
It seems that the recent release of The Legend of Zelda: Majora’s Mask 3D has opened a veritable floodgate of memories for Eiji Aonuma, the Zelda series’ producer. He’s partaken in numerous interviews in the wake of the re-release and in each one, more details were unearthed as to how the game came to be what it is today. True to this, the Japanese-based game magazine, Nintendo Dream, conducted an interview with Aonuma-san and he had even more interesting things to say about the development of The Legend of Zelda: Majora’s Mask. The translated text is courtesy of Nintendo Everything.
To start, Aonuma remarked how difficult it was to get the game pushed out in one year, adding that this was one of the only times that he had to pull an all-nighter to get something done:
That’s right. For example, it has been a long time since I started working on Zelda, but I have almost never pulled an all-nighter. However, I did that once for the N64 version of Majora’s Mask. I did that together with Koizumi and (Takumi) Kawagoe. We were responsible for a movie which Miyamoto had rejected the day before. We had to do it again until the next day and there was barely enough time. It left a lasting impression as I worked quietly in a room with no one around.
This is a rather surprising revelation; one would think a man as busy as Aonuma would have a crushing workload, but it really just speaks volumes as to how efficient he can be at getting things done. Perhaps it has to do with how well he can divide up work, as he went on to mention how Yoshiaki Koizumi - one of the lead designers of the project - was the man who planned out everything that occurs in clock town, while Aonuma designed the surrounding area and dungeons.
Speaking of our roles back then, Koizumi was responsible for planning events inside Clock Town and I planned surrounding areas, including dungeons.
Speaking of Koizumi-san, he was the one who initially came up with the time management system. This was a point of subtle conflict between the two; as Aonuma wanted to do content based around time management as well, but that would have meant the overworld would be constantly changing, so time management activities were mostly relegated to Clock Town.
But I wanted to make [things for the time management system], too. I said I wanted time management outside [of Clock Town], but the gameplay becomes strict if the passage of time can be seen in dungeons and on the field. That is why I was told to include time management only in Clock Town.
Aonuma did get to put in some time sensitive events, however, such as how the frozen goron elder will change location based on the time of day. Moving on, Romani ranch was brought up. Amusingly enough, Koizumi justified this, too, as being part of Clock Town and scheduled the events that occur there, as well.
That was Koizumi’s work. Because Cremia is at Milk Road, that place is a part of the time management content and received the same treatment as Clock Town. Despite Koizumi being told to only plan Clock Town, gradually he encroached up to that area! When cattle mutilation became a topic at the time, Koizumi wanted to do that content, but that content couldn’t be done within Clock Town. Therefore we wanted to have a vast place like a ranch. Also it would have been weird if there wasn’t a ranch following Ocarina of Time, so Romani Ranch was born.
An interesting topic is how the Anju and Kafei wedding event tied into the real world. It started when the development team was attending a member’s wedding during the Taepodong-1 missile testing by North Korea. Somebody on the team remarked how odd it was to be attending a wedding when missiles could hit and this was seen as fitting in with the setting of the moon falling.
We were attending a wedding of a staff member and were talking with Koizumi and the others: “Come to think of it, it’s somewhat strange to come to a wedding in a situation when missiles may fall down today.” The discussion progressed into noting how it would also fit the setting of a falling moon and whether to do a wedding in the game.
Aonuma then went on to talk about where the Pamela character in Ikana Canyon came from. After deciding on putting in a sidequest related to a little girl, he came up with the name because of a Brazilian Jazz song stuck in his head that had “Pamela, Pamela” in the lyrics. When he saw how small she was in relation to the rest of the canyon, he decided to make her character brave and added in the setting around her father.
Particularly Pamela was named after a part of a Bossa Nova song. “Pamela, Pamela ♪” was stuck in my head at the time (laughs). I remember well the day when I was informed Pamela was in the game. When I checked it, the camera showed all of Ikana in a distant view, but I had no idea where Pamela was. “Where is she?” I asked. The only reply I got was: “Isn’t she there?” I looked hard and saw something that moved and looked like a little spot. I said: “Did I get it!?” But when I saw that figure moving around, I got the feeling this child was brave. That’s why I created a little troubled setting for her father.
Lastly, Aonuma talked about the origin of the Indigo-Go’s. He wanted to add in a more relational aspect to the game and figured that a band would also act as a good youth-like symbol, based partly off of his own experiences in a band. The idea of the band also helped to tie the Great Bay area back in with Clock Town, so it was scheduled that the band would play in town.
When considering relations for those characters, I ended up thinking a band could be good. I joined a band as a student and I’m still playing wind instruments so I thought a band would give a youth-like feeling. When I discussed this with Koizumi, we thought “let’s make them have a concert in Clock Town”, and so the setting was quickly decided. We wanted to connect Clock Town and the surrounding areas so that’s why this plan got great support.
It really is staggering to consider just how much goes into the development of a game. As you can see, lots of heart and soul was put into the creation of Majora’s Mask.
What do you think? Was the final product representative of the work put into it? Share your thoughts in the comments below.
[source nintendoeverything.com]
Comments 20
@Tsurii897 Haha, I thought that was kinda dark, too! It's interesting to see how these things develop.
Yeah, that's usually how inspiration and idea-gathering works. Not even thinking about work, just randomly and indirectly, from visiting places for example. It just hits you. You gotta write these spontaneous ideas down though (that's the case for me at least)
I'm on my second play through of MM 3d and have to say it's rapidly becoming a favorite. The mood and narrative is the best in the series IMO second only to Wind Waker.
@Tazcat2011 I've gotta agree with you. I didn't really like the game on the N64 because it was just a bit too obtuse. This remake just had to tweak a few things and it turns out that there's actually been an absolutely fantastic game buried underneath all the archaic design.
