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Zelda in English and Complete
August 7, 2000
Nintendo wheeled
out a very playable version of The Legend of Zelda: Majora�s Mask in English at its
Seattle press event earlier today. The title, which the company�s Ken Lobb describes
as "complete," plays exactly like its already-released Japanese predecessor,
except that all of the in-game text is now in English. The good news is that it doesn�t
look like much has been lost in the translation. Majora�s Mask retains the sometimes
cryptic, sometimes amusing, always off the wall text delivery that made the Japanese
incarnation of the game such a joy to play.
Several members of the press who
were unable to play the Japanese version of Majora�s Mask because they couldn�t read
the text actually skipped out on a lunch break altogether in order to hold as much
time with the English version as possible. And more than a few, now able to read
and understand the storyline, seemed relieved that the 72 hours time system of Majora�s
Mask was not nearly as frustrating or difficult as they had previously thought.
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Majora's
Mask Gold Cart Revealed
August 7, 2000
Earlier today at Nintendo�s
Seattle based press event, the company unveiled its limited edition gold The Legend
of Zelda: Majora�s Mask cartridge with lenticular front label, which will be handed
out to those who preorder a copy of the game early. The firm�s Ken Lobb, holding
Zelda cartridge in hand, explained that unlike Ocarina of Time, the gold cartridge
itself will not be limited edition � everyone will have a chance to pick it up. However,
only those wise enough to preorder the game will qualify for the gold cart with lenticular
front label.
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Nintendo's
Dolphin - A Little Later
August 9, 2000 7:48 AM PT
TOKYO -- Leading Japanese
game maker Nintendo Co. Ltd. said on Wednesday it would unveil long-awaited details
on Aug. 24 of two key next-generation game machines due for launch late this year
and early next year.
The Kyoto-based company plans to launch the 128-bit video
game machine, code-named Dolphin, in 2001, a delay from its original target of late
this year.
Investors and analysts are eager for specifics on Dolphin following
the recent launch of rival next-generation consoles in Japan: Sony Corp.'s PlayStation2
was released March 4 and Sega Enterprises Ltd.'s Dreamcast hit Japanese stores in
late 1999.
Nintendo will also unveil the Game Boy Advance, a new version of the
world's top-selling handheld game player, which will feature a 32-bit processing
unit and telecommunications functions.
Dolphin delayed The originally scheduled
summer launch of the machine was delayed until late this year due to tight supplies
of components.
Details of Mobile System GB, a device connecting Game Boys to
mobile phones, will be also disclosed at the news conference, scheduled ahead of
the Nintendo Spaceworld 2000 exhibition for fans, a Nintendo spokesman said.
The
new Nintendo products are expected to mark the start of a full-blown battle in the
highly competitive game industry, with U.S. software giant Microsoft Corp. scheduled
to join the fray later in 2001 with its Xbox console
Nintendo's shares have held
steady within a 15,000 to 20,000 yen range for most of the year, excluding a short-lived
spike upward in February in line with other technology-related shares. Nintendo on
Wednesday ended at 18,350 yen, down 0.81 percent or 150 yen from the previous session.
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Majora's
Gold
US N64 owners get what Japan didn't -- a limited edition gold Majora's Mask
cartridge.
July 26, 2000
Looking for a little extra incentive to
pick up The Legend of Zelda: Majora's Mask this coming October? Nintendo may have
just what you're looking for. Sister site FGN Online reports that the Big N will
be offering a special limited edition gold cartridge for Nintendo 64 owners who take
initiative and pick the game up through preorder or when it first debuts.
The
limited edition cartridge will sparkle golden just as it did for Nintendo's initial
release of Ocarina of Time, but it will also feature a lenticular front label, which
changes images depending on the angle it is viewed from. Are you giddy yet?
Nintendo
tells us that Zelda fanatics won't necessarily have to reserve the game early to
get the limited edition gold copy, but -- as it is in short supply -- it'll go out
on a first-come first-serve basis. Bearing that in mind, it is recommended that you
reserve as soon as possible, and we're told that electronics retailers will begin
taking preorders late August/early September.
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Trilogy
of Zelda games looses one of them
Three of the most anticipated titles for the
Gameboy Color, the oncoming Legend of Zelda trilogy, has unfortunately lost one of
it's three titles.
