Miyamoto Hated Wind Waker's Graphics (Exclusive)

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Did you know? Instead of using a magical  conductor's baton, Link was originally   planned to control the wind using a theremin.  This alien-sounding instrument was accidentally   invented by a Soviet radio engineer in 1920.  Leon Theremin was trying to make something   else entirely, but ended up with the world's first  major electronic instrument. Instead of touching   it, the musician leaves their hands floating above  it -- one hand controls the frequency, and the   other controls the amplitude. But how exactly  did this almost get into a Zelda game? A movie   about Leon Theremin had just come out in Japan,  about how he invented the instrument, traveled   the world playing it, became a Soviet spy, then  got thrown in the gulags. And it turns out that a   few Nintendo devs saw the movie and thought, "hey  that's an interesting story, let's have Link play   a theremin in the next Zelda game!" To control  the instrument, players would've held their   GameCube controller like this, with the analogue  and C-sticks each representing one of Link's   hands playing the theremin. The game's title  comes from the primary instrument, so up until   halfway into development, the theremin itself  was the Wind Waker. This was all explained by   the game's director Eiji Aonuma, in a 2003 issue  of Nintendo Dream we recently had translated,   and they joke that the game could've been  called The Legend of Zelda: The Wind Theremin. For this video we delved into hundreds  of magazines looking for cut content and   obscure facts about The Wind Waker, and ended  up translating several magazines and some online   interviews into English for the first time. We  want to keep going the extra mile to get new and   interesting facts for you guys, and if you want  to see more of it too, leave a like on this video,   it really helps us out. So anyway, Aonuma  and his team were all set with a Zelda game   based around a theremin, then Shigeru Miyamoto  came in for playtesting and, as he tends to do,   upended the tea table. According to Aonuma: "He'd  play what we made and point out what was weird...   We had the Wind Waker item ready to some extent,  when Miyamoto came to me shaking his head saying   'no no no.' He talked about how it was 'entirely  unacceptable' [...] We were using both sticks at   first, adjusting with both hands like how you play  a theremin. By moving both hands like this (then   the magazine notes that Aonuma aims his palms down  and moves his hands up and down), you could change   the sound... But eventually we [changed it to]  the baton, and everything else fell into place   from there." By the way, a big thanks to Daniel  Romberger for making this demonstration for us,   so we can see and hear a theremin in action --  check out his channel for more Nintendo remixes. Miyamoto also changed Wind Waker's difficulty.  It was initially harder, but a lot of Ocarina   and Majora players got stuck on bosses and never  got to experience the full game. So to make sure   everyone could reach the ending, Miyamoto toned  down the difficulty, especially the bosses,   compared to how the Zelda team originally had it  set. When the HD remaster released a decade later,   they added Hero Mode to compensate -- but  Aonuma said even though he's the director,   this new mode was too hard even for him. He  got stuck on Gohma and gave up, then asked his   team if the difficulty he was experiencing  was some sort of bug, and they were like:   uhhhhh... no. Another aspect that Miyamoto wasn't  keen on was Wind Waker's art style. Initially,   Nintendo was just gonna improve on the graphics  from Ocarina of Time and Majora's Mask, and they   even built a prototype in that style. But later on  in the conceptual phase, the Zelda team's artists   proposed Toon Link -- the rest of the team loved  it, and dove head-first into the cel-shaded art   style. Aonuma didn't think Miyamoto would like it,  so he waited till they were already in pretty deep   to show it to him. And he was right -- Miyamoto  literally cringed, and didn't think it would sell. Aonuma recalls: "If I had gone and  talked to him from the very beginning,   I think he would have said, 'How is that  Zelda?' Miyamoto had trouble letting   go of the realistic Link art style until the  very end. [...] At some point he had to give   a presentation against his will. That's when he  said something [to me] like, 'you know, it’s not   too late to change course and make a realistic  Zelda." But the team was super enthusiastic   about the new style, and insisted they didn't  want to give it up. It was inspired by the   anime they watched as kids -- especially Hayao  Miyazaki's 'Animal Treasure Island' -- and Aonuma   says Wind Waker's kind of unique in the way it  doesn't feel like a Zelda game. It's more of an   adventure across the sea where the main character  just happens to be Link, and for that reason,   the story was also kept from Miyamoto for quite  a long time. Miyamoto really wasn't thrilled   with the situation, but ultimately accepted it  because with the team they had, it would've taken   10 years to make a realistic Zelda, but a toon  Zelda could be made in a fraction of the time. But before we cover even more exclusive  Wind Waker facts not found anywhere else,   a word from this episode’s sponsor, Buyee. If  you’ve ever used American sites to buy things   from Japan, you’ve probably noticed how much  sellers jack up the price-- it can be a lot. This   is where Buyee comes in. Buyee is a service that  places orders or bids on your behalf on Japanese   shopping and auction sites, then ships the items  straight to you without any absurd price hikes.   