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Hyrule Interviews

@hyruleinterviews.bsky.social
3.3K followers 61 following 1.4K posts

A database of interviews with the Zelda team. Our goal is to preserve that legacy, share it here, and build a safe community for our followers! By @maxnichols.bsky.social www.hyruleinterviews.com

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Hyrule Interviews @hyruleinterviews.bsky.social · 29/09/2026
Kondo on where he usually begins soundtracks, and his first piece for Mario, 1991. Source: Shmuplations #SuperMarioBrosQuote #KondoQuote shmuplations.com/supermariowo...
PEOPLE:
- Koji Kondo, age 29. Composer for Super Mario Bros. and The Legend of Zelda.

QUOTE: 
Kondo: I first wait for the game concept and image to be decided on, and for some actual in-game screenshots to be finished. I then start thinking about the music based on that. Normally, I try to write the main theme of the game first. 

With Super Mario Bros., though, I had a really hard time finding that theme, and the first thing I finished was actually the water level theme. I felt a waltz would be the right sound for an underwater level. That idea came to me in a flash of inspiration, but that’s an exception for me.
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Hyrule Interviews @hyruleinterviews.bsky.social · 27/09/2026
Kondo on the type of game he prefers creating music for, 2014. Source: Gamespot #Zelda #TheLegendofZeldaSeriesQuote #KondoQuote www.gamespot.com/articles/cre...
PEOPLE:
- Koji Kondo, age 53. Composer for The Legend of Zelda, A Link to the Past, Ocarina of Time, & more..

QUOTE: 
Q: Is there any particular type of game you prefer creating music for?

Kondo: Maybe for The Legend of Zelda. Because of the variety of the worlds and the landscapes that you encounter within the game, it allows me to imagine musical types that I’ve never heard before. I get to work with a lot of different genres to meet the variety of the worlds and landscapes I’m seeing within the game. So I really enjoy working on that franchise a lot.
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Hyrule Interviews @hyruleinterviews.bsky.social · 26/09/2026
Noma on the true joy of strategy RPGs, 2024. Source: GamesRadar #UnicornOverlordQuote #NomaQuote www.gamesradar.com/games/rpg/un...
PEOPLE:
- Takafumi Noma. Director of Unicorn Overlord. Programmer on The Wind Waker and Twilight Princess.

QUOTE: 
Noma: I think that even the low-level strategy elements of the genre, the unit tweaking and the battling, are quite a lot of fun, but to me, the true joy of “strategy RPG” as a genre comes from sprinkling in those broader RPG elements. As you recruit an army full of colorful characters and empathize with their individual stories and personalities, that experience in turn enriches the tweaking-and-battling side of [Unicorn Overlord]. The two genres complement each other particularly well.

That's also part of the reason we allowed players to select just about any character as a partner to take with them to the final battle. We wanted each player to feel like they were getting a special story written just for them.
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Hyrule Interviews @hyruleinterviews.bsky.social · 25/09/2026
Wornell recalls working on the Ocarina of Time manual mere weeks before release, 2026. Source: Hyrule Interviews #Zelda #OcarinaofTimeQuote #WornellQuote www.hyruleinterviews.com/Interview-wi...
PEOPLE:
- Jim Wornell. Associate Producer and Graphic Designer for Ocarina of Time.

QUOTE: 
Wornell: It was November of ‘98 when I transitioned from being an AP over to design. … I was doing the layout work, the manual packaging work for Ocarina. …

Q: The game was released in North America on Nov. 23rd. Were you working on the manual just weeks before?

Wornell: [Thinks] It must have been, because I remember working on the Illustrator layouts for the Ocarina of Time manual. Now the package may have been done, but I do remember working on the layout for the manual. …

We had the production facility in North Bend [WA], if I remember. And I want to say a lot of the— unless I'm thinking of GameCube, but, I mean, God. I definitely remember working on manual design for Zelda in November of ‘98.
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Hyrule Interviews @hyruleinterviews.bsky.social · 24/09/2026
Wornell on NOA’s debug processes for Ocarina of Time, 2026. Source: Hyrule Interviews #Zelda #OcarinaofTimeQuote #WornellQuote www.hyruleinterviews.com/Interview-wi...
PEOPLE:
- Jim Wornell. Associate Producer for Ocarina of Time.

QUOTE: 
Wornell: We had a debug department at [Nintendo of America]. … We would get a version of [Ocarina of Time] overnight. And then eight o'clock in the morning, we come in and it's ready for us. And our debug team would play it until three, four, five o'clock.

I would need to have bug reports submitted to me by a certain time so I could go through them and figure out, “Okay, this is a bug. This is not a bug. This is a bug.” And then … get it to Japan, so they could check it out, fix any bugs that needed to be fixed and send us another version. …

At the beginning, it wasn't that often. But towards the end, as we got closer and closer to lot check approval, it was every day. Sometimes twice a day.
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Hyrule Interviews @hyruleinterviews.bsky.social · 24/09/2026
Wornell on how NOA got the art files for graphic design work in the late 90s, 2026. Source: Hyrule Interviews #WornellQuote, #OcarinaOfTimeQuote www.hyruleinterviews.com/Interview-wi...
PEOPLE:
- Jim Wornell. Associate Producer and Graphic Designer for Ocarina of Time.

QUOTE: 
Q: How was all the art [for manual and packaging] sourced? Were they sending you big high definition PSDs, how'd that work back then?

Wornell: Yeah we might get… [thinks] Back then we might get discs full of art. I'm trying to remember if we were FTPing back and forth between us and Japan back then. I don't think we were. So yeah, it might've been just a package full of physical discs that you need to put into a computer and do it that way.

