“It’s a Secret to Everybody.”

The Family Computer Disk System was never released overseas, so The Legend of Zelda came out on a cartridge outside Japan. What about the booklet?

Miyamoto: Maps were included in North America. The maps included various hints, but to be honest, I thought it would be more enjoyable to play the game without any help.

It’s no fun if you know the solutions to puzzles ahead of time.

Miyamoto: So we sealed the map, with a message reading “You should only use the map and strategic tips as a last resort.”

Oh, I like that!

Miyamoto: But everyone breaks the seal. (laughs)

I like that message, but the message “It’s a secret to everybody” that appears in the game is also great. Who thought of that?

Miyamoto: I fancied myself a copywriter when I wrote that. (laughs) I wondered how I could express the right sentiment in just a few words. I thought maybe I could write marketing copy!

Everyone: (laughs)

That message appeals to the child inside. Molblins are supposed to be your enemies, but some hand over a bunch of Rupees and say, “It’s a secret to everybody.”

Miyamoto: That phrase has several meanings. It’s a secret to be kept from friends and family that you can get rupees there. But for an enemy like a Molblin to bless you with Rupees means he has betrayed his comrades, so it’s a secret to keep from them as well.

I see. By the way, does the name of the currency come from the Indian rupee?

Miyamoto: I didn’t really have India in mind when I named it. It’s just a cute sound, don’t you think?

Yes, it is. (laughs)

Miyamoto: I can see why people think of Indian rupees, but they’re also like rubies.

Ah, yes. They sound similar.

Miyamoto: Rather than the Indian rupee, they’re more like ruby gems.

“The Hyrule Fantasy”

The Japanese packaging had “The Hyrule Fantasy” as a subtitle in the logo. Why did you include that?

Miyamoto: The game features a world of swords and sorcery, and you adventure across this spectacular land called Hyrule, so it seemed appropriate. When throwing out all sorts of ideas for names and assigning them to enemies and so forth, we thought Hyrule sounded perfect for the name of a region. I think that’s why we did that. (to Tezuka-san) Is that right?

Tezuka: Yes. We also hoped that The Legend of Zelda would continue as a series, so we intended to call that series The Hyrule Fantasy.

Then why was it only on the original game?

Miyamoto: I don’t know.

Tezuka: I’ve forgotten. (laughs)

Miyamoto: Wasn’t “The Hyrule Fantasy” on Zelda II: The Adventure of Link? (5)

5. Zelda II: The Adventure of Link: An action-adventure game released for the NES system. Originally released for the Family Computer Disk System in Japan in January 1987.

No, it wasn’t.

Miyamoto: Hmm… The Legend of Zelda: A Link to the Past6, which was for the Super NES, already had a subtitle, so maybe we thought that tacking on “The Hyrule Fantasy” would make the title too long.

6. The Legend of Zelda: A Link to the Past: An action-adventure game released for the Super NES™ system. Originally released in Japan in November 1991.

And Final Fantasy (7) had come out, so I suppose that was another reason it was iffy to use?

7. Final Fantasy: A role-playing game released by Square (now Square Enix) for the NES system. Originally released in Japan in December 1987.

Miyamoto: Oh, right! It’s a bit like Final Fantasy! That may indeed have been another reason. We might’ve looked like copycats! (laughs)

Everyone: (laughs)

But actually, “The Hyrule Fantasy” came first.

Miyamoto: Yes. The Legend of Zelda came out much earlier. And it came out overseas without that label, so we thought that “The Legend of Zelda” would be good enough.

Competition, Basis and Magic Box

Last, I’d like to ask about the NES. Miyamoto-san, what did the NES mean to you?

Miyamoto: Competition.

As in various people competing through products?

Miyamoto: Yes. I’ve been in the design world since my student days, so I’m extremely aware of how important it is in competition to put forth the best possible performance within certain conditions. In that sense, the NES was competitive hardware.

You have to make games as fun as possible within certain conditions and constraints.

Miyamoto: When it comes to thinking up ideas, I think the NES represents the ultimate form of competition.

And with the NES’s limited memory, the constraints were considerable.

Miyamoto: Also, whereas you had to pay a hundred yen to play games in video arcades, people would use the NES to play for long periods of time at home. That’s why I was intent upon making Baseball. (8) For example, in a video arcade, you would have to put in 100 yen for each inning.

8. Baseball: A sports game released for the NES system. Originally released in Japan in December 1983. (Not included with the NES Classic Edition.)

Uh-huh. (laughs)

Miyamoto: But with the NES you could play a full nine innings with no time limit. We also included two controllers for playing Baseball and Mario Bros. (9)

9. Mario Bros.: A platform game released in arcades and for the NES system. Originally released in Japan in September 1983.

By the way, in what capacity did you participate in development of Baseball?

Miyamoto: I wasn’t the director, but I was what we would today call a game designer. I created the athletes’ poses, made them move naturally, and so forth.

Then you were deeply involved.

Miyamoto: Yes. Because I loved baseball! (laughs)

(laughs) What is the NES for you, Kondo-san?

Kondo: It’s a kind of basis. I’ve always worked in video game music, and I think that’s thanks to the NES.

For you, it’s the origin of video game sound design.

Kondo: Yes. In the days of the NES, I learned how to compose video game music and about the importance of sound effects. Then, along with the development of hardware, the sounds improved in quality and we were able to use a greater variety of sounds, but when it comes to the essence of composing game music, the crucial elements haven’t changed at all. In that respect as well, I owe it to the NES that I’m able to write all kinds of music today.

How about you, Tezuka-san?

Tezuka: I think of the NES as a magic box. It’s a single device, but by changing cartridges, you can play something different.

Yes, it is quite magical.

Tezuka: Different software provides different experiences.

And the NES Classic Edition contains 30 games, so the experiences are quite varied.

Tezuka: It’s so small, but the NES Classic Edition is another magic box.

Miyamoto: And it has charming appeal that’s almost toy-like.

Tezuka: Yes. Some toys can be found in every household. You take them out on certain occasions, like Othello or playing cards.

Miyamoto: Or chess or matching games.

Kondo: And the Japanese card game hanafuda!

Miyamoto: Yes, yes! (laughs)

Tezuka: I would love it if people add the NES Classic Edition to other standard games, like certain medicines that any household would keep on hand.

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