This includes sites like Rakuten, Amazon Japan,  and Yahoo! Japan Auction. So if you’ve been   wanting to get a hold of a Japanese game or piece  of merch, but don’t want to pay insane rates,   this service will let you get your hands on the  stuff for a more affordable price. Buyee is easy   to use, and offers support in several languages,  which of course includes English. They also ship   world- wide, including to North America, Europe, &  Oceania. Buyee has over half a dozen international   shipping methods, multiple payment methods, and  4 different insurance plans to match your needs.   Buyee is also giving Did You Know Gaming viewers  a 2,000 yen first-time purchase coupon for signing   up through the link below. So if you want to  try out this great service and get 2000 yen   off your first order, check out Buyee using  our link below. And now back to Wind Waker. Most other Zelda titles make you feel like you’re  Link, but in Wind Waker the team tried to make it   feel more like you're guiding Link, almost as  if you're watching an anime. In other words,   he's his own entity outside the player's inputs.  This separation was emphasized with Link's eyes,   he looks around independently of the player's  actions and what the player sees. In early builds   shown to the public, Link's eyes were solid  black, but a fan from Europe sent in a letter   saying black eyes made Europeans uncomfortable.  In response, Miyamoto said: "His eyes would   change between seven different colors... We made  it so his eyes were temporarily red in battle,   then blue when he calms down, and green when  he’s talking to people, and things like that.   But ultimately, we realize a human  with red eyes is kind of creepy,   isn’t it?... So at that point we decided  to just give up on the idea." Ultimately,   they looked at Mario's blue eyes and said let's  just make Link's eyes blue and call it a day. Fan letters continued pouring in, especially from  girls, asking them to get rid of the Toon Link   altogether. Lots of girls demanded in no uncertain  terms that they bring back the stud from Ocarina,   the teenage heartthrob they fell in love with  five years earlier. But Nintendo ignored them.   Wind Waker's timeline placement changed as well  -- Miyamoto said they initially placed it at the   very beginning, before the other Zelda games. But  shortly after release, Aonuma said they'd changed   it to take place 100 years after Ocarina of Time,  a fact reflected in the game's story. Probably the   biggest changes in development were for the sea  itself. According to Aonuma: "We wanted to do   away with the Hyrule we’d had so far. We didn’t  want to just remake the same Hyrule from the N64,   so what could we? How about we just sink the  whole thing! [...] At first we had plans for   primary and alternate worlds like A Link to the  Past, where you could go back and forth between   present and past Hyrule. But we couldn’t make  something like that in the limited time we had."   In A Link to the Past, you can warp  back and forth between the Light World,   where most of the game takes place, and a dark,  twisted version of Hyrule called the Dark World.   Wind Waker would've used a similar mechanic,  but instead of the Dark World, Link would've   explored Underwater Hyrule. This concept art in  the Hyrule Historia gives us a better look at how   they were thinking that might've worked, with Link  using a key item to warp down to the Lower World. To get back to the Upper World, Link would've  grabbed onto hooks belonging to fishermen,   who'd yank him back up to the surface. Wind  Waker spent one year in the planning stages,   which gave them time to decide which parts of the  Great Sea lined up with which parts of Ocarina's   Hyrule, but Nintendo only gave them a year and  a half in actual production. So unfortunately,   the team simply didn't have enough time to fully  implement their ideas, and the only underwater   location they could include was Hyrule Castle.  They also wanted to make the ocean a lot smaller,   but according to Aonuma: "Part of the reason the  sea's so vast is because if we made it smaller,   there wouldn’t be enough time to process the data  for whatever island you were heading towards.   We had to strike a good balance with  the boat’s speed for the same reason.   In the middle of development... we  wanted to make the boat go faster.   