For the past few years, Nintendo has run a series of interviews on its website called âIwata Asksâ, giving us behind-the-scenes looks at some of the companyâs most important games and pieces of hardware.
This interview, though, does not involve Iwata. And was never on Nintendoâs website. Because it was conducted in 1991, and involved the developers of The Legend of Zelda: A Link to the Past
Painstakingly translated by GlitterBerri, the interview could be found in a Japanese strategy guide for the Super Nintendo classic, and involved âcelebritiesâ like series creator Shigeru Miyamoto and soundtrack superstar Koji Kondo.
Itâs amazing reading because, unlike todayâs carefully stage-managed meetings between the press and developers, this is a bunch of Japanese nerds answering some fairly standard questions in some fairly strange ways.
Take Miyamoto, for example. Despite LttP boasting a great âtwo worldâ mechanic, where players could switch between a light and dark game world, when asked what he wanted consumers to notice from Link to the Past he says âThis time around, Iâd like you to pay attention to the bottle system.â
Right.
And Kondo, who we normally associate with the famous scores to games like Mario and Zelda, is instead most proud of the cutting-edge technology ofâŠstereo sound, saying âFor this game, I tried to do the sound in stereo. I wanted to have it so that when there was a mouse crawling around in the darkness, youâre be able to hear which direction the noise was coming from, for example.â
He was also âreally proud of the chicken noisesâ.
This is interesting not because theyâre crazy, but because it highlights two things: one being the crushing modesty of many Japanese developers, especially in the âgood old daysâ, but the other being the possibility that many of the reasons people love LttP may not have been seen by developers as that big a deal.
Take the gameâs almost timeless graphics, for example. Not a single one of the lead developers mentions the gameâs simple, iconic art style. Indeed, Toshihiko Nakago says that one of the biggest problems faced was âmaking the graphics more realisticâ.
Aside from these awkward interview responses, there is also a ton of fascinating info to be had about the game. Did you know, for example, that at one stage the developers contemplated making the game compatible with the Zapper peripheral?
Or that Miyamoto was even by 1991 thinking that Zelda was being held back by its fantasy setting?
These days, fantasy games with swords and magic are quite common. When we first started out, there wasnât a market for that, so thatâs where the game got its appeal. However, now that weâre doing a series, weâve got no choice but to continue using swords and magic. But the more we do that, the more weâre reluctantly forced to go in a different direction than we were aiming for. I feel like thereâs no challenge in swords and magic anymore.
One final interesting note is that at one stage Miyamoto had planned for the game to take place across not two worlds, but three. In the end, this was pared back because âplayers wouldâve gotten confusedâ.
Fans of Zelda or just game development should really give the whole thing a read. While itâs cute seeing relatively simple answers given considering the relatively simple mechanics of the game being developed, you also get a real âfly by the seat of their pantsâ feeling, as these men pushed forward making games free from the constraints and tropes of clearly-defined genres that so bog down the developers and games of today.
Total Recall is a look back at the history of video games through their characters, franchises, developers and trends.