Which game? We're not too sure, but the reason was due to
some problems with programming, and spanning the story over three games. But the
other two titles will still be here for Christmas, so Zelda fans sit tight.
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Majora's
Mask Soundtrack Released
Koji Kondo's classic melodies from Majora's Mask are
now available on CD in Japan.
June 30, 2000
Nintendo announced on its
Japanese website that it has released the soundtrack to Legend of Zelda: Majora's
Mask in Japan. Available everywhere in Japan (and in select import stores everywhere
else), the two-CD set features a whopping 112 pieces of music composed by Nintendo
veteran Koji Kondo and Toru Minegishi.
In addition to the dramatic scores taken
directly from the best-selling title, the CD also comes with a booklet that shows
you how to play some of the songs on Link's ocarina in the game.
The CD is available
from Pioneer LDC for Yen 3,675. Ask your local import store for availability.
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Another
Zelda in 2001
Nintendo's supreme game creator says the wait shouldn't be long
for a new adventure.
June 26, 2000
In an interview with Japanese
gaming site, Famitsu.com, NCL boardmember and game designer Shigeru Miyamoto says
it should only be "a little over a year" before we see the next Legend
of Zelda videogame. Predictably Miyamoto was not specific about which system a new
Zelda game would land on, but he was confident in his company's ability to cut down
on a game's production time.
A Zelda game at launch, or at least early in the
life of Project Dolphin, would fit within the timeframe Miyamoto mentions in the
interview. Legend of Zelda: Majora's Mask was only recently released in Japan and
still hasn't made its way to US shores. Two N64 Zelda games within a year is highly
unlikely.
The jump from 2D to 3D was one of the biggest hurdles in bringing Zelda
from the SNES to the N64. Now that 3D gaming is the standard, Miyamoto claims it's
only a matter of refining the game production techniques Nintendo has learned throughout
the years.
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Dolphin
Zelda in 2 Years?
I doubt it. But Nintendo claims they can. I still have trouble
believing it, and personally dont expect a Dolphin Zelda until at least 2003, if
not late 2002.
Nintendo has never had a good history at getting games like this
out on time. OOT was scheduled for release in early 1997, if I recall correctly.
End of 1998, with a lot of quality clearly cut out (still a great game, though) we
get the game. I just dont think they can do it.
However, Gamers.com posted an
interview between Famitsu Magazine in Japan, and Shigeru Miyamoto, the creator of
Zelda.
Miyamoto: Oh, [I have something to say] about Majora�s Mask [Legend of
Zelda: Majora�s Mask, recently released in Japan]. People, including Mario Club members
[a Japanese N64 fan club], are saying the game is fun.
Famitsu.com: Huh? Yeah,
it�s definitely fun.
Miyamoto: Uh huh. But then, we ask them, �Compared to Ocarina
[Legend of Zelda: Ocarina of Time, the first N64 Zelda title], which is better?�
Then, everyone says, Ocarina. (laughs)
Famitsu.com: Is that so? (laughs)
Miyamoto:
Yeah, it�s a little difficult to compare the two, but the impression I get is that
Ocarina has an appeal, like a classic TV drama, whereas Majora is fun because it�s
a new type of game.
Famitsu.com: Yes, I agree. Ocarina may have more of a simple,
straightforward enjoyableness [when] compared to Majora � considering the difficulty
level of Majora, that is.
Miyamoto: Ahh. Then, maybe, it will be better if we
adjust the difficulty level for the international version of Majora that�s coming
up. (laughs)
Famitsu.com: (laughs)
Miyamoto: I think, if people get stuck
in this game, you should look at a strategy guide. Recently, I started to believe
that when games are at this level, there�s nothing wrong with consulting a strategy
guide. (laughs)
Famitsu.com: Really. In the past, maybe with the international
version of Zelda� [the Legend of Zelda on the NES] I remember Nintendo included a
sealed hint guide with the game, didn�t you?
Miyamoto: Oh yeah, [the guide] with
the seal. Back in those days, the game got to be really dumb if you [knew] exactly
what to do. These days, games have so much in it that it�s still enjoyable even if
you know what to do.
Famitsu.com: Ah. But, I still think Zelda is one of those
games you must figure out on your own.
