1 00:00:14,560 --> 00:00:17,960 Speaker 1: You're listening to Part Time Genius, the production of Kaleidoscope 2 00:00:18,120 --> 00:00:20,640 Speaker 1: and iHeartRadio. 3 00:00:23,720 --> 00:00:27,280 Speaker 2: Guess what, Mango, What's that give? The original Legend of 4 00:00:27,360 --> 00:00:31,360 Speaker 2: Zelda game launched in Japan in nineteen eighty six, which 5 00:00:31,400 --> 00:00:35,320 Speaker 2: means this year marks the fortieth anniversary. 6 00:00:34,680 --> 00:00:35,519 Speaker 1: Of the series. 7 00:00:35,920 --> 00:00:38,519 Speaker 2: So if you think about it, Link, the main character, 8 00:00:38,680 --> 00:00:40,880 Speaker 2: he's officially over the hill. 9 00:00:42,040 --> 00:00:44,360 Speaker 1: Which is super weird to think about because he looks 10 00:00:44,400 --> 00:00:47,120 Speaker 1: so young in the games. And plus he's like running 11 00:00:47,120 --> 00:00:50,479 Speaker 1: everywhere on that map and climbing mountains and swinging a 12 00:00:50,520 --> 00:00:53,600 Speaker 1: heavy sword. It feels it feels weird to think that 13 00:00:53,640 --> 00:00:56,440 Speaker 1: he and I are fairly close to thee Yeah. 14 00:00:56,480 --> 00:00:58,960 Speaker 2: I mean, he really needs to start pacing himself, right, 15 00:00:59,320 --> 00:01:01,800 Speaker 2: I mean, especially when you consider that Link was meant 16 00:01:01,840 --> 00:01:04,600 Speaker 2: to be about twelve years old in that first game, 17 00:01:04,880 --> 00:01:07,600 Speaker 2: so if the character really did age in real time, 18 00:01:08,040 --> 00:01:10,119 Speaker 2: he'd actually be in his fifties by now. 19 00:01:10,840 --> 00:01:13,679 Speaker 1: Oh wow. I do think Nintendo made the right call 20 00:01:13,880 --> 00:01:17,000 Speaker 1: keeping him more or less the same age, because I 21 00:01:17,000 --> 00:01:18,640 Speaker 1: don't think I'd really want to play him as a 22 00:01:18,680 --> 00:01:23,280 Speaker 1: geriatric But I mean, that is really fun to think about. 23 00:01:23,600 --> 00:01:25,360 Speaker 2: Well, one of my favorite things I found out this 24 00:01:25,400 --> 00:01:29,720 Speaker 2: week is that the series. Creator of gaming legend Shagiro Miyamoto, 25 00:01:30,160 --> 00:01:33,360 Speaker 2: he never wanted Link to age to adulthood. He thought 26 00:01:33,400 --> 00:01:36,800 Speaker 2: the character worked best as you know, a playful, childish boy, 27 00:01:37,160 --> 00:01:39,360 Speaker 2: and that, as he put it, quote, if we made 28 00:01:39,440 --> 00:01:43,600 Speaker 2: him too cool, he wouldn't be Link anymore. But you 29 00:01:43,640 --> 00:01:46,000 Speaker 2: know that philosophy. It began to change in the mid 30 00:01:46,080 --> 00:01:49,280 Speaker 2: nineteen nineties when Nintendo started development on the Legend of 31 00:01:49,360 --> 00:01:52,880 Speaker 2: Zelda Ocarina of Time, which was the first entry in 32 00:01:52,920 --> 00:01:56,480 Speaker 2: the series to feature three D graphics. The game's director, 33 00:01:56,680 --> 00:02:01,040 Speaker 2: Yoshiaka Koizumi, he decided to give Link a slightly older 34 00:02:01,080 --> 00:02:03,560 Speaker 2: look that time around, not so much because of the 35 00:02:03,600 --> 00:02:06,280 Speaker 2: move to three D, but because his wife didn't think 36 00:02:06,400 --> 00:02:08,600 Speaker 2: Nintendo characters were handsome enough. 37 00:02:10,800 --> 00:02:14,560 Speaker 1: I mean, maybe she's not a mustache fan, because Mario 38 00:02:14,600 --> 00:02:18,000 Speaker 1: and Luigi are you know, total hanks, and everyone knows it. 39 00:02:19,680 --> 00:02:23,520 Speaker 1: You've got Kirby Donkey Kong Starfus. I mean, Nintendo games 40 00:02:23,520 --> 00:02:25,280 Speaker 1: are like stunt Central, right, I mean. 41 00:02:25,280 --> 00:02:30,080 Speaker 2: Yeah, you're preaching to the choir, but you know, nonetheless, Koiyazumi, 42 00:02:30,200 --> 00:02:33,920 Speaker 2: he took the feedback seriously and purposely redesigned Link to 43 00:02:34,120 --> 00:02:37,799 Speaker 2: be more good looking. However, you know, as a compromise 44 00:02:37,840 --> 00:02:41,399 Speaker 2: to Miyamoto the gameplay and Ocarina of Time actually included 45 00:02:41,480 --> 00:02:45,320 Speaker 2: both versions of the character, Young Link and adult Link. 46 00:02:45,440 --> 00:02:47,800 Speaker 2: Who's you know still only meant to be about sixteen 47 00:02:47,880 --> 00:02:50,880 Speaker 2: or seventeen, And from that point on, all the games 48 00:02:50,880 --> 00:02:53,200 Speaker 2: in the series have featured Link in one of those 49 00:02:53,240 --> 00:02:56,760 Speaker 2: two age ranges, between ten and twelve or sixteen and 50 00:02:56,840 --> 00:03:00,959 Speaker 2: eighteen the teenage heart throb version of Link. He's become 51 00:03:01,000 --> 00:03:04,200 Speaker 2: the norm for most three D Zelda games, and thankfully 52 00:03:04,240 --> 00:03:07,320 Speaker 2: Miamoto seems to have made peace with that. When Ocarina 53 00:03:07,400 --> 00:03:10,360 Speaker 2: of Time was remade for the three DS and twenty eleven, 54 00:03:10,560 --> 00:03:13,760 Speaker 2: he said, quote, the graphics are even better this time, 55 00:03:13,919 --> 00:03:17,560 Speaker 2: so Link is even more handsome, just the way Zuni 56 00:03:17,680 --> 00:03:19,200 Speaker 2: Son's wife likes him. 57 00:03:21,360 --> 00:03:24,000 Speaker 1: I love that the series was adjusted to make room 58 00:03:24,000 --> 00:03:27,400 Speaker 1: for all these different interpretations of the character, and it 59 00:03:27,520 --> 00:03:31,000 Speaker 1: shows just how adaptable this core premise of the game is, 60 00:03:31,200 --> 00:03:33,560 Speaker 1: and I imagine that's why it's still going strong like 61 00:03:33,600 --> 00:03:37,120 Speaker 1: after all these years. But in honor of the series 62 00:03:37,240 --> 00:03:40,200 Speaker 1: forty birthday, today's episode is a deep dive into the 63 00:03:40,280 --> 00:03:43,200 Speaker 1: legend of Zelda, how it came to be, what makes 64 00:03:43,200 --> 00:03:45,800 Speaker 1: it so special and why it just might be the 65 00:03:45,880 --> 00:03:49,960 Speaker 1: perfect video game, and because it's dangerous to go alone, 66 00:03:50,120 --> 00:03:52,520 Speaker 1: we are bringing a few friends and fellow Zelda fans 67 00:03:52,560 --> 00:04:16,560 Speaker 1: along for the journey, so let's dive in. Hey, their 68 00:04:16,600 --> 00:04:19,520 Speaker 1: podcast listeners, welcome to part time Genius. I'm Mongi's articular, 69 00:04:19,600 --> 00:04:23,120 Speaker 1: and because Will would rather play outside than play video games, 70 00:04:23,200 --> 00:04:26,760 Speaker 1: which is a true statement, I have joined instead by 71 00:04:26,800 --> 00:04:29,960 Speaker 1: my good pal Gabe Lucier. And over there in the 72 00:04:30,000 --> 00:04:33,080 Speaker 1: booth sporting a familiar green hat and tunic, that is 73 00:04:33,160 --> 00:04:37,320 Speaker 1: our friend and producer Dylan Fagan. He is clearly going 74 00:04:37,360 --> 00:04:40,560 Speaker 1: for a link homage, and the likeness is downright uncanny, 75 00:04:40,680 --> 00:04:43,479 Speaker 1: except I don't know why he's waving a bunch of 76 00:04:43,480 --> 00:04:45,880 Speaker 1: Indian rookies around, because last time I checked, the Kingdom 77 00:04:45,880 --> 00:04:48,640 Speaker 1: of High Rule wasn't on the subcontinent. 