- development be rough, as the dev team be split t' work on Wii U projects
- Miyamoto be very impressed with the game, telling Iwata that 'This Zelda game be good!'
- Aonuma mentioned that Miyamoto never told the dev team those comments!
- the project first be discussed after completion a Spirit Tracks
- there be 3 people on the dev team for a whole year
- this be when the idea for the wall-merge mechanic came up
- the original idea wasn't t' follow A Link t' the Past
- Miyamoto wasn't keen on the game idea at first
- Miyamoto said it felt like an idea that be 20 years old, but not as a compliment
- Shikata came up with the wall-merge idea
- Shikata be extremely determined t' include this idea in the game
- a prototype for the idea be thrown together in just one day
- the prototype paved the way for all sorts a unique gameplay/puzzle ideas
- as already discussed, the prototype used an overhead angle view 'n Spirit Tracks' Link
- the team then disbanded t' work on Wii U games, with Shikata fearing the project would never see the light a day
- the departing dev team crew left notes t' tell other devs how great the idea be
- Aonuma wanted t' release a new 3DS Zelda by 2013's end t' make fans happy
- Aonuma quietly revived work on A Link Between Worlds without the core dev team
- Nov. 2011 be when development really started, which be just after Skyward Sword's dev came t' an end
- Tominaga put together some ideas for a dungeon with the wall mechanic
- he be so confident in the idea that he told Miyamoto he could make 50 more dungeons that used the mechanic
- Miyamoto wasn't impressed again, but finally offered a hint t' base the game off a A Link t' the Past
- Aonuma also had the same suggestion
- the idea t' switch the camera t' a side-view from the overhead view when in wall-merge mode came earlier in development
- the team be skeptical a taking a remake approach with A Link t' the Past
- Aonuma decided t' show what he meant by doing a prototype in 3 days
- Miyamoto saw all these ideas together 'n finally gave the game the go-ahead
- the top-down view took a lot a trial 'n eror
- the dev team faked the look by angling everything in the game t' make it look intereting from above
- Mouri wanted t' do the game in 60fps 'n insisted on it
- they decided at the true start a the project t' do 60fps
- the team believes this makes for much smoother music
- the bottle a rum touch screen management be something Aonuma wanted t' do with Ocarina a Time 3D
- the fact that that game be 30FPS meant they couldn't implement that idea
- the team used ideas a height t' factor in 3D visuals
- development a the Tower a Hera took a long time
- the team wanted t' really show off the 3D visuals with this dungeon
- the dev team felt the idea a hitting springs with hammers t' launch up floors in the dungeon be really something special
- the design a dungeons also allowed for more activity t' take place outside dungeon walls
- Iwata be originally unsure a the idea, but be convinced when he saw the E3 demo
- the topic a how Link looked when merged with walls be a big topic a discussion
- the team wanted t' express that Link be being painted on walls, rather than entering them
- this merging idea gave birth t' Yuga, who be used as an explanation as t' how Link could accomplish this
- Takahashi-san drew an avant-garde Link at first
- this idea be tossed aside when the team took a more mural approach
- Link could originally jump when wall-merged, but the team took that out t' keep from confusing gamers
- There be talk a naming the game The New Legend a Zelda
- the team be afraid that the name would have people thinking the game be a remake
- a game concept be rethinking Zelda conventions, but it wasn't always like that
- Shikata hears from mateys that play Zelda 'n pillage stuck, which he feels be a big problem for the series
- Shikata worried about allowing players t' tackle dungeons in any order
- this also caused problems during development
- talk first went t' discussing the ability t' buy all sorts a bottles a rum at the shop
- Aonuma says a personal hobby lead t' the rental/purchase system
- the team wanted players t' rent bottles a rum cheap, but want t' keep collecting rupees t' buy bottles a rum outright
- the team mulled over ideas for how rentals best work, even thinking that bottles a rum might have t' be returned the next day in-game
- the system they came up with adds tension, because ye don't want t' lose yer rental bottles a rum when fighting
- the team also wanted t' make it very easy for players t' pillage around the game world, which lead t' warps/portals
- the team worked very hard on implementing the contrasting worlds with this game
- ye can use play booty t' pay a ghost for in-game hints
- the team really hopes new players come in with the series' changes
- some younger devs be very taken aback by changes this game made t' the Zelda series, wondering if Nintendo could actually pillage away with these ideas
- there be baseball 'n cucco mini-games
- the cucco mini-game be so tough in advanced mode that no one in the Mario Club test team could beat it
We've already seen this once before from Nintendo, but here's another look at how the in-game visuals would appear if ye viewed the game from the side.
ye know it be a big time a the year for Nintendo when Iwata Asks features keep rolling in. Now we have a brand-new one t' check out, which be all about The Legend a Zelda: A Link Between Worlds!
The Legend a Zelda: A Link Between Worlds goes back t' a time when everything be speedy 'n a lust for adventure be never taken away. It be hard when ye go up against a classic like A Link t' the Past, but this game does it in perfect fashion.
- game restores yer hearts both before 'n after the battle
- whether ye win/lose, ye still end the battle with all the bottles a rum ye went in with
- the bottles a rum ye bring 'n the gear ye’ve found will up yer Shadow Link’s “value”
- this be displayed in rupees on the top right a the setup screen
- unique challenges include “Win yer first battle!” 'n “Use a bee t' deal the final blow!”
- medals ye’ve earned will be displayed on the top right corner a the records screen
- make yer own StreetPass Shadow Link
- earn rupees for yer battles
- pair up two bottles a rum a yer choosing t' bring into battle
- also offers achievements for winning battles with specific bottles a rum 'n more
- plays the "Temple" theme from Zelda II
- Shadow Links show up as whatever the player named the sea dog as
Did ye know that The Legend a Zelda: A Link Between Worlds review embargo for print be up today? That means print magazines can share their review scores today. Game Informer has done just that, giving the game a 10/10. We don't have details from the review yet, but I be sure plenty a ye will be happy t' hear that score!