Q: So there was a box full of Nintendo classified files being physically shipped.

Wornell: Yeah.
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Hyrule Interviews @hyruleinterviews.bsky.social · 23/09/2026
Our 1st original interview!: @willowstration.bsky.social and I got to chat with Jim Wornell. Jim was an Associate Producer for Ocarina of Time, and later, the graphic designer for many iconic logos and packages during the GameCube era. We discussed branding, art, crediting, logistics, and more!
hyruleinterviews.com
Interview with Jim Wornell: Nintendo Producer and Graphic Designer
Jim worked for Nintendo of America from 1989 to 2006. He was an Associate Producer for Ocarina of Time, and as a graphic designer he played a pivotal role in helping to define Nintendo’s brand during ...
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Hyrule Interviews @hyruleinterviews.bsky.social · 20/09/2026
Miyamoto on how there are still plenty of possibilities in games, 1989. Source: Shmuplations #ItouQuote, #MiyamotoQuote shmuplations.com/itoimiyamoto/
PEOPLE:
- Seikou Itou. Author of No Life King.
- Shigeru Miyamoto, age 36. Creator of Zelda & Mario. 16 years later: General Producer of Nintendogs.

QUOTE: 
Itou: Are developers really out of ideas? I can't stop wondering.

Miyamoto: I think there are still plenty of possibilities in game design. For instance, imagine a game where you input something, and when you check back a month later, it's transformed into something totally unexpected. We don't have anything like that, do we?

Or, take how people living in apartments today can't keep pets. If someone who was obsessed with the joy of having a pet made a game that captured that feeling, I think it would become a huge craze. And since it's a simulation, you could even include the "unfortunate" parts, like the pet eventually passing away, as part of the experience.
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Hyrule Interviews @hyruleinterviews.bsky.social · 18/09/2026
Aonuma on how Breath of the Wild development reminded him of Ocarina of Time, 2017. Source: Creating a Champion #Zelda #BreathoftheWildQuote, #OcarinaofTimeQuote #AonumaQuote www.hyruleinterviews.com/Creating-a-C...
PEOPLE:
- Eiji Aonuma, age 54. Ocarina of Time Dungeon Director. Producer of Breath of the Wild.

QUOTE: 
Aonuma: Watching everyone [during Breath of the Wild development], I remembered what it was like making Ocarina of Time all those years ago. When Zelda first went 3D there were no rules on how to make 3D games in the way there are now, and it was my first time making a Zelda game, so, in a real sense, I had no idea how to properly create a 3D Zelda game. We had a blank slate. We would think of something, try it, and if it didn't work, do it over. 

Breath of the Wild was similar. It was a type of game that didn't have defined guidelines for development and which none of us had experienced before. It felt like Ocarina all over again. … I’m very happy we were able to reach such heights once again.
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Hyrule Interviews @hyruleinterviews.bsky.social · 17/09/2026
Miyamoto on “acting like a producer” and relinquishing creative control on Ocarina of Time, 1999. Source: Shmuplations #Zelda #OcarinaofTimeQuote #MiyamotoQuote shmuplations.com/ocarinaoftime/
PEOPLE:
- Shigeru Miyamoto, age 46. Producer of Ocarina of Time.

QUOTE: 
Miyamoto: From the start [of Ocarina of Time development] I tried to act like a producer: “Do whatever you want, as long as it's interesting.” However, midway through the second year, it started to feel like if I wasn't physically there on the floor, they might never wrap things up.

At that point, the different sub-teams … had been working independently and in parallel, so my work was less about adding my own ideas as it was bringing together and consolidating what everyone else had done. Because a game this large is the combined work of a huge number of people, it's not my place to come in and try to exert my own control over everything.
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Hyrule Interviews @hyruleinterviews.bsky.social · 16/09/2026
Koizumi on his wife's fateful commentary, 2011. Source: Iwata Asks #Zelda #OcarinaofTimeQuote #KoizumiQuote, #AonumaQuote iwataasks.nintendo.com/interviews/3...
PEOPLE:
- Yoshiaki Koizumi, age 43. Ocarina of Time 3D Gameplay Director.
- Eiji Aonuma, age 48. Ocarina of Time Dungeon Director.

QUOTE:
Koizumi: I changed the character design for Link a lot for Ocarina of Time. At first he had a button-nose.

My wife said, "All of Nintendo's characters have funny noses. Don't you have any handsome ones?" I was shocked. Then when we were making Ocarina of Time, I was in charge of Link's character design, so I made him a little better-looking.

Aonuma: Huh? So Link is your wife's type?

Koizumi: Yes. [firmly]

Everyone: [laughs]
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Hyrule Interviews @hyruleinterviews.bsky.social · 14/09/2026
Koizumi & Aonuma on the reason for the Kokiri's fairies, 2011. Source: Iwata Asks #Zelda #OcarinaofTimeQuote #KoizumiQuote, #AonumaQuote, #IwataQuote iwataasks.nintendo.com/interviews/3...
PEOPLE:
- Yoshiaki Koizumi, age 43. Ocarina of Time 3D Gameplay Director.
- Eiji Aonuma, age 48. Ocarina of Time Dungeon Director.
- Satoru Iwata, age 51. 4th President of Nintendo.

QUOTE: 
Koizumi: The [Kokiri] village [in Ocarina of Time] has lots of trees and lots of people live there, but it was difficult to display them all at once. I came up with the idea of having each person living there followed around by a fairy. That way, even if we just showed the fairies…

Iwata: I see. If you see the fairy, you know its owner is there, too.