78 00:04:50,120 --> 00:04:51,640 Speaker 2: I mean, it'd be cool if it was, But you know, 79 00:04:51,880 --> 00:04:54,320 Speaker 2: I think the main reason is that hr nicks to 80 00:04:54,360 --> 00:04:57,200 Speaker 2: him bringing a sword to work. But you know, also, 81 00:04:57,240 --> 00:05:00,760 Speaker 2: the in game currency in Zelda games is call rupees, 82 00:05:00,920 --> 00:05:04,400 Speaker 2: and it's even spelled the same. That's so weird, I know, right, 83 00:05:04,440 --> 00:05:07,479 Speaker 2: But Zelda rupees are gemstones, you know, not paper money, 84 00:05:07,480 --> 00:05:09,760 Speaker 2: so they're a little different than and yeah, the game's 85 00:05:09,800 --> 00:05:13,159 Speaker 2: clearly not said in India. Honestly though, I can relate 86 00:05:13,200 --> 00:05:16,200 Speaker 2: to Dylan's confusion. I played the early games as a kid, 87 00:05:16,279 --> 00:05:19,040 Speaker 2: and I remember asking my older brother if rupees were 88 00:05:19,040 --> 00:05:21,599 Speaker 2: a real thing, and he was like, yeah, that's the 89 00:05:21,640 --> 00:05:25,160 Speaker 2: currency of India. So you know, for the next few years, 90 00:05:25,360 --> 00:05:28,000 Speaker 2: I thought everyone in India carried around pouches of like 91 00:05:28,080 --> 00:05:31,479 Speaker 2: little green and purple gemstones like in Zelda, and I 92 00:05:31,600 --> 00:05:33,440 Speaker 2: was pretty heartbroken when I learned the truth. 93 00:05:33,560 --> 00:05:36,479 Speaker 1: To be fair, it is strange that Nintendo chose rupees 94 00:05:36,520 --> 00:05:39,360 Speaker 1: instead of just like using generic gold is the currency, 95 00:05:40,120 --> 00:05:42,479 Speaker 1: which it is in like other fantasy games, right, But 96 00:05:43,400 --> 00:05:45,880 Speaker 1: it's such a specific thing they chose. Yeah. 97 00:05:45,960 --> 00:05:47,880 Speaker 2: Yeah, that's what I thought too, and so when I 98 00:05:47,880 --> 00:05:50,680 Speaker 2: looked into it, you know, According to Miamoto, the connection 99 00:05:50,920 --> 00:05:54,840 Speaker 2: to the Indian rupee was completely unintentional. He thought it 100 00:05:54,839 --> 00:05:57,760 Speaker 2: would be more interesting and distinct from other games like 101 00:05:57,880 --> 00:06:01,600 Speaker 2: Mario to have the player collect gem stones instead of coins, 102 00:06:02,000 --> 00:06:04,840 Speaker 2: and that led him to the word rubies. But since 103 00:06:04,880 --> 00:06:08,080 Speaker 2: the gemstones in the game weren't always read, he called 104 00:06:08,120 --> 00:06:11,760 Speaker 2: them rubies, not knowing that the name was already taken 105 00:06:11,800 --> 00:06:13,200 Speaker 2: by a real life currency. 106 00:06:14,600 --> 00:06:18,000 Speaker 1: That's so funny and weird, and I guess they just 107 00:06:18,040 --> 00:06:20,880 Speaker 1: stuck with it ever since, just because I don't know, 108 00:06:20,920 --> 00:06:22,640 Speaker 1: because they wanted to. It feels like a point of 109 00:06:22,640 --> 00:06:23,479 Speaker 1: confusion for people. 110 00:06:23,680 --> 00:06:25,920 Speaker 2: Yeah, well, what about you, Like, did that ever trip 111 00:06:25,920 --> 00:06:26,680 Speaker 2: you up as a kid? 112 00:06:27,200 --> 00:06:30,040 Speaker 1: You know, I don't remember. I mean, I do remember 113 00:06:30,040 --> 00:06:32,880 Speaker 1: being confused when I found out Zelda wasn't the main character, 114 00:06:33,240 --> 00:06:36,040 Speaker 1: you know, like despite being right there at the title. 115 00:06:36,120 --> 00:06:38,800 Speaker 1: One of my friends called him Link, and I was like, 116 00:06:38,960 --> 00:06:43,039 Speaker 1: Who's Link, you know? And the truth is, we were 117 00:06:43,080 --> 00:06:45,400 Speaker 1: late to get Nintendo, so I only knew about it 118 00:06:45,400 --> 00:06:47,520 Speaker 1: through this osmosis and stuff, and so like we would 119 00:06:47,560 --> 00:06:51,039 Speaker 1: like pretend play Zelda. We play all these games like 120 00:06:51,080 --> 00:06:52,680 Speaker 1: out in the real world, and then I'd go over 121 00:06:52,720 --> 00:06:54,479 Speaker 1: their house and play video games. But I was like 122 00:06:54,520 --> 00:06:56,800 Speaker 1: a year behind or two years behind in terms of 123 00:06:56,839 --> 00:06:59,120 Speaker 1: when we actually got an NES. 124 00:06:59,320 --> 00:07:01,320 Speaker 2: Yeah, I mean, you know, it's kind of a write 125 00:07:01,320 --> 00:07:04,720 Speaker 2: of passage anyway, mixing up Link for Zelda. 126 00:07:05,640 --> 00:07:09,680 Speaker 1: Actually, just speaking of the NES for a second, I 127 00:07:09,720 --> 00:07:13,600 Speaker 1: remember hinting very very strongly to my parents that I 128 00:07:13,680 --> 00:07:18,360 Speaker 1: wanted a Nintendo system, and I saw this Nintendo shaped 129 00:07:18,400 --> 00:07:20,320 Speaker 1: box under the Christmas tree, and I just thought like, 130 00:07:20,400 --> 00:07:22,680 Speaker 1: oh my gosh, my prayers have been answered. I did 131 00:07:22,720 --> 00:07:26,160 Speaker 1: all the right legwork with my parents and whatever, and 132 00:07:26,200 --> 00:07:28,600 Speaker 1: then I opened it up on Christmas. It was like 133 00:07:28,720 --> 00:07:31,480 Speaker 1: exactly the same size. It was a chemistry cell. 134 00:07:32,920 --> 00:07:37,880 Speaker 2: Brutal. So you relate to the NES party a little bit. 135 00:07:37,880 --> 00:07:40,800 Speaker 2: But was the original Zelda? Was that still your entry point, 136 00:07:40,840 --> 00:07:41,680 Speaker 2: you know to the series? 137 00:07:42,440 --> 00:07:45,920 Speaker 1: Yeah? I remember my friend Chris Sammus down the block 138 00:07:45,960 --> 00:07:48,840 Speaker 1: did get an NES and I got totally hooked playing 139 00:07:48,880 --> 00:07:51,000 Speaker 1: Mario at his house, and then Zelda came out and 140 00:07:51,640 --> 00:07:53,680 Speaker 1: we used to go to my friend's Jeff and Kristen's 141 00:07:53,720 --> 00:07:55,560 Speaker 1: house and we would play it there and it just 142 00:07:55,600 --> 00:07:57,640 Speaker 1: blew my mind. It was so different from like any 143 00:07:57,640 --> 00:08:00,280 Speaker 1: other type of game at the time. The way you 144 00:08:00,280 --> 00:08:03,280 Speaker 1: moved around the screen, the like fact you could continue 145 00:08:03,320 --> 00:08:05,360 Speaker 1: a game from where you left off, which just wasn't 146 00:08:05,360 --> 00:08:08,320 Speaker 1: a thing earlier, and the whole fantasy bit. 147 00:08:08,560 --> 00:08:08,760 Speaker 3: You know. 148 00:08:09,000 --> 00:08:12,600 Speaker 1: We had a PC, so I played like King's Quest 149 00:08:12,600 --> 00:08:14,160 Speaker 1: and stuff like that, and we were obsessed with that 150 00:08:14,200 --> 00:08:16,840 Speaker 1: as well. But Zelda was just like so fresh, and 151 00:08:17,000 --> 00:08:19,080 Speaker 1: like I said earlier, like we used to we had 152 00:08:19,080 --> 00:08:22,559 Speaker 1: these beautiful woods behind our house and with a creek, 153 00:08:22,600 --> 00:08:24,800 Speaker 1: and we would go sort of enact the video games 154 00:08:24,800 --> 00:08:25,120 Speaker 1: out there. 