Miyamoto: With the graphics of the past,
you just couldn�t get that excited when Link picks up an item and that Pa-Pa-Pa-Paaaa!
sound comes up. (laughs) But, the fact that you went through all this trouble to
get it made the Pa-Pa-Pa-Paaaa! moment exciting, back in those days. However, with
the graphic capabilities we possess now, we made it so that the game is exciting
just watching the demos. (laughs)
Famitsu.com: (laughs)
Miyamoto: I want
Majora to sell for a long time, but I wonder how it will do.
Famitsu.com: I wonder.
Miyamoto: I want it to keep selling until Christmas.
Famitsu.com: (laughs)
Miyamoto: �Cause there won�t be another one.
Famitsu.com: Whoa, I didn�t
want to hear that.
Miyamoto: (laughs)
Famitsu.com: Please, don�t let it be
seven years again [the span of time between the Super NES version of Zelda and N64
version of Zelda]. I talked to this one guy that said, �I don�t want to be forty
when the next Zelda comes out.� (laughs)
Miyamoto: Oh, don�t worry; the wait
is only one year and a little bit.
Famitsu.com: Oh? A year and a bit only?
Miyamoto:
Probably, it�ll make it way before the guy is forty. (laughs)
Famitsu.com: (sighs)
That�s a relief! But isn�t a year and a bit too rushed? (laughs)
Miyamoto: Recently
we came up with a technique to make the game in a year.
Famitsu.com: What! That
is superb news for game fans! (laughs)
Miyamoto: Whoops, I was wrong, I mean
we came up with a technique to make the game in two years. Doing it myself, I realized
why it takes three years to make a game.
Famitsu.com: Oh, really?
Miyamoto:
We waited until too late in the game to get serious about it. (laughs)
Famitsu.com:
(uproar of laughter)
Miyamoto: It happens no matter what.
Famitsu.com: But,
can you fix that?
Miyamoto: Yeah, you just have to reform them. (laughs)
Famitsu.com:
(laughs)
Miyamoto: Who knows what will really happen this time, but the hurile
from 2D to 3D was really high. That�s why the hurdle from Super NES to Nintendo 64
was really high, but the next evolution�s hurdle won�t be as high.
Famitsu.com:
I see.
Miyamoto: So now, it�s a matter of how much quality we are striving for.
The drive to pursue quality gameplay is a consensus throughout the company, which
gives me comfort. That�s why, as long as the gameplay level is high, I think we can
have models without textures pasted on them.
Famitsu.com: Yes, I think so, too.
(laughs)
Miyamoto: When I�m in the middle stages of game development, I wish
users would tell me not to worry about little flaws with the graphics. (laughs)
Famitsu.com:
Games in the middle of development become more and more flawed. (laughs)
Miyamoto:
But, I�m sure people will have a problem if we tried to push them the early developmental
stage [game versions]. (laughs)
Famitsu.com: (laughs)
Miyamoto: But, six
months later, we�ll release the completed version. (laughs)
Famitsu.com: As a
technique to trick the developers, doing it like this [how many PC game developers
release a flawed game and patch it later] works quite well. (laughs)
Well, I
think this answers a lot of questions, and raises many more. Apparently, Nintendo
has plans to release this game fast. However, it appears (to me, anyway) that they
are sacraficing graphics in order to get it out on time. However, I am glad to hear
they are worrying about gameplay. This game in two years thing almost definately
rules out the 500 hour gameplay rumor.
We'll just have to wait and see.
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Majora's
Mask Masks
WATCH OUT! - This could be a spoiler if you didn't play the game yet!
It gives you the locations and the ways to get the masks. You have been warned :)
The Ocarina of Time had Ocarina Songs and Majora's Mask has Masks. Here are all
of the Masks avaliable in the game. In their order in the Selection Screen from left
to right.
Post Hat - Go through the events mentioned in chapter 21 in our Japanase
walkthrough to get it.
Staying Up Late Face (Yofukashi Otsura) - Stop the burgler
at 0:00 on day 1, then buy it for 500 rupees on day 3 from the Mani shop.
Explosion
Face (Bakuretsu Otsura) - Stop the burgler at 0:00 on day 1 by slashing him with
your sword. You can blow yourself up with it.
Rock Monster Face (Ishi Coro Otsura)
- Use the Lens of Truth by the Ikana graveyad and give some medicine to the injured
soldier you see.
