:
- Shigeru Miyamoto, age 66. Creator of Zelda, Mario, & more.
- Satoru Iwata, age 59. President of HAL from 1993-2000, President of Nintendo from 2002-2015.

QUOTE: 
Miyamoto: Iwata may have passed on, but the company is going strong. Thanks to all the ideas and systems that he left behind, our young hires have been able to thrive. What makes me sad is that if I have a crazy idea over the weekend, there isn’t anybody I can tell about it on Monday morning.

When I’m eating lunch, he isn’t there to say ‘I think I’ve figured out your problem,’ which leaves me feeling stuck. I really miss him.
Reposted by Hyrule Interviews
maxnichols.bsky.social
In Zelda: Tears of the Kingdom, a major plot point are “Secret Stones”, which are just straight-up magatama from Japanese legend:
A set of five jade magatama: they’re all shaped roughly like just one half of the taoist yin-yang symbol, with a notch through the head for a string. A closeup of Ganondorf’s hand holding a Secret Stone
hyruleinterviews.bsky.social
#Linktober 4: Nostalgia

Miyamoto on how Ocarina of Time was built to evoke nostalgia, 2003.

Source: Nintendo Prime

#Zelda
#OcarinaofTimeQuote
#MiyamotoQuote

www.notion.so/12641fe961fd...
PEOPLE:
- Shigeru Miyamoto, age 50. Producer of The Legend of Zelda (1986) and Ocarina of Time.

QUOTE: 
Miyamoto: [When making Ocarina of Time] we thought of how we should translate the fun of the first Zelda game into a 3D environment, so that it made you feel free in this world you’re exploring. 

Sometimes you remember a place nostalgically after some years. [laughs] When you grow up and go back to a place you thought was huge as a kid, like a street, you realize there is barely any space for a car to fit in. So, after remembering the time when you were growing up, you realize there was a time when you saw things like that. Thinking it was a good idea to have that inside the game, we had some very narrow places and we included the game mechanic of going back to those spots [as adult Link].
hyruleinterviews.bsky.social
#Linktober 3: Flames

Miyamoto on cut fire and digging mechanics in A Link to the Past, 1992.

Source: Shmuplations

#Zelda
#ALinktothePastQuote
#MiyamotoQuote

www.notion.so/bdf016370eb1...
PEOPLE:
- Shigeru Miyamoto, age 39. Producer of A Link to the Past.

QUOTE: 
Miyamoto: One idea [cut from A Link to the Past] was with the lantern: if you used it on a grassy area, it would cause a huge brushfire. If you cut a little circle of grass around you, you could safely stand there in the middle of it!

… In swamp areas, you could use a shovel to dig a ditch, and then if you bombed the swamp breakwater it would cause the water to rush into the hole you’d dug. That idea was actually half-complete… if we’d had another six months, we might have been able to make it a reality.
Reposted by Hyrule Interviews
maxnichols.bsky.social
Finally got my copy of Lock-On 6! I’ve been excited this one for ever since I pitched an article about Ocarina’s dev history to them in early 2023. It’s a stunning book.

Very proud to have my name in here, and honored to have @amilcarpinna.bsky.social’s incredible art with my words
A photo of a hardcover book with an illustration of Celes in her opera outfit — in Yoshitaka Amano’s trademark style! A photo of issue 6 next to issues 1 and 2. #6 looks about x4 the size of the other two. A lavish two-page illsutration of Ocarina’s Hyrule Field, with Link riding Epona filling the space on the left, and wide open negative space to the right. A photo of a two-page spread of writing, about Ocarina’s development history
hyruleinterviews.bsky.social
#Linktober 2: Magic/Sorcery
Miyamoto on changing Ocarina’s spells into songs and items, 1999.

Source: Shmuplations

#Zelda
#OcarinaofTimeQuote
#MiyamotoQuote

www.notion.so/8d67b7d41dfe...
PEOPLE:
- Shigeru Miyamoto, age 46. Ocarina of Time Producer.

QUOTE: 
Miyamoto: In Ocarina there was a version where you could use 5 or 6 magic spells, but they didn't really leave much of an impression on me, and I decided those effects would be better served as items, or as Ocarina songs. 