155 00:08:25,160 --> 00:08:27,360 Speaker 2: Oh yes, okay, so this was like right up your alley. 156 00:08:27,360 --> 00:08:29,800 Speaker 2: You were right in the pocket for Zelda. 157 00:08:30,000 --> 00:08:31,640 Speaker 1: Yeah. I mean it was kind of like the digital 158 00:08:31,760 --> 00:08:33,840 Speaker 1: version of what we were doing in real life anyway. 159 00:08:33,920 --> 00:08:36,800 Speaker 1: You know, like playing all these imaginary games out there. 160 00:08:36,920 --> 00:08:39,360 Speaker 2: Yeah, right, imagination is key there, right, because you probably 161 00:08:39,360 --> 00:08:41,440 Speaker 2: weren't running into a lot of moblins in the woods 162 00:08:41,440 --> 00:08:42,120 Speaker 2: behind your house. 163 00:08:44,720 --> 00:08:48,839 Speaker 1: No, But you know, fantasy stories and choose your own 164 00:08:48,880 --> 00:08:53,080 Speaker 1: adventure stories were big at that time, and I don't know, 165 00:08:53,160 --> 00:08:55,480 Speaker 1: like all of that was just a way to especially 166 00:08:55,480 --> 00:08:58,840 Speaker 1: like we had long rides on the bus to school, 167 00:08:59,040 --> 00:09:01,720 Speaker 1: and so you were like coming up with a video 168 00:09:01,720 --> 00:09:04,160 Speaker 1: game as a story for a friend and they would 169 00:09:04,160 --> 00:09:05,960 Speaker 1: have to choose between two doors or like you know, 170 00:09:06,280 --> 00:09:07,800 Speaker 1: neat a big boss or that type of thing. It 171 00:09:07,840 --> 00:09:10,600 Speaker 1: really sort of fed our imagination. But I'm curious for you, 172 00:09:10,840 --> 00:09:12,720 Speaker 1: you're obviously younger than me. Did it have like a 173 00:09:12,720 --> 00:09:14,120 Speaker 1: similar effect on you? Oh? 174 00:09:14,240 --> 00:09:16,200 Speaker 2: Yeah, for sure. I mean that first game. In that 175 00:09:16,240 --> 00:09:19,040 Speaker 2: first game, you know, the player really calls the shots, 176 00:09:19,480 --> 00:09:21,920 Speaker 2: and you know that isn't true to the same extent 177 00:09:21,960 --> 00:09:23,760 Speaker 2: and a lot of the later Zelda games there's a 178 00:09:23,760 --> 00:09:27,199 Speaker 2: lot more kind of handholding and sign posting to kind 179 00:09:27,240 --> 00:09:29,920 Speaker 2: of steer the player in the right direction. But in 180 00:09:29,960 --> 00:09:32,320 Speaker 2: that first one, you're really on your own, and you know, 181 00:09:32,400 --> 00:09:35,480 Speaker 2: it was kind of strangely empowering as a kid. And 182 00:09:35,480 --> 00:09:39,080 Speaker 2: in fact, I talked to games journalist John Cartwright from 183 00:09:39,120 --> 00:09:41,760 Speaker 2: Good Vibes Gaming it's one of my favorite YouTube channels. 184 00:09:41,800 --> 00:09:43,520 Speaker 2: To check it out if you haven't, and he said 185 00:09:43,520 --> 00:09:47,160 Speaker 2: that that free wheeling sense of exploration is why that 186 00:09:47,200 --> 00:09:50,640 Speaker 2: first game still feels so fresh all these years later. 187 00:09:51,720 --> 00:09:53,839 Speaker 3: The cool thing about Zelder is I think almost every 188 00:09:53,920 --> 00:09:57,480 Speaker 3: cool game kind of inspires the next league of game design. 189 00:09:58,000 --> 00:10:00,720 Speaker 3: So you go back to Zelda one, which which plays 190 00:10:00,880 --> 00:10:03,280 Speaker 3: very differently toward the Zelda games because it just throws 191 00:10:03,320 --> 00:10:06,199 Speaker 3: you into the world and doesn't really give you an objective. 192 00:10:06,640 --> 00:10:09,560 Speaker 3: You just explore, You find the dungeons yourselves, you can 193 00:10:09,600 --> 00:10:12,680 Speaker 3: do them in any order. And so because Zelda doesn't 194 00:10:12,679 --> 00:10:16,600 Speaker 3: play like that anymore, it's actually really timeless because it's 195 00:10:16,679 --> 00:10:19,400 Speaker 3: not being replaced, it's not being iterated on, really, and 196 00:10:19,440 --> 00:10:20,480 Speaker 3: it's still really fun. 197 00:10:21,679 --> 00:10:23,800 Speaker 1: You know. Timeless is such a great way to put 198 00:10:23,800 --> 00:10:26,319 Speaker 1: it because the main themes of that game are kind 199 00:10:26,360 --> 00:10:29,520 Speaker 1: of exploration and discovery, and it's not like those things 200 00:10:29,600 --> 00:10:33,800 Speaker 1: ever stop being appealing. And like I was saying, Zelda 201 00:10:33,840 --> 00:10:36,160 Speaker 1: really did echo the kinds of scenarios we were playing 202 00:10:36,200 --> 00:10:39,360 Speaker 1: out as kids in my neighborhood. But it wasn't until 203 00:10:39,360 --> 00:10:42,439 Speaker 1: decades later that I learned that that was actually by design. 204 00:10:42,640 --> 00:10:46,880 Speaker 1: The whole game was inspired by Miamoto's childhood memories from 205 00:10:46,920 --> 00:10:49,719 Speaker 1: the nineteen fifties and sixties. He actually grew up in 206 00:10:49,760 --> 00:10:53,319 Speaker 1: a small rural town called Sonobe, It's just outside Kyoto, 207 00:10:53,600 --> 00:10:56,960 Speaker 1: and he spent much of his time exploring the surrounding countryside. 208 00:10:57,000 --> 00:10:59,840 Speaker 1: And you know, he would wander through forests and track 209 00:11:00,040 --> 00:11:03,480 Speaker 1: through mountains and go spelunking, and sometimes he'd even come 210 00:11:03,480 --> 00:11:06,480 Speaker 1: across an old forgotten shrine or like a little dirt 211 00:11:06,559 --> 00:11:09,760 Speaker 1: pathway that might lead to a hidden village, which. 212 00:11:09,559 --> 00:11:11,800 Speaker 2: Is so awesome. Like the coolest thing I ever found 213 00:11:11,800 --> 00:11:14,520 Speaker 2: in the woods behind my house were like these old 214 00:11:14,600 --> 00:11:18,240 Speaker 2: glass soda bottles, and they felt so cool at the 215 00:11:18,280 --> 00:11:20,520 Speaker 2: time that I would have gladly traded him, like in 216 00:11:20,520 --> 00:11:23,080 Speaker 2: a heartbeat, for a moss covered shrine. 217 00:11:23,679 --> 00:11:28,120 Speaker 1: Way better. Yeah, I imagine they're not quite as plentiful 218 00:11:28,160 --> 00:11:31,840 Speaker 1: as southern Caroland, and certainly not in in northern Delaware, 219 00:11:31,840 --> 00:11:35,000 Speaker 1: where I'm from. But you know, as you'd expect, those 220 00:11:35,040 --> 00:11:39,079 Speaker 1: early life adventures really stuck with Miyamoto, and two decades later, 221 00:11:39,160 --> 00:11:41,480 Speaker 1: when he was looking to create a new game for 222 00:11:41,600 --> 00:11:45,040 Speaker 1: the Famicon this system, he decided to make one that 223 00:11:45,120 --> 00:11:48,160 Speaker 1: captured that same sense of thrill and wonder that he 224 00:11:48,240 --> 00:11:51,320 Speaker 1: had felt as a young explorer. He was very explicit 225 00:11:51,360 --> 00:11:56,040 Speaker 1: about that goal in this twenty eleven interview. He said, quote, 226 00:11:56,160 --> 00:11:58,640 Speaker 1: I wanted to recreate the places I played in as 227 00:11:58,679 --> 00:12:02,280 Speaker 1: a child, but create more streamlined and connected versions of them, 228 00:12:02,600 --> 00:12:04,000 Speaker 1: to create a boxed garden. 