But doing that meant the game couldn’t  read all the data, and it froze a lot." As a result, the ocean ended up bigger than  they wanted, and some fans thought getting from   island to island took too long. Which is why they  eventually added a Swift Sail in the HD remaster.   In the final game, if you reach the edge of the  ocean, the boat says you can't go any farther and   forces you to U-turn. But the Zelda team  originally thought of making the ocean continuous,   to simulate the world being round -- like  how the world works in Skies of Arcadia,   a Dreamcast game that launched while Wind  Waker was in its planning stage. That way,   if you sail off the right side of the map,  you'd suddenly appear on the left side,   or if you keep going up, you'll come out at  the bottom. But they ended up scrapping that   idea for story purposes. Wind Waker was brand  new when this magazine interview took place,   so the developers didn't wanna reveal  too much about the plot. But they did   say you'll understand why they didn't make the  world round when you see the game's ending. They're probably alluding to Wind Waker's final  moments, when Link and Zelda sail off into the   distance, looking for a land that'll become  the next Hyrule. If the game's ocean was round   and continuous, that would've implied the game  world was the entire world -- meaning Link and   Zelda would never find the land they were looking  for. In other words, a cool gameplay concept was   scrapped for the sake of the story. Speaking  of Wind Waker's ending, a direct sequel was   originally planned for GameCube, which would've  seen Toon Link riding a horse around on the   great plains. So it seems Link and Tetra would've  discovered the land they were looking for... but   Wind Waker's sales fell so far below expectations  that Nintendo decided to make Twilight Princess   instead. Ubisoft staff also tried making  a Wind Waker sequel for Game Boy Advance,   but the project got canned after just one month.  And in 2007, Aonuma said he wanted to make a new   Wind Waker for Wii, but knew he wouldn't be able  to swing it, presumably due to the disappointing   sales of the original. Toon Link did eventually  get a couple more adventures on Nintendo DS, but   there was actually one more game with Toon Link  that did get made... but never came to the West. Tetra's Trackers was a GameCube spin-off game  released in 2004 -- the story picks up right   where Wind Waker left off, with Link now trying to  prove he's got what it takes to join Tetra's crew   and become a bonafide pirate. It was announced at  E3 2003, and was originally planned for worldwide   release as a stand-alone GameCube game.  But during the last year of development,   it got shrunk down and included with Four Swords  Adventures -- but only in the Japanese and Korean   versions of the game. There it was called  Navi Trackers, but since the English title   was announced as Tetra's Trackers, that's what  we're gonna call it. Tetra's Trackers was never   localized into any other languages, probably  because it would've been difficult with the   game's full voice acting. Have a listen and  you'll see what we mean: [short clip plays].   Tetra's Trackers never even got a fan translation,   so we translated parts of it and added subtitles  for use in this video. And it didn’t just feature   Tetra -- a huge cast of Wind Waker characters  make an appearance, and they talk constantly. Even minor characters, like Sue-Belle  from Outset Island. [short clips].   The "sploosh" guy Salvatore has his own voice,  and also does some impressions: [short clips]   But probably the most disconcerting voice  comes from the King of Red Lions: [short clip].   We won't go over all the characters, but there's  a lot of them -- which would've made localizing   Tetra's Trackers pretty tricky, and since  it'd already been relegated to just being a   part of Four Swords, it probably wouldn't have  been all that profitable. So how does the game   actually work? In Four Swords Adventures,  you plug up to four Game Boy Advances into   your GameCube -- most of the gameplay takes  place on the TV screen, and occasionally look   down at their GBA screen if they go into a  house or something. But in Tetra's Trackers,   most of the gameplay takes place on the GBA, and  you occasionally look up at the TV to see the map   and other miscellaneous information. It's  basically a treasure-hunting party game.   Each player, represented by a different-colored  Link, runs through maze-like stages searching for   pirates, stamps, medals, sea shells, rupees --  everything's worth a certain number of points,   and whoever's got the most  points after 9 minutes wins. There's also a single-player mode  where you compete against Tingle.   That's the short explanation. It'd probably  take fifteen minutes to explain it all in depth,   and there's more development background as  well -- so we'll save all that for a future   video. Make sure'n subscribe if you don't wanna  miss it. But for the purposes of today's video,   besides the funny voices and visuals, we also  wanted to point out that Tetra's Trackers fits   into the Zelda timeline riiiiight... here. It's  Link's initiation into Tetra's gang of pirates,   right between Wind Waker and Phantom Hourglass.  