For Miyamoto, one element of this Zelda greatly disappointed him and he still regrets it years later

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For Miyamoto, one element of this Zelda greatly disappointed him and he still regrets it years later

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Gaming News For Miyamoto, one element of this Zelda greatly disappointed him and he still regrets it years later

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Everyone has their own pride and regrets. This also applies to Shigeru Miyamoto. Although he created video games that are now considered historical, he sometimes wanted to do more, noting after release that he would have liked to have done more for certain titles. And that's especially true for a Zelda video game.

An idea that has not developed further

Even if your name is Shigeru Miyamoto, there are times when you are not happy with yourself. Although he has created some of the most iconic characters in video games and continues to leave his mark, he sometimes regrets decisions he didn't make. Or realizing with slight frustration that he couldn't surpass himself in some of his productions. Something that happened for a Zelda video game. In an interview with Kotaku in 2013he explains:

When we design games, we have a plan for what we're going to design, but our process evolves and grows from there. Unfortunately, in Zelda II: The Adventure of Link we managed to do what we originally planned on paper.

Zelda 2 was released on the Nintendo Entertainment System (NES/Famicom) in 1987, so he didn't express his bitterness until more than 25 years later. At that time, the Nintendo teams were unable to mentally develop their concept. Something is now one of their trademarks for their large licenses.

Technical limitations

So what went wrong back then? Shigeru Miyamoto explains that this was mainly due to technical limitations of the time. A sane mind in a console that didn't seem wired enough to convey ideas. He explains:

If we could have made the transition from one scene to the next quicker, if it had been quicker, we could have achieved more by using side-scrolling instead of overview and switching between the two. However, this was not possible because there was a limit to the speed at which scenes could change.

Roughly speaking, the loading times between the isometric view and the profile view were already too long. It was therefore not possible to add things during the two-dimensional sequences as this would have increased the waiting time already set.. Another memory problem disrupts production. This from the design of the enemies:

The other thing, he said, is that it would have been nice to have bigger enemies in the game, but the Famicom/NES wasn't capable of that. Of course it's doable with today's hardware, and we did it, but of course it takes a lot of effort to create bigger enemies.

Zelda 2 is therefore one of those games that Miyamoto regrets. It's almost reassuring to see that even brilliant creators don't always manage to do what they want.

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