229 00:12:04,679 --> 00:12:07,480 Speaker 2: Yeah, so just like you were saying, a digital version 230 00:12:07,520 --> 00:12:08,840 Speaker 2: of a real life adventure. 231 00:12:09,240 --> 00:12:11,679 Speaker 1: Yeah, exactly. But make a game like that turned out 232 00:12:11,679 --> 00:12:14,960 Speaker 1: to be easier said than done, thanks to all the 233 00:12:15,000 --> 00:12:17,640 Speaker 1: technical constraints at the time. So why don't we take 234 00:12:17,640 --> 00:12:19,480 Speaker 1: a quick break, and when we come back, I'll tell 235 00:12:19,480 --> 00:12:21,960 Speaker 1: you how Miamoto and his team actually pulled it off. 236 00:12:36,960 --> 00:12:39,600 Speaker 1: Welcome back to Part Time Genius and our perilous journey 237 00:12:39,640 --> 00:12:42,840 Speaker 1: through the Kingdom of High Rule. Okay, Gabe, so I 238 00:12:43,080 --> 00:12:46,920 Speaker 1: was saying before the break, recreating the huge open spaces 239 00:12:46,920 --> 00:12:49,960 Speaker 1: that Miyamoto had explored as a child was really quite 240 00:12:49,960 --> 00:12:52,640 Speaker 1: a tall order for the technology of the early eighties. 241 00:12:53,000 --> 00:12:57,319 Speaker 1: Nintendo's then current hardware was the eight bit cartridge based 242 00:12:57,320 --> 00:13:00,800 Speaker 1: Famicon or Family Computer. The same system was later released 243 00:13:00,800 --> 00:13:03,760 Speaker 1: in the US as the nes or Nintendo Entertainment System, 244 00:13:03,800 --> 00:13:07,360 Speaker 1: and Miamoto knew that the console wouldn't be up to 245 00:13:07,400 --> 00:13:10,240 Speaker 1: the challenge on its own. Luckily, though, the company was 246 00:13:10,280 --> 00:13:13,520 Speaker 1: preparing to release a new add on accessory for the console, 247 00:13:13,720 --> 00:13:17,480 Speaker 1: the Famicon Disc System, and this was capable of reading 248 00:13:17,520 --> 00:13:20,920 Speaker 1: floppy discs. The device allowed designers to create sort of 249 00:13:21,040 --> 00:13:23,640 Speaker 1: bigger and longer games than those that could fit on 250 00:13:23,679 --> 00:13:27,120 Speaker 1: a standard cartridge, and this meant they could program more 251 00:13:27,240 --> 00:13:31,680 Speaker 1: enemies and items and bosses, more complex behaviors, and also 252 00:13:31,760 --> 00:13:36,559 Speaker 1: more beautiful backgrounds. Right, And most importantly for Miyamoto, it 253 00:13:36,640 --> 00:13:39,520 Speaker 1: meant that you could create these larger game worlds. Right. 254 00:13:39,559 --> 00:13:42,160 Speaker 2: And that's also what allowed them to add the save 255 00:13:42,280 --> 00:13:45,640 Speaker 2: function you mentioned earlier, right, because you know, cartridge games 256 00:13:45,640 --> 00:13:48,079 Speaker 2: they only had those clunky password systems. 257 00:13:48,640 --> 00:13:51,480 Speaker 1: Yeah, I mean, it's even it's hard to think back about, right, 258 00:13:51,559 --> 00:13:53,839 Speaker 1: like how much this stuff has evolved. But if you 259 00:13:53,880 --> 00:13:55,920 Speaker 1: want to continue a game from where you left off, 260 00:13:55,960 --> 00:13:59,560 Speaker 1: you had to write down this long, complicated password. You 261 00:13:59,600 --> 00:14:01,480 Speaker 1: also have to make sure you didn't lose it right then, 262 00:14:01,600 --> 00:14:04,360 Speaker 1: and then slowly type it all in again. It really 263 00:14:04,480 --> 00:14:08,000 Speaker 1: was like this massive hassle. But with the dis system, 264 00:14:08,280 --> 00:14:11,000 Speaker 1: the disc memory could actually be rewritten in real time, 265 00:14:11,080 --> 00:14:13,880 Speaker 1: which allowed players to save their progress and pick it 266 00:14:13,960 --> 00:14:16,920 Speaker 1: up later, and you didn't need a password. The Legend 267 00:14:16,960 --> 00:14:19,360 Speaker 1: of Zelda was the first console game to implement that 268 00:14:19,440 --> 00:14:22,440 Speaker 1: kind of save function, but other developers took notice and 269 00:14:22,720 --> 00:14:25,160 Speaker 1: the feature quickly became industry standard. 270 00:14:25,760 --> 00:14:28,360 Speaker 2: It makes so much sense that that Zelda was the 271 00:14:28,360 --> 00:14:31,920 Speaker 2: starting point for that, Like it doesn't have traditional levels 272 00:14:31,960 --> 00:14:34,360 Speaker 2: that you play in a set order, and the game 273 00:14:34,440 --> 00:14:37,320 Speaker 2: map was so much bigger than other titles. There was 274 00:14:37,400 --> 00:14:39,680 Speaker 2: no way the average player was gonna, you know, explore 275 00:14:39,720 --> 00:14:41,040 Speaker 2: all that in one sitting. 276 00:14:41,400 --> 00:14:45,720 Speaker 1: Yeah. And actually, during initial development, Mimoto built a two 277 00:14:45,760 --> 00:14:48,800 Speaker 1: player prototype of the game that was entirely focused on 278 00:14:48,960 --> 00:14:52,920 Speaker 1: level creation, so one player would craft their own sprawling 279 00:14:53,000 --> 00:14:55,840 Speaker 1: maze or dungeon, and once it was finished, a second 280 00:14:55,880 --> 00:15:00,400 Speaker 1: player could actually explore their friend's creation. This save function 281 00:15:00,480 --> 00:15:03,120 Speaker 1: would have been crucial there as well. You know or else, 282 00:15:03,160 --> 00:15:05,640 Speaker 1: all that hard work that would just get erased, right 283 00:15:05,720 --> 00:15:07,120 Speaker 1: like when you turned off the system. 284 00:15:07,440 --> 00:15:09,840 Speaker 2: Yeah, and you know, I didn't know Zelda started out 285 00:15:09,840 --> 00:15:12,520 Speaker 2: as a level creator. That's pretty wild, Like, it feels 286 00:15:13,080 --> 00:15:16,400 Speaker 2: very ambitious for the time. I wonder why they scrapped it, though. 