Big Fairy Mask (Daiyousei no Kamen) - Return the lone fairy
found in Clock Town at night to the spring in Clock Town. This will cause faries
in dungeons to fly towards Link.
Deku Nuts' Mask (Deku Nuts no Kamen) - You automatically
get it when you return to the mask collector on day 1 for the second time. Changes
Link into Deku Link, one of the 3 transformation masks.
Keaton's Face (Kiiton
no Otsura) - Go through the events in chapter 21 to get it. You can use the Keaton's
Face to talk to the grass that runs away from you in Clock Town and Milk Road.
Buruu
Face (Buruu Tsura) - Talk to the old man with the music box in Clock Town at night.
He is found by the stream.
Usagi Zukin (Bunny Hood) - Round up the chicks on
day 3 in the shed in the back of the Romani Ranch using the Buruu Face.
Ribbit's
Face (Gero no Otsura) - Give the meat found in the Goron Village to the Goron with
the frog on it's head. It will let you talk to frogs.
Mister Pig's Face (Buusan
no Otsura) - Chase the Deku Prime Minister through the mini mase on the side of the
Deku Nuts Kingdom after rescuing the Deku princess. Will allow you to find mushrooms.
Goron's Mask (Goron no Kamen) - Use the Lens of Truth outside the cave where
you got it and follow the ghostly Goron. Climb up the wall when you get to it using
the Lens still, then talk to him in the cave and play the Song of Healing. It will
allow you to transform into Goron Link.
Romani's Face (Romanii no Otsura) - Complete
the poe sidequests on the Romani Ranch on day 1 and 2. It can be used to get into
the Milk Bar.
Chairman Face (Zachou Otsura) - Play the songs under the light
in the Milk Bar for the man who is shaped like an egg.
Cafe Face (Cafe Otsura)
- Given to you by the fat lady in one of the buildings on the east side of town.
Loving Face (Meoto no Tsura) - Go through the events in chapter 21 to get it.
Truth
Face (Makoto no Otsura) - Find and destroy the first 30 golden spiders. It will allow
you to talk to animals and gossip stones.
Zora's Mask (Zora no Kamen) - Push
the beached Zora over to land, then talk to him and play the Song of Healing for
him. It will allow you to transform into Zora Link.
Kamaro's Mask (Kamaro no
Otsura) - Play the Song of healing for the guy doing the snake dance on the mushroom
structures by Clock Town.
Mummy's Face (Gibudo no Otsura) - Play Song of Healing
for the mummy in the closet of the musical house.
Garo's Face (Garo no Otsura)
- Defeat the milk-selling guy in a horse race by riding into his ranch on Milk Road
with Epona.
Captain's Hat (Taichou no Boushi) - Defeat the big skeleton in the
graveyard and open the chest on the roof. Will let you communicate with skeletons.
Giant's Mask (Kyojin no Kamen) - Find it in the room before the boss of dungeon
4. Use it to fight the bosses (Twin Mold).
Adult Link Mask - Complete all the
mini dungeons before the final battle. You will need all 20 of the other regular
masks (not including the Deku Nuts Mask, Goron Mask, and Zora Mask). This lets you
transform into Adult Link.
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Miyamoto
& Aonuma Interviewed
Nintendo's main designers talk with IGN64 about Majora's
Mask, N64, Dolphin and flying machines.
At last month's E3 show in Los Angeles
IGN64 sat down with Nintendo's legendary designer Shigeru Miyamoto and the lead director
for Legend of Zelda: Majora's Mask, Eiji Aonuma, for a few words. The two Nintendo
figures spoke on the difficult development process for Majora's Mask, and many other
topics including future N64 software, the Game Boy Advance, the Dolphin system, what
to expect from Space World and flying machines. Following is the full transcript
of our interview.
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Shaping Nintendo
IGN64: What time do you wake up in the morning?
Shigeru
Miyamoto: Well, it's about the time that the company opens, or shortly before then.
IGN64: Take us through your work day.
Miyamoto: Probably I come into the
office and say, "I'm sorry I'm late." [laughs] Then I check the e-mails
and take a look through all of the sample cartridges piled on my desk. If I find
any problems I immediately contact the respective teams.
