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December,
2002
12/12
Update
Zelda: The Wind Waker
Images
More images from Zelda: The Wind Waker have been released today, including the
American box art and several images from the Japanese version. They can be
seen below with descriptions of what they are.

The American Box art.

Front and Back covers of the
Japanese instruction manual.

The storyline.

The page with the controls.

The Japanese Disc.

Japanese box - front

Japanese box - back
Source: IGN
Hyrule-Glyphics
Zelda: The Wind
Waker will also a special alphabet for the land of Hyrule, which will apparently
play a big role in the game itself. The instruction manual contains a
diagram in the back, which shows which Hyrule-Glyphics character corresponds to
which Japanese character (this will surely be replaced with letters for the
American version).

Source: IGN
12/11
Update
The Legend of Zelda and
Adventure of Link Re-Make!
Update: The Silent Assassin from ZHQ faked this art.....
https://webspace.utexas.edu/MDAMIANI/zhq/newsdec2002.htm
We have learned that Nintendo is making a re-make of The Legend of Zelda and
Zelda II: The Adventure of Link for Nintendo Gamecube! The re-make, called
Zelda Chronicles will feature improved graphics and a new Link feature, the
function of which is currently unknown. The box art can be seen below and
shows the new graphics, which appear to be a little better than SNES quality.
Ganon's Tower will bring you any information on this developing story
as it becomes available.