287 00:15:16,800 --> 00:15:19,920 Speaker 1: I think Miyamoto just realized that the exploration was the 288 00:15:19,960 --> 00:15:23,480 Speaker 1: most fun part, so he shifted focus and started building 289 00:15:23,520 --> 00:15:26,680 Speaker 1: an expansive world for players to journey through, rather than 290 00:15:26,960 --> 00:15:29,160 Speaker 1: making them design these games on their own right. And 291 00:15:30,360 --> 00:15:32,640 Speaker 1: the new approach made the game much more engaging, but 292 00:15:32,840 --> 00:15:37,200 Speaker 1: it also called for more narrativelopments than Miyamoto had first envisioned, 293 00:15:37,280 --> 00:15:40,560 Speaker 1: because with that sort of level creator game, the goal 294 00:15:40,600 --> 00:15:42,600 Speaker 1: had been to just reach the end of the maze. 295 00:15:42,640 --> 00:15:45,640 Speaker 1: But now that players were sort of being set loose 296 00:15:45,680 --> 00:15:48,560 Speaker 1: on this giant map, they need more context and more 297 00:15:48,560 --> 00:15:51,480 Speaker 1: direction and a reason to explore all the different parts 298 00:15:51,480 --> 00:15:54,520 Speaker 1: of it. So to help fill in those details, Mimoto 299 00:15:54,600 --> 00:15:57,520 Speaker 1: teamed up with the co director and writer. His name's 300 00:15:57,720 --> 00:16:01,440 Speaker 1: Takashi Tezuka, and to get the pair came up with 301 00:16:01,480 --> 00:16:05,760 Speaker 1: this fairytale like story. It was inspired by medieval folklore 302 00:16:06,040 --> 00:16:08,280 Speaker 1: fantasy novels, kind of like the Lure of the Rings, 303 00:16:08,280 --> 00:16:11,520 Speaker 1: and the protagonist, as we all know, is this young 304 00:16:11,600 --> 00:16:15,360 Speaker 1: swordsman named Link who must embark on an epic quest 305 00:16:15,360 --> 00:16:19,400 Speaker 1: through this treacherous kingdom of High Rule. His goal is 306 00:16:19,440 --> 00:16:23,040 Speaker 1: to repair a powerful sacred relic called the Triforce of 307 00:16:23,080 --> 00:16:28,120 Speaker 1: Wisdom and rescue the titular Princess Zelda. Of course, she's 308 00:16:28,160 --> 00:16:31,080 Speaker 1: been held in the clutches of the series. Is evil 309 00:16:31,200 --> 00:16:32,160 Speaker 1: archvillain Gannon. 310 00:16:32,280 --> 00:16:34,640 Speaker 2: Oh sure, yeah, a tale is old as time. But 311 00:16:34,800 --> 00:16:37,880 Speaker 2: you know, I do wonder how many kids back then 312 00:16:37,960 --> 00:16:41,160 Speaker 2: were even aware of the game's story, Like, aside from 313 00:16:41,160 --> 00:16:43,480 Speaker 2: a little blurb in the title screen, the plot was 314 00:16:43,560 --> 00:16:46,160 Speaker 2: it was really only spelled out in the manual, So 315 00:16:46,440 --> 00:16:48,680 Speaker 2: if you just booted up the game without reading it 316 00:16:49,000 --> 00:16:52,040 Speaker 2: like I did, you wouldn't really know who was who 317 00:16:52,560 --> 00:16:53,800 Speaker 2: or like what the story was. 318 00:16:54,400 --> 00:16:57,040 Speaker 1: Yeah, which is again probably why we all thought Link's 319 00:16:57,080 --> 00:16:59,000 Speaker 1: name was Zelda, right, Like, none of us were reading 320 00:16:59,000 --> 00:17:02,680 Speaker 1: the man in and then excited exactly. 321 00:17:03,120 --> 00:17:05,000 Speaker 2: I mean, you know, to be fair, Nintendo kind of 322 00:17:05,040 --> 00:17:07,320 Speaker 2: set us all up to fail on that one. Like 323 00:17:07,400 --> 00:17:10,120 Speaker 2: in pac Man, you play as pac Man. In Mario 324 00:17:10,280 --> 00:17:13,760 Speaker 2: you play as Mario, so naturally, in the legend of Zelda. 325 00:17:14,119 --> 00:17:18,280 Speaker 2: You expect to play a Zelda, but no, and then 326 00:17:18,960 --> 00:17:21,080 Speaker 2: to really mess with all of us. You know, the 327 00:17:21,119 --> 00:17:23,879 Speaker 2: game starts by having you enter your name, and I 328 00:17:24,000 --> 00:17:28,320 Speaker 2: distinctly remember putting Zelda because I thought that's the character's name, 329 00:17:28,800 --> 00:17:30,760 Speaker 2: and when I found out he was actually called Link, 330 00:17:30,800 --> 00:17:32,440 Speaker 2: I had to start over, you know, with a new 331 00:17:32,480 --> 00:17:34,240 Speaker 2: save file. I couldn't handle it. 332 00:17:34,720 --> 00:17:36,520 Speaker 1: Yeah, well, I mean I don't know that you had to, 333 00:17:36,680 --> 00:17:41,199 Speaker 1: but I just said that now, since we're back on 334 00:17:41,200 --> 00:17:44,240 Speaker 1: the subject. For anyone wondering where the name Zelda came from, 335 00:17:44,359 --> 00:17:48,840 Speaker 1: it's actually a reference to Zelda Fitzgerald, the famous novelist 336 00:17:48,840 --> 00:17:53,040 Speaker 1: in Panter, who was also the wife of f Scott Fitzgerald. Apparently, 337 00:17:53,160 --> 00:17:55,919 Speaker 1: Miamoto and his team weren't that familiar with her life 338 00:17:56,000 --> 00:17:58,280 Speaker 1: or her work, but they like the sound of her 339 00:17:58,320 --> 00:18:00,919 Speaker 1: name and they thought it would add this sort of 340 00:18:01,040 --> 00:18:04,680 Speaker 1: regal error to the title. The character of Zelda doesn't 341 00:18:04,720 --> 00:18:06,400 Speaker 1: have a lot to do in the original game. She's 342 00:18:06,440 --> 00:18:09,679 Speaker 1: basically just, you know, this cliche damsel in distress, but 343 00:18:10,119 --> 00:18:12,040 Speaker 1: she does become a bigger part of the story and 344 00:18:12,160 --> 00:18:15,159 Speaker 1: takes more of an active role in later games. So 345 00:18:15,440 --> 00:18:17,480 Speaker 1: it's safe to say she's earned her a spot in 346 00:18:17,520 --> 00:18:17,919 Speaker 1: the title. 347 00:18:18,080 --> 00:18:20,960 Speaker 2: Yeah. Plus, you know, the legend of Link really doesn't 348 00:18:20,960 --> 00:18:21,960 Speaker 2: have the same ring to it. 349 00:18:24,560 --> 00:18:27,080 Speaker 1: I mean, I do like the rationale of calling the 350 00:18:27,119 --> 00:18:31,120 Speaker 1: protagonist Link though, because Miamoto said he chose the name 351 00:18:31,160 --> 00:18:33,560 Speaker 1: because the character is the point of connection or the 352 00:18:33,640 --> 00:18:37,639 Speaker 1: link between the player and this game world. So in 353 00:18:37,680 --> 00:18:40,080 Speaker 1: some sense, that's supposed to be us on the screen 354 00:18:40,880 --> 00:18:44,119 Speaker 1: or our digital alter ego going on this grand adventure. 355 00:18:44,440 --> 00:18:47,640 Speaker 1: I even found this, like great interview from nineteen eighty 356 00:18:47,720 --> 00:18:51,280 Speaker 1: nine here, let me pull it up, and Miamoto spells 357 00:18:51,280 --> 00:18:54,520 Speaker 1: it out, saying, quote, I want to create a game 358 00:18:54,600 --> 00:18:57,760 Speaker 1: world that conveyed the same feeling you get when you 359 00:18:57,800 --> 00:19:00,360 Speaker 1: are exploring a new city for the first time. How 360 00:19:00,400 --> 00:19:02,160 Speaker 1: fun would it be? I thought if I could make 361 00:19:02,200 --> 00:19:04,520 Speaker 1: the player identify with the main character in the game 362 00:19:04,800 --> 00:19:07,640 Speaker 1: and get completely lost and immersed in that world. 363 00:19:08,119 --> 00:19:11,560 Speaker 2: It's kind of amazing how cleanly they hit that mark, 364 00:19:11,680 --> 00:19:13,960 Speaker 2: like right out of the gate, and we're then able 365 00:19:14,000 --> 00:19:17,520 Speaker 2: to carry that forward to other entries, because everyone I 366 00:19:17,560 --> 00:19:20,919 Speaker 2: talked to says that, Yeah, like they really did identify 367 00:19:21,080 --> 00:19:24,520 Speaker 2: with the little elf guy on the screen. In fact, 368 00:19:24,680 --> 00:19:26,680 Speaker 2: listen to how John Cartwright describes it. 369 00:19:27,480 --> 00:19:29,320 Speaker 3: I think it's the same thing for Spider Man, like 370 00:19:29,320 --> 00:19:31,320 Speaker 3: anyone can wear that mask, and a lot of the 371 00:19:31,320 --> 00:19:34,200 Speaker 3: time of Link, because it's in third person in three 372 00:19:34,240 --> 00:19:36,200 Speaker 3: D games, you'll see in the back of his head 373 00:19:36,440 --> 00:19:39,040 Speaker 3: it's just that green tunic cat and like that could 374 00:19:39,080 --> 00:19:40,960 Speaker 3: be me, Yeah, that could be anybody. 