1:37:
(2001.08.23) Clip of Shigeru Miyamoto, at the Wind Waker reveal: I think the international press is watching, too. Is everything ready? [pause, waves at crowd] The Legend of Zelda for Gamecube. We’ve changed the style a little, so please watch this.
3:58:
Aonuma: Everybody was pretty surprised. Even we were a little surprised. Ever since Ocarina of Time and Majora’s Mask, you could see a tendency towards realistic graphics in video games, but I didn’t feel that was a tendency suitable for the Zelda series. Then the creators of the so-called cel-shaded technique showed me this new tool, which I thought was just what we needed to easily create a new Zelda world no one had seen before. That’s how we switched to this style.
8:39 Yoshiki Okamoto: I played [Zelda 1] for a few minutes everyday, growing little by little. Deep inside I was always looking forward to those minutes. I used to play a little everyday, bright beore leaving work, and left just after having obtained one more heart. Ah, one more. One day I went from Osaka to Tokyo for one night, and when I got back, someone had already beaten it, using my file. It was a part-time employee, who still works for us, but I've been hard on him ever since. [Laughs] I'm still hard on him, even after 10 years have passed. Yeah, I treat him pretty bad [laughs]
18:54:
[On the LTTP Hammer]
Okamoto: The hammer. Using the hammer. Looking at that hammer made me remember Donkey Kong. The hammer in Donkey Kong made you invincible, right? But using it was completely optional. The score was higher if you didn’t use it, as you finished faster. It gave you a lot of points, but you had to go all the way. Later I noticed it wasn’t necessary. So maybe Mr. Miyamoto noticed that, too. And maybe he decided to include it in a game where you weren’t given the option. So thinking of Mr. Miyamoto’s feelings, I used it a lot.
29:57: Okamoto: [In Ocarina] Those signs were pretty fun, being able to cut them. Mr. Miyamoto's proud of them. He said "You can cut them." Yeah, I noticed. "Doesn't it sound nice?" Yeah I agree. "Cut this one, here." So I cut the sign and then it went floating on the water. "Isn't it nice?" I wonder why they did this. [laughs]
38:00
Okamoto: Kids used to play consoles with the disc system, but they are using cartridges now. Anyways, I thought kids didn’t play those games anymore, so I suggested to Mr. Miyamoto that we reimagine those games. Since he was too busy, I told him I could take care of it. I said we should develop it for the Gameboy Color, but once we started, it seemed like one game wasn’t going to be enough. I suggested to Mr. Miyamoto that we turn it into a trilogy, and he agreed. I was ecstatic. Afterwards, I realized it was too much, but I couldn’t step down. So we ended up with just two games. [laughs] Before we got started, I thought it would be easy, but I was wrong. I misjudged it. Making a Zelda game is hard. My bad, I underestimated it.
40:24
Aonuma: When we were thinking of the world for this new adventure [The Wind Waker], we first decided to have a sea. Yeah, we first decided to have the sea as it’s setting. We created it first because it was an important part of the story. Swimming in the sea would’ve been troublesome for the players. So, well, in earlier games you could ride a horse, Epona, and thinking of it’s equivalent we came up with the obvious idea of a boat. But a motorboat isn’t suitable for the Zelda series. [laughs] So we decided to have a sailboat. And a sailboat won’t move without wind. Then we thought of making a game in which you could control the wind. So in the end, we decided to develop a game in which you had to go to many islands on the sailboat by controlling the wind. And that’s how the wind ended up as the game’s theme.