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PEOPLE:
- Eiji Aonuma, age 53. Director of the The Wind Waker. Co-Director of Majora’s Mask. Zelda series producer.

QUOTE: 
Q: What is your favorite song from Zelda series?

Aonuma: There’s this song from The Wind Waker, the music in the battle in the desert against the sand worm, Molgera. I love that song. It has a kind of Japanese feel to it, with the Taiko drums.

Q: Clock Town or Hyrule Castle Town – which is your favorite?

Aonuma: Clock Town. Clock Town [in Majora’s Mask] is a whole society and microcosm, and I find that interesting.

PEOPLE: - Eiji Aonuma, age 53. Director of the The Wind Waker. Co-Director of Majora’s Mask. Zelda series producer. QUOTE: Q: What is your favorite song from Zelda series? Aonuma: There’s this song from The Wind Waker, the music in the battle in the desert against the sand worm, Molgera. I love that song. It has a kind of Japanese feel to it, with the Taiko drums. Q: Clock Town or Hyrule Castle Town – which is your favorite? Aonuma: Clock Town. Clock Town [in Majora’s Mask] is a whole society and microcosm, and I find that interesting.

Aonuma on his favorite music and town, 2017.

Source: Nintendo.com

#Zelda
#TheWindWakerQuote, #MajorasMaskQuote
#AonumaQuote

www.hyruleinterviews.com/30441fe961fd...

29 4 2 0
A very tall image. it's got 7-8 different quotes on it, an image of Satomi Asakawa, and screenshots of various games that influenced her early in her life and career.

A very tall image. it's got 7-8 different quotes on it, an image of Satomi Asakawa, and screenshots of various games that influenced her early in her life and career.

A very tall image. it's got 5-6 different quotes on it, screenshots of animation and film that influenced Asakawa, some images of her senior project from DigiPen, and some images of the first characters she designed for Ocarina of Time.

A very tall image. it's got 5-6 different quotes on it, screenshots of animation and film that influenced Asakawa, some images of her senior project from DigiPen, and some images of the first characters she designed for Ocarina of Time.

A very tall image. It's got 4 different quotes on it, an image of Satomi Asakawa, and screenshots of characters she designed for Majora's Mask, The Wind Waker, Super Mario Sunshine, and Pikmin 2

A very tall image. It's got 4 different quotes on it, an image of Satomi Asakawa, and screenshots of characters she designed for Majora's Mask, The Wind Waker, Super Mario Sunshine, and Pikmin 2

A very tall image. It's got 2 different quotes on it, and a big collage of art of characters that Asakawa's team designed for Twilight Princess. It also has some photos of her, including some from Twilight Princess development and one from a few years after she retired from Nintendo.

A very tall image. It's got 2 different quotes on it, and a big collage of art of characters that Asakawa's team designed for Twilight Princess. It also has some photos of her, including some from Twilight Princess development and one from a few years after she retired from Nintendo.

Trying something new today!

Zelda Dev Highlight:
Satomi Asakawa, Character Designer

In (mostly) her own words, Asakawa's game dev career from start to end!

#Zelda
#TwilightPrincessQuote, #OcarinaOfTimeQuote, #MajorasMaskQuote
#AsakawaQuote

Full image:
drive.google.com/file/d/1ywWD...

123 41 8 4
PEOPLE:
- Takaya Imamura, age 55. Majora’s Mask Art Director. Designer of Majora’s Mask, the Moon, and Tingle.

QUOTE: 
Imamura: We had to develop Majora’s Mask in just one year, so it was a very short development window. 

When I saw a prototype of the game, I thought it looked too similar to Ocarina of Time, so it became my task to change the look of the game over a short period.

PEOPLE: - Takaya Imamura, age 55. Majora’s Mask Art Director. Designer of Majora’s Mask, the Moon, and Tingle. QUOTE: Imamura: We had to develop Majora’s Mask in just one year, so it was a very short development window. When I saw a prototype of the game, I thought it looked too similar to Ocarina of Time, so it became my task to change the look of the game over a short period.

#Linktober 28: Mask

Imamura on his task as Majora's Mask art director, 2021.

Source: IGN

#Zelda
#MajorasMaskQuote
#ImamuraQuote

www.notion.so/52576cb68c30...

13 1 0 0
PEOPLE:
- Hiromasa Shikata. Field Designer responsible for Clock Town & Romani Ranch in Majora’s Mask.

QUOTE: 
Shikata: Organizing all the various parts of [Clocktown in Majora’s Mask] while managing the size was difficult. We created a complicated area so players would feel uneasy and uncomfortable, like they are in a strange town in a foreign country, carrying the sense of uncertainty that comes with that sort of situation. 

However, “I don't understand it at all” and “I played for a whole day, but I still don't know what to do” among others were many of the opinions that we kept hearing, so we continued to adjust.

Now I think getting lost is a positive part of the game.

PEOPLE: - Hiromasa Shikata. Field Designer responsible for Clock Town & Romani Ranch in Majora’s Mask. QUOTE: Shikata: Organizing all the various parts of [Clocktown in Majora’s Mask] while managing the size was difficult. We created a complicated area so players would feel uneasy and uncomfortable, like they are in a strange town in a foreign country, carrying the sense of uncertainty that comes with that sort of situation. However, “I don't understand it at all” and “I played for a whole day, but I still don't know what to do” among others were many of the opinions that we kept hearing, so we continued to adjust. Now I think getting lost is a positive part of the game.

#Linktober 13: Town/Village
Shikata on the design of Clock Town, 2000.

Source: The Hyrule Journals

#Zelda
#MajorasMaskQuote
#ShikataQuote

www.notion.so/24fa4198de74...