@EvisceratorX I never played OoT or MM on the N64, I'm glad I didn't in a way.
@Tazcat2011 Like many N64 games, they really haven't aged too well, if you ask me. These remakes gave both Zelda games a much needed facelift; the graphics aren't hideous and their design has been streamlined so as to realize the original vision for these games that was slightly missed the first time around. I'd strongly recommend both on the 3DS, as they're essential games.
The only complaint I have about MM was it's length. Yea you can go on and on about sidequests and all that nonsense, but at the end of the day there were only four dungeons. I felt the same way about Wind Waker. Both were fun, but lacking in meaningful content.
LoZ NES - 9 Dungeons
AoL NES - 7 Dungeons
L's A GB - 8 Dungeons
OoA GB - 9 Dungeons
OoS GB - 9 Dungeons
LttP SNES - 11 Dungeons
OoT N64 - 14 Dungeons
TP - GC/Wii - I don't remember, but there was a lot there.
You get the basic idea. Too short.
I'm sad to report that I just didn't enjoy majoras mask 3d as much as I hoped I would. It was an improvement over the original, but I think I really missed the more care free feel of other Zelda games. Nevertheless, I love reading Aonuma's comments about the inspiration and development of the game. Even though it is not a favorite of mine I'm glad so many people really love the game. Variety is a good thing.
Man, they spent a single year on that game and it's one of the best Zeldas there is. Why can't they give us another game using the same engine? Why did it take three times as long just to give us an upgraded version of this one?
I feel like Nintendo spends too much time reinventing the wheel on nearly every console iteration as far as graphics and engine go. I have complete confidence that they could release Zeldas twice as fast if not faster if they would just use the same style a couple times in a row and focus on giving us a new story and dungeons, as they did with MM.
@SupremeAllah
Where did you get all those numbers?
Memory my friend!
I recently replayed both the original two NES games, so it was fresh in my mind.
Lttp was easy because I remembered 3 pendants, then seven sages, plus ganon's tower.
Same deal with OoT.
I had played Link's awakening many times, and also, 8 instruments.
Same with the other two GB ones, which I also played recently.
Twilight I had to look up because I didn't remember. And I forgot to mention Minish Cap.
Skyward I never beat because my Wii mote sensor couldn't figure out that I was trying to raise my sword over my head, so I gave up.
@SupremeAllah
Ocarina of Time had a total of eight dungeons. The first three, and then one for every Sage trapped by Ganon minus the Light one - Rauru - and Zelda. Forest, shadow, fire, water, desert. That's it. You can call it nine if you include Ganon's castle, but your memory is not reliable whatsoever.
@SupremeAllah The key for SS for me was not to raise the whole arm, just tilt the remote itself upwards.
As for the article, the integration of the whole world is definitely one of my favourite parts and creates a feeling of community and consequence unlike any other.
It struck home for me when I started the Kafie/Anju quest and saw the Gorman troop leader being told that his performance was cancelled due to the Zora's not being able to perform. You start thinking about that and how everything relates everything else; how that event in Zora's bay causes his drinking in the milk bar over the next few days, of which both he (through his brothers) and the bar itself are linked to the Ranch. The Mayors wife, she ends up there on the third day having not heard from her son, but as the post mistress is responsible for letting the Postman flee or not. The fact that the Gorman troop is in town brings a few more characters onto the scene who otherwise wouldn't be.
The wedding quest itself takes you all over the place, linking in with seemingly isolated events like the woman getting mugged for her bomb bag and the thief later selling it to the curiosity shop, Anju's family in the Inn and how they're fleeing to the ranch, and ultimately how you can indirectly affect all those people by altering a few unrelated events.
It all combines to create a string sense of a real community, a feeling that I don't think I've experienced in any other game and perhaps more importantly one that I don't think is possible in another medium. MM is definitely one of the best example I can think of of a videogame doing something that no other media could achieve; sure, you can copy the plot points and details or whatever, but establishing a community in a way that you can tangibly impact, that's unique.
@SupremeAllah Yeah but MM was all about side quests. I got a good 44 hours worth out of that game, it's by far the deepest Zelda game. Four dungeons was a good amount for that particular game.
@LinkSword
So one out of 8 games was wrong, and you say everything is wrong based on "my memory not being reliable whatsoever"
Sure thing, slick. My post was far more accurate than the garbage post you put up.
The overall point is all these other games had much more "real" content than WW or MM.
@Chozo I can see that. I was apprehensive myself since I never played the N64 version.
I enjoyed MM 3d immensely but I can see how it's polarizing; it really is a drastic departure from OoT.
@SupremeAllah Haha. Defensive much, huh.
That was just the most blatantly mistaken example, the rest of your list is highly inconsistent as well. The first Zelda has 8 dungeons, not 9. The ninth is Ganon's and if you are going to count that then AoL has 8 instead of 7.Same goes for Link's Awakening and the Oracle games.
I'd say my previous, garbage post was quite a lot more accurate than your memory, Mr. Easily Offended. Have a good day.
P.S. Oh. And A Link to the Past has 12 if you count the final one as well.
So the 9th dungeon in the first Zelda, which is Ganons, which is the biggest dungeon in the game...doesn't count because it's Ganons...real smart there, buddy. I didn't count the Wind Fish egg in Link's awakening because it isn't a dungeon.
So it was far more accurate than your childish and incorrect comments. No need to get all mad and start crying.
You are welcome to point out any other imaginary inconsistencies, but it doesn't void the fact that WW and MM only had four real dungeons.
It also doesn't take into account the second quest in the first LoZ and the "Master Quest" in OoT.
@Tsurii897 What else would you think about while at risk of being blown up by a missile while at a wedding?
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