Yoshiaki Koizumi: Difference between revisions

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===Nintendo===
After Koizumi had joined Nintendo in April 1991, he was assigned to work on the manual for the [[Action-adventure game|action-adventure]] game, ''[[The Legend of Zelda: A Link to the Past]]'' for the [[Super Nintendo Entertainment System]], for which he did the art, layout and writing.<ref name="CESA bio" /><ref name="Wired interview" /> In the process, he conceived the game's backstory and the designs of the [[Characters in The Legend of Zelda series#Golden Goddesses|three goddesses]] and the star sign associated with them. For the sequel, ''[[The Legend of Zelda: Link's Awakening]]'', he was again tasked with designing the manual. However, since work on the game had just begun, Koizumi wound up creating its entire story and came up with plot ideas such as the island in a dream.<ref name="Wired interview" /> He also worked on the event design for the interactions with the villagers, wrote the owl's and the Wind Fish's lines and designed the bosses' behavioral patterns.<ref name="Wired interview" /><ref name="Edge interview">{{cite magazine |date=February 5, 2008 |title=Interview: Nintendo's Unsung Hero |url=http://www.next-gen.biz/index.php?option=com_content&task=view&id=8731&Itemid=2 |titlemagazine=Interview:[[Edge Nintendo's(magazine)|Edge]] Unsung|publisher=Future Heroplc |archive-url=https://web.archive.org/web/20080208121619/http://www.next-gen.biz/index.php?option=com_content&task=view&id=8731&Itemid=2 |archive-date=February 8, 2008 |magazine=[[Edge (magazine)|Edge]]|publisher=Future plc}}</ref><ref>{{cite book |date=February 20, 1999 |publisher=[[Shogakukan]] |isbn=4-09-102679-6 |pages=108–111 |script-title=ja:ゲームボーイ&ゲームボーイカラー 任天堂公式ガイドブック ゼルダの伝説 夢を見る島DX |chapter=開発スタッフアンケート |pages=108–111 |date=February 20, 1999 |isbn=4-09-102679-6 |publisher=[[Shogakukan]]}}</ref> Koizumi later experimented with a polygonal, side-scrolling remake of ''[[Zelda II: The Adventure of Link]]''. Developed for the [[Super Nintendo Entertainment System]], the prototype was based on ''[[chanbara]]'' action, a type of Japanese sword fighting.<ref name="Iwata Asks OOT3D 2-2">{{cite web |date=June 27, 2011 |title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D – Vol. 2: Original Development Staff - Part 1 – 2. The Legend of Zelda with Chanbara-style Action |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Ocarina-of-Time-3D/Vol-2-Original-Development-Staff-Part-1/2-The-Legend-of-Zelda-with-Chanbara-style-Action/2-The-Legend-of-Zelda-with-Chanbara-style-Action-231626.html |titleaccess-date=IwataNovember Asks:3, The Legend of Zelda: Ocarina of Time 3D – Vol. 2: Original Development Staff - Part 1 – 2. The Legend of Zelda with Chanbara-style Action2013 |publisher=[[Nintendo]] |date=June 27, 2011 |access-date=November 3, 2013}}</ref> With ''[[Super Mario 64]]'', Koizumi became assistant director and animated the 3D models, among others working on Mario's swimming movements in cooperation with director [[Shigeru Miyamoto]].<ref name="Edge interview" /><ref>{{cite video game |title=Super Mario 64 |platform=[[Nintendo 64]] |developer=[[Nintendo]] |date=September 26, 1996 |scene=Staff credits}}</ref>
 
While developing ''Super Mario 64'', Nintendo's employees devised rough concepts of a three-dimensional ''The Legend of Zelda'' game with a bigger focus on puzzles and less pronounced action elements.