21 8 0 1
PEOPLE:
- Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director.
- Eiji Aonuma, age 37. Majora’s Mask Co-Director.
- Shigeru Miyamoto, age 47. Majora’s Mask Producer.

QUOTE: 
Koizumi: Introducing [Ocarina’s Sages] into a different Zelda world might feel out of place. Instead we decided [in Majora’s Mask] to present characters who weren't deeply explored in the previous games. We gave them different backgrounds and settings to capture the feelings of the people who voted for less popular characters [in Nintendo Dream’s popularity poll].

Q: Anju only got 6 points in our magazine’s rating contents, but she has one of the most involved sidequests doesn’t she? 

Aonuma: That's the part where Mr. Koizumi put in the most effort [laughs].

Miyamoto: It was a full-power throw [laughs].

Koizumi: Well, um... I personally liked her a lot [laughs].

PEOPLE: - Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director. - Eiji Aonuma, age 37. Majora’s Mask Co-Director. - Shigeru Miyamoto, age 47. Majora’s Mask Producer. QUOTE: Koizumi: Introducing [Ocarina’s Sages] into a different Zelda world might feel out of place. Instead we decided [in Majora’s Mask] to present characters who weren't deeply explored in the previous games. We gave them different backgrounds and settings to capture the feelings of the people who voted for less popular characters [in Nintendo Dream’s popularity poll]. Q: Anju only got 6 points in our magazine’s rating contents, but she has one of the most involved sidequests doesn’t she?  Aonuma: That's the part where Mr. Koizumi put in the most effort [laughs]. Miyamoto: It was a full-power throw [laughs]. Koizumi: Well, um... I personally liked her a lot [laughs].

#Linktober 12: Obscure Character

Koizumi, Aonuma, & Miyamoto on the Ocarina characters they reused for Majora's Mask, 2000.

Source: The Hyrule Journals

#Zelda
#MajorasMaskQuote
#KoizumiQuote, #AonumaQuote, #MiyamotoQuote

www.hyruleinterviews.com/Koizumi-Aonu...

14 3 0 1
PEOPLE:
- Eiji Aonuma, age 51. Co-Director of Majora’s Mask.

QUOTE: 
Aonuma: When we talked about Ocarina of Time … we talked about hospitality. But Majora's Mask isn't like that. It's all a challenge to our players. It's like we're saying to them ‘can you clear this?’

It was something like until then you were welcomed with open arms being invited to come in, and now you're being told at the door to go home if you don't have what it takes! [laughs]

… We didn't put in any kind of elements where we show people how to play this game. The game was made for those who have played Ocarina of Time, so I felt like there wasn't a need for step-by-step instructions.

PEOPLE: - Eiji Aonuma, age 51. Co-Director of Majora’s Mask. QUOTE: Aonuma: When we talked about Ocarina of Time … we talked about hospitality. But Majora's Mask isn't like that. It's all a challenge to our players. It's like we're saying to them ‘can you clear this?’ It was something like until then you were welcomed with open arms being invited to come in, and now you're being told at the door to go home if you don't have what it takes! [laughs] … We didn't put in any kind of elements where we show people how to play this game. The game was made for those who have played Ocarina of Time, so I felt like there wasn't a need for step-by-step instructions.

Aonuma on how Majora's Mask was a challenge to the players, 2015.

Source: Iwata Asks

#Zelda
#MajorasMaskQuote
#AonumaQuote

www.notion.so/aaab9d927dee...

31 5 0 0
PEOPLE:
- Eiji Aonuma, age 42. Ocarina of Time Dungeon Director. Director of Majora’s Mask, The Wind Waker, and Twilight Princess.

QUOTE: 
Aonuma: I really don’t know why, but I love that kind of stealth action. Maybe it’s because I liked it when I was a child... the feeling of walking around and doing something secretly.

Since most of the time in The Legend of Zelda, players have to engage in swordfights; it's very active and looks cool, but once again, in terms of making a good contrast, I think working in some quiet, silent, and stealthy moves is a very good idea. So, I'm willing to incorporate some of those stealth-game ideas.

PEOPLE: - Eiji Aonuma, age 42. Ocarina of Time Dungeon Director. Director of Majora’s Mask, The Wind Waker, and Twilight Princess. QUOTE: Aonuma: I really don’t know why, but I love that kind of stealth action. Maybe it’s because I liked it when I was a child... the feeling of walking around and doing something secretly. Since most of the time in The Legend of Zelda, players have to engage in swordfights; it's very active and looks cool, but once again, in terms of making a good contrast, I think working in some quiet, silent, and stealthy moves is a very good idea. So, I'm willing to incorporate some of those stealth-game ideas.

Aonuma on why Zelda games have stealth sections, 2005.

Source: Electronic Gaming Monthly (EGM)

#Zelda
#TheWindWakerQuote, #MajorasMaskQuote, #TwilightPrincessQuote
#AonumaQuote

www.notion.so/19841fe961fd...

11 2 1 1
PEOPLE:
- Jason Leung. Majora’s Mask localization.
- Bill Trinen, age 50. Majora’s Mask localization.

QUOTE:
Leung: That's how they did all the game text back then: they'd just export it and import it from an excel file. So it was just thousands and thousands of lines of dialog.

I was working [on Majora’s Mask] with Bill Trinen who was in the localization team, and he's very fluent in Japanese. He went through all the different blocks of copy, and he just translated them from Japanese to English.

And then I went in there and … I would go in line by line and try to extrapolate what the story is and what the nuances are, or just spice it up with a more conversational style. Come up with the different ways that the different characters would deliver their lines, different personalities, things like that.