Eiji Aonuma: First thing
in the morning I have to finish up the game specifications that I failed to complete
the night before. Then I bring the new specifications to the programmers and, at
the same time, check on how they have made everything based on the specifications
I gave them the previous day, and I repeat this procedure until noon.
Miyamoto:
I of course have the same experiences. At Nintendo it is often custom that we never
make the whole game specifications at the beginning. But rather, we are making something,
and depending on that we are making some other things. If you change one element,
you have to change many others. Many directors work overtime and rewrite the design
specifications at night. Even if you cant' work the next day, you still have to finish
the specs and place a memo with the chances on the programmers desks.
IGN64:
Do you get a lot of fan e-mail?
Shigeru Miyamoto: Well, we have the firewall
system so that we're shut out from the rest of the world, but as a matter of fact
sometimes we get some truly frightening e-mails.
IGN64: When making Majora's
Mask, what were some of the problems you ran into? What was most difficult?
Aonuma:
Originally we were going to make Majora's Mask Game Time last one week. Later we
decided to make it shorter so that players could enjoy only three days, but could
repeat the same day again and again. We had to come up with all kinds of ideas to
make this scenario work. Losing certain items when you travel through time may seem
unreasonable at first. But limitations like these are actually the result of many
delicate modifications. In the end, that's what makes the game work. So, even though
it may seem like a mean limitation, it's actually the outcome of many long and heated
discussions.
IGN64: What kind of boss is Miyamoto? Is he a strict boss or lenient?
Aonuma: He knows of everything about gameplay and game-making so he's a person
that we can never cheat. If we are going to make any mistake and try to hide it,
he becomes very persistent.
[Aonuma and Miyamoto laugh]
Miyamoto [to Aonuma]:
How come you didn't tell them whether I'm strict or generous?
Aonuma [still laughing]:
He's a generous person.
IGN64: For majora's Mask you have reused a modified version
of the Ocarina of Time game engine. Is this a philosophy that Nintendo wants to continue
with in the future?
Miyamoto: Gamers like the fact that we use a familiar engine,
don't you think? I believe that the gamers won't feel as if they are playing on the
old engine. As a matter of fact, when it comes to game design, we have come up with
many new ideas. And in the future too, once we have established a 3D action game
engine, we may use it again. It is possible that even for Dolphin we may use a similar
type game engine from now.
IGN64: Is Majora's Mask Mr. Aonuma's last N64 game?
Are you moving on to a new platform?
Miyamoto: For Aonuma it is the last game
for Nintendo 64, but there are other teams still working on the console.
IGN64:
How did you contribute to Excitebike 64?
Miyamoto: I was involved on the outline
and final design. I was just giving them some comments during the final phase of
development. If it were NCL's in-house game, I would have the final say about the
product. But this time it's the United States' game so I gave some advice, but did
not follow-up on the final results.
IGN64: What else do you have planned for
Nintendo 64?
Miyamoto: I'm hopeful that our team can introduce a couple of new
games for Nintendo 64 by the end of the year. These are not standard action-type
games. We are calling them "communication games." I haven't told the details
to the mass media in Japan just yet, so I'm not in the position to elaborate.
IGN64:
NCL displayed a running demo of a game called Catroots on the E3 show floor. What
is Catroots?
Miyamoto: It was originally made under the Marigul management. Now
Nintendo is taking responsibility for producing the title. It's a rather unique concept.
I just don't know kind of product it will finally be, but please look forward to
the outcome.
IGN64: What do you think of Rare's lineup at the show? How about
Dinosaur Planet?
Miyamoto: It looks really nice, doesn't it? I wish they would
Star Fox characters so that they could use the title Star Fox Adventures. Maybe I
should call the team and talk about it [laughs].
IGN64: Are you as involved with
the Game Boy development as much as you are involved with the N64 development?
Miyamoto:
Are you talking hardware?
IGN64: Software.
Miyamoto: Oh, software. In the
case of the Nintendo 64, we were pretty much involved with the hardware design when
developing the software. In the case of the Game Boy Color, no, we weren't involved
in that design. But when it comes to games, yes. We are always in the process of
having at least one title for the launch of a system, and that includes the Game
Boy Color and the Game Boy Advance. In the case of the Game Boy Color, we were involved
with the color version of The Legend of Zelda and Super Mario Deluxe.
