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00:01It's a legend of heroes.
00:04Link's a very valiant character, but with a big heart.
00:07He tries really hard. He's very kind, very gentle.
00:09In some ways, he kind of reminds me of Miyamoto, actually.
00:12Miyamoto and Zelda, I've always felt, kind of give you that experience of going back to your childhood.
00:18It's a legend of new worlds.
00:23What was really fun was creating all these areas to explore.
00:27Going into the mountains and finding caves and whatnot.
00:31It's a legend of epic struggles.
00:36Of course, Nintendo didn't really like that game.
00:39Disavowed all knowledge of it and doesn't really talk about it.
00:42Great! I'll grab my stuff!
00:46Zelda, to me, changed video games pretty much forever.
00:53That's really the most fun and exciting part about developing games is where players are able to enter this world
00:58themselves.
01:02It's the Legend of Zelda.
01:28In 1983, an established Japanese gaming company named Nintendo releases their first home company.
01:34console called the Famicom.
01:37The success of the console paves the way for young game designer Shigeru Miyamoto
01:41and his new title borrowed from a classic American author, F. Scott Fitzgerald.
01:48Well, actually, the name Zelda, you know, we were kind of looking for this name for kind of this eternal
01:55beauty
01:55or this eternal strong woman, and we kind of thought, you know, what kind of a name could we use?
02:00And we actually looked at Fitzgerald's wife, Zelda.
02:03She's actually perfect, so we kind of took her name.
02:06In 1986, Zelda is released in Japan on the Famicom disk system, an add-on feature for the Famicom.
02:12Yeah, I think the original Zelda stood out because it was so epic for its time.
02:16A really big Nintendo game with a story, you know, simple as it was, for the time it was pretty
02:23important.
02:23The story puts you in the role of Link, a lovable little boy who goes on the adventure of a
02:29lifetime
02:30while trying to save Zelda, the Princess of Hyrule.
02:34Miyamoto's really interested in taking things that he experienced in his childhood and turning them into video games.
02:39And not really specific experiences per se, but, you know, a feeling.
02:45Walking through a forest and seeing a little cave.
02:47As a kid, you're too scared to go in, but transfer that to a video game, and you can go
02:51in,
02:52and you don't have anything to lose, and you can explore and live through the whole excitement of it.
02:56In spite of the failing video game market in the U.S., Nintendo introduces both the Nintendo Entertainment System,
03:03also known as the NES, or NES, and another Miyamoto masterpiece, Super Mario Bros.
03:10Super Mario Bros. was a game that was very action-based and was very much about moving your body and
03:16being active to get your way through the game.
03:20The release of the NES opens the road for Link and his entourage.
03:24And in 1987, they debut on the Nintendo Entertainment System in the form of The Legend of Zelda.
03:30Super Mario Bros. and Super Mario Bros.
03:32Because I had started working on the initial ideas for both Zelda and Super Mario Bros. at the same time,
03:37but we decided to quit working on Zelda for a while, and complete Super Mario Bros. first.
03:42Then we actually decided later on to re-look at our work on Zelda and complete that game.
03:48With Zelda, what I really tried to do was create a scenario where the player would get tuned into a
03:53situation
03:53and wouldn't know what they were supposed to do, and so they would have to use their brain rather than
03:56their body,
03:57and they would have to think their way through situations.
04:02I felt, you know, relieved and almost rescued to a certain extent,
04:05because Zelda in Japan was the very first game that was released for this Famicom Disk System.
04:10And so, if that game had failed,
04:14then the hardware itself probably would have failed as well.
04:17So then we released the game, and people thought the game was very fun,
04:20and it became such a success, I felt very relieved and very happy.
04:24But what was really attractive in the first Zelda game was that it did away with just having a side
04:29-scrolling level,
04:30where you get to the end, and then, boom, things restart, and you're in a different level, and do the
04:34same thing again.
04:35It had an organic overworld.