PEOPLE: - Jason Leung. Majora’s Mask localization. - Bill Trinen, age 50. Majora’s Mask localization. QUOTE: Leung: That's how they did all the game text back then: they'd just export it and import it from an excel file. So it was just thousands and thousands of lines of dialog. I was working [on Majora’s Mask] with Bill Trinen who was in the localization team, and he's very fluent in Japanese. He went through all the different blocks of copy, and he just translated them from Japanese to English. And then I went in there and … I would go in line by line and try to extrapolate what the story is and what the nuances are, or just spice it up with a more conversational style. Come up with the different ways that the different characters would deliver their lines, different personalities, things like that.

Leung on what the Majora's Mask localization workflow was like, 2022.

Source: The Hyrule Journals (@javedlsterritt.bsky.social)

#Zelda
#MajorasMaskQuote
#LeungQuote, #TrinenQuote

www.notion.so/ef3ac885e44a...

17 3 1 0
PEOPLE:
- Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director.
- Shigeru Miyamoto, age 47. Majora’s Mask Producer.

QUOTE: 
Koizumi: I had already been busy designing another game. But then, Miyamoto…

Miyamoto: Recalled you.

Koizumi: I heard the whispers: ‘Zelda… Zelda… Zelda…!’ And my game was canned! ... [Laughs]

I’d originally been designing a board game, based around the theme of cops and robbers. 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. I figured I’d just throw what I already had into Majora’s Mask.

PEOPLE: - Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director. - Shigeru Miyamoto, age 47. Majora’s Mask Producer. QUOTE: Koizumi: I had already been busy designing another game. But then, Miyamoto… Miyamoto: Recalled you. Koizumi: I heard the whispers: ‘Zelda… Zelda… Zelda…!’ And my game was canned! ... [Laughs] I’d originally been designing a board game, based around the theme of cops and robbers. 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. I figured I’d just throw what I already had into Majora’s Mask.

Koizumi on repurposing another design for Majora’s Mask, 2000.

Source: GlitterBerri's Game Translations

#Zelda
#MajorasMaskQuote
#KoizumiQuote, #MiyamotoQuote

www.notion.so/29f994ce55ec...

14 3 0 1
PEOPLE:
- Eiji Aonuma, age 37. Majora’s Mask Co-Director.
- Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director.

QUOTE: 
Aonuma: I was responsible for the fairy-tale sections [of Majora’s Mask], and Koizumi was responsible for creating realistic depictions of the lives of the townspeople. I tried to emulate the fantasy atmosphere we had in Ocarina of Time…

Koizumi: And I created realistic lives for the characters.

Aonuma: You could say that Koizumi slapped his worldview on the whole thing. [Laughs]

Koizumi: I put in everything I’ve seen in my 30-something years on this earth.

PEOPLE: - Eiji Aonuma, age 37. Majora’s Mask Co-Director. - Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director. QUOTE: Aonuma: I was responsible for the fairy-tale sections [of Majora’s Mask], and Koizumi was responsible for creating realistic depictions of the lives of the townspeople. I tried to emulate the fantasy atmosphere we had in Ocarina of Time… Koizumi: And I created realistic lives for the characters. Aonuma: You could say that Koizumi slapped his worldview on the whole thing. [Laughs] Koizumi: I put in everything I’ve seen in my 30-something years on this earth.

PEOPLE:
- Satoru Iwata. EarthBound Program Director, President of Nintendo from 2002-2015.
- Shigesato Itoi. Producer, Director, & Writer for Mother 1, 2 & 3. Founder of Ape, Inc., which later became Creatures, Inc. Founder of Hobonichi. My Neighbor Totoro voice actor. Iron Chef judge..

QUOTE: 
Iwata: What makes the Mother [EarthBound] series so special? I think it has to do with the role that Shigesato Itoi played. Nobody making games today is quite like him, and Mother remains without parallel. …

There was a time when Shigesato Itoi was totally obsessed with games, and in that sense he’s truly a gamer at heart. At the same time, he had a variety of experiences that the average game designer hadn’t, and I think these two aspects combined to form a unique individual.

… The overall effect is a game unlike almost any other. I think this is the cumulative effect of all the aspects of the gaming experience—the fun parts, sad parts, outlandish parts, and goofy parts.

PEOPLE: - Satoru Iwata. EarthBound Program Director, President of Nintendo from 2002-2015. - Shigesato Itoi. Producer, Director, & Writer for Mother 1, 2 & 3. Founder of Ape, Inc., which later became Creatures, Inc. Founder of Hobonichi. My Neighbor Totoro voice actor. Iron Chef judge.. QUOTE: Iwata: What makes the Mother [EarthBound] series so special? I think it has to do with the role that Shigesato Itoi played. Nobody making games today is quite like him, and Mother remains without parallel. … There was a time when Shigesato Itoi was totally obsessed with games, and in that sense he’s truly a gamer at heart. At the same time, he had a variety of experiences that the average game designer hadn’t, and I think these two aspects combined to form a unique individual. … The overall effect is a game unlike almost any other. I think this is the cumulative effect of all the aspects of the gaming experience—the fun parts, sad parts, outlandish parts, and goofy parts.

On parallels between Majora's Mask and Earthbound

Via GlitterBerri's Game Translations (2000) and Ask Iwata (Hobonichi, 2019)

#Zelda #Earthbound
#MajorasMaskQuote #EarthBoundQuote
#AonumaQuote #KoizumiQuote #IwataQuote #ItoiQuote

8 1 0 1
PEOPLE:
- Eiji Aonuma, age 41. Dungeon Director of Ocarina of Time.
- Shigeru Miyamoto, age 51. Producer of Ocarina of Time & Ocarina of Time Master Quest.