Aonuma: It also led to the scenario surrounding Link not having a fairy at first.
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Hyrule Interviews @hyruleinterviews.bsky.social · 13/09/2026
Aonuma on being invited to work on Zelda “for a spell” and the dungeons he designed for Ocarina, 2011. Source: Iwata Asks #Zelda #OcarinaofTimeQuote #AonumaQuote, #MiyamotoQuote iwataasks.nintendo.com/interviews/3...
PEOPLE:
- Eiji Aonuma, age 48. Ocarina of Time Dungeon Director.
- Shigeru Miyamoto, age 58. Ocarina of Time Producer.

QUOTE: 
Aonuma: I pestered Miyamoto-san about it and he said, “We don't have enough people for Ocarina of Time, so come on in for a spell.” Of those of us here today, I joined the project last.

When I joined, the script was somewhat established, and they were rapidly turning out the content. I designed a total of six early and mid-stage dungeons, most of the enemy characters, and enemy and boss battles.
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Hyrule Interviews @hyruleinterviews.bsky.social · 12/09/2026
Osawa on how and why he was the “general director” for Ocarina of Time, 2011. Source: Iwata Asks #Zelda #OcarinaofTimeQuote #OsawaQuote iwataasks.nintendo.com/interviews/3...
PEOPLE:
- Toru Osawa, age 48. Script Director for Ocarina of Time.

QUOTE: 
Osawa: When development of Ocarina of Time began, they called me in to the Entertainment Analysis & Development Division [EAD, the Zelda & Mario studio] and put me to work. This project had a lot of directors, but I was the oldest, so I was a sort of general director.

Q: About how many directors were there?

Osawa: Five altogether. I listened to each director's opinion and coordinated them, saying, “All right, all right, I get it. This is what we'll do.” I also worked on the story and script.
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Reposted by Hyrule Interviews
Daniel Alba @daniel.gvg.io · 10/09/2026
Kaori Mizuhashi is the original voice of Navi the fairy, a voice that many of us grew up with. It sounds like she's returning to reprise the role in the Japanese version, nearly 28 years later. Clip of an old promotional video for Ocarina of Time where she guided you, fully voiced.
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Hyrule Interviews @hyruleinterviews.bsky.social · 11/09/2026
I posted this just a few weeks ago, just highlighting the first part again!
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Hyrule Interviews @hyruleinterviews.bsky.social · 10/09/2026
Aonuma on his advertising ambitions and karakuri dolls, 2003. Source: GameSpy #AonumaQuote, #MiyamotoQuote web.archive.org/web/20030801...
PEOPLE:
- Eiji Aonuma, age 40. Ocarina of Time Dungeon Director
Majora’s Mask & The Wind Waker Game Director.
- Shigeru Miyamoto, age 50. Creator of Zelda, Mario, & more.

QUOTE: 
Aonuma: Well, Miyamoto-san studied product design, but I majored in global design.

Q: With an eye towards making video games?

Aonuma: Actually, I wanted to design for advertising. Initially, I didn't think about designing games, because back then games weren't as popular as they are now. In the process of my studies I discovered that I was more interested in 3D design, creating something with volume. So, I started creating karakuri ningyo — traditional Japanese wooden dolls of carved wood that have a machine inside that allows the doll to move on its own.

When I interviewed at Nintendo, I brought these and showed them to Miyamoto-san. I think that's why I was hired [laughs].
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Hyrule Interviews @hyruleinterviews.bsky.social · 09/09/2026
Miyamoto on how Ocarina was built to evoke nostalgia, 2003. Source: Nintendo Prime #Zelda #OcarinaofTimeQuote #MiyamotoQuote www.youtube.com/watch?v=QGDz...
PEOPLE:
- Shigeru Miyamoto, age 50. Producer of The Legend of Zelda (1986) and Ocarina of Time.

QUOTE: 
Miyamoto: [When making Ocarina of Time] we thought of how we should translate the fun of the first Zelda game into a 3D environment, so that it made you feel free in this world you’re exploring. 

Sometimes you remember a place nostalgically after some years. [laughs] When you grow up and go back to a place you thought was huge as a kid, like a street, you realize there is barely any space for a car to fit in. So, after remembering the time when you were growing up, you realize there was a time when you saw things like that. Thinking it was a good idea to have that inside the game, we had some very narrow places and we included the game mechanic of going back to those spots [as adult Link].
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Hyrule Interviews @hyruleinterviews.bsky.social · 08/09/2026
Some autojump quotes! Source: Iwata Asks #Zelda #OcarinaOfTimeQuote #MiyamotoQuote, #KoizumiQuote
PEOPLE:
- Shigeru Miyamoto, age 58. Producer of Ocarina of Time, creator of Mario & Zelda.
- Satoru Iwata, age 51. President of Nintendo.

QUOTE: 
Miyamoto: I thought of autojump [for Ocarina of Time] on one of my days off. I couldn't wait to get to work on Monday!

Iwata: You couldn't wait to tell everyone. [laughs]

Miyamoto: Right! [laughs] I gathered everyone on Monday morning and said, ‘We're gonna do something called autojump!’ Everyone's response was, “Say what?!” The team that had made Mario games was going to give up the jump button.

… An added benefit was that we could program the pose Link would assume after jumping. We could look at the landform ahead and determine how Link would jump.PEOPLE:
- Yoshiaki Koizumi, age 43. - Ocarina of Time 3D Gameplay Director
- Assistant Director of Super Mario 64
- Director of Majora’s Mask, Super Mario Sunshine, & Super Mario Galaxy.
- Satoru Iwata, age 51. 4th President of Nintendo.