04:37And what's the story behind this Link guy?
04:41He's a character who starts off very young, and, you know, essentially a small child,
04:45and gradually, through his experiences, he grows, and he becomes stronger, and he matures.
04:50Link's a very valiant character, but with a big heart.
04:54He tries really hard. He's very kind, very gentle.
04:57He'd be a fun date. He's a pretty cool guy. I like him.
05:02However, the hardware on the NES has its limitations.
05:06The family computer, or the NES, had very limited capabilities for, essentially, drawing pictures for the graphics.
05:12So one of the biggest challenges with the game was trying to create many different types of enemies with these
05:19limited graphical capabilities.
05:20And actually, if you look at a lot of them, you can see kind of inverted images of other enemies
05:25in the game.
05:25And I actually did a lot of those drawings by hand myself.
05:31Really, I think, looking back at Zelda, and given the limitations of the hardware, I really do think that it
05:36was very well done for what was capable at that time.
05:39And the man behind the legend believes in creating a totally immersive experience for the player.
05:45This is the type of game where we want the player to use their mind.
05:50And if you start off in an area, and you can walk in any direction, and you don't really know
05:54what it is you're supposed to be doing, or what it is you can do.
05:56You could walk around, and there's a dungeon entrance, you could go in and fight monsters.
06:02Or you could decide to not go in, go somewhere else first.
06:05The game was so non-linear that you could get yourself into a lot of trouble, too.
06:12Obviously, you know, we can't just leave the player there not knowing what to do, because if they don't know
06:16what to do, then they're not going to play.
06:17So trying to find a balance of kind of leading the player into what they need to do, and forcing
06:22them to think about how they need to solve the problems was very difficult.
06:24We spent a lot of time on that.
06:27Composer Koji Kondo uses the simple tools available on the NES to create several background tracks, including the now-famous
06:34Zelda theme.
06:36Back in the 80s, a lot of video games had very generic music.
06:39Usually the programmers themselves were in charge of making the music, so you'll get a game like Frogger where they
06:43take a children's song.
06:45But with Zelda, they actually had a musician, Koji Kondo, do the score, and he came up with this great
06:51theme.
06:58So that was a big step in video gaming. You could really appreciate the melody, because it was so catchy.
07:02Not just the Zelda song, but also the chord that played, you know, when you'd find a secret, the do
07:07-do-do-do-do-do-do.
07:09Everybody knows that.
07:10The Legend of Zelda is also one of the first games to allow users to save their adventure.
07:15So you could save your game to cartridge. So for the first time, then, you could track the date of
07:20your game and the progress.
07:22And you didn't have to sit here and play a game for eight hours straight.
07:24You could boot up Zelda, play for a couple hours, save, go have lunch, go to dinner, whatever, come back,
07:30pick up where you left off before.
07:32The Legend of Zelda sells a million copies in the U.S.
07:36and launches Zelda and Link into video game stardom.
07:42In Japan, a lot of people bought these stationery based on the Zelda franchise, backpacks, t-shirts.
07:50While The Legend of Zelda is still amazing American audiences, Nintendo prepares for their trip back to Hyrule.
07:57But some fans aren't too happy with the outcome.
08:11By 1989, saving a princess has become a national phenomenon.
08:15Mr. Miyamoto's position is firmly cemented as the creative force behind Zelda and Nintendo.
08:21And while American audiences are still embracing The Legend of Zelda, the curtain rises for the sequel.
08:29Gamers are very particular with their franchises.
08:32And if you mess with the franchise too much and evolve it too much, people are upset.
08:36And the same thing happened with Zelda 2.
08:38When that came out, everybody was expecting a more beautiful or a more advanced version of the first game with
08:44more dungeons, more monsters to fight.
08:46What they got was a completely different game.
08:50And so really what we tried to do with Zelda 2, while it was definitely a continuation of the story,
08:55we tried to make it into a very different game.