375 00:19:42,040 --> 00:19:45,480 Speaker 2: So another thing John mentioned is that Nintendo protagonists tend 376 00:19:45,480 --> 00:19:49,040 Speaker 2: to be blank slates for players to project themselves onto, 377 00:19:49,480 --> 00:19:52,000 Speaker 2: which is one reason why there's so little dialogue in 378 00:19:52,119 --> 00:19:55,640 Speaker 2: their games. And that's especially the case with Link. He's 379 00:19:55,880 --> 00:20:00,040 Speaker 2: very archetypal. His personality isn't well defined, and that that 380 00:20:00,160 --> 00:20:02,760 Speaker 2: makes it easier for the player to imagine themselves in 381 00:20:02,800 --> 00:20:05,600 Speaker 2: his shoes. And it was the same thing with you know, 382 00:20:05,640 --> 00:20:07,880 Speaker 2: typing your name at the start of the game. I mean, 383 00:20:08,280 --> 00:20:10,919 Speaker 2: I did the boring thing and entered Link's name, but 384 00:20:11,160 --> 00:20:13,399 Speaker 2: you know, the option to put your own name, it 385 00:20:13,440 --> 00:20:16,440 Speaker 2: was really an invitation to claim the story for yourself 386 00:20:16,520 --> 00:20:18,640 Speaker 2: and to say, you know, this is my adventure. 387 00:20:18,880 --> 00:20:22,000 Speaker 1: Looking back, it really did feel like an epic adventure 388 00:20:22,040 --> 00:20:24,200 Speaker 1: as a kid, right, Like you had to Guidelink across 389 00:20:24,720 --> 00:20:28,920 Speaker 1: all these different landscapes, deserts, forest cemeteries and fight a 390 00:20:28,960 --> 00:20:31,359 Speaker 1: bunch of weird monsters. Plus you had to keep an 391 00:20:31,400 --> 00:20:34,879 Speaker 1: eye out for secret pathways and hidden items, and there 392 00:20:34,920 --> 00:20:37,240 Speaker 1: was just this enormous sense of scale to the game, 393 00:20:37,440 --> 00:20:40,879 Speaker 1: and that was further heightened by its unique top down perspective, 394 00:20:40,920 --> 00:20:44,320 Speaker 1: which gave the player a bird's eye view of High Rule. 395 00:20:44,920 --> 00:20:48,479 Speaker 1: You know, the apic graphics may look pretty bare bones 396 00:20:48,480 --> 00:20:52,399 Speaker 1: by today's standards, but that original game world still feels 397 00:20:52,680 --> 00:20:57,080 Speaker 1: really expansive and awfully immersive to me even now. Yeah. 398 00:20:57,160 --> 00:21:00,199 Speaker 2: Yeah, the art style was a real master class in 399 00:21:00,240 --> 00:21:03,400 Speaker 2: accomplishing a lot with a little and the same goes 400 00:21:03,440 --> 00:21:06,280 Speaker 2: for the game's music, which was all done by Nintendo's 401 00:21:06,320 --> 00:21:10,840 Speaker 2: in house composer Kogikondo. I actually talked to another YouTuber. 402 00:21:11,080 --> 00:21:13,800 Speaker 2: His real name is Dave, but he goes by killer 403 00:21:13,880 --> 00:21:17,320 Speaker 2: Karp on his channel, and he has an amazing collection 404 00:21:17,400 --> 00:21:20,760 Speaker 2: of vintage Nintendo toys and he's an avid retro gamer, 405 00:21:21,119 --> 00:21:23,199 Speaker 2: and he told me that the look and sound of 406 00:21:23,240 --> 00:21:26,800 Speaker 2: the original Zelda are what really hooked him on the series. 407 00:21:27,359 --> 00:21:31,600 Speaker 4: It's a beautiful hodgepodge of like Greek mythology and the 408 00:21:31,640 --> 00:21:35,760 Speaker 4: amazing minds of Japanese artists. I was obsessed as a kid, 409 00:21:36,000 --> 00:21:39,840 Speaker 4: with all the weapons and items that you could get 410 00:21:39,840 --> 00:21:43,480 Speaker 4: throughout the game. I just remember looking in the books 411 00:21:43,720 --> 00:21:46,160 Speaker 4: and the game guides and Nintendo Powers and just drawing 412 00:21:46,840 --> 00:21:50,000 Speaker 4: the meat on the bone and the blue potion and 413 00:21:50,040 --> 00:21:52,919 Speaker 4: the red potion, all the different swords, all the different 414 00:21:52,920 --> 00:21:54,800 Speaker 4: things that you could get and a crew throughout the game. 415 00:21:55,200 --> 00:21:57,400 Speaker 4: But from a bigger scope of lore and what makes 416 00:21:57,400 --> 00:21:59,439 Speaker 4: it stand out. It's tough to put your finger on 417 00:21:59,480 --> 00:22:01,760 Speaker 4: it because it kind of borrows from so many things, 418 00:22:01,800 --> 00:22:05,360 Speaker 4: and the soup just becomes Zelda in its own unique way. 419 00:22:05,600 --> 00:22:08,520 Speaker 4: The music is a huge part of it. That opening 420 00:22:08,560 --> 00:22:12,840 Speaker 4: screen with the waterfall and the pink sky and the 421 00:22:12,920 --> 00:22:15,520 Speaker 4: music coming on, you get chills. 422 00:22:18,040 --> 00:22:20,560 Speaker 1: You know. Nintendo was so smart to make the music 423 00:22:20,640 --> 00:22:23,560 Speaker 1: go that hard because you wander around a lot in 424 00:22:23,560 --> 00:22:26,720 Speaker 1: this game, so you get so familiar with that theme song. 425 00:22:26,840 --> 00:22:29,720 Speaker 2: Yeah, it's true, and so much of that game's challenge 426 00:22:29,800 --> 00:22:32,160 Speaker 2: is just figuring out where to go and what to do. 427 00:22:32,520 --> 00:22:35,240 Speaker 2: I still get lost and I've been playing it for decades. 428 00:22:37,280 --> 00:22:40,919 Speaker 1: Yeah, so apparently the original map was no joke. It 429 00:22:41,000 --> 00:22:44,120 Speaker 1: had one hundred and twenty eight connected screens to get 430 00:22:44,160 --> 00:22:47,760 Speaker 1: lost in, plus those underground dungeons which were their own 431 00:22:47,800 --> 00:22:51,040 Speaker 1: separate mazes of rooms and boss fights. Like if you 432 00:22:51,119 --> 00:22:53,600 Speaker 1: knew all the tricks and secrets, or if you actually 433 00:22:53,720 --> 00:22:55,879 Speaker 1: use the map that came with a manual, then you 434 00:22:55,920 --> 00:22:57,639 Speaker 1: could beat the game in like an hour. But for 435 00:22:57,800 --> 00:23:00,800 Speaker 1: first timers it could easily take ten hours or more, 436 00:23:00,880 --> 00:23:02,840 Speaker 1: which you know is actually a long time for a 437 00:23:02,840 --> 00:23:03,480 Speaker 1: game of that era. 438 00:23:03,800 --> 00:23:06,480 Speaker 2: Yeah, well you think ten hours is rough. Killer Karp 439 00:23:06,600 --> 00:23:08,800 Speaker 2: told me he was so stumped as a kid that 440 00:23:08,840 --> 00:23:11,400 Speaker 2: he set the game aside for a full ten years 441 00:23:11,680 --> 00:23:13,800 Speaker 2: before he finally felt ready to finish it. 442 00:23:14,680 --> 00:23:17,240 Speaker 4: Once I