QUOTE: 
Koizumi: I do think they [Mario and Zelda] are often made in pairs. They both [Mario 64 and Ocarina of Time] fell into the category of “3D open-world action games.” I didn't really see the difference between them.

Iwata: If you were to state the difference, it would be how [Ocarina of Time] is the one you don't press a button to jump in.

Koizumi: Even when it comes to that, you had to press a button to jump when we first started making Ocarina of Time.
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Hyrule Interviews @hyruleinterviews.bsky.social · 07/09/2026
Iwata & Haruhana on Ocarina's “hospitality” and “roughness”, 2011. Source: Iwata Asks #Zelda #OcarinaofTimeQuote #IwataQuote, #HaruhanaQuote iwataasks.nintendo.com/interviews/3...
PEOPLE:
- Satoru Iwata, age 51. President of Nintendo.
- Yoshiki Haruhana, age 41. Ocarina of Time Character Designer.

QUOTE: 
Haruhana: I played the original version [of Ocarina] again for the first time in a long while and sensed an immense amount of hospitality. In the dungeons, for example, I felt as if someone were saying, “Welcome!” each time I entered a room. … there's a roughness in the way it attacks with its full strength. After 13 years, it still has that impact.

Iwata: … What kind of hospitality is hospitality that attacks? [laughs]

Haruhana: Well, when I say hospitality … I mean that when you go somewhere, all kinds of play await for your enjoyment. … And it isn't a highly organized kind of hospitality like today's games exhibit. [Ocarina] has a certain bumpiness, irregularity or roughness.
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Hyrule Interviews @hyruleinterviews.bsky.social · 05/09/2026
Kondo on the inspiration for some Majora's Mask themes, 2014. Source: Gamespot #Zelda #MajorasMaskQuote #KondoQuote www.gamespot.com/articles/cre...
PEOPLE:
- Koji Kondo, age 53. Composer for Majora’s Mask.

QUOTE: 
Kondo: When I saw the very first mask you see in Majora … it really brought to mind for me, for whatever reason, a type of Chinese opera. The kind where the performers wear masks and the music is all percussive, and there’s a lot of cymbals and bells and what not. Those two linked up when I first saw Majora’s artwork, and I thought a Chinese-influenced theme would be the way to go.

Something else I remember is in the scene where the mayor is sitting and you have the two sides having a discussion. … You have the people on the left talking about something, and then the people on the right, and there’s this discussion back and forth. I had a lot of fun making the music feel like that argument so that you’d have music pouring in from the left speaker and then music coming in from the right speaker.
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Hyrule Interviews @hyruleinterviews.bsky.social · 05/09/2026
Aonuma on the lack of button remapping in Zelda titles, 2019. Source: Kotaku #Zelda #BreathoftheWildQuote #AonumaQuote kotaku.com/breath-of-th...
PEOPLE:
- Eiji Aonuma, age 56. Producer of Breath of the Wild.

QUOTE:
Aonuma: In some ways, if we freely let players do customizations on key assignments and such, I feel like we're letting go of our responsibility as a developer by just kind of handing everything over to the users. We have something in mind for everybody when we play the game, so that's what we hope players experience and enjoy as well. But we understand also that players have a desire for free customization.

Q: Also, physically disabled players might not be able to play the way developers intended.

Aonuma’s: Definitely, that's a very good point, and that's something we'll keep in mind going forward, thinking about that.
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Hyrule Interviews @hyruleinterviews.bsky.social · 03/09/2026
Fujibayashi on sparse vs dense areas of Breath of the Wild's world, 2018. Source: Hyrule Interviews #Zelda #BreathoftheWildQuote #FujibayashiQuote www.hyruleinterviews.com/Nintendo-Dre...
PEOPLE:
- Hidemaro Fujibayashi, age 45. Breath of the Wild Game Director.

QUOTE:
Fujibayashi: We divided the [Breath of the m Wild] map into sections resembling checkered flags, and cut this section into ‘dense' and this section into ‘sparse' to balance the terrain, and then asked the people in charge to make it.

However, as time passes, the ‘sparse' erodes and the 'dense' spreads. We would request, ‘horses will run there, so please make it flat!
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Retro Game Books 📚 @retrogamebooks.com · 02/09/2026
Our latest NES book goes big on Zelda, with 56 pages for Zelda 1 and 50 pages for Zelda 2. Special thanks to @historyofhyrule.com who supplied many rare images and retouched assets. Zelda II: The Adventure of Link was also the inspiration for the cover. retrogamebooks.com/products/vid...
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Hyrule Interviews @hyruleinterviews.bsky.social · 02/09/2026
Shinoda on the design of Breath of the Wild's Gorons, 2017. Source: Creating a Champion #Zelda #BreathoftheWildQuote #ShinodaQuote www.hyruleinterviews.com/Creating-a-C...
PEOPLE:
- Hirohito Shinoda. Lead NPC artist for Breath of the Wild.

QUOTE: 
Shinoda: [Early in Breath of the Wild] we tried to dramatically change the Gorons' appearance … I made their heads bigger, made them more human-like, and explored a lot of different ideas, but none of them really fit.

So I returned to their roots and [leaned] into their design from Ocarina of Time. In recent titles the Gorons have had tattoos, but I thought that due to the anime-like styling of this title, we should aim to make use of empty space rather than trying to fill it, so I went with a very clean design. Rather than just making them round, I paid close attention to the 3D model to ensure they felt like a sumo wrestler, someone with body fat and muscles, and that they looked powerful.
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Hyrule Interviews @hyruleinterviews.bsky.social · 29/08/2026
Okamoto on the game he is most proud of, 1997. Source: IGN #MahjongGakuenQuote #OkamotoQuote, #YasudaQuote web.archive.org/web/20000302...
PEOPLE:
- Yoshiki Okamoto, age 36.
Producer of Oracle of Seasons & Ages [2001]. Director of Capcom R&D. Creator of Gyruss.

