Pg. 139 The Legend of Zelda Concept Art
A translation of a concept art page from Hyrule Historia. Images taken from History of Hyrule's The Legend of Zelda art anthology. Development Documents Development documents drawn by Shigeru Miyamoto.…
A translation of a concept art page from Hyrule Historia. Images taken from History of Hyrule's The Legend of Zelda art anthology. Development Documents Development documents drawn by Shigeru Miyamoto.…
A translation of a concept art page from Hyrule Historia. Images taken from History of Hyrule's The Legend of Zelda art anthology. Concept Art Darknuts, Peahats, Leevers, Octorocks... even enemies…
The following collection of screenshots, magazine scans, and beta footage concerning the Oracle series was gathered with the help of FizzBoing, Cuber456, and Triforce Legend's Dark Linkaël. The commentary was…
The following interview with Shigeru Miyamoto took place in 1991. It was retrieved from Game Staff List Association Japan, a Japanese website that, among other things, aims to summarize, transcribe,…
The following article by Masaharu Takano is a Oct. 6th, 2008 reprint of “How the Famicom Was Born – Part 8″ which appeared in the Jan. 16th, 1995 edition of…
The following article by Masaharu Takano is a Oct. 3rd, 2008 reprint of “How the Famicom Was Born – Part 7″ which appeared in the Dec. 19th, 1994 edition of…
We are speeding through the world of FFVII, hence why the article titles will read as “Location A to Location B” for a good while from now on. In this…
The Midgar Train, Sector 7 Slums and the Honey Bee Inn, all areas that Motomu Toriyama was responsible for, provided us with condensed amounts of unused material. As we take a pause from his work, the game heavily decreases in unused content per area. Though no field in later parts of the game rival the sheer amount of unseen text as seen in the game’s beginning, there is still much left to analyse.
Now, let’s get out of Midgar. The individuals of the FFVII development team responsible for this article’s main events are Masaru Oka and Kazushige Nojima. The former left behind a more difficult version of Mayor Domino’s password challenge in Shinra HQ, while Nojima wrote aspects of Sephiroth’s character that would not be used until ten years after the original game’s release…
Fasten your seat belts, dear readers. From now on we’ll be speeding through the game’s scenarios.
This August, 2011 interview with Sunsoft programmer Tomomi Sakai was conducted by Shun Arita of Cyzo. Sakai birthed the little-known masterpiece Mr. Gimmick (also known as Gimmick!), a NES game…