Earlier today we provided a short summary and directed your attention to the recently-published Link Between Worlds Iwata Asks, in which Satoru Iwata discussed the title's development and design with five members of the team — design leader Koji Takahashi, assistant director Kentaro Tominaga, lead programmer Shiro Mouri, director Hiromasa Shikata and producer Eiji Aonuma. We covered some interesting points earlier, but as we enjoy the (laughs) here on Nintendo Life we thought we'd give you a little summary of the quirkier revelations and moments from the round table.
Let's start off with a short section on the name of the title, in which it's admitted — with a mischievous wink, we like to think — that the not-always-popular 2D Mario naming convention was considered.
Iwata: The subtitle in Japanese is Triforce of the Gods 2, but it's a completely different game, so they aren't using the "2" overseas.
Aonuma: Overseas, the subtitle for the earlier game was A Link to the Past.
Iwata: Now it will be A Link Between Worlds.
Aonuma: Yes. This time instead of "linking" to the past, the setting of the new game takes place far in the future, and the story passes between the two worlds of Hyrule and Lorule.
Iwata: So that's why it's called A Link Between Worlds.
Aonuma: Right. In Japan, though, it didn't feel out of place to add a "2" to Triforce of the Gods, so we decided on that. Some of the staff, however, thought that would encourage people to think it is a remake.
Shikata: There was even talk of calling it The New Legend of Zelda like there's New Super Mario! (laughs)
Shikata-san was in full cheeky scamp mode there, we suspect. Next up we have Eiji Aonuma admitting that the item rental system was inspired by him adopting a mysterious new hobby and trying out equipment, though he refuses to admit to what it is, bizarrely.
Aonuma: So we wondered what to do, and what provided a hint was a certain hobby I've been obsessed with - but I won't say exactly what it is.
Iwata: All right. (laughs)
Aonuma: To play it, you need all kinds of equipment, and getting them all in the beginning is really hard.
Iwata: And it would be expensive.
Aonuma: Right. But there are places where you can rent everything for beginners who don't have the equipment. Then you feel like giving it a try.
Aonuma: So I tried it once, and it was a blast! So then...(forcefully) you want it! You want your own gear!!
Iwata: I see. (laughs) Did you buy your own gear?
Aonuma: Yeah. I shelled out to get one after another. Then, I was so happy to think these were my own! (laughs)
Iwata: In other words, you got obsessed. (laughs)
Aonuma: Totally. (laughs)
The mystery! Now we have a short segment in which it was revealed that, at one point, Link could jump when merged with walls.
Aonuma: In that way, there was a lot of trial and error until those visuals solidified, but there was also a time when you could do a lot when Link was a mural.
Mouri: Like jumping.
Iwata: Jump? (laughs)
Aonuma: There was a time when Link was jumping around like Mario! (laughs)
Iwata: Oh! (laughs)
Aonuma But we abandoned that completely.
Aonuma somewhat spoiled the party by ending the laughter, that time. Finally, we have all concerned laughing their way through what seems, when reading between the lines, to have been slightly taxed working relationships when maintaining 60 frames-per-second.
Takahashi: Yes. With so many frames per second, the movement is smooth when Link swings his sword, and when you beat an enemy, it's very refined. So we took the idea of making the game 60fps very positively.
Iwata: But even as you lightened the processing load, you had to make it look good, so design must have had a hard time.
Takahashi: Well, the programmers had optimized everything for us, so to us it felt like work as usual.
Iwata: What beautiful teamwork! (laughs)
Mouri: But perhaps not that beautiful! (laughs)
Takahashi: No no, it was beautiful! (laughs)
Aonuma: Well, let's leave it at that. (laughs)
This Iwata Asks was beautiful, so our thanks to those involved (laughs).