08:56If you look at Zelda 2, The Adventure of Link, that's really more of kind of an action and a
09:01more physically oriented game than the original Legend of Zelda was,
09:04which was definitely more mental and more problem solving.
09:06In that sense, it's definitely a very different game.
09:09The second Zelda, I waited with a bated breath.
09:12It was a very, very good game, very solid.
09:15You know, it was almost kind of closer to a Dragon Warrior meets Mario kind of game.
09:19It was very strange in a different direction, but I still played it, thoroughly enjoyed it.
09:23Despite the changes, Zelda 2, The Adventure of Link, sells over 5 million copies worldwide.
09:31Miyamoto and his team immediately begin work on a new installment that will take years to finish.
09:36I think a lot of people were starting to forget about the Zelda franchise.
09:40It took a long time from Zelda 2 to Zelda 3.
09:43In 1991, boom, there was this new game and it was spectacular.
09:48I mean, it really turned heads and it sold really well to them.
09:52The third installment, Legend of Zelda A Link to the Past, goes back to its birthplace and makes its appearance
09:58on the newest Nintendo system, the Super Nintendo, also known as the SNES.
10:02With the third game, they went back to Zelda 1.
10:05After some people complained about Zelda 2 and said,
10:07Oh, yeah, yeah, this is cool, but it's so much of a departure from Zelda that it's not really like
10:10the first game anymore.
10:12Nintendo said, Yeah, we had it right with the first one.
10:14Let's just give it better graphics, expand the item system, make it bigger, make it cooler looking, and create something
10:20that's like the first game, but much more expansive.
10:25But what it did have was this beautiful art style, you know, it looked like a picture-built almost.
10:33You had to think three-dimensionally.
10:35For example, if you were on the second floor of a certain dungeon, you had to actually push a block
10:39into a hole to make it drop down to the first floor.
10:42Or, you know, in another dungeon, you had to blow up the ceiling of a room so light could pour
10:46into the basement and something would happen.
10:48That was cool, you didn't really have that before.
10:50A link to the past flies off the shelves.
10:53The popularity of the Zelda series is proven once again.
10:57With an historical franchise underway, Nintendo jumps on the technology bandwagon and takes Link along for the ride.
11:05In the early 1990s or maybe the late 80s, the whole CD format became more and more popular.
11:10So, of course, the gaming industry looked at the CD and thought, Hmm, you know, can we use this?
11:15It's cheap to manufacture these guys compared with carts, which have, you know, complicated innards.
11:21And they hold a lot of data, so maybe this is good for video games.
11:25Nintendo asks Philips to build a CD drive that attaches to the Super Nintendo.
11:29But as the months went by, they realized that maybe the CD system, it's a little bit early for it.
11:35It doesn't seem to really add anything.
11:37So, Nintendo tried to wiggle out of that contract as well.
11:40So, Philips was planning to release a standalone unit called the CD-i that was an interactive CD player.
11:46One of the deal points was that certain Nintendo games would appear on the CD-i.
11:50Hey, Philips creates its own Zelda title and Link Faces of Evil is released in 1993.
11:57Nintendo didn't want to make it, so Philips contracted the company themselves.
12:03Out came this abomination of a game.
12:06Partly because the CD-i simply wasn't set up to be a gaming system.
12:09It didn't have a proper controller or anything.
12:11It was pretty bad, graphics-wise.
12:13But they made this game and, man, that was a stinker.
12:16Cool, huh?
12:17That was a bad game.
12:19So, you got this really cheesy and dated cartoon stuff where Link talks to the prince and like,
12:23Hey, yo!
12:24How about a kiss? For luck?
12:26You've got to be kidding.
12:27And he's all slob in his hair like this and it just looks really dumb.
12:30And the gameplay itself was terrible.
12:33It went back to the Zelda 2-style gameplay.
12:35Of course, Nintendo didn't really like that game.