But whether or not it's considered canon is   controversial among fans -- especially after  it got bundled with Four Swords Adventures,   which stars another Link who lives in a different  timeline. Four Swords definitely is canon,   but since there's two Links on one disc, and  Tetra's Trackers only released in Japanese,   some fans refuse to acknowledge it. But even  the developers don't think too much about the   timeline and what is or isn't canon, so trying to  find a definitive answer is probably overthinking   it -- either way, it's certainly an interesting  chapter in the life and times of Toon Link. Okay let's get back to those magazines we  translated. The whole staff talks about how glad   they were to finally finish Wind Waker, and how  much crunch was required to get the game out on   time. Looking back right after launch, they said: "It was painful when we were making it...   We really couldn’t go home." "Or see our kids."  "...When everyone came in to work in the morning,  I’d move from where I slept on the 3rd floor to   my work station on the 5th floor, and then  go back to the 3rd floor at night. I had no   idea what was happening in the outside world." Aonuma wasn't even aware winter had arrived,   adding: "I saw some guys [in the office] wearing  down jackets and thought 'What’s up with these   guys?' When I eventually got to go home, I  was surprised to see how cold it had gotten." Even with all that crunch, Wind Waker's short  year-and-a-half development meant they just   didn't have enough time to include everything they  would've liked. Aonuma says the very last thing   they were working on when the clock struck  midnight was the crabs. In the final game,   they're tiny and don't really do anything  except run away and dig into the sand -- but   the Zelda team wanted to make them 10-times  their normal size and much more interactive.   Nintendo Dream magazine makes a point of Aonuma's  regretful tone as he tells them: "We were going to   have crabs on the shore and do lots of things with  them, but in the end we couldn’t make it happen!   We were thinking about what to do with the  crabs when development ended... Sorry about   the crabs." He also laments how the boat turned  out. In the final game, if you're on the boat,   equipping the bombs makes a cannon appear,  and the grapple hook turns into a crane for   dredging up treasure. But Aonuma says they  wanted to add a lot more tools for the boat,   but didn't have enough time. They probably  could've implemented at least one more, if it   wasn't for one guy on the Zelda team who vastly  overestimated the American education system. Aonuma said: "I’ve never sailed a ship before...  [and] I thought sailboats couldn’t move against   the direction of the wind. But someone  who’s actually been on a yacht told me   'if a boat zigzags, it can still sail against  the wind,' which was the first I’d ever heard   of that. I was told 'this is something  everyone in America learns in high school,   and if you don’t get it right, there are  definitely going to be complaints.' So I   thought we couldn’t cut corners there." The extra  time spent on the zig-zagging boat meant less   time was left over for items. Previous Zelda  games always had a nice variety of mini-games,   like the Shooting Gallery and Bombchu Bowling.  The team wanted to add some into Wind Waker too,   like an island where Link can play Golf --  unfortunately though, time was so tight that   Aonuma had to give the order to abandon the  idea. But as they were nearing the deadline,   they came into the office one morning and were  shocked to see the Golf Island somehow appeared   out of nowhere. Aonuma says someone must have  snuck in after hours and built it themselves,   without anyone else on the team knowing. Sadly  though, a lot of other mini-games weren't so   lucky, and along with two entire dungeons,  ultimately got left out of the final game. One that did make it in was the "sploosh" game on  Windfall Island, which was demanded by Nintendo's   old-timers -- which kinda makes sense, since  it's based on Battleship, an old board game that   boomers played when they were kids. Aonuma even  had to ban the strategy guide team from playing   it because he was afraid they'd get obsessed and  never get around to playing the rest of the game.   In the original Japanese version, Salvatore's  game is literally about sinking battleships.   