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The Legend of Zelda: Majora's Mask: Difference between revisions

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==Game Information==
==Game Information==
===Development===
===Development===
After the release of {{OoT|-}}, [[Shigeru Miyamoto]] was planning to release another version of the game for the Nintendo 64DD with remade dungeons.<ref>{{Cite Person|quote= At the time when Ocarina of Time came out, there was a plan in the works of releasing Master Quest for 64DD.|name= Satoru Iwata|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref><ref>{{Cite Person|quote= We were told to repurpose the dungeons from Ocarina of Time and make a game out of it, and I was handed the baton to make that happen.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref> However, Eiji Aonuma did not like the idea of remaking the same dungeons, so he secretly started working on new ones instead.<ref>{{Cite Person|quote= However, when we made Ocarina of Time, we made those dungeons thinking they were the best we could make. That's when Miyamoto-san asked me to remake them, so I hesitantly obliged...but I couldn't really get into it.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref><ref>{{Cite Person|quote= So I secretly started making new dungeons that weren't in Ocarina of Time, and that was much more fun to me.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref> After asking Miyamoto if he could make a new game, he replied that he could do it as long it was made in one year.<ref>{{Cite Person|quote= So, I grew up the courage to ask Miyamoto-san whether I could make a new game, he replied by saying it's ok if I can make it in a year.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref> They accomplished this by by making the most out of [[The Legend of Zelda: Ocarina of Time|''Ocarina of Time'']]'s assets while still focusing efforts into designing a new game structure. The initial development team members were organized as a split between rookies as well as developers from ''Ocarina of Time''. Later, as the Moon came into development, more members from ''Ocarina of Time'' were brought onto the development team.<ref>{{Cite Book|quote= |book= E |publisher= |page= }}</ref>
After the release of {{OoT|-}}, [[Shigeru Miyamoto]] was planning to release another version of the game for the Nintendo 64DD with remade dungeons.<ref>{{Cite Person|quote= At the time when Ocarina of Time came out, there was a plan in the works of releasing Master Quest for 64DD.|name= Satoru Iwata|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref><ref>{{Cite Person|quote= We were told to repurpose the dungeons from Ocarina of Time and make a game out of it, and I was handed the baton to make that happen.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref> However, Eiji Aonuma did not like the idea of remaking the same dungeons, so he secretly started working on new ones instead.<ref>{{Cite Person|quote= However, when we made Ocarina of Time, we made those dungeons thinking they were the best we could make. That's when Miyamoto-san asked me to remake them, so I hesitantly obliged...but I couldn't really get into it.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref><ref>{{Cite Person|quote= So I secretly started making new dungeons that weren't in Ocarina of Time, and that was much more fun to me.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref> After asking Miyamoto if he could make a new game, he replied that he could do it as long it was made in one year.<ref>{{Cite Person|quote= So, I grew up the courage to ask Miyamoto-san whether I could make a new game, he replied by saying it's ok if I can make it in a year.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref> They accomplished this by making the most out of [[The Legend of Zelda: Ocarina of Time|''Ocarina of Time'']]'s assets while still focusing efforts into designing a new game structure. The initial development team members were organized as a split between rookies as well as developers from ''Ocarina of Time''. Later, as the Moon came into development, more members from ''Ocarina of Time'' were brought onto the development team.<ref>{{Cite Book|quote= |book= E |publisher= |page= }}</ref>


While thinking in ideas for the game, Aonuma met Yoshiaki Koizumi, who proposed a system of time passing where the same moments would be played over and over again.<ref>{{Cite Person|quote= I rolled and turned thinking what kind of software I should make, and when I met (Yoshiaki) Koizumi-san around that time, I asked for his help. He was working on a plan for a different game at the time, one where you would play in a compact game world over and over again.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref><ref>{{Cite Person|quote= Right, so Koizumi-san told me that he would help me out if he could use that system of time passing to make a game where you would be playing the same moments in time over and over again.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref> Thus, the three-day system was created. However, an entire week was originally planned, but was later shortened to only three days to make it easier to remember the character schedules.<ref>{{Cite Person|quote= But at first, it was one week.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref><ref>{{Cite Person|quote= In this game the townspeople do different things each day and many different things happen, but when the timespan becomes a week, that's just too much to remember. You can't simply remember who's where doing what on which day.