- Akira "Akiman" Yasuda, age 32. Street Fighter II character designer.

QUOTE:
Q: What game are you most proud of?Okamoto: This "Strip Mahjong" game that we did in the arcade a long time ago. The same person who does a majority of our character designs, Akiman or Akimoto, made this game and designed the characters.

He even supplied the voice for the man playing the game! Of course, we did not want people thinking that Capcom was THAT kind of company, so we published the game under a different name
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Hyrule Interviews @hyruleinterviews.bsky.social · 28/08/2026
Aonuma on his background as a karakuri puppet craftsman, 2017. Source: Den-fami Nico Game Magazine #AonumaQuote news.denfaminicogamer.jp/english/1706...
PEOPLE:
- Eiji Aonuma, age 54. Long-time Zelda Producer & Director.

QUOTE:
Aonuma: I knew that I was talented at cutting wood and knew how to make beautiful lines on the wood, even when I was a boy.
So I tried to make Karakuri puppets and I received good reviews. So somehow, I majored in that until graduate school. Well, the exhibition in which I met people from game companies was my puppet exhibition. As a puppet lover, I can't help but stop and stare when I see a puppet that moves with an internal mechanism like automata.
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Hyrule Interviews @hyruleinterviews.bsky.social · 28/08/2026
Hisada on perceiving gameplay objects against the background in Skyward Sword, 2011. Source: Iwata Asks #Zelda #SkywardSwordQuote #HisadaQuote iwataasks.nintendo.com/interviews/w...
PEOPLE:
- Hanako Hisada. Skyward Sword field designer & landform coordinator.

QUOTE:
Hisada: Early on in development [of Skyward Sword], we had made not just the backgrounds, but the enemies and objects in a
watercolor style, but everything, including enemies, blended into the background. You totally couldn't pick out your goal. Then we used half-toon rendering, which is similar to cel-shaded animation, to represent characters and others, to make them stand out.
When we tried using that technology, it didn't look flat like with cel-shaded animation, but a little airy and soft. As mentioned earlier about animations, the backgrounds were realistic and simple, soft characters were moving around in front of them, and it didn't feel off at all, so we thought, 'This might work!'
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Hyrule Interviews @hyruleinterviews.bsky.social · 24/08/2026
Miyamoto on pranks and another childhood aspiration, 1998. Source: The Hyrule Journals #MiyamotoQuote goodblood.games/ootmiyamotog...
PEOPLE:
- Shigeru Miyamoto, age 45. Creator of Zelda & Mario.

QUOTE: 
Miyamoto: When I was in elementary school I wanted to be a puppeteer. At the time the program “Hyokkori Hyotanjima” had just started airing on TV and I wanted to create my own puppets like that. Later on, in junior high school I also had aspirations of becoming a manga artist. …

I love the practical jokes of someone digging a hole and hiding inside it while someone passes by, or attaching a string to a 1000 Yen bill and pulling it away. After all, it’s the same thing as making a game right? I’m always curious to see how players interact and respond to my tricks. Apparently I’ve been doing the same thing ever since I was just a kid [laughs].
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Hyrule Interviews @hyruleinterviews.bsky.social · 23/08/2026
Miyamoto on well-made vs interesting games, 1996. Source: Shmuplations #MiyamotoQuote shmuplations.com/miyamotoxeno/
PEOPLE:
- Shigeru Miyamoto, age 43. Creator of Zelda & Mario. Producer of Nintendo EAD’s Software Development Department.

QUOTE: 
Miyamoto: If you ask whether Nintendo should be satisfied as long as the commercial polish is high, I don't think so either. There are two kinds of games—well-made games and interesting games—and the public perception of Nintendo's games has gradually shifted from "interesting" to "well-made." We've ended up pouring a lot of our energy into that side of things. 

By completing Mario 64, we've proven we can make a solid 3D action game. Because of that, I think we can aim for something more interesting next time.
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Hyrule Interviews @hyruleinterviews.bsky.social · 22/08/2026
Koizumi on how Sunshine's hover jump exists to “resolve ambiguity” in player perception, 2007. Source: Montreal International Game Summit (MIGS) #SuperMarioSunshineQuote #KoizumiQuote youtu.be/A25Ab7RyUPs
PEOPLE:
- Yoshiaki Koizumi, age 39. 3D Gameplay Director of Ocarina of Time. Director of Majora’s Mask and Super Mario Sunshine.

QUOTE: 
Koizumi: “Depth misperception”, “getting lost”, “motion sickness”. These are the key phrases we worry about the most when creating a game in a 3-dimensional world. …

With Super Mario Sunshine we implemented a new kind of hover jump. We made it so that the player could shoot water down and make Mario hover in the air during the jump, giving the player more time in the air to resolve any ambiguity in the appearance of distance in a step towards achieving the “ease of play” we hope to achieve.
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Hyrule Interviews @hyruleinterviews.bsky.social · 18/08/2026
Aonuma on The Wind Waker's call to action befitting "a regular little boy", 2002. Source: GlitterBerri's Game Translations #Zelda #TheWindWakerQuote #AonumaQuote glitterberri.com/the-wind-wak...
PEOPLE:
- Eiji Aonuma, age 39. Director of The Wind Waker.

QUOTE: 
Aonuma: When the person he’s closest to runs into trouble, his only thoughts are “I have to do something!” I was thinking of using an event like that to trigger the start of the story, so it was really Link himself that fueled the creation of Aryll [in The Wind Waker].