Source: Nintendo Development Page
12/9
Update
Miyamoto Interview
Thanks to IGN we have an interview with Shigeru Miyamoto and Eiji Aonuma.
Q: When did development on Legend of Zelda:
The Wind Waker begin? How long would you estimate development time was?
Miyamoto-san:
Right when Majora's Mask ended we already knew that the GameCube platform was
going to be our next, so we had to begin planning for that. If you were to
actually go back and look at when we were doing experiments on the GameCube
hardware itself, it would be more than two and a half years. The reason we were
able to show you the more realistic looking Zelda battle at Space World 2000 in
the summer was because we had been doing some preliminary experiments with the
console prior to completing Majora's Mask. That's why that video existed. It
wasn't until afterwards that we had really done work with the director and the
programmers to go ahead and create The Wind Waker.
Q: The beginning of the game talks about
Link getting the green clothes and the passing down of the history, the hero
dressed in green, etc. How many different Links are there? This doesn't seem
like that was in Ocarina of Time, for example.
Aonuma-san:
In our opinions, with the Legend of Zelda, every
game has a new Link. A new hero named Link always rises to fight evil.
Q: Can you discuss the concept of wind in
the game? Both how it is used and where the idea came from.
Aonuma-san:
This time we decided to set the stage out on an ocean. We got to talking about
how you would travel on an ocean; obviously, the best option was a sailboat. So
that's how we ended up with a game where the wind was blowing constantly through
the land to let the player to sail around.
Miyamoto-san: Actually, for a long time
we've wanted to be able to express wind in games. Sometimes we've had windy
stages in the Super Mario games before, but really it wasn't until we were able
to take the technology of the GameCube and some of the visual styles we can
represent with it that we were able to finally really show wind blowing in a
videogame. So, that was one of the things we decided to challenge ourselves
with, which made it a driving force behind The Wink Waker.
Q: Where does The Wind Waker fit into the
overall timeline of the Legend of Zelda?
Aonuma-san:
In terms of the storyline, we've decided that this takes place 100 years after
the events in the Ocarina of Time. We think that as you play through the game,
you'll notice that in the beginning the storyline explains some of the events in
the Ocarina of Time. And, you'll find hints of things from Ocarina of Time exist
in The Wink Waker, too.
There's also a more complicated explanation. If
you think back to the end of the Ocarina of Time, there were two time period
endings to that game. First Link defeated Ganon as an adult and he actually went
back to being a child. You could actually say that the ending where he was an
adult, The Wind Waker would take place 100 years after that.
Q: What is the best new thing you were able
to do with the new GameCube technology?
Miyamoto-san:
One of the things we were able to do with all the space on the new disc media
was to give a lot of life to the characters with lots of animations. Each of the
characters you'll see in the game, they do a lot of different things. There are
a lot of different animations. We were really able to bring things more to life
than back when we were limited to the silicon ROM cartridges. So, as you play
the game you'll see a lot of different characters doing different things -- each
with their own AI perform independently of one another. We think that has really
enlivened the gameplay experience.
Q: We're sure you're tired of talking
about the game's visuals, but do you think the new cartoon-like look
will attract a new audience to the game? And, conversely, do you think
older gamers may be turned off?
Miyamoto-san:
I think that when people first see the game, the graphics are the
first thing you talk about. But once you play the game, you'll really
come to understand why we went with this graphic style. Also, the more
you play the game, the more you get sucked into the graphic style,
kind of forgetting about it. When we make a game we think it is the
quality of the game that determines whether or not it will have a wide
appeal for a userbase. The Wind Waker is a very high quality game. We
do think that it's a graphic style that will appeal to certain groups,
but at the same time as soon as you start playing you're going to get
sucked into the story and the gameplay. You're really going to enjoy
yourself, and we don't think that is going to turn anyone off.
We actually think that as you play
this game and look at the world around you, it's going to seem very
realistic despite the graphics style. By using the term "realistic," I
mean the qualities of the world itself. I don't mean to deny the value
of the more photorealistic graphics, but the more realistic graphics
get the more unrealistic things such as bumping into a wall or getting
hurt might be. If not expressed properly, it will seem out of place.
This time we've tried to have very realistic expression. We want to
have a game where everything in the world feels like it is in its
place. We think that when you play, you will see Link do something and
not react in a way that's not realistic. From the point of view, The
Wind Waker is very realistic in terms of expression and the whole
oneness of the world.
Just play the game without thinking
too much about the visuals -- it will be a lot more fun.
Q: More games are using voice
acting to support dialogue, but you don't use that in Zelda games.
Why?
Aonuma-san:
We've obviously carried this on from the previous Zelda games, but for
what we're trying to express within the game we can do that without
having to use a lot of voice acting. While I can't say for certain it
