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Shigeru Miyamoto stated, in a developer interview, that he wanted to remake “Ravel’s Bolero” for the title screen as he thought it best suited the opening crawl seen in the final game. However, this was changed to avoid legal issues since the song was 1 month away at the time from entering the public domain.
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In the publication "The Legend of Zelda Encyclopedia" by Dark Horse Comics, it was strongly suggested that the entirety of the first legend of Zelda game actually takes place on Death Mountain. Furthermore there are a lot of similarities between the entire map of The Legend of Zelda and the Death Mountain portion of the overworld from The Legend of Zelda: A Link to the Past, giving more credence to the claim.
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In a 1994 interview with the game's creator Shigeru Miyamoto, featured in the liner notes of "The Legend of Zelda: Sound and Drama" CD, Miyamoto revealed that his team started development on the game as a launch title for the 1984 Famicom Disk System. Shortly before that, they began working on Super Mario Bros., which led to a period of 5 to 7 months where they worked on both games simultaneously, consequently causing the design stage of development to be very busy.
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In a 1994 interview with the game's creator Shigeru Miyamoto, featured in the liner notes of "The Legend of Zelda: Sound and Drama" CD, he was asked what were the things he struggled with during the game's development. He responded:
"We were brimming with new ideas on how to fully utilize the Disk System’s new capabilities: a name entry system, using better music, recording the player’s progress, and so forth. In that sense it was a very fun game to create. The flip side of doing something new, however, is that Zelda was a game where we were very concerned whether players would understand what they were supposed to do (much like the fear Nakamura had when Dragon Quest was first released). Once we decided there’d be riddles and puzzles in Zelda, that carried a lot of anxiety with it as well. Some of the puzzles are quite difficult to solve, after all."
"Since we were working on Super Mario at the same time, once Mario was finished, we grabbed the Mario programmers and used them for Zelda in a final programming sprint. That was really tough."
"Since we were working on Super Mario at the same time, once Mario was finished, we grabbed the Mario programmers and used them for Zelda in a final programming sprint. That was really tough."
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When writing the story and setting of the first two The Legend of Zelda games, Takashi Tezuka was inspired by J. R. R. Tolkien’s "The Lord of the Rings" high fantasy book series.
Club Nintendo April 1996 Issue (Page 72):
https://archive.org/details/ClubNintendo1996German/page/n35/mode/1up
https://archive.org/details/ClubNintendo1996German/page/n35/mode/1up
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The backstory of the Triforce was inspired by the battles of medieval Europe according to the writer of the game's manual Kejii Terui.
Archived official website of Keiji Terui:
https://web.archive.org/web/20040925210737/http://oni.skr.jp/terui.html
"ちなみにゲームの仕事は、任天堂より初代「ゼルダの伝説」のストーリーを頼まれたのがきっかけです。(当時「デス・マウンテン」と呼んでいた)中世ヨーロッパの覇権争いに似た話を書き、トライフォースの伝説を作りました。バラバラになったアイテムを拾い集めるという今ではどうって事のないシステムですが、当時は結構斬新だったのです。(それが自慢!)"
https://web.archive.org/web/20040925210737/http://oni.skr.jp/terui.html
"ちなみにゲームの仕事は、任天堂より初代「ゼルダの伝説」のストーリーを頼まれたのがきっかけです。(当時「デス・マウンテン」と呼んでいた)中世ヨーロッパの覇権争いに似た話を書き、トライフォースの伝説を作りました。バラバラになったアイテムを拾い集めるという今ではどうって事のないシステムですが、当時は結構斬新だったのです。(それが自慢!)"
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