In past games, the curtain has opened on a variety of mysterious events, such as Link awakening to a strange voice, or suddenly discovering a crest on the back of his hand. This time, I decided to put an end to these strange circumstances and start off with a regular little boy doing his best to save his sister. I wanted to express the power of Link running reckless in order to achieve his goals.
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Hyrule Interviews @hyruleinterviews.bsky.social · 18/08/2026
Aonuma on how the move to an open world was informed by the reaction to Skyward Sword, 2017. Source: Nintendo Everything #Zelda #SkywardSwordQuote, #BreathoftheWildQuote #AonumaQuote nintendoeverything.com/aonuma-on-ze...
PEOPLE:
- Eiji Aonuma, age 53. Producer of Skyward Sword & Breath of the Wild.

QUOTE: 
Q: What motivated the choice of such an open, systemic world [for Breath of the Wild]

Aonuma: The wish to create an open world game came shortly after Skyward Sword was finished. We realized that the way you flew from one area to another, with no opportunity to walk instead, had frustrated a lot of people who wanted to know what was hidden between the regions.

One of the greatest thrills of the Zelda series lies in exploring and looking for hidden things, so after a few preliminary tests, we reckoned that the Wii U had the power we needed to create a satisfying open world—one that would allow players to visit the entire world with no loading times. Everything stemmed from that intention.
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Hyrule Interviews @hyruleinterviews.bsky.social · 16/08/2026
Rogers on Yamauchi funding Microgo1, 2013. Source: Wired #Microgo1Quote #RogersQuote, #YamauchiQuote web.archive.org/web/20150115...
PEOPLE:
- Henk Rogers, age 59. Founder of The Tetris Company. Designer of Black Onyx, an RPG that influenced the first Zelda.
- Hiroshi Yamauchi, age 85. President of Nintendo from 1949-2002.

QUOTE: 
Rogers: “I don’t need programmers,” I said [to Yamauchi]. “I need money.”

”How much?”

”30,000,000 yen,” I said, about $300,000. It was the biggest number I could think up on the spot. He reached across the table, shook my hand, and we had a deal. …

Yamauchi played the game [Microgo1, 1987] once. Or I should say that he told his underling, who was holding the controller, where he wanted to put his moves. Yamauchi had never held a Nintendo controller in his hands before.

He easily defeated the program, and said that it was not strong enough for Nintendo. No amount of explaining how it was a miracle that I got his 8-bit computer to play Go at all was going to change his mind.
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Hyrule Interviews @hyruleinterviews.bsky.social · 16/08/2026
Takehara on beautiful nature after the calamity, 2019. Source: Hyrule Interviews #Zelda #BreathoftheWildQuote #TakeharaQuote, #YonezuQuote www.hyruleinterviews.com/Translation-...
PEOPLE:
- Manabu Takehara. Breath of the Wild Lead Architecture Artist.
- Makoto Yonezu. Breath of the Wild Lead Landscape Artist.

QUOTE: 
Takehara: Something the terrain lead told me when the Breath of the Wild team met together:

… “The grass fluttering with the wind”, “The feeling of adventure as you push your way through the grass”, these experiences create presence. He thought that they would help establish the worldview that even after the calamity, “Beautiful nature remains regardless of human life”.

He then asked the programmers to “Grow a lot of grass in the game!”, and the end result was a volume of moving grass far past his imagination, resulting in him crying from joy.
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Hyrule Interviews @hyruleinterviews.bsky.social · 14/08/2026
MIyamoto on how players can experience the same joy no matter where they're from, 2008. Source: Iwata Asks #WiiSportsQuote #IwataQuote, #MiyamotoQuote iwataasks.nintendo.com/interviews/w...
PEOPLE:
- Satoru Iwata, age 48. President of Nintendo.
- Shigeru Miyamoto, age 55. Creator of Zelda & Mario. General Manager of Nintendo EAD.

QUOTE: 
Iwata: There are people who feel FPS games are too difficult. I think that quite a lot of Japanese people feel this way–why do you think this is?

Miyamoto: I really don’t know what the reason could be. …

If there is something simple which someone can find enjoyable, the same joy can be experienced by anyone on earth, I believe. … For example, when we were working on Wii Sports, people in America kept telling me that there was no way [it] would sell in the States. 

When Wii Sports finally went on sale though, the games appeared to have even stronger appeal in the US. … You start to see that there really isn’t any difference in what east or the west find enjoyable.
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Hyrule Interviews @hyruleinterviews.bsky.social · 13/08/2026
Nakago & Miyamoto on the core team for Super Mario Bros., 2025. Source: Nintendo Museum #SuperMarioBrosQuote #NakagoQuote, #MiyamotoQuote, #TezukaQuote www.hyruleinterviews.com/Nintendo-Mus...
PEOPLE:
- Toshihiko Nakago, age 68. Lead Programmer for Super Mario Bros. and The Legend of Zelda.
- Shigeru Miyamoto, age 72. Producer and director of Super Mario Bros. and The Legend of Zelda.
- Takashi Tezuka, age 64. Assistant Director of Super Mario Bros., co-director of The Legend of Zelda.

QUOTE: 
Nakago: Going back to the first Super Mario Bros., it started with one person, and eventually there were about seven of us. That was huge in terms of the scale of programmers back then, but I can’t even imagine that now.