QUOTE: 
Aonuma: After finishing work on Ocarina of Time, Mr. Miyamoto instructed us to use the Ocarina of Time engine to create [Master Quest]—Ocarina's second version with rearranged dungeon gameplay.  But, I felt that just changing around the puzzle solving without changing the overall structure was too limiting. 

I turned down Mr. Miyamoto's offer and proposed that if anything I wanted to make a new Zelda game. Now, Ura Zelda was developed for the Nintendo 64 disc system that was released only in Japan, and since I turned down this project other staff members developed it. It was finally bundled in the GameCube version of Ocarina and released as The Master Quest.

PEOPLE: - Eiji Aonuma, age 41. Dungeon Director of Ocarina of Time. - Shigeru Miyamoto, age 51. Producer of Ocarina of Time & Ocarina of Time Master Quest. QUOTE: Aonuma: After finishing work on Ocarina of Time, Mr. Miyamoto instructed us to use the Ocarina of Time engine to create [Master Quest]—Ocarina's second version with rearranged dungeon gameplay. But, I felt that just changing around the puzzle solving without changing the overall structure was too limiting. I turned down Mr. Miyamoto's offer and proposed that if anything I wanted to make a new Zelda game. Now, Ura Zelda was developed for the Nintendo 64 disc system that was released only in Japan, and since I turned down this project other staff members developed it. It was finally bundled in the GameCube version of Ocarina and released as The Master Quest.

Aonuma on turning down the role of making Master Quest, 2004.

Source: Game Developers Conference (GDC)

#Zelda
#OcarinaofTimeMasterQuestQuote, #MajorasMaskQuote
#AonumaQuote, #MiyamotoQuote

www.notion.so/f87f768d9182...

16 1 2 0
PEOPLE:
- Kazuaki Morita, age 45. Programmer on Ocarina of Time.
- Yoshiki Haruhana, age 41. Ocarina of Time Character Artist.
- Satoru Iwata, age 51. President of Nintendo.

QUOTE: 
"Morita: I also worked on the fishing minigame [for Ocarina].

Aonuma: You didn't just do the programming, but you also wrote the script for the Pond Owner. ...

Haruhana: … Morita-san made lots of requests regarding that character's face and movements. He requested specific movements … and even drew a rough sketch of how his face should look.

Iwata: Did you make so many requests because that character was modeled after someone real?

Morita: Yes, that's right! [laughs] I like fishing and I'm from an area near Neyagawa in Osaka, and there's a fishing store I used to go to in that neighborhood. My model was the shopkeeper there."

PEOPLE: - Kazuaki Morita, age 45. Programmer on Ocarina of Time. - Yoshiki Haruhana, age 41. Ocarina of Time Character Artist. - Satoru Iwata, age 51. President of Nintendo. QUOTE: "Morita: I also worked on the fishing minigame [for Ocarina]. Aonuma: You didn't just do the programming, but you also wrote the script for the Pond Owner. ... Haruhana: … Morita-san made lots of requests regarding that character's face and movements. He requested specific movements … and even drew a rough sketch of how his face should look. Iwata: Did you make so many requests because that character was modeled after someone real? Morita: Yes, that's right! [laughs] I like fishing and I'm from an area near Neyagawa in Osaka, and there's a fishing store I used to go to in that neighborhood. My model was the shopkeeper there."

PEOPLE:
- Takaya Imamura, age 58. Art Director of Majora’s Mask. Designer of tingle, the titular Majora’s Mask, and the Moon.

QUOTE: 
"Q: So I know you’re very famous for creating Tingle - was there anything specific that really inspired you to make him?

Imamura: The background and the lore of the character was decided beforehand and I was only responsible for the visuals. Basically, I found a guy on the team and drew a caricature and there was Tingle!"

PEOPLE: - Takaya Imamura, age 58. Art Director of Majora’s Mask. Designer of tingle, the titular Majora’s Mask, and the Moon. QUOTE: "Q: So I know you’re very famous for creating Tingle - was there anything specific that really inspired you to make him? Imamura: The background and the lore of the character was decided beforehand and I was only responsible for the visuals. Basically, I found a guy on the team and drew a caricature and there was Tingle!"

PEOPLE:
- Yoshiki Haruhana, age 28. Ocarina of Time Character Designer.
- Mitsuhiro Takano, age 31. Ocarina of Time Project Coordinator.

QUOTE: 
"Haruhana: There are more than 60 characters in Ocarina of Time! One character takes about 2-3 days to make, so our schedule is always uncertain. We just have to go from one to the next.

Fellow staff-member Takano once told me, ‘All the people you make turn out to be freaks.’ I never intend to do that! My response is always ‘Oh, is that so?’ [laughs] For example, Dampe the gravekeeper is a hunchback, right?

In Kakariko Village, there’s a guy sitting by himself on top of a house. It was also never my intention to make a character similar to myself, but afterwards 5 people said to me ‘Hey, that’s you!’"

PEOPLE: - Yoshiki Haruhana, age 28. Ocarina of Time Character Designer. - Mitsuhiro Takano, age 31. Ocarina of Time Project Coordinator. QUOTE: "Haruhana: There are more than 60 characters in Ocarina of Time! One character takes about 2-3 days to make, so our schedule is always uncertain. We just have to go from one to the next. Fellow staff-member Takano once told me, ‘All the people you make turn out to be freaks.’ I never intend to do that! My response is always ‘Oh, is that so?’ [laughs] For example, Dampe the gravekeeper is a hunchback, right? In Kakariko Village, there’s a guy sitting by himself on top of a house. It was also never my intention to make a character similar to myself, but afterwards 5 people said to me ‘Hey, that’s you!’"