12:38Disavowed all knowledge of it and doesn't really talk about it.
12:41Help! I'm stuck!
12:42Despite the poor reviews and lack of interest, Philips releases two more Zelda games.
12:47The Wand of Gamelon.
12:49Free! I can't wait to bomb some Dodongos!
12:53And Zelda's Adventure.
12:55Go now, my princess, and rescue Link!
12:59But then, quickly disappears.
13:02And in 1993, Nintendo designer Gunpei Yokoi introduces The Legend of Zelda Link's Awakening to the Game Boy.
13:11Followed up five years later with The Legend of Zelda Link's Awakening DX.
13:16So, taking what people knew from the home consoles and putting them on the portable was a match made in
13:21heaven.
13:21I like it just for like a quick kit, you know? Then I'll put it back in my purse and
13:25it's really good for my damn time.
13:27Finally, you had Zelda on the go, you could play it wherever you went.
13:30Two more original Zelda games eventually appear on the Game Boy.
13:34Portable gamers are in Zelda heaven.
13:37It's really tough and time-consuming to create a Zelda game.
13:40So Nintendo partnered with Capcom and said, how about you make the next Zelda games for us?
13:44And they were probably like, woohoo, you know? You don't get the chance to work on a big franchise like
13:48that every day.
13:48So they created Oracle of Ages and Oracle of Seasons.
13:52Originally, there were supposed to be three games, actually, that were interlinking with passwords.
13:56But they had to scale back and they only released two games.
14:00Nintendo announces the release of their next system, the Nintendo 64.
14:04But will Zelda make the jump?
14:06How do you do an adventure game in 3D?
14:08Nintendo couldn't simply go to a store, buy another game and say, oh, they did it right, because nobody did
14:12it right.
14:12And there's a surprising twist that will leave fans stunned.
14:26By 1998, the Zelda franchise has conquered all the Nintendo systems.
14:31And Miyamoto and his team of developers are working feverishly on finishing the epic Zelda 64.
14:39Aiji Aonuma, a future director of Zelda projects, joins Miyamoto's team.
14:43The original thought was to take, essentially, the Super NES game, The Legend of Zelda, A Link to the Past,
14:50and turn that into a 3D game on the N64.
14:52And that was our original idea for The Legend of Zelda Ocarina of Time.
14:57So we took one of the items from A Link to the Past, which was an ocarina.
15:01And it wasn't featured very much, but we decided to essentially take that and make that kind of the main
15:07item in Ocarina of Time.
15:10And use it as kind of this musical instrument that plays an important role in the game.
15:15But the production lags.
15:19The earliest showings of Zelda in 95, where you saw this demo of a very short and young-looking Link
15:26fighting a knight.
15:27There were demos in 96, and they said, yep, it's coming out soon.
15:31There were demos in 97, and they said, yep, it's coming out soon.
15:34The original Nintendo 64 Zelda was delayed because it was just such an epic, humongous game.
15:40And, you know, these take time.
15:44There is so much anticipation for the new game that the Guinness Book of World Records officially recognizes the Ocarina
15:50of Time as having more pre-orders than any other game in history.
15:55350,000.
15:59When you're actually developing a game, it's really hard to see how it's going to turn out and whether or
16:03not it will be successful.
16:04But with Ocarina of Time, when we actually finished working on the game and saw what we had created, we
16:10were like, we were really surprised.
16:12We said, wow, we really may have done something great here.
16:16I think at that point, Mr. Miyamoto really thought that we may have had a big hit on our hands.
16:21The game is finally released in both Japan and the U.S.
16:24And immediately sweeps both countries.
16:29The scope and depth lead gamers in shock.
16:36Miyamoto and his team succeeded in bringing all the elements of the original Zelda into the 3D world.
16:43Apart from being a type of game that forces players to think their way through problems,
16:48I think probably the next most important part of the Zelda experience is providing players an opportunity to feel like
16:54they are a part of the Zelda world.