Miyamoto: There were other people who supported us, but the main members drew the maps and the sprite images too. Tezuka-san was a newcomer, in his first or second year at the company at the time. I asked him to come up with all kinds of ideas and handle different tasks, and though Nakago-san is a programmer, I invited him to planning meetings with us. Aside from the music, it was the three of us for the most part. We did anything and everything we could.
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Hyrule Interviews @hyruleinterviews.bsky.social · 13/08/2026
Aonuma on how tweaking simulation values can affect things on the other side of the map, 2017. Source: Nintendo Everything #Zelda #BreathoftheWildQuote #AonumaQuote nintendoeverything.com/aonuma-on-ze...
PEOPLE:
- Eiji Aonuma, age 53. Producer of Breath of the Wild.

QUOTE: 
Aonuma: [Breath of the Wild’s simulation systems] took a lot of time for a simple reason: when you have a single physics engine to manage all the rules that will apply to a world, if you change even a tiny value at one place, anything can happen on the other side of the map.

For example, we had one dungeon designer who wanted to make a puzzle that made you move clay pots with wind, so he changed a slider value so that the wind could carry the pots. When I tested this build of the game, I went to another place where there were supposed to be pots and I couldn’t find them. They had actually been carried by natural gusts and got stuck at the base of a distant mountain.
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Hyrule Interviews @hyruleinterviews.bsky.social · 11/08/2026
5000 Years of The Legend of Zelda... V2! I've added major branches like Conan, CS Lewis, Star Wars, a lot more Japanese influences, and the lineage of early video games. The chart's organization is also improved. Click through for the full-size: namelessquality.com/5000-years-o...
A screenshot a huge flowchart. At the top are listed things like mythologies and histories; at the bottom is the title screen for The Legend of Zelda. Between the two are numerous influences, ranging from ancient board games, to Tolkien, to 1930s pulp adventure films, and way more.
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Hyrule Interviews @hyruleinterviews.bsky.social · 10/08/2026
Miyamoto on why the Mario Bros can race with Bowser, 2015. Source: Game Informer #MarioSeriesQuote #MiyamotoQuote web.archive.org/web/20240205...
PEOPLE:
- Shigeru Miyamoto, age 62. Creator of Zelda & Mario..

QUOTE: 
Q: Time and again, Bowser kidnaps Peach. Why do Mario and Peach still race go-karts and play tennis with him?

Miyamoto: If you're familiar with things like Popeye and some of the old comic characters, you would oftentimes see this cast of characters that takes on different roles depending on the comic or cartoon. They might be businessman in one [cartoon] or a pirate in another. Depending on the story that was being told, they would change roles. So, to a certain degree, I look at our characters in a similar way and feel that they can take on different roles in different games. It's more like they're one big family, or maybe a troupe of actors.
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Hyrule Interviews @hyruleinterviews.bsky.social · 09/08/2026
Shimizu on how F-Zero began as the answer to negative feedback for another title, 2017. Source: Nintendo Website #F-ZeroQuote, #FamicomGrandPrixF1RaceQuote #ShimizuQuote web.archive.org/web/20171001...
PEOPLE:
- Kazunobu Shimizu, age 54. Artist on Adventure of Link. Director of Famicom Grand Prix: F-1 Race and F-Zero.

QUOTE: 
Q: What kicked off development of F-Zero?

Shimizu: The inspiration was Famicom Grand Prix: F1 Race, a racing game from an overhead point of view. We made a sequel to that and showed it to staff at Nintendo of America, but they totally bashed it!

Q: You had put a lot of effort into it, but they didn't like it.

Shimizu: They were like, "This isn't a racing game! Racing cars should be cooler!" They even said it wouldn't sell, and that ticked me off!

Q: It awakened the fighter in you? [laughs]

Shimizu: Yeah. [laughs] I thought, "Well, if that's what you say, then I'll make something really cool!"
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Hyrule Interviews @hyruleinterviews.bsky.social · 07/08/2026
Aonuma on how they decided where to hide things in Breath of the Wild, 2017. Source: Nintendo Everything #Zelda #BreathoftheWildQuote, #TheLegendofZeldaQuote #AonumaQuote nintendoeverything.com/aonuma-on-ze...
PEOPLE:
- Eiji Aonuma, age 53. Producer of Breath of the Wild.

QUOTE: 
Q: On what criteria did you … scatter the key items, place the shrines and temples [in Breath of the Wild]? 

Aonuma: … We chose an implementation that followed the building of the game, by wandering on the map and deciding when we should place an important element or a secret. If you want to hide areas, it’s even more complicated in 3D because the player doesn’t necessarily know what he’s looking for. So we made all those measures by walking in the game’s world, in order to have a good understanding of the travel times and the distances between all points of interest.

It’s not a well-known fact, but Mr. Miyamoto actually did the same thing in 2D to place the dungeons in the very first Zelda.
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Reposted by Hyrule Interviews
Max Nichols @maxnichols.bsky.social · 12/08/2025
Long-shot: I will pay $500 for a recording or transcript, with slides visible, of the 2017 CEDEC “Field Level Design” Breath of the Wild talk by Hidemaro Fujibayashi and Makoto Yunezu, if you’re ok with me sharing it.
A screenshot of Breath of the Wild, with Link standing on a hill looking out at a wide vista. Overlaid on the screenshot are a bunch of highlighted triangular shapes, part of BOTW’s visual design language.
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Reposted by Hyrule Interviews
Max Nichols @maxnichols.bsky.social · 05/08/2026
Playsense interviewed me about Hyrule Interviews! I shared the video, but it had issues, so here's a transcript. It was a great chat! We touched on my history with Zelda and game dev, why the I do the project, game preservation, and how it's impacted my game dev work.
namelessquality.com
Playsense Interview with Hyrule Interviews
A short awhile ago I was interviewed by Play Sense, a game marketing company that, on the side, has a series of interviews with folks…
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Hyrule Interviews @hyruleinterviews.bsky.social · 04/08/2026
Aonuma on polishing the Breath of the Wild world based on testers’ paths, 2017. Source: Nintendo Everything #Zelda #BreathoftheWildQuote #AonumaQuote nintendoeverything.com/aonuma-on-ze...
PEOPLE:
- Eiji Aonuma, age 53. Producer of Breath of the Wild.