Quotes on the real-life counterparts of some quirky characters

Via GlitterBerri's Game Translations (1998), Iwata Asks (2011), and Nintendo Life (2025)

#Zelda
#OcarinaOfTimeQuote, #MajorasMaskQuote
#MoritaQuote, #HaruhanaQuote, #ImamuraQuote, #TakanoQuote

10 3 1 0
PEOPLE:
- Naoki Mori. Cinema Scene Support on Majora’s Mask.
- Tomoaki Kuroume. Effect Designer on Majora’s Mask.

QUOTE: 
"Mori: I struggled with getting the moon falling cutscenes to feel as powerful as they could be [in Majora’s Mask]. In the end, I think we were able to make it all work because of the hard work of Mr. Kuroume who oversaw effects. Link also sits somewhere on the title screen loop, so be on the lookout for him!"

PEOPLE: - Naoki Mori. Cinema Scene Support on Majora’s Mask. - Tomoaki Kuroume. Effect Designer on Majora’s Mask. QUOTE: "Mori: I struggled with getting the moon falling cutscenes to feel as powerful as they could be [in Majora’s Mask]. In the end, I think we were able to make it all work because of the hard work of Mr. Kuroume who oversaw effects. Link also sits somewhere on the title screen loop, so be on the lookout for him!"

Mori on struggling to get the moon falling cutscene just right, 2000.

Source: The Hyrule Journals

#Zelda
#MajorasMaskQuote
#MoriQuote, #KuroumeQuote

www.notion.so/24fa4198de74...

12 3 0 0
PEOPLE:
- Jason Leung. Majora’s Mask English Scriptwriter.

QUOTE: 
"Leung: I think the weirdest one is always going to be Tingle. The whole coming up with some sort of weird catch-phrase, and then kinda explaining what he is, and kinda dancing around it without giving anyone any real answer about Tingle. I think that was the most fun part."

PEOPLE: - Jason Leung. Majora’s Mask English Scriptwriter. QUOTE: "Leung: I think the weirdest one is always going to be Tingle. The whole coming up with some sort of weird catch-phrase, and then kinda explaining what he is, and kinda dancing around it without giving anyone any real answer about Tingle. I think that was the most fun part."

Leung on translating Tingle in Majora's Mask, 2022.

Source: The Hyrule Journals

#Zelda
#MajorasMaskQuote
#LeungQuote

www.notion.so/ef3ac885e44a...

8 0 1 0
Collage of three quotes. I couldn't fit the alt text, but the tumblr version of this post, linked in the post body, has the full text.

Collage of three quotes. I couldn't fit the alt text, but the tumblr version of this post, linked in the post body, has the full text.

Linktober #22: Favorite Character
Aonuma on his favorite. Presented without comment xD

(Couldn't fit alt text, see the description in tumblr post:)
www.tumblr.com/hyruleinterv...

#Zelda
#AonumaQuote, #KoizumiQuote
#TwilightPrincessQuote, #TwilightPrincessHDQuote, #MajorasMaskQuote
#Linktober

10 4 1 1
PEOPLE:
- Takaya Imamura, age 58. Art Director of Majora’s Mask. Designer of the mask and the moon.

QUOTE: 
"Imamura: The 'Majora' in Majora's Mask is a mix of 'Imamura' and 'Jumanji.' Really."

PEOPLE: - Takaya Imamura, age 58. Art Director of Majora’s Mask. Designer of the mask and the moon. QUOTE: "Imamura: The 'Majora' in Majora's Mask is a mix of 'Imamura' and 'Jumanji.' Really."

Linktober #20: Mask

Imamura on where the name “Majora” comes from, 2024.
Source: Zelda Dungeon

#Zelda
#MajorasMaskQuote
#ImamuraQuote
#Linktober

www.notion.so/d74b83ea9eba...

11 1 0 0
PEOPLE:
- Eiji Aonuma, age 51. Co-Director of Majora’s Mask.
- Yoshiaki Koizumi, age 46. Co-Director of Majora’s Mask.
- Satoru Iwata, age 55. President of Nintendo.

QUOTE: 
"Aonuma: I rolled and turned thinking what kind of software I should make, and when I met 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. Coincidentally, Ocarina of Time had a system that controlled the time...

Iwata: The sun rose, and there was nightfall. The concept of time existed in that game.

Aonuma: 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."

PEOPLE: - Eiji Aonuma, age 51. Co-Director of Majora’s Mask. - Yoshiaki Koizumi, age 46. Co-Director of Majora’s Mask. - Satoru Iwata, age 55. President of Nintendo. QUOTE: "Aonuma: I rolled and turned thinking what kind of software I should make, and when I met 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. Coincidentally, Ocarina of Time had a system that controlled the time... Iwata: The sun rose, and there was nightfall. The concept of time existed in that game. Aonuma: 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."

Aonuma on Koizumi’s condition to co-direct Majora's Mask, 2015.

Source: Iwata Asks

#Zelda
#MajorasMaskQuote
#AonumaQuote,#KoizumiQuote,#IwataQuote

www.notion.so/aaab9d927dee...

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PEOPLE:
- Yoshiaki Koizumi, age 32. Co-Director of Majora’s Mask.

QUOTE: 
"Koizumi: Although we worked hard to create the notebook portion of [Majora’s Mask], we still think of it as a side feature. We think the main part of the game is the standard storyline that players will engage with. But if players only focus on the dungeons, they are not going to understand the true appeal of the three-day system.

