Let’s revisit one of the most insightful interviews I've ever read was part of the Iwata Asks interview series. The series was always phenomenal, but the discussion with Koji Kondo about The Legend of Zelda: Ocarina of Time 3D was particularly interesting to me.
I’m a huge fan of Ocarina of Time’s soundtrack. I think it is a masterpiece of a score. But I don’t think the Koji Kondo sound font did it (nor Starfox 64, which also recently had its score get the treatment it deserved in its remake) any favors on the Nintendo 64 hardware.
But one part of Kondo’s conversation with Iwata and Yokota that stuck with me was the discussion about Hyrule Field's main theme and its interactive music system.
I remember back in the day when I used to manipulate the song on purpose with my actions as a player to get the section of the song I wanted to hear. Whether that was pressing forward, taking time to stand still, or battling enemies - I could manipulate the song however I wanted based on. my actions as the player.
I noticed the song was interactive. I feel bad that Kondo felt “nobody noticed” this. Because I did!
Mahito Yokota brought up how the music changed dynamically depending on what was happening in the game in that interview. And this was the first time anyone had talked about this track from a mustic theory or sound programming standpoint.
I had always wondered is how Nintendo actually pulled this off from a sound programming standpoint. I got my answer in the part of the interview about Kondo upending the tea table! Kondo explains that he composed about several individual musical segments that were each roughly eight measures long. Each segment ended with a chord that leads nicely into the beginning of another segment.
The interview offered some insight into the composition process. Kondo explained that he composed the music in separate blocks, carefully making sure the beginning and ending of each measure lined up so the different sections could transition seamlessly into one another.
That's incredibly clever, especially considering the limitations of the N64 cartridge format.
How Will They Handle this in the Remake?
This is something I've been thinking about as we approach the Ocarina of Time remake - which drops in LESS than 24 hours now!
How do you recreate that same interactive musical experience using live orchestral instrumentation?
My assumption is that Nintendo will record the orchestral arrangements in separate sections, much like Kondo originally composed the N64 version. Those sections could then be sequenced and transitioned dynamically depending on what's happening in the game.
I'm sure modern technology gives them plenty of options to recreate the original system, but I'm really curious about the technical approach they'll take.
And Hyrule Field is just one example.
I'm incredibly interested in hearing how they handle the entire soundtrack, particularly the Fire Temple and the final battle music, which is one of my favorite final battle themes in gaming.
Like Star Fox 64 remake on Switch 2 before it, this is now my most anticipated soundtrack this year.
Tomorrow Can't Come Soon Enough!
It's fascinating going back to interviews like this and getting a glimpse into the musical composition and sound programming decisions behind these classic games.
Koji Kondo's work on Ocarina of Time was incredible, and I'm excited to hear how Nintendo reimagines it without losing what made the original soundtrack so special.
I can't wait to hear what they've done with Hyrule Field.
And that final battle theme?
Man, I cannot wait.
Tomorrow can't come soon enough!