will always be like that with the Zelda games, the way we've done it
for The Wind Waker is suitable for the world. One other thing that
we've tried to do is that since people have played Zelda over the
years, they have their ideas of how Link might sound. If we were to
put a voice in there that might not match up with someone else's
image, then there would be a backlash to that. So we've tried to avoid
that.
Q: The two N64 Zeldas looked
similar in visual style. Do you think the next Zelda will use this cel-shading
for visual style? Also, since you're so pleased with the art style do
you think you will extend it to other titles?
Miyamoto-san:
With regards to Zelda, it's not so much that we want to go with the
toon-shading, as it is we're really happy with the proportions of Link
in the game. And the fact that we can have the artwork on the package
match the artwork in the game. In the past you've seen where you'd
have a Game Boy Zelda game and one for the home console where the art
styles didn't match one another. And they didn't match the art style
on the boxes didn't match that in the game. So we've really tried to
cut back on that, so you can see the same Link across the different
platforms. We think that this is a good style to do that with.
On the other hand, if say we were
able to do something more along the lines of Zelda II, which was more
of an action-based game, then probably the proportions of Link as we
see him in The Wind Waker would not necessarily be as appropriate at
that point -- we might have to reevaluate the style.
As for bringing it to other titles,
we great value the creativity of our different development teams. So,
we wouldn't want to try to apply what one team has done across others.
Another thing that's important to us is that Nintendo always tries to
do something; we try to do things the competition isn't. If we were to
see a trend where cel-shading become the trend in game development
then may we would change our direction towards realism.
Actually, when I first saw the cel-shaded
Zelda I was very surprised and excited by it. However, I was startled
by the response we got from the press when we showed it off the first
time. They all said, "Oh, so is Nintendo now taking Zelda and trying
to aim it only at kids?" Because, really the whole concept we had
behind it was that we thought it was a very creative and new way to
show off Link. All the sudden it had been interpreted as Nintendo's
new strategy, and that was a shock for us.
When it comes to Nintendo strategy,
it's not that we want to make games for kids. It's that we want to
make them creative while appealing to a wider audience. Obviously we
see games as entertainment, and what we want to do is find the best
way to make the gameplay experience entertaining for everyone.
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Q: Regarding the anime style, did
other artists' work inspire you for Zelda?
Aonuma-san:While
we haven't been inspired by anyone in particular, you could say that
because we've all grown up reading manga and watching anime that
probably inspired us to want to create a videogame similar in style to
that. To say that there was one particular one, I don't think I could
say that.
Miyamoto-san: Actually, we do
have some anime fans on the team, but we also have fans of particular
movie directors too. We have a mixture of people that helped create
this title. Even if they wanted to make a game based on someone's
style, we probably wouldn't let them.
My Neighbor Totoro was impressive
with what they did with the style. That's something I like to look at,
to see something within an existing media that is creative and
different. That's what we try to do with our products, to take
something people have seen and try to do something new with it. It's
when you're really able to do something revolutionary within media
that's existed for some time that I think you're able to shock and
startle people. That's usually how it is for me. Laputa was another
one that impressed me.
Q: Talking about how you're always
trying to revolutionize the game, how do you try to keep the game
completely new and different, while keeping it as "Zelda"?
Aonuma-san:
When it comes to play controls, I've been working on Zelda play
controls since the Ocarina of Time. We really like that system and
thought we could make use of a similar system to that, and really
improve upon that in this game. We done that to not only give a new
feel to the game, but to make it easier for the player to control Link
on screen and get involved in the gameplay. We have the new controller
this time, so we've tried to add features that will make it easier to
control Link, and also ways to assist them with gameplay.
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Miyamoto-san: Also, when it comes to
games there is a big discussion about how we can still make them accessible to
people who have never played the Zelda franchise before, while make it feel
fresh to fans of the series. This time around we essentially kept many of the
items from the past games, and early on in development I was a little worried
that doing so might make the game feel old and too similar. But, really, what we
decided is if you try to introduce newer and more complex items it really raises
a barrier for people who have never played the franchise before. It can hinder
them from being able to jump in and enjoy it. Also, Zelda has always been based
on the player thinking things through in his or her head, and trying to find a
way to solve the problems that are proposed before them, figuring out puzzles
and moving into the next room. We've tried to focus on ways to improve that.
However, we have the sailboat in this game and we've been able to take some of
the existing items and apply them in ways they can be used on the boat. We think
