This page contains a Flash digital edition of a book.
ALPHA| NEWS


The Zelda franchise recently celebrated its 25th anniversary with a live concert of orchestral music playing the game’s famous music


course they listen to the existing Zelda music, and try and inherit the spirit of it, but my focus is on encouraging new things that fit a new Zelda.


Is handing over the responsibility of crafting new music at all difficult for you? Kondo: No. It is exciting. It’s not at all worrying. It’s really positively surprising to see the new ideas, and the new flourishes the young talent brings. It would be really nice for me, of course, if I could just focus all my efforts on the music for one Zelda game. Now, however, I have many more responsibilities, so I am happy for the young team to have their chance.


What is it about the Zelda music that so enchants people? Just recently you sold out a concert of Zelda music in London. Kondo: That’s very difficult to say. We’re always trying to craft music that stays in the mind and is associated with memories. That’s what we aim for, but as I rarely see the people playing the games, it is hard know how they respond. How popular this concert


has been certainly helps, and it has made me very happy to see.


We’ve managed to use orchestral music


and make it interactive for the player, which we are very pleased with.


Koji Kondo, Nintendo


Skyward Sword, as you said, is the first Zelda game to use a full orchestra. How did that challenge you? Kondo: The real challenge in using an orchestra came from the fact that the music in Zelda is real-time and interactive, in that it changes dues to the player’s actions. That was very difficult to achieve with an orchestra. In fact, initially I thought it might be absolutely impossible, but it is something


we achieved. We’d learned a lot from working with an orchestra on Super Mario Galaxy. We’ve managed to use orchestral music and make it interactive for the player, which we are very pleased with.


What is most core to the Zelda experience? What is so sacred to the series it could never be changed? Aonuma:Well. Zelda has to be in the title. That’s something we could never change [much laughter].


That’s not everything though. There’s something that makes even the most distinct Zelda games feel similar in spirit. Aonuma: Many people ask about that ‘Zelda- ness’, and I think Mr Miyamoto would say the same as me. What makes a game a Zelda game is the theme of uniqueness that we strive for. A Zelda game should never be similar to


anything else or resemble other games. This is always what we aim for, and that striving for uniqueness is the common denominator across the series.


08 | NOVEMBER 2011


THIS MONTH: The making of Ustwo’s Whale Trail Meet some of the staff at Jagex An overview and tutorial for Miles Sound System 9


p18


p32


p56


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68  |  Page 69  |  Page 70  |  Page 71  |  Page 72  |  Page 73  |  Page 74  |  Page 75  |  Page 76