IGN64:
How long have you been working on the Game Boy Advance hardware?
Miyamoto: The
Game Boy Advance isn't an exception towards our team's involvement in any new hardware
product. I, for one, have been involved in the kind of circumstantial layout of some
key games, like working with the team responsible for Pokémon Gold and Silver&ldots;
for example, we made it more colorful and interesting not only for the Color display
but also for the monochrome. Of course, we are working on several ideas and titles
right now. I am right now in the process of deciding what titles and ideas are appropriate
for the Game Boy Advance hardware.
IGN64: What is your opinion on the Legend
of Zelda trilogy in the works for Game Boy Color?
Miyamoto: Mr. Okamoto from
Capcom is the producer on the games for the Game Boy Color, and he has been giving
me the materials for the games. And what we have now is the games are becoming late,
especially because of the "link system". With the link system, we're thinking
about letting the gamer play whatever game first, and what happens in one game affects
another game. And with that, the variable scenario is just increasing the work, and
that's why we are late in schedule. But we can release the games later this year.
IGN64: How does the link system interface work?
Miyamoto: Well, for example,
there are similar events in all cartridges. So if you've already finished one event
on one cartridge, it makes the quest in another cartridge a little easier. Another
example is if you find a specific item in one cartridge, then something special will
happen on another cartridge.
IGN64: But how does that information get from one
cartridge to the other?
Miyamoto: Password system.
IGN64: What are you most
excited about on the Game Boy Advance hardware?
Miyamoto: Some day in Japan we
are going to have a conference for third party developers, so until then I cannot
explain to you in detail. But here's an example&ldots;when they were working
on the Game Boy Color, I was thinking, what's so good about making the Game Boy into
color? But after playing it, I realized, it's good! For no specific reason I said,
yes, it's good to have the color display. And then when they were working on the
Advance, I thought, yeah, it's a larger LCD screen, better graphics and such and
such, and then when I played it, I thought, oh, yeah, it's good! I thought that it's
good for no specific reason. Also, it's going to be 32-bit, and you can program in
C language, so it'll be easier to make games for it.
IGN64: Space World is this
August. What can we expect to see there this time?
Miyamoto: I'm sorry I cannot
tell you the specifics just yet, but we will have titles for the Dolphin, Game Boy
Advance, the cell-phone application, and several other things that we have never
announced at all.
IGN64: How far along is Dolphin game development at NCL? In
the US, no companies have working hardware development kits yet and are still in
prototyping stages. What is NCL's situation in this respect?
Miyamoto: There
are several different stages of the development tools and until the final one is
ready we just cannot mass produce them. Even at NCL we're still dealing with simulation
and emulation, but very soon we're going to have the final development kit ready.
In the interim, we're working with incomplete setups. But soon the final kits will
go out.
IGN64: So any chance of Mario or Zelda Dolphin titles at Space World?
Miyamoto: [laughs] I cannot tell. I was told to show them, but I just don't know.
IGN64: Do you know the real name of the Dolphin system?
Miyamoto: I'm not
in the position to tell. [Turns to his translator and adds]: And you cannot tell
either.
IGN64: A question for both of you: if you had all of the funding and
time in the world, would kind of game would you like to make?
Miyamoto: [ponders]
That's a tough question. [To Aonuma:] What do you think?
Aonuma: It's never really
come up for me. [laughs]
Miyamoto: It's hard to figure out what you would spend
your money on if you don't have it.
[Both laugh]
Aonuma: I would definitely
want to make a kind of Zelda-game.
Miyamoto: I would like to make some system
that would enable me to float in the air as if there was no gravity.
IGN64: In
real life -- not in a game?
Miyamoto: Yes. A game machine -- a huge game machine.
It could have plugs that attach to your head.
IGN64: Like the Virtual Boy?
[laughter]
Miyamoto: Yeah -- a real Virtual Boy. [Pauses] Brain Boy.
IGN64: What concerns
you most about the Dolphin system?
Miyamoto: If it becomes too popular, we just
cannot produce enough consoles. [laughs]
IGN64 would to thank Mr. Miyamoto and
Mr. Aonuma for chatting with us
Interview by Matt Casamassina, Peer Schneider,
Aaron Boulding and Craig Harris
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First
details on the Next Generation Zelda
Development of a Zelda game for Nintendo´s
next generation console (codenamed Dolphin) has finally been confirmed.