that's really going to be thrilling for players who've experienced past Zelda
games.
Q: The music score is especially
impressive, and borrows from other styles such as classical. Did Koji
Kondo primarily work on this? And, how much emphasis was placed on
sound design?
Aonuma-san:
Throughout the Zelda series Koji Kondo has been responsible for the
composition, and he is again responsible. And, because the story takes
place 100+ years in the future, head of Ocarina of Time, they really
decided to feature some of the familiar songs from that. They've
implemented it in a way that they think will be appropriate, since
it's set in the future from there. So, you'll hear familiar themes
from the Ocarina of Time and Majora's Mask, perhaps. But, also, we've
reworked -- I think -- some of the background music from Link to the
Past as well. You'll also hear that, and I actually have very little
input when it comes to the sound. I let them work on their own. So,
for me it's a lot of fun to see how the sound takes shape, and how
they're using the different effects in battles and such. Something
else that's important to mention is that usually on a game we'll have
two to three composers, but this time we actually bumped it up to five
to six people. Essentially, we've more than doubled the number of
people. Part of the reasoning behind that was the rushed development
schedule, but also that we wanted to have very high quality sound with
The Wind Waker.
Q: Can you discuss the Game Boy
Advance connectivity, and talk about why you implemented it the way
you did?
Aonuma-san:
When we started development, Mr. Miyamoto said he knew that Zelda
games had always been one-player. But this time we wanted us to allow,
say, a father to interact with his son or any second player to
interact. We thought this was a good way to introduce that.
Q: Regarding Ura Zelda, is there
any different between the 64DD version that was in development and the
GameCube version? Did it use any functionality with the 64DD? And, is
it coming to the U.S.?
Miyamoto-san:
Although we did develop Ura for the 64DD, it didn't use many of the
special features. So it was very easy to port over to the GameCube
without cutting any features. Why we did it, well that was because the
64DD was only released in Japan and it was only sold to subscribers of
the RandNet system. For a long time we wanted to make it available for
play and find a way to do that. It was expensive to make cartridges,
so we had through about different ways. One thing we thought about was
tie-ups with magazines. Once GameCube moved to disc media, though, it
became much more feasible to make it available. In terms of how we've
done it, we didn't want to make it limited edition. So we've tried to
make it available to as many people as possible.
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Also, I'm not sure if you're aware but Ura
Zelda isn't very different from the Ocarina of Time; it's more of a second
quest. People who played through Ocarina of Time would be able to play through
Ura Zelda and get a few laughs at some things, find some things more difficult,
and take a few varied paths. However, even if you do play all the way through
the end it will not unlock anything special.
We hope to be making an announcement sometime
soon, so please wait until then.
Q: Was it very difficult to do those ports
from the N64, and might you be considering doing it again with other N64 titles?
Miyamoto-san:
When we switched from the cartridge to disc media, we did it in a way that would
make it very similar. In terms of the actual port, it was quite simple.
Technically, it's easy to port N64 games, but what types of games would people
really want to play and would there be a value there?
Q: It was great to see the Nintendo
64 host two Zelda titles. Are there any plans to bring a second Zelda
to Gamecube?
Aonuma-san:
Having just finished the JPN version, with the English version still
to go -- and all the time I've spent at the office -- it's difficult
for me to even think about the possibility of that. But at the same
time, whenever we do make a game there are always things we wanted to
incorporate that we couldn't, or things that we wanted to do
differently but didn't have time to do. And I think that's the case
this time, and there are many things the staff would have liked to
include that they couldn't. Given that fact, we think it's possible if
not likely to see another GCN Zelda game. [Miyamoto began to clap at
this point.]
Whether or not I'd be the director on
that, though, I don't know. [Laughs]
Q: Can you tell us a little more
about Link's eyes in The Wind Waker? How does their constant movement
affect gameplay, and do you think that it's a device that made
gameplay more interesting and complex? Also, a side question to that:
we remember seeing that you made Link's eyes blue at one point. What
changed?
Aonuma-san:
With the cel-shading, once we decided to go in that direction we
thought it would be important to use the technology to the most extent
we could, where we could draw out the natural features of the world.
We wanted to show the expressions of Link, and the eyes became very
important. Gradually, as we managed to program the movement of the
eyes, we began to look at different ways we could make use of that.
Really, it became more of a natural process in how we could make Link
feel alive, and make the player feel that Link is aware of his
surroundings. It was through this natural process that we began to put
in items that would attract Link's attention.
Miyamoto-san: When we decided
to use the eyes in this way, we considered changing Link's eye color
throughout the game. There were points in the game where we programmed
it so that were he was fighting his eyes were bright red, and there
were some different opinions on that. One of them obviously was that
you only see the color of his eyes if you have the camera on him from
