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In fact, Aonuma said that Koizumi’s pitch was simply, “What if we made something like into a game?” “If you played in the same places and enjoyed the same events over and over,” Aonuma said, “we thought you might be able to create an entertaining game by giving it depth rather than breadth.”Īccording to Aonuma in an interview with Famitsu (and eventually translated by VG Facts user Kewl0210), Koizumi’s game was influenced by Tom Twyker’s 1998 German mind-trip thriller Run Lola Run.
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The full flavor of a creation gradually emerges with each viewing, as all the subtleties reveal themselves.”Īonuma liked Koizumi’s idea. “It’s useless to make something that the audience just skims over in one viewing, like a movie. “I figured I’d just throw what I already had into Majora’s Mask.” “I wanted to make it so that you technically had to catch the criminal within a week, but, in reality, you could finish the game in an hour,” Koizumi explained in an interview with Hobo Nikkan Itoi Shinbun (aka “Hobonichi”), the online newspaper of EarthBound creator Shigesato Itoi.
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Immediately, Koizumi had ideas for how his cops-and-robbers game might solve Aonuma’s problem of how to make a satisfying game in just one year. Yoshiaki Koizumi was already in the early stages of developing an exciting new board game for Nintendo about cops trying to catch robbers in a limited amount of time, “one where,” as Aonuma put it, “you would play in a compact game world over and over again.” Aonuma pitched the new Zelda game to him anyway.Īccording to Aonuma, Koizumi replied that he’d work on the new Zelda game “only if you let me do whatever I want to do.” Aonuma agreed. Overwhelmed, Aonuma reached out to one of his fellow Ocarina directors. Aonuma needed what he called “some clever idea” to bridge the distance between fan expectations and the team’s limited resources. But he also knew that fans would be disappointed with a less ambitious game. “We were faced with the very difficult question,” Aonuma said in his GDC talk, “of just what kind of game could follow Ocarina of Time and its worldwide sales of seven million units.”īecause he had a much smaller team on the new game, Aonuma understood that the game would need to be smaller in scope than Ocarina. If Miyamoto himself was not going to direct the game (and he didn’t want to), it was important that the job go to someone who already knew Ocarina inside and out.Īs soon as he got the job, Aonuma felt the weight of it. According to Aonuma in a GDC talk, the job kind of naturally fell into his lap. “So I built up the courage to ask Miyamoto-san whether I could make a new game, and he replied by saying it’s okay if I can make it in a year.”ĭespite his big ideas for a new game built from the Ocarina engine, Aonuma didn’t know that he was talking his way into the role of the game’s director. “And that was much more fun to me,” said Aonuma. However, in a different “Iwata Asks” interview, Aonuma tells it this way: Miyamoto asked Aonuma to work on the Second Quest and Aonuma “hesitantly obliged” at first, but then “couldn’t really get into it.” So instead of working on the Second Quest, Aonuma began designing all-new dungeons that went way beyond remixes of existing Ocarina dungeons. “So you’re saying Majora’s Mask was the result of your team picking up the gauntlet he’d thrown down?” “Well!” Iwata replied in the interview, possibly hearing this part of the story for the first time. The cover of the upcoming Majora’s Mask book. So, according to Aonuma’s telling in an “Iwata Asks” interview, Miyamoto offered Aonuma a far greater challenge: He wouldn’t have to work on the Second Quest if he and a new team used the existing Ocarina engine and assets to build an entirely new Zelda game for the N64 in one year.
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Most of the work for this Second Quest would naturally fall on the shoulders of Ocarina’s dungeon designer, Eiji Aonuma.īut Aonuma wasn’t interested in remixing his own dungeons immediately after making them, and he said as much to Miyamoto. The overworld would be a mirror image of the original, enemies would do double damage, and, most significantly, the dungeons would be completely rearranged. He did not want to develop a new Zelda game, but instead a “Second Quest” remixed version of Ocarina much like the Second Quest in the original Zelda. Shigeru Miyamoto had a modest plan to squeeze a little more juice out of Ocarina of Time. Majora’s Mask was never supposed to exist.