… I think it would be pretty overwhelming to jump right into doing the Bomber’s Notebook events, so we suggest that players clear the main dungeons first as an introductory course. … If the players take on the Bomber’s Notebook events after they have gotten used to the rules of the world, I think they are more likely to appreciate the story."

PEOPLE: - Yoshiaki Koizumi, age 32. Co-Director of Majora’s Mask. QUOTE: "Koizumi: Although we worked hard to create the notebook portion of [Majora’s Mask], we still think of it as a side feature. We think the main part of the game is the standard storyline that players will engage with. But if players only focus on the dungeons, they are not going to understand the true appeal of the three-day system. … I think it would be pretty overwhelming to jump right into doing the Bomber’s Notebook events, so we suggest that players clear the main dungeons first as an introductory course. … If the players take on the Bomber’s Notebook events after they have gotten used to the rules of the world, I think they are more likely to appreciate the story."

Koizumi on how they expected players to engage with the Bomber's Notebook, 2000.

Source: The Hyrule Journals

#Zelda
#MajorasMaskQuote
#KoizumiQuote

www.notion.so/b9f85e0b047f...

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PEOPLE:
- Eiji Aonuma, age 37. Co-Director of Majora’s Mask.

QUOTE: 
"Aonuma: I was given quite a lot of freedom this time [while directing Majora’s Mask]. I was entrusted with most of the decisions until basically the end of development when Mr. Miyamoto gave us corrections like: ‘Hmm, that's not quite right,’ on some of the finer details. Miyamoto really didn't interfere this time. At the very end of everything he came in as a player for just a little bit, but that was about it."

PEOPLE: - Eiji Aonuma, age 37. Co-Director of Majora’s Mask. QUOTE: "Aonuma: I was given quite a lot of freedom this time [while directing Majora’s Mask]. I was entrusted with most of the decisions until basically the end of development when Mr. Miyamoto gave us corrections like: ‘Hmm, that's not quite right,’ on some of the finer details. Miyamoto really didn't interfere this time. At the very end of everything he came in as a player for just a little bit, but that was about it."

Aonuma on how Miyamoto didn't "interfere" with Majora's Mask, 2000.

Source: The Hyrule Journals

#Zelda
#MajorasMaskQuote
#AonumaQuote

www.notion.so/b9f85e0b047f...

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PEOPLE:
- Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director.
- Eiji Aonuma, age 37. Majora’s Mask Co-Director.
- Shigeru Miyamoto, age 47. Majora’s Mask Producer.

QUOTE: 
"Koizumi: Introducing [Ocarina’s Sages] into a different Zelda world might feel out of place. Instead we decided [in Majora’s Mask] to present characters who weren't deeply explored in the previous games. We gave them different backgrounds and settings to capture the feelings of the people who voted for less popular characters [in Nintendo Dream’s popularity poll].

Q: Anju only got 6 points in our magazine’s rating contents, but she has one of the most involved sidequests doesn’t she? 

Aonuma: That's the part where Mr. Koizumi put in the most effort [laughs].

Miyamoto: It was a full-power throw [laughs].

Koizumi: Well, um... I personally liked her a lot [laughs]."

PEOPLE: - Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director. - Eiji Aonuma, age 37. Majora’s Mask Co-Director. - Shigeru Miyamoto, age 47. Majora’s Mask Producer. QUOTE: "Koizumi: Introducing [Ocarina’s Sages] into a different Zelda world might feel out of place. Instead we decided [in Majora’s Mask] to present characters who weren't deeply explored in the previous games. We gave them different backgrounds and settings to capture the feelings of the people who voted for less popular characters [in Nintendo Dream’s popularity poll]. Q: Anju only got 6 points in our magazine’s rating contents, but she has one of the most involved sidequests doesn’t she?  Aonuma: That's the part where Mr. Koizumi put in the most effort [laughs]. Miyamoto: It was a full-power throw [laughs]. Koizumi: Well, um... I personally liked her a lot [laughs]."

Koizumi, Aonuma, & Miyamoto on the Ocarina characters they reused for Majora's Mask, 2000.

Source: The Hyrule Journals

#Zelda
#MajorasMaskQuote
#KoizumiQuote,#AonumaQuote,#MiyamotoQuote
www.notion.so/b9f85e0b047f...

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PEOPLE:
- Eiji Aonuma, age 51. Co-Director of Majora’s Mask.
- Satoru Iwata, age 55. President of Nintendo.

QUOTE: 
"Aonuma: At first, [the 3-day system in Majora’s Mask] was one week.

Iwata: Three days was originally one week?

Aonuma: That's right. But when you returned to the first day it was like ‘Do I have to go through an entire week again...’, so we thought three days would be just right.

Iwata: Wait, it got decided just like that? [laughs]

Aonuma: [laughs] 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."

PEOPLE: - Eiji Aonuma, age 51. Co-Director of Majora’s Mask. - Satoru Iwata, age 55. President of Nintendo. QUOTE: "Aonuma: At first, [the 3-day system in Majora’s Mask] was one week. Iwata: Three days was originally one week? Aonuma: That's right. But when you returned to the first day it was like ‘Do I have to go through an entire week again...’, so we thought three days would be just right. Iwata: Wait, it got decided just like that? [laughs] Aonuma: [laughs] 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."

Aonuma on how they decided the number of days for Majora's three-day system, 2015.

Source: Iwata Asks

#Zelda
#MajorasMaskQuote
#AonumaQuote, #IwataQuote

www.notion.so/aaab9d927dee...

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PEOPLE:
- Eiji Aonuma, age 51. Co-Director of Majora’s Mask.
- Satoru Iwata, age 55. President of Nintendo.