the front. But, even for those who could notice it we think it felt a
little strange. So, ultimately we decided not to do that. When we
originally released some of those pictures where Link has a different
eye color, I received a lot of mail commenting on the eye color, and
what we should or shouldn't make it. It was interesting, but in the
end after much experimentation we decided to go with the eye color we
have now, which is kind of a predominantly black that graduates into a
greenish haze. So, if you're very attentive and look at screenshots
we've released over the past year, you may notice some different eye
colors, but we didn't really think anyone was paying that much
attention. [Laughs.]
Q: Like in the movies, it seems
you emphasize things like fighting with music. What kind of challenges
did you face and how successful do you think you were?
Aonuma-san:
Actually, I don't think we tried to adopt any methods used in movies.
More for the battle music we carried it over from how it was used in
Ocarina of Time, and it was more of a matter that if you went into
battle that it would be strange if the music didn't change. We were
just trying to enhance the mood, not so much make it feel like the
movies.
Miyamoto-san: With the sound
this time around, we actually tried to do something less cinematic. We
wanted to make the music much more interactive with the gameplay.
You'll find a very natural flow of music in the battles; when you hit
enemies new instruments are added. Apart from that, we found that we
can use particular instruments to draw out particular emotions. I
really wanted them to try to create music that the player might get up
and dance to -- something to that great of an extent. When you first
get in the sailboat, you should really feel more emotion. If you
really pay attention and listen, you'll hear many different
instruments. I think we even sampled an Irish Harp at one point. It
was really to make it interactive and draw the player into the
experience.
Q: There's a concert being held
after E3 2003. Will you be playing there Mr. Miyamoto?
Miyamoto-san:
[Laughs and shakes his head.] No, unfortunately my fingers haven't
been used to play the banjo lately.
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Q: In terms of the size of the quest,
can we expect something similar in size to the N64 versions?
Aonuma-san:
Actually, in testing we obviously have someone who is the fastest.
This time around the fastest tester was able to clear the game in 10
hours. That's after a lot of gameplay, and knowing everything
backwards and forwars, start to finish. 10 hours is not a time that
anyone playing the game for the first time could expect to finish the
game in. Really, I think a good example would be to explain that with
Ocarina of Time the fastest clear time was about six hours. We think
from that point, this game is very large. Probably around 40 hours of
play time.
Miyamoto-san: I would actually
kind of like it if we could get off this subject of game size. There
are a lot of people out there who don't have a whole lot of time to
play games. Of course, there are certainly others who will refuse to
buy a game if it is not a certain number of hours. If you're worried
about it being short like some of the other games we've had in the
past, you don't have to worry. I think as you play the game, you'll
get the feeling this is done in three acts, almost like a play. That
is a realization I saw playing the game, not as a producer. I thought,
"Oh, I cleared part one. Now part two. Oh, here's the finally." That
is also a neat feature to the game.
In terms of events you need to clear
to finish that, there are a lot of events you can do at any point
during the game; a lot of stuff you don't need to do to complete the
game. I think it's unique and interesting in that sense.
Q: Was there any discussion of
ever retiring Zelda, are you perhaps getting tired of doing it year
after year?
Miyamoto-san:
One thing that I still believe is that within Nintendo I don't think
we've achieved a point where we have all the development resources we
would like to have. A lot of times that's why you see us using
second-parties and third-parties on our franchises. We haven't ever
talked about retiring franchises, but really what we like to do is to
bring in more ideas, more creative things. Kind of like we did with
Pikmin and bring in new characters.
Q: On the subject that there are
several acts in The Wind Waker, does Link age over the course of them?
Miyamoto-san:
We actually hadn't decided how we would talk about the story today. In
our eyes, we think he matures in the game, but as to whether or not he
grows old, we want you to play the game and find out for yourselves.
Q: Final question: now that Zelda
-- what will no doubt be one of GameCube's biggest releases ever -- is
completed, do you think you'll have anything this big again for
GameCube? Do you have other products with this high production going
on in the background?
Miyamoto-san:
When it comes to big titles, I realize we haven't talked a lot about
this in the U.S. or overseas, but of course we have a lot of big
titles coming for the GameCube. I think you can expect some big
announcements coming from us in the future.
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12/2
Update
American Gamecube Zelda
Title Revealed!
According to IGN and Nintendo of Europe, the title for Gamecube Zelda will be
Zelda: The Wind Waker. The game is still scheduled for release in February
or March, and an official announcement about the Ocarina of Time and Ura-Zelda
bonus disc should be coming within the next month or so.
Source: IGN
Ura-Zelda Bonus Disc
Image
Thanks to Z64 Planet, we have an image of the Japanese Ocarina of Time/Ura-Zelda
bonus disc.

Source: Z64 Planet
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