<ref name="Iwata Asks OOT3D 2-2" /><ref>{{cite web |date=July 29, 2011 |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Ocarina-of-Time-3D/Vol-5-Mr-Shigeru-Miyamoto/1-Ganon-s-Castle-as-the-Only-Setting-/1-Ganon-s-Castle-as-the-Only-Setting--224548.html |title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D – Vol. 5: Mr. Shigeru Miyamoto – 1. Ganon's Castle as the Only Setting? |publisher=[[Nintendo]] |access-date=November 3, 2013}}</ref> Koizumi wrote several notes on sword battles and combat with multiple opponents. When he joined Toru Osawa and Jin Ikeda, he was the third staff member to work on the game that would become ''[[The Legend of Zelda: Ocarina of Time]]''. Koizumi consulted his earlier notes and tried to inject leftover ideas from ''Super Mario 64'' into this new ''Zelda'' installment.<ref name="Iwata Asks OOT3D 2-2" /> On the lookout for inspiration on ''chanbara'' action, Osawa suggested a visit to [[Toei Kyoto Studio Park]], a [[film studio]] [[theme park]]. There, Osawa, Koizumi and Ikeda entered a playhouse where several ninjas and a main samurai were staging a show. Koizumi observed how only one of the ninjas would attack the main samurai at a time while the others remained in a waiting pattern, which proved to be the solution to designing battles with multiple opponents. Osawa noticed how a ninja using a ''[[kusarigama]]'' weapon would move around the main samurai in circles and never lose track of his opponent. Both of these observations became the basis for the Z targeting system used in ''Ocarina of Time''.<ref>{{cite web |date=June 27, 2011 |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Ocarina-of-Time-3D/Vol-2-Original-Development-Staff-Part-1/3-Let-s-Go-to-Toei-Kyoto-Studio-Park-/3-Let-s-Go-to-Toei-Kyoto-Studio-Park--231680.html |title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D – Vol. 2: Original Development Staff - Part 1 – 3. "Let's Go to Toei Kyoto Studio Park!" |publisher=[[Nintendo]] |access-date=November 3, 2013}}</ref> Koizumi replaced the simple triangle the team had implemented to mark the player's focus with a fairy that would change colors based on the friendly or hostile nature of the Z target.<ref>{{cite web |date=June 27, 2011 |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Ocarina-of-Time-3D/Vol-2-Original-Development-Staff-Part-1/4-Where-the-Name-Navi-Came-From/4-Where-the-Name-Navi-Came-From-231748.html |title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D – Vol. 2: Original Development Staff - Part 1 – 4. Where the Name "Navi" Came From |publisher=[[Nintendo]] |access-date=November 3, 2013}}</ref> Furthermore, he was in charge of the [[player character]] [[Link (The Legend of Zelda)|Link]] and designed other characters such as the horse Epona.<ref>{{cite web |date=June 27, 2011 |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Ocarina-of-Time-3D/Vol-2-Original-Development-Staff-Part-1/8-Thirteen-Years-Later/8-Thirteen-Years-Later-232010.html |title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D – Vol. 2: Original Development Staff - Part 1 – 8. Thirteen Years Later |publisher=[[Nintendo]] |access-date=November 3, 2013}}</ref><ref>{{cite web |date=July 29, 2011 |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Ocarina-of-Time-3D/Vol-5-Mr-Shigeru-Miyamoto/2-Many-Characters-Many-Roles/2-Many-Characters-Many-Roles-224609.html |title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D – Vol. 5: Mr. Shigeru Miyamoto – 2. Many Characters, Many Roles |publisher=[[Nintendo]] |access-date=November 3, 2013}}</ref> He also worked on the 3D environments, the camera system, the [[The Legend of Zelda#Gameplay|items]] and some of the event design, such as the scenes where the player overhears the conversations of other characters.<ref name="Wired interview" /><ref name="Iwata Asks OOT3D 2-1">{{cite web |date=June 27, 2011 |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Ocarina-of-Time-3D/Vol-2-Original-Development-Staff-Part-1/1-The-Game-that-Changed-Destinies/1-The-Game-that-Changed-Destinies-231561.html |title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D – Vol. 2: Original Development Staff - Part 1 – 1. The Game that Changed Destinies |publisher=[[Nintendo]] |access-date=November 3, 2013}}</ref>