QUOTE: 
"Aonuma: When I finished creating Majora's Mask for the Nintendo 64, I assumed that other companies would be releasing games similar to this one. But in reality, no one did.

Iwata: I certainly haven't seen anything like this anywhere else.

Aonuma: Even 15 years after the Nintendo 64 version of this game released, no one created a game like this. Because of this, the unique taste and feel of this game seems to exist for a long time..."

PEOPLE: - Eiji Aonuma, age 51. Co-Director of Majora’s Mask. - Satoru Iwata, age 55. President of Nintendo. QUOTE: "Aonuma: When I finished creating Majora's Mask for the Nintendo 64, I assumed that other companies would be releasing games similar to this one. But in reality, no one did. Iwata: I certainly haven't seen anything like this anywhere else. Aonuma: Even 15 years after the Nintendo 64 version of this game released, no one created a game like this. Because of this, the unique taste and feel of this game seems to exist for a long time..."

Aonuma on his expectations that others would make games like Majora's Mask, 2015.

Source: Iwata Asks

#Zelda
#MajorasMaskQuote
#AonumaQuote,#IwataQuote

www.notion.so/aaab9d927dee...

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PEOPLE:
- Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director.
- Eiji Aonuma, age 37. Majora’s Mask Co-Director.

QUOTE: 
"Koizumi:  Navi [in Ocarina of Time] was more like a doting wife who does everything, but we decided to make Tatl more like a brusque older sister [in Majora’s Mask]. Doing that actually made it easier to provide hints. Instead of saying something like, ‘What if you tried to do this?’ it is more like ‘Do it this way!!’

Aonuma: The one in charge of the dialog likes straight-talking women [laughs].

Koizumi: Everybody likes them [laughs].

Aonuma: Everybody wants to be scolded a bit [laughs]."

PEOPLE: - Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director. - Eiji Aonuma, age 37. Majora’s Mask Co-Director. QUOTE: "Koizumi:  Navi [in Ocarina of Time] was more like a doting wife who does everything, but we decided to make Tatl more like a brusque older sister [in Majora’s Mask]. Doing that actually made it easier to provide hints. Instead of saying something like, ‘What if you tried to do this?’ it is more like ‘Do it this way!!’ Aonuma: The one in charge of the dialog likes straight-talking women [laughs]. Koizumi: Everybody likes them [laughs]. Aonuma: Everybody wants to be scolded a bit [laughs]."

Koizumi & Aonuma contrast Tatl and Navi’s personalities, 2000.

Source: The Hyrule Journals

#Zelda
#MajorasMaskQuote
#KoizumiQuote,#AonumaQuote

www.notion.so/b9f85e0b047f...

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PEOPLE:
- Jason Leung. Majora’s Mask English Localizer.
- Mitsuhiro Takano, age 55. Majora’s Mask Script Director.
- Masashi Goto. Majora’s Mask Localization Support.

QUOTE: 
"Leung: I definitely felt very intimidated and nervous [with] Mr. Takano who was the script-writer. I mean, he was a great, easy-going guy but I just felt like, 'I don't wanna let him down.'

I worked very closely with him, and then my translator, Mr. Goto. It was basically the three of us just sitting in an office at a big, big table for long, 12 hour days, 5 days a week, scrubbing through all the copy line by line. Mr. Goto would translate it to Mr. Takano, who then would just make sure that it was upholding his story."

PEOPLE: - Jason Leung. Majora’s Mask English Localizer. - Mitsuhiro Takano, age 55. Majora’s Mask Script Director. - Masashi Goto. Majora’s Mask Localization Support. QUOTE: "Leung: I definitely felt very intimidated and nervous [with] Mr. Takano who was the script-writer. I mean, he was a great, easy-going guy but I just felt like, 'I don't wanna let him down.' I worked very closely with him, and then my translator, Mr. Goto. It was basically the three of us just sitting in an office at a big, big table for long, 12 hour days, 5 days a week, scrubbing through all the copy line by line. Mr. Goto would translate it to Mr. Takano, who then would just make sure that it was upholding his story."

Leung on not wanting to let Takano down while localizing Majora's Mask, 2022.

Via The Hyrule Journals.

#Zelda
#MajorasMaskQuote
#LeungQuote,#TakanoQuote,#GotoQuote

www.notion.so/ef3ac885e44a...

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PEOPLE:
- Satomi Asakawa. Character Designer for Majora’s Mask.

QUOTE: 
"Asakawa: NPC characters are always created by considering how they will be seen, and only have a small number of bones and polygons. To get the player to empathize with them, we use lots of motion and facial expressions to show off their personalities. 

We usually have a model when we create our characters. For example, the monkeys [in Majora’s Mask] were based off a cat I had bought. If anything, the monkey's faces look cat-like, right? Next, the giant turtle was modeled after the famous Japanese twins Kin and Gin, of which Kin happened to be in the news at the time for passing away. The beaver brothers also have special names! Younger brother Shtick (the one holding branch) and older brother Twig (the swimming beaver)."

PEOPLE: - Satomi Asakawa. Character Designer for Majora’s Mask. QUOTE: "Asakawa: NPC characters are always created by considering how they will be seen, and only have a small number of bones and polygons. To get the player to empathize with them, we use lots of motion and facial expressions to show off their personalities. We usually have a model when we create our characters. For example, the monkeys [in Majora’s Mask] were based off a cat I had bought. If anything, the monkey's faces look cat-like, right? Next, the giant turtle was modeled after the famous Japanese twins Kin and Gin, of which Kin happened to be in the news at the time for passing away. The beaver brothers also have special names! Younger brother Shtick (the one holding branch) and older brother Twig (the swimming beaver)."

Asakawa on her approach to NPC characterization in Majora’s Mask, 2000.