was old enough to actually play the game 443 00:23:17,280 --> 00:23:20,919 Speaker 4: in the late eighties, couldn't get very far. And then 444 00:23:20,960 --> 00:23:22,960 Speaker 4: it was in my high school years when I really 445 00:23:23,160 --> 00:23:26,280 Speaker 4: dug in and actually beat the game. And I was 446 00:23:26,280 --> 00:23:28,480 Speaker 4: a freshman in high school with my best friend Ryan, 447 00:23:28,600 --> 00:23:30,960 Speaker 4: and I remember it clearly. We beat it on May fifteenth, 448 00:23:30,960 --> 00:23:33,160 Speaker 4: and from that day forward we called that day Zelda Day. 449 00:23:33,600 --> 00:23:35,560 Speaker 4: That was the day we got all the try force 450 00:23:35,600 --> 00:23:38,200 Speaker 4: and defeated Gannon and restored Light to High Rule and 451 00:23:38,200 --> 00:23:42,240 Speaker 4: save Princes Zelda. We did not have any players, guides 452 00:23:42,359 --> 00:23:44,840 Speaker 4: or maps. We kind of just had to go through 453 00:23:44,880 --> 00:23:48,159 Speaker 4: the game, burn every bush, move every rock, and it 454 00:23:48,200 --> 00:23:50,720 Speaker 4: took a long long time to get through. 455 00:23:52,000 --> 00:23:54,200 Speaker 1: I mean the fact that he remember the exact date 456 00:23:54,320 --> 00:23:56,200 Speaker 1: tells you how big a deal it was to beat 457 00:23:56,240 --> 00:23:58,880 Speaker 1: this game. Like, it really doesn't matter how old you are. 458 00:23:59,040 --> 00:24:01,840 Speaker 1: If you roll credits without using a guide, then you've 459 00:24:01,880 --> 00:24:04,800 Speaker 1: earned yourself some serious bragging rights, right Yeah. 460 00:24:04,800 --> 00:24:07,119 Speaker 2: Which is kind of wild when you think about it. Like, 461 00:24:07,400 --> 00:24:10,000 Speaker 2: adult players were not a huge part of the video 462 00:24:10,040 --> 00:24:12,920 Speaker 2: game market back then like they are today. Kids were 463 00:24:12,960 --> 00:24:15,960 Speaker 2: the target audience for the original Zelda, and the developers 464 00:24:16,000 --> 00:24:17,720 Speaker 2: did not go easy on them. 465 00:24:17,920 --> 00:24:20,919 Speaker 1: Yeah. I actually read that during pre release testing a 466 00:24:20,920 --> 00:24:23,040 Speaker 1: lot of players got lost in the dungeons and were 467 00:24:23,080 --> 00:24:25,679 Speaker 1: annoyed by the lack of sort of this like clear 468 00:24:25,880 --> 00:24:30,440 Speaker 1: cut objective. But Miyamoto stood his ground, and he really 469 00:24:30,480 --> 00:24:33,840 Speaker 1: refused to water down the difficulty. He believed that the 470 00:24:34,000 --> 00:24:37,240 Speaker 1: non linear aspects of the game actually encouraged players to 471 00:24:37,280 --> 00:24:40,040 Speaker 1: work together and share tips and made it more like 472 00:24:40,040 --> 00:24:41,360 Speaker 1: community oriented in a way. 473 00:24:41,480 --> 00:24:44,200 Speaker 2: Yeah, which is you know exactly what happened for Killer 474 00:24:44,280 --> 00:24:45,560 Speaker 2: Karp and his buddy Ryan. 475 00:24:45,920 --> 00:24:49,159 Speaker 1: I mean, Miyamoto really like sort of planned for this, 476 00:24:49,240 --> 00:24:52,000 Speaker 1: But that's not to say he was completely confident in 477 00:24:52,040 --> 00:24:54,879 Speaker 1: the game at the time. Star Wars, you know, had 478 00:24:54,920 --> 00:24:56,960 Speaker 1: made a huge splash, and science fiction was all the 479 00:24:57,040 --> 00:25:00,240 Speaker 1: rage and pop culture, and Miamoto really worried that kids 480 00:25:00,280 --> 00:25:03,919 Speaker 1: wouldn't connect with this like fantasy setting of Zelda, and 481 00:25:04,000 --> 00:25:07,159 Speaker 1: he later reflected, quote, a world of swords in magic 482 00:25:07,320 --> 00:25:10,879 Speaker 1: really wasn't considered mainstream at the time. I really didn't 483 00:25:10,920 --> 00:25:13,040 Speaker 1: expect the response I got. 484 00:25:12,760 --> 00:25:15,399 Speaker 2: Which was what exactly like. Because it's a fan favorite 485 00:25:15,400 --> 00:25:18,480 Speaker 2: today obviously, but how did folks feel about it at launch? 486 00:25:18,960 --> 00:25:21,920 Speaker 1: Well, the Famicon disc system was a flop and never 487 00:25:22,000 --> 00:25:24,760 Speaker 1: actually released outside of Japan, but the legend of Zelda 488 00:25:24,960 --> 00:25:28,679 Speaker 1: was this completely different story. It was by far the 489 00:25:28,680 --> 00:25:31,720 Speaker 1: system's strongest seller when it launched in Japan on February 490 00:25:31,760 --> 00:25:34,880 Speaker 1: twenty first, nineteen eighty six. The game was then re 491 00:25:34,880 --> 00:25:37,800 Speaker 1: released for the regular Fabicon a year later, thanks to 492 00:25:37,840 --> 00:25:40,240 Speaker 1: a new kind of cartridge that had a stronger memory 493 00:25:40,320 --> 00:25:43,840 Speaker 1: chip and battery powered RAM. The American version of the 494 00:25:43,840 --> 00:25:46,720 Speaker 1: game was released about six months later, in August of 495 00:25:46,800 --> 00:25:49,840 Speaker 1: nineteen eighty seven, and as I'm sure you remember, our 496 00:25:49,960 --> 00:25:54,399 Speaker 1: version sport an eye catching gold colored cartridge which you 497 00:25:54,440 --> 00:25:57,160 Speaker 1: know stood out from the rest of the standard gray ones. 498 00:25:57,240 --> 00:26:00,320 Speaker 2: Oh yeah, yeah, that gold was your first col that 499 00:26:00,359 --> 00:26:03,600 Speaker 2: this game was truly something special. It doesn't get much 500 00:26:03,640 --> 00:26:06,439 Speaker 2: more iconic than that cartridge. And those babies, let me 501 00:26:06,440 --> 00:26:09,800 Speaker 2: tell you, they still shine like the sun at yard sales. 502 00:26:09,800 --> 00:26:11,119 Speaker 2: You can see them from a mile away. 503 00:26:13,160 --> 00:26:15,399 Speaker 1: Well, I mean, I guess that like marketing and that 504 00:26:15,440 --> 00:26:18,320 Speaker 1: premium presentation actually paid off, because Legend of Zelda went 505 00:26:18,400 --> 00:26:22,160 Speaker 1: on to sell more than seven million copies worldwide, and 506 00:26:22,200 --> 00:26:25,199 Speaker 1: while many of its players did experience frustration of like 507 00:26:25,240 --> 00:26:28,439 Speaker 1: getting lost on those world maps, they also discovered the 508 00:26:28,480 --> 00:26:31,840 Speaker 1: satisfaction of finding their way, you know, eventually. 509 00:26:32,119 --> 00:26:35,600 Speaker 2: Right, And that's maybe the craziest thing about that first game, 510 00:26:35,680 --> 00:26:38,960 Speaker 2: and really most games in the Zelda series, even if 511 00:26:38,960 --> 00:26:41,560 Speaker 2: you never fully finish it, you still have a great 512 00:26:41,600 --> 00:26:44,959 Speaker 2: time playing and the experience sticks with you because you know, 513 00:26:45,040 --> 00:26:47,040 Speaker 2: the game design is just that strong. 