Nintendo´s
master designer, Shigeru Miyamoto, with the selected staff that created Ocarina of
Time and Majora´s Mask, are now starting works on this future Zelda for the next 128
bit gaming console.
Nintendo is keeping things in secret, but Hyrule: The Land
of Zelda knew by first-hand sources that this is no longer a rumor but a true fact.
That is one of the main reasons why Shigeru Miyamoto hasn´t been fully involved
in the development of the latest Nintendo games, including the last N64´s Zelda: Majora´s
Mask, and the next Zelda trilogy for the Gameboy (mainly developed by Capcom programmers).
Now we know that there will be a new zelda game on the Dolphin... but what will
it be about? Well, it is in pre-production now, so, that means, maybe we will see
it in 2 years. It is going to be a true sequel to all the Zelda games, not a prequel
like Zelda: Ocarina of Time.
This one takes place after the last game in the
series. That is all the story that we know, but here are some other interesting things
about the game. For the first time in the series, characters will have real voices,
(featuring different languages, like spanish, japanese, english and maybe more- remember
what Sega did with Sonic Adventure?) and will be more defined in the way they express
feelings and behaviour. We were told that Nintendo is planning to experiment with
new ways of interaction with characters, but since this is an early stage of development
this feature is still unclear.
Talking about interaction: Nintendo is planning
to improve On-line gaming to a level still unknown at this time. Since this will
be one of the future Zelda´s best features, Nintendo is not going to unveil too many
details until the game is almost complete. Nevertheless, our sources mentioned that
characters will now gain experience points, but not as in Final Fantasy. The experience
points will help to enhance the power and visual effects of the magic spells. Thanks
to the On-line file transfer advantages, players will be able to exchange magic spells
and enhanced weapons, taking the game to a higher level in character-development.
We were told that records will be stored in the machine´s memory, and you will be
able to compare your scores with other gamers around the world. The classic mini-games
could also be used to play in an On-line multiplayer mode, but as mentioned before,
this is supposed to be kept in secret so our sources couldn´t retrieve more info on
this. In our opinion this is just a small sample of the On-line features this game
will support.
In this next generation Zelda, objects and backgrounds will be
fully interactive. Everything will be touchable, useable, and breakable.
Another
amazing revelation is that Link will not be the only playable character, but unfortunatelly
we still don´t know what other characters this game will have. Zelda maybe? We hope
so, but let´s wait to see what Nintendo is up to. Thanks to the processing power of
the next generation system, it is planned to include a team of characters instead
of just Link at your command. Apparently you will get clues, or access certain areas
only with specific characters. The only other thing we know about it is that the
game will be huge enough to keep players interested for a long time.
But please
keep in mind that these things are subject to change as the game has just started
production, and as you may already know, Nintendo changes so many things and adds
so many others that the final result can be unpredictable. One thing is completely
sure: the game will look, feel and play wonderfully.
If we can get more info
on the development of this next generation Zelda game, you can be sure we are going
to post it.
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Zelda
to hit dolphin
IGN64 recently interviewed Nintendo's legendary game designer
Shigeru Miyamoto, the man behind such hit franchises as Mario and Zelda, about the
company's 64-bit console, the Dolphin system and so much more. Seated in a small
room with his English translator Minigawa-san, Miyamoto was very tight-lipped about
his plans for the Dolphin, but did offer a hint or two for those willing to read
between the lines.
When asked if we'd see either a Mario or Zelda game for Dolphin
at the Space World show in Japan this August, Miyamoto laughed and then admitted,
"I cannot tell. I was told to show them [by NCL presumably], but I just don't
know." His comments are particularly interesting because they not only seem
to suggest that parent company NCL wants to show off Miyamoto's Dolphin efforts,
but that there could very well be both Mario and Zelda games underway.
Meanwhile,
on the subject of Dolphin's real name, Miyamoto said "I'm not in the position
to tell you," and then turned to his translator Minigawa-san laughing and added,
"And you're not allowed to tell them either."
It's amazing how much
information is to be had from what Mr. Miyamoto can't comment on. Just wait until
he can finally spill the beans at Space World.