Iwata Asks: The Legend of Zelda: Spirit Tracks

A new volume of Iwata Asks is up, where Nintendo president Satoru Iwata interviews The Legend of Zelda: Spirit Tracks producer Eiji Aonuma and director Daiki Iwamoto. Like the other Iwata Asks, it's very charming and full of (laughs) and (explosive laughter). They discuss things like the inclusion of the train with surprising honesty, even divulging on internal arguments about whether or not a train felt appropriate in a Zelda game.
They also talk about Majora's Mask, which actually started as a sort of passive aggressive fight; Miyamoto wanted Aonuma to spend the next year making a "remix" version of Ocarina of Time, but having previously been the Ocarina of Time dungeon designer, it was the last thing he wanted to do. So Miyamoto told him he would be allowed to make an entirely new Zelda game if he could do it in a year. And Aonuma and the staff ended up coming up with the "super dense gameplay" structure of Majora's Mask, which they say ended up being influential on the future of game design at Nintendo.
First time director Iwamoto also talks about specific liberties he got to take with the game. He excluded Tetra because he didn't really like her and wanted to focus more on Zelda, as he felt she was under-represented in The Legend of Zelda series. He originally wanted to make it so you could lay tracks wherever you wanted to, but after spending a year trying to get that to work, they decided to instead go with the current system where you're restoring pre-existing tracks.
It's a fairly interesting read, especially for Zelda fans.








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