I do hope that in the future magic can be used as a way to show off the power of the new 3D visuals. It's not that I ‘dislike’ it, you see, I just think relying on magic is taking the easy way out somehow.
hyruleinterviews.bsky.social
Linktober #1: Knight
Kondo on his favorite song from Ocarina of Time, 2011.

Source: Iwata Asks

#Zelda
#OcarinaofTimeQuote
#KondoQuote, #YokotaQuote

www.notion.so/39d16d85bfa1...
PEOPLE:
- Koji Kondo, age 49. Ocarina of Time Composer.
- Mahito Yokota, age 37. Ocarina of Time 3D Orchestration Director.

QUOTE: 
Kondo: As I was playing the Nintendo 3DS version [of Ocarina of Time], there were several [tracks] that struck me as well-done. Although, it's a little embarrassing to say so myself! [laughs] One plays when you go to Zelda's castle and hide in the garden so the guards can't find you. I forgot the title, though.

Yokota: That's ’The Courtyard Game at Hyrule Castle.’

Kondo: It sounds like a game of hide-and-seek. It represents that feeling of final relief you get when you're able to hide from the guards by carefully making stealthy steps. I thought, ‘I did a pretty good job!’ [laughs]
hyruleinterviews.bsky.social
Miyazaki had not yet made Mononoke or Spirited Away at the time of this interview. His most recent title was Porco Rosso.

Miyamoto had either just finished or was about to finish A Link to the Past.
hyruleinterviews.bsky.social
Miyazaki & Miyamoto on the differing potential of movies vs video games, 1992.

Source: Family Computer Magazine (Famimaga)

#MiyazakiQuote,#MiyamotoQuote

www.notion.so/b03bc1d10e23...
PEOPLE:
- Hayao Miyazaki, age 51. Studio Ghibli co-founder, Director of Nausicaä, Laputa, and more.
- Shigeru Miyamoto, age 39. Creator of Zelda, Mario, & more. Producer of Nintendo EAD’s Software Development Department.

QUOTE: 
Miyazaki: I think there is a fundamental difference between video games and dramas. If it's a drama, characters don't necessarily choose a correct path. They often try to do something impossible even if they know there's no chance, but then something happens and they somehow make it. In a way, making a drama is how to make up a good, convincing lie. ...

In a way, movies are more diverse than video games.

Miyamoto: I see it differently. I believe that the current games are something like what you just described. But if we could push the limits of computers or CD-ROMs, maybe we can make movie-like games in the future.
hyruleinterviews.bsky.social
Aonuma on how Majora's Mask was a challenge to the players, 2015.

Source: Iwata Asks

#Zelda
#MajorasMaskQuote
#AonumaQuote

www.notion.so/aaab9d927dee...
PEOPLE:
- Eiji Aonuma, age 51. Co-Director of Majora’s Mask.

QUOTE: 
Aonuma: When we talked about Ocarina of Time … we talked about hospitality. But Majora's Mask isn't like that. It's all a challenge to our players. It's like we're saying to them ‘can you clear this?’

It was something like until then you were welcomed with open arms being invited to come in, and now you're being told at the door to go home if you don't have what it takes! [laughs]

… We didn't put in any kind of elements where we show people how to play this game. The game was made for those who have played Ocarina of Time, so I felt like there wasn't a need for step-by-step instructions.
hyruleinterviews.bsky.social
Yonezu on the design of the stables in Breath of the Wild, 2017.

Source: Creating a Champion

#Zelda
#BreathoftheWildQuote
#YonezuQuote

www.notion.so/13c41fe961fd...
PEOPLE:
- Makoto Yonezu. Senior Lead Landscape Artist for Breath of the Wild.

QUOTE: 
Yonezu: I wanted to design a building that would stand out so that the stables [in Breath of the Wild] would be visible from far away, even while running across the plains. 

I personally felt that they served a similar purpose to the Postman character who has appeared throughout the series, so I decided to make them completely over the top, placing a giant replica of a horse's head on top of the building. When the staff involved said that they liked it and told me that it was easy to understand, I went ahead with the design.
Reposted by Hyrule Interviews
historyofhyrule.com
Hi, I'm Melora, the main source of scanned #Zelda art & out-of-print publications since The Internet. I was also the lead campaigner for Zelda manga & art/info books to exist outside of Japan. Join me as I try to create a gallery of every piece of licensed Zelda art via collecting & with your help!