As Zelda's creators open up more and more about their development process, new little details and insight into the making of these games keep popping up. We recently outlined 10 things you probably didn't know about Ocarina of Time . But in a recent edition of Iwata asks, Zelda creator Shigeru Miyamoto opens up about even more of the lesser-known details that went into developing this legendary game. Some of them might surprise you.

#1:+We're+Sorry,+Link,+Your+Game+is+Only+in+One+Castle

#2:+Zelda's+Not+Designed+to+be+Epic

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Sure,+Zelda+was+never+meant+to+be+epic.

#3:+Let's+Burn+Down+the+Ranch!

#4:+The+Pressure+to+Cut+the+Grass

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#5:+A+Cut+Above+the+Rest

Do you love galloping across Hyrule Field in Ocarina of Time, running from Kokiri Forest to the castle to Death Mountain and everywhere in between? Lucky for you, Miyamoto doesn't always get what he wants."We put constructing the system first, and since we were going to determine the story in line with the system's capacity, at first I thought only having Ganon's Castle might be enough," Miyamoto said. "I thought about putting in all kinds of adventures into the different rooms, like making a dark meadow or an ocean--like in Princess Peach's Castle in Super Mario 64."While fans of the series love how epic Zelda stories are, it turns out the creators view things a little differently. They actually believe that it's not the story itself that's epic, rather the combination of the story, the characters, and the emotions the players feel."[Eiji Aonuma] said that while a lot of people say they like the epic story, on the level of the script, the story isn't actually that epic," Nintendo Global President Satoru Iwata said. "It feels epic because everything you experience within the game is added to the story."Miyamoto elaborated on the idea by stating how troublesome it can be sometimes to live up to the expectations of the fans. "The stories in The Legend of Zelda Lon Lon Ranch is one of the many beloved locations Link journeys to during his adventures in Hyrule. It's hard to imagine the game without this quaint ranch, but if Miyamoto had gotten his way, it would've been burnt to the ground."At first, I imagined a scene in which Ingo, in a frenzy, sets the ranch on fire, so Epona jumps against a backdrop of flames, but then someone said, 'What about when Link comes back to the ranch later?' So I gave that up," he said.Game developers often feel pressure from fans to include certain gameplay aspects, and the people behind Zelda are no different. Cutting grass, for instance, is a fan favorite from A Link to the Past that fans demanded be included in Link's 3D outing."When you change something from 2D to 3D, though, you discover a lot of things, like certain things become no fun anymore," he said. "For example, cutting the grass was something that first appeared in The Legend of Zelda series with The Legend of Zelda: A Link to the Past. When we made it, it was surprisingly fun. Some people started talking about how this was a video game that you cut grass using Spin Attack! But when we went to bring that element of cutting grass into The Legend of Zelda: Ocarina of Time 3D , it was like we were under orders to do so."Long before the days of gyroscope technology and Wii MotionPlus, the Zelda team was attempting to make players feel like their actions had a real and tangible effect on the world around them. One way was by allowing players to chop up signs in a variety of different directions. "When I said that the signs should cut diagonally when Link swings diagonally, everyone froze up and said, 'We can't check exactly where they cut it!' Even with the Nintendo 64 system, that would be impossible." Miyamoto said.His solution was to make several different cut patterns. "Then you could cut the signs from different directions, but then when a piece flew off and landed in the pond, since we hadn't taken care of collision detection when it hit against water, it would just fall to the bottom with a clack," he said. "Generally, you would just decide not to put a sign by the water, but Morita-san made it so the piece would float on the water. Yeah. Morita-san made that because he was certain the players would love it. Then we just wanted to put more signs by the water!"