But when Wind Waker was localized  for an international audience,   they changed it into a squid game. And when  the HD remaster released a decade later,   they used the squid version in  every region, including Japan. But these aren’t the only secrets we dug up on  Wind Waker. According to Aonuma and Haruhana,   the Deku Leaf was originally a paper  fan. Its only purpose was fanning things,   but later in development they came up with the  idea for Link to use it to fly around in the wind,   so they changed it into a leaf. If you ever  wondered how deep underwater Old Hyrule was,   Aonuma provides an answer in one of these  magazines. He says: "We limited the sense   of how deep it is [because of the crane]. It’s  fairly easy to go to Hyrule as well. It’s deep   enough to fully hide a person, and then a little  deeper still." He might be referring to its   canonical depth and not its actual depth though  -- because in his Boundary Break episode, YouTuber   Shesez moved the camera to get a visual of the  depth, which made it look to be around 40 feet.   The only part of Hyrule you actually get to visit  is the castle, which is definitely deeper than   both those estimates, but that's probably because  it's at the bottom of a chasm. Another interesting   fact is that every item in Wind Waker had its  name translated in Wind Waker's English release,   except for one -- the Hyoi Pear. As pointed  out by Aonuma in one of these magazines,   the fruit gets its name from Hyoui, the Japanese  word for possession. As in being possessed,   like how a spirit takes control of a person's  body. So if they'd translated the Hyoi Pear,   it would've been the Possession Pear, which  apparently, they didn't think the Western audience   could handle... well, probably the Western  audience's parents, if you know what I mean. One of the younger devs, Toshiaki Suzuki,  was selected as Wind Waker's, quote, "Tingle   Specialist." Working on Tingle and his fairy  buddies was his entire job for quite some time.   One of his co-workers said: "From dusk till dawn,  he thought about nothing but Tingle.bIt drove him   crazy..." In all these magazines, Toshiaki's  only given one brief opportunity to speak,   which he uses to say: "I've been thinking about  nothing but Tingle for these last few months.   So please, experience adventuring together  with Tingle. The rare blue Tingle is on Outset   island... dot dot dot" What he's talking about is  the rarest character in the whole game, and most   people who've played Wind Waker never even knew he  existed. Knuckle is Tingle's little brother -- he   carved the entirety of Tingle Tower by himself  when he was just ten years old. Then Tingle came   along and put up a sign that said "For Tingle  Only," which made Knuckle so mad that he ran   away to Outlet Island. The only way you can ever  see Knuckle in the GameCube version is by plugging   in a Game Boy Advance and going to Outset,  which triggers an argument between the two fairy   brothers. Then you play a mini-game to unlock  the Hand-Me-Down Tingle Tuner, an item only found   in the ‘Cube version that lets you buy Arrows,  Bombs, and Bait anytime you want through the GBA. Finding Knuckle is such a hassle that the game  actually considers your figurine collection   complete if you manage to get all of them  except Knuckle. Speaking of Knuckle's figurine,   its description features an interesting secret  -- it says his studio is inside the head of   Tingle Tower. It's impossible to get inside the  tower's head through any normal means, but it is   possible if you hack the game. And by the looks  of it, it seems the Tingle Specialist really did   go crazy -- just look at this place. Since the HD  remaster couldn't hook up with a Game Boy Advance,   most of Knuckle's content got cut -- the argument,  the mini-game, and even the Hand-Me-Down Tingle   Tuner he gives you. But he will appear on Tingle  Island after you get the five Tingle Statues,   and Knuckle's figure now is required to complete  the full collection. It's been updated to say:   "Supposedly, it used to bother him that  this collection was considered complete,   even without his figurine." And if you're worried  about that Tingle Specialist who went crazy,   don't worry, things worked out pretty well for  him -- he immediately got promoted to director   and made Four Swords Adventures, and nowadays  he's producer on the Mario Party series. Did you also know that Ubisoft tried to make  a Wind Waker sequel for Game Boy Advance,   and the Zelda team wanted to make a Twilight  Princess sequel on Wii? For these facts and more,   check out the video on screen. If you enjoyed  this video, hit the like button and maybe share   it with a friend. Huge thanks to Eurasia_M  for recording all of Tetra's Trackers for us,   Danny Music for the theremin cover, and all  the folks who made today's video possible.   And thanks to everyone at home  for watching. See ya next time.
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Channel: DidYouKnowGaming?
Views: 314,477
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Keywords: zelda, the legend of zelda, legend of zelda, wind waker, the wind waker, the legend of zelda the wind waker, zelda wind waker, wind waker link, toon link, link, ganon, ganondorf, tetra, nintendo, gamecube, gcn, nintendo gamecube, cut content, zelda cut content, wind waker cut content, did you know gaming, didyouknowgaming, dykgaming, dykg, gaming
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Length: 21min 56sec (1316 seconds)
Published: Sat Jun 25 2022
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