16:55And I really think that with the 3D environment of the Ocarina of Time, it was really able to create
17:01the type of scenario and the type of world where players felt just completely immersed in the surroundings within the
17:07game.
17:09Mr. Miyamoto isn't one for wasting time.
17:13Well, actually, right after we had completed the Legend of Zelda Ocarina of Time and things had started to just
17:18slow down for us.
17:21Mr. Miyamoto came to me and he said, I want you to come up with a Zelda game that we
17:25can create within one year.
17:27So it was kind of based on that idea that we came up with this concept of having a limited
17:31time frame that you replay over and over again.
17:34And that essentially became the focus of Majora's Mask.
17:37In 2000, Majora's Mask is the second Zelda game released for the Nintendo 64.
17:44With Ocarina of Time, the events in that game weren't really fixed to a specific time frame.
17:50But with Majora's Mask, we actually have this limited time frame that the player would play over and over again.
17:56And so the player would essentially have to decide which of the multiple events that were occurring they wanted to
18:01essentially become a part of.
18:03But depending on how they interacted with them, then the events might change.
18:06And so really this became an important part of the gameplay.
18:10Majora's Mask follows Link's fight to save a world from the impending crash of a moon.
18:17The story and gameplay are embraced by fans worldwide.
18:22Majora's Mask quickly becomes a bestseller.
18:28Once we released Majora's Mask, I wanted to see how dedicated they were going to be
18:33and just how much of all the events that were occurring in the game they wanted to play through and
18:37experience.
18:40We received a lot of commendations for having created this game system that was unique and new.
18:46And that made us really happy.
18:49Knowing that the lifespan of the Nintendo 64 is coming to an end, Miyamoto begins work on a Zelda title
18:55that will eventually arrive on Nintendo's next generation console.
18:58When Nintendo announced GameCube at Space World in Japan, they had this really cool old footage of Link crossing swords
19:06with Ganagos.
19:07And it looked really cool.
19:08So of course everybody is like, wow.
19:11Fast forward to the next Nintendo event where Nintendo for the very first time was going to show actual gameplay
19:17footage.
19:18Expectations were high and suddenly this really odd looking Link comes up and everybody is like, what the heck is
19:24that?
19:25With Wind Waker, we tried to find the mode of expression that is best suited to a 3D Zelda.
19:32And this time we really thought that how we portray the character's movements, proportions would become very important to the
19:39player naturally feeling like they are a part of the world.
19:42They were taking the Zelda series and giving it a cartoon look.
19:47But once you play it and you realize that it's the same old Zelda, you'll be hooked, I guarantee.
19:51With new world record pre-orders of half a million, The Legend of Zelda The Wind Waker is released in
19:56Spring 2003.
20:04After all these years of working on Zelda, I've been able to fully implement all the ideas that I've been
20:09wanting to get into a Zelda game into The Wind Waker.
20:13And I'm really happy by that and I hope that people will really take the chance to look at it
20:17and enjoy it and experience it for the way it is.
20:21Zelda seized and conquered the video game industry.
20:24And all the fans have to do now is sit and wait for the next one.
20:30I think, yeah, Miyamoto has a certain style.
20:33I think he understands what makes a game fun.
20:40I don't really think of Zelda as being a game, but really as being kind of a separate world where
20:45players are able to go on this adventure.
20:49What do you think of the games that I create as being a box?
20:50I really kind of think of the games that I create as being a box.
20:54And in a very compact area, I try to provide players with as many tools as they need to entertain
21:00themselves.
21:04And with this adventure story and the player kind of exploring it on their own that they will find so
21:10much to do to entertain themselves.
21:22How about a kiss?
21:24You've got to be kidding.
21:25Enough!
21:26My ship sails in the morning.
21:29I wonder what's for dinner?
21:31Oh boy!
21:32I'm so hungry, I could eat an Octorok!
21:36You must conquer evil!
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