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref> The idea of the Moon falling came from Koizumi while he was  daydreaming about what would happen if the real life moon started to fall towards Earth.<ref>{{Cite Person|quote= Occasionally I also take images from dreams. Perhaps I am a little bit different from Mr Miyamoto in that sense. So if I could just give an example of one of those idle daydreams that turns into an idea for a game, I would look up at the moon and think about what would happen if the moon started to fall towards Earth. From that idea we moved onto the world in Majora's Mask which is threatened by being destroyed by the moon.|name= Yoshiaki Koizumi|url= https://web.archive.org/web/20110712001939/http://www.officialnintendomagazine.co.uk/28529/zelda-majoras-mask-came-to-me-in-a-dream-koizumi/|title= Zelda: Majora's Mask came to me in a dream - Koizumi}}</ref> During development of {{OoT|-}}, some ideas were not fully utilized, including the use of Masks,<ref>{{Cite Person|quote= The development of Ocarina of Time was so long, we were able to put in a whole lot of different elements into that game. Out of those, there were ideas that weren't fully utilized, and ones that weren't used to their full potential. One of those was the mask salesman.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref> so Aonuma decided to further expand this concept in {{MM|-}}.<ref>{{Cite Person|quote= As a basis of Zelda games, you're able to use items to do all sorts of different things, and we felt it would be a lot of fun if Link would acquire all these abilities by putting on these different masks. We felt that would expand the gameplay. So we made the game so Link could transform into Deku Link to fly in the air, Goron Link to roll across land, and Zora Link so that he could swim underwater. We also gave each of them a storyline.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref>
While thinking in ideas for the game, Aonuma met Yoshiaki Koizumi, who proposed a system of time passing where the same moments would be played over and over again.<ref>{{Cite Person|quote= I rolled and turned thinking what kind of software I should make, and when I met (Yoshiaki) Koizumi-san around that time, I asked for his help. He was working on a plan for a different game at the time, one where you would play in a compact game world over and over again.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref><ref>{{Cite Person|quote= Right, so Koizumi-san told me that he would help me out if he could use that system of time passing to make a game where you would be playing the same moments in time over and over again.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref> Thus, the three-day system was created. However, an entire week was originally planned, but was later shortened to only three days to make it easier to remember the character schedules.<ref>{{Cite Person|quote= But at first, it was one week.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref><ref>{{Cite Person|quote= In this game the townspeople do different things each day and many different things happen, but when the timespan becomes a week, that's just too much to remember. You can't simply remember who's where doing what on which day.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref> The idea of the Moon falling came from Koizumi while he was  daydreaming about what would happen if the real life moon started to fall towards Earth.<ref>{{Cite Person|quote= Occasionally I also take images from dreams. Perhaps I am a little bit different from Mr Miyamoto in that sense. So if I could just give an example of one of those idle daydreams that turns into an idea for a game, I would look up at the moon and think about what would happen if the moon started to fall towards Earth. From that idea we moved onto the world in Majora's Mask which is threatened by being destroyed by the moon.|name= Yoshiaki Koizumi|url= https://web.archive.org/web/20110712001939/http://www.officialnintendomagazine.co.uk/28529/zelda-majoras-mask-came-to-me-in-a-dream-koizumi/|title= Zelda: Majora's Mask came to me in a dream - Koizumi}}</ref> During development of {{OoT|-}}, some ideas were not fully utilized, including the use of Masks,<ref>{{Cite Person|quote= The development of Ocarina of Time was so long, we were able to put in a whole lot of different elements into that game. Out of those, there were ideas that weren't fully utilized, and ones that weren't used to their full potential. One of those was the mask salesman.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref> so Aonuma decided to further expand this concept in {{MM|-}}.<ref>{{Cite Person|quote= As a basis of Zelda games, you're able to use items to do all sorts of different things, and we felt it would be a lot of fun if Link would acquire all these abilities by putting on these different masks. We felt that would expand the gameplay. So we made the game so Link could transform into Deku Link to fly in the air, Goron Link to roll across land, and Zora Link so that he could swim underwater. We also gave each of them a storyline.|name= Eiji Aonuma|url= http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0|title= Iwata Asks: The Legend of Zelda: Majora’s Mask 3D}}</ref>
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