Via The Hyrule Journals.

#Zelda
#MajorasMaskQuote
#AsakawaQuote

www.notion.so/24fa4198de74...

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PEOPLE:
- Eiji Aonuma, age 37. Majora’s Mask Co-Director.

QUOTE: 
"Aonuma: It was going to be impossible for us to make a large game in under 12 months. So we had to figure out how to make something more compact. We decided we could manage to do about four dungeons in under a year, but to avoid the [Majora’s Mask] becoming something merely small, we considered incorporating something new… the idea we came up with was how do we create a system where the same events are going to happen in the same place, but by doing something differently, [the player could] have a different experience.

That’s where the idea of ‘the game resets in 3 days, but each time the player goes back to start, their experience expands a little bit’ came from."

PEOPLE: - Eiji Aonuma, age 37. Majora’s Mask Co-Director. QUOTE: "Aonuma: It was going to be impossible for us to make a large game in under 12 months. So we had to figure out how to make something more compact. We decided we could manage to do about four dungeons in under a year, but to avoid the [Majora’s Mask] becoming something merely small, we considered incorporating something new… the idea we came up with was how do we create a system where the same events are going to happen in the same place, but by doing something differently, [the player could] have a different experience. That’s where the idea of ‘the game resets in 3 days, but each time the player goes back to start, their experience expands a little bit’ came from."

Aonuma on the problem the 3-day system was designed to solve, 2000.

Via The Hyrule Journals.

#Zelda
#MajorasMaskQuote
#AonumaQuote

www.notion.so/b9f85e0b047f...

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PEOPLE:
- Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director.

QUOTE: 
"Koizumi: Initially [setting Majora’s Mask in Hyrule] is what we talked about doing. But when we actually started working on it, it turned out that swapping things around was actually easier. The designers have really developed their skills, and their work is much faster. 

… Even if it is the same grassy field, we wanted to do something different with it… Something like using a more vibrant color palette or making strangely shaped trees. The towns, which were inspired by medieval Europe in Ocarina of Time have more of a Southeast Asian style this time. It wasn't just about the visual design; the goal was to create something that was really different from the previous work."

PEOPLE: - Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director. QUOTE: "Koizumi: Initially [setting Majora’s Mask in Hyrule] is what we talked about doing. But when we actually started working on it, it turned out that swapping things around was actually easier. The designers have really developed their skills, and their work is much faster. … Even if it is the same grassy field, we wanted to do something different with it… Something like using a more vibrant color palette or making strangely shaped trees. The towns, which were inspired by medieval Europe in Ocarina of Time have more of a Southeast Asian style this time. It wasn't just about the visual design; the goal was to create something that was really different from the previous work."

Koizumi on why Majora's Mask isn't set in Hyrule, 2000.
Via The Hyrule Journals.

#Zelda
#MajorasMaskQuote
#KoizumiQuote

www.notion.so/b9f85e0b047f...

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Post image

Koizumi & Aonuma on pulling off a 'good betrayal', 2000.

Via The Hyrule Journals

#Zelda
#MajorasMaskQuote
#KoizumiQuote,#AonumaQuote

www.notion.so/b9f85e0b047f...

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PEOPLE:
- Kazumi Yamaguchi. Field Designer for Majora’s Mask.

QUOTE: 
"Yamaguchi: Compared to Ocarina of Time, Majora's Mask has a lot of drifting off the path and finding new things to do. You could discover a piece of heart or new information about a character.

I think this idea is true in real life as well. Even in familiar places there's always a discovery to be made. I wonder if the theme of Zelda games is that it's fun to discover new things not only while you're playing but also when you're going through your daily life as well."

PEOPLE: - Kazumi Yamaguchi. Field Designer for Majora’s Mask. QUOTE: "Yamaguchi: Compared to Ocarina of Time, Majora's Mask has a lot of drifting off the path and finding new things to do. You could discover a piece of heart or new information about a character. I think this idea is true in real life as well. Even in familiar places there's always a discovery to be made. I wonder if the theme of Zelda games is that it's fun to discover new things not only while you're playing but also when you're going through your daily life as well."

Yamaguchi on one of the real-life lessons of Zelda games, 2000.

Via The Hyrule Journals.

#Zelda
#MajorasMaskQuote
#YamaguchiQuote

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PEOPLE:
- Hiromasa Shikata. Field Designer responsible for Clock Town & Romani Ranch in Majora’s Mask.

QUOTE: 
"Shikata: Organizing all the various parts of the town while managing the size was difficult. We created a complicated area so players would feel uneasy and uncomfortable, like they are in a strange town in a foreign country, carrying the sense of uncertainty that comes with that sort of situation. 

However, ‘I don't understand it at all’ and ‘I played for a whole day, but I still don't know what to do’ among others were many of the opinions that we kept hearing, so we continued to adjust.

Now I think getting lost is a positive part of the game."

PEOPLE: - Hiromasa Shikata. Field Designer responsible for Clock Town & Romani Ranch in Majora’s Mask. QUOTE: "Shikata: Organizing all the various parts of the town while managing the size was difficult. We created a complicated area so players would feel uneasy and uncomfortable, like they are in a strange town in a foreign country, carrying the sense of uncertainty that comes with that sort of situation. However, ‘I don't understand it at all’ and ‘I played for a whole day, but I still don't know what to do’ among others were many of the opinions that we kept hearing, so we continued to adjust. Now I think getting lost is a positive part of the game."

Shikata on the design of Clock Town, 2000.

Via The Hyrule Journals.

#Zelda
#MajorasMaskQuote
#ShikataQuote

www.notion.so/24fa4198de74...

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