QUOTE: 
Aonuma: [During Breath of the Wild development] I asked the team to create a tool displaying a map on which the movements of a hundred players would be drawn in real time, with a marking point every hour.

[If I saw] that many people were going to the same place at one time, I asked them why they had gone there. … Often, it was something I’d never thought about or seen in this angle during development, but sounded very funny. It also allowed us to detect locations no one was going to because it wasn’t very practical, in order to modify or add a path, change the topography, make a place more attractive… It was instructive to observe and allowed us to do statistics and make every portion of the world interesting.
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Hyrule Interviews @hyruleinterviews.bsky.social · 03/08/2026
Miyamoto on the difficulty of justifying small games for the N64, 1996. Source: Shmuplations #MiyamotoQuote shmuplations.com/miyamotoxeno/
PEOPLE:
- Shigeru Miyamoto, age 43. Creator of Zelda & Mario. Producer of Nintendo EAD’s Software Development Department.

QUOTE: 
Miyamoto: Do you remember that old Mac game where you'd shoot cannons at each other in a windy area? You'd adjust nothing but the launch angle and power to hit the enemy artillery hiding behind rocks. …

But you just can't make a game like that when you have to worry about justifying a 9,800 yen price tag [for N64 cartridge manufacturing]. People look at a casual game like that and assume it can be made on a low budget, or that a rookie can handle it, or that if it's that simple, it could just be distributed via the Satellaview. Everything gets manufactured based entirely on price. Instead of opening up a playground for people to try out new ideas, everything has just become a conversation about cost.
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Hyrule Interviews @hyruleinterviews.bsky.social · 02/08/2026
Aonuma on convergent ideas with Fumito Ueda, 2017. Source: Nintendo Everything #Zelda #BreathoftheWildQuote, #TheLastGuardianQuote, #ShadowoftheColossusQuote #AonumaQuote, #UedaQuote nintendoeverything.com/aonuma-on-ze...
PEOPLE:
- Eiji Aonuma, age 53. Zelda Franchise Producer.
- Fumito Ueda, age 46. Director of Ico, Shadow of the Colossus, and The Last Guardian.

QUOTE: 
Aonuma: It’s funny that you’re mentioning this game, because we are friends with Mr. Ueda and he’s always said that he wanted to make a game like Zelda—hence the similarities in Shadow of the Colossus. 

Mr. Ueda was kind enough to send me a copy of The Last Guardian late last year and as I was playing it, I noticed the moments when you climb on Trico’s head to find a path, and jump to reach places that were inaccessible from the height you were at. Without seeing each other or talking about it, I realize we had the same idea. It’s amusing to see we had the same inspirations, the same gameplay [inclination] at different times.
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Hyrule Interviews @hyruleinterviews.bsky.social · 01/08/2026
Aonuma on the two ways to get lost in a game, and the essence of Breath of the Wild, 2017. Source: Nintendo Everything #Zelda #BreathoftheWildQuote #AonumaQuote nintendoeverything.com/aonuma-on-ze...
PEOPLE:
- Eiji Aonuma, age 53. Producer of Breath of the Wild.

QUOTE: 
Aonuma: There are two ways for you to get lost in a game: because you don’t know where to go, or because you feel like checking out other places out of curiosity. While the former isn’t remotely interesting in terms of gameplay, the latter is something I look forward to making the players experience.

That’s why the game mechanics encourage you to explore. From the beginning of the adventure, Link is able to climb high enough to allow you … to observe the landscape and head for the place that caught your eye using the paraglider. This loop made of climbing, contemplating and gliding is the essence of exploration in this Zelda, and I really wanted to make getting lost in this world a pleasure.
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Hyrule Interviews @hyruleinterviews.bsky.social · 31/07/2026
Shigeru Miyamoto's eternal rival, 1996. Source: Shmuplations #MiyamotoQuote shmuplations.com/miyamotoxeno/
PEOPLE:
- Shigeru Miyamoto, age 43. Creator of Zelda & Mario. Producer of Nintendo EAD’s Software Development Department.

QUOTE: 
Miyamoto: Since my background is originally in industrial design, I view the Rubik's Cube as my eternal rival. There's a kind of product that's very important to me. It's not stuff made by veteran craftsmen who have spent years building computer games specifically for gamers, but rather things that make people realize, "Wow, computer games can do that...?!" 

Making products that surprise non-gamers, that is our big challenge. That said, when people point out that we do nothing but make sequels, they're entirely right. [laughs] I want to hurry up and reach a point where we can leave the franchise titles to the younger staff, while the older folks just do whatever they feel like. [laughs]
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Hyrule Interviews @hyruleinterviews.bsky.social · 30/07/2026
I present: 5000 Years of The Legend of Zelda A flowchart of the media that influenced Zelda. Ranging from mythology and historical sources to ancient board games, D&D, 1930s pulp adventure films, and way more! Click through to see the full-size chart. namelessquality.com/5000-years-o...
A screenshot a huge flowchart. At the top are listed things like mythologies and histories; at the bottom is the title screen for The Legend of Zelda. Between the two are numerous influences, ranging from ancient board games, to Tolkien, to 1930s pulp adventure films, and way more.
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