514 00:26:47,520 --> 00:26:50,399 Speaker 1: You know. I've definitely started more Zelda games than I 515 00:26:50,480 --> 00:26:53,800 Speaker 1: finished in my lifetime. But when the next one rolls around, like, 516 00:26:53,840 --> 00:26:55,680 Speaker 1: I'm always back on board, and I love that It's 517 00:26:55,680 --> 00:26:57,280 Speaker 1: become a thing that like my son loves. 518 00:26:57,359 --> 00:26:57,600 Speaker 4: Yeah. 519 00:26:57,640 --> 00:27:00,240 Speaker 2: Yeah, it really speaks to the quality of the series. 520 00:27:00,280 --> 00:27:03,280 Speaker 2: Every few years you see those listicles come out right. 521 00:27:03,359 --> 00:27:06,280 Speaker 2: Top ten video Games of all time or whatever, and 522 00:27:06,320 --> 00:27:08,800 Speaker 2: it is almost always a legend of Zelda game in 523 00:27:08,840 --> 00:27:12,000 Speaker 2: the top spot. Like the winning game changes over time, 524 00:27:12,119 --> 00:27:14,840 Speaker 2: as you know, new entries come to the forefront, but 525 00:27:14,960 --> 00:27:18,840 Speaker 2: the series as a whole is ranked the best pretty consistently. 526 00:27:19,280 --> 00:27:21,640 Speaker 1: Yeah, it's one of the few things that video game 527 00:27:21,680 --> 00:27:24,280 Speaker 1: fans seem to agree on, and after we take a 528 00:27:24,320 --> 00:27:26,600 Speaker 1: quick break, we're going to try to pin down exactly 529 00:27:26,680 --> 00:27:44,480 Speaker 1: why that is. So stay tuned, Welcome back to part 530 00:27:44,480 --> 00:27:47,840 Speaker 1: time genius, Okay Gabe. So far, we've talked mostly about 531 00:27:47,840 --> 00:27:50,080 Speaker 1: the first game in the Zelda series, which is known 532 00:27:50,280 --> 00:27:54,920 Speaker 1: in Japan as Zelda no den Setsu The High Rule 533 00:27:54,920 --> 00:27:57,919 Speaker 1: of Fantasy. It was popular enough to spawn dozens of 534 00:27:57,960 --> 00:28:00,280 Speaker 1: sequels and spin offs over the past forty years, and 535 00:28:00,400 --> 00:28:03,480 Speaker 1: many of those games are now just as beloved, if 536 00:28:03,520 --> 00:28:07,360 Speaker 1: not more so, than the original. So I'm curious, what 537 00:28:07,400 --> 00:28:09,560 Speaker 1: do you think has kept the series going so strong 538 00:28:09,600 --> 00:28:12,359 Speaker 1: for all this time? Like, what is that secret? Sauce? 539 00:28:12,800 --> 00:28:15,920 Speaker 2: Honestly, I racked my brain trying to figure that out, 540 00:28:15,960 --> 00:28:19,879 Speaker 2: and aside from the humbling work ethic of Japanese game designers, 541 00:28:20,320 --> 00:28:23,960 Speaker 2: it's hard to land on a single satisfying answer. But 542 00:28:24,080 --> 00:28:27,680 Speaker 2: that said, I do think John Cartwright came pretty darn 543 00:28:27,760 --> 00:28:28,800 Speaker 2: close to cracking it. 544 00:28:29,640 --> 00:28:33,000 Speaker 3: There were all games where you start from very small nothingness, 545 00:28:33,080 --> 00:28:35,080 Speaker 3: like you're just a guy in a house and you 546 00:28:35,200 --> 00:28:37,879 Speaker 3: end up being the person responsible for saving the world. 547 00:28:38,000 --> 00:28:40,120 Speaker 3: But what really makes it different, I'd say, is the 548 00:28:40,200 --> 00:28:42,520 Speaker 3: vibe to it all the atmosphere and the way the 549 00:28:42,560 --> 00:28:46,080 Speaker 3: characters talk to you. It never feels that dark. There's 550 00:28:46,080 --> 00:28:49,560 Speaker 3: always like a hopefulness to Zelder, which keeps it feeling 551 00:28:49,600 --> 00:28:52,320 Speaker 3: fun rather than daunting a lot of the time, and 552 00:28:52,400 --> 00:28:55,720 Speaker 3: that's remained consistent through every single game. There's always this 553 00:28:55,800 --> 00:28:59,800 Speaker 3: quirkiness to the characters. There's also this familiarity towards them 554 00:29:00,200 --> 00:29:02,480 Speaker 3: because most of them use different links and different Zeldas 555 00:29:02,520 --> 00:29:05,440 Speaker 3: and different versions of Hiral, but you recognize things that 556 00:29:05,520 --> 00:29:09,440 Speaker 3: you recognize Kakariko Village, you recognize the Great Decutree, so 557 00:29:09,520 --> 00:29:11,320 Speaker 3: it kind of feels like you're coming home every time, 558 00:29:11,680 --> 00:29:14,720 Speaker 3: even if the context of it was always like completely 559 00:29:14,920 --> 00:29:15,480 Speaker 3: different there. 560 00:29:16,680 --> 00:29:20,840 Speaker 2: So there's three things John hits on there, relatability, familiarity, 561 00:29:21,040 --> 00:29:24,120 Speaker 2: and freshness. So the first one is what we've been 562 00:29:24,160 --> 00:29:27,400 Speaker 2: talking about all day, the longing for adventure, the freedom 563 00:29:27,440 --> 00:29:30,640 Speaker 2: of exploring outside the feeling of being just a guy 564 00:29:30,680 --> 00:29:33,880 Speaker 2: in a house. Those are experiences we can all relate to, 565 00:29:34,480 --> 00:29:37,640 Speaker 2: and the idea of familiarity and the feeling of coming home, 566 00:29:38,080 --> 00:29:41,920 Speaker 2: that's a key component of Miyamoto's design philosophy. I found 567 00:29:41,960 --> 00:29:44,520 Speaker 2: an interview he did in nineteen ninety one for the 568 00:29:44,560 --> 00:29:47,320 Speaker 2: release of the third game in the series, the Legend 569 00:29:47,360 --> 00:29:50,200 Speaker 2: of Zelda, a Link to the Past, and the interviewer 570 00:29:50,320 --> 00:29:52,840 Speaker 2: asks if there's a limit to the ideas that can 571 00:29:52,880 --> 00:29:56,480 Speaker 2: be implemented in a video game, and Miamoto responds, quote, 572 00:29:56,840 --> 00:30:00,320 Speaker 2: it's a game designer's job to figure out how to compile, file, 573 00:30:00,680 --> 00:30:04,400 Speaker 2: and program ideas from the real world into a video game. 574 00:30:05,000 --> 00:30:08,400 Speaker 2: I think the ability to collect and organize is even 575 00:30:08,480 --> 00:30:12,200 Speaker 2: more important to making games than the power of imagination 576 00:30:12,440 --> 00:30:18,640 Speaker 2: and creativity. It's all about selecting, amplifying, and organizing those ideas. 577 00:30:19,160 --> 00:30:21,320 Speaker 1: I kind of get what he means, because even though 578 00:30:21,400 --> 00:30:24,360 Speaker 1: Zelda is a fantasy series, the whole game world really 579 00:30:24,360 --> 00:30:27,200 Speaker 1: isn't that different from ours. Right aside from the monsters, 580 00:30:28,680 --> 00:30:31,480 Speaker 1: the settings are like familiar landscapes. You've got like fields 581 00:30:31,480 --> 00:30:34,560 Speaker 1: and mountains, deserts. The physics are the same, Even things 582 00:30:34,600 --> 00:30:37,400 Speaker 1: like how cracked walls are easier to break than solid ones, 583 00:30:37,680 --> 00:30:39,760 Speaker 1: or how you can cut the grass with your sword 584 00:30:39,800 --> 00:30:42,920 Speaker 1: and later games, there's a fidelity between our world and 585 00:30:43,000 --> 00:30:46,160 Speaker 1: links world that I think is really satisfying, Like things 586 00:30:46,280 --> 00:30:48,120 Speaker 1: work the way you'd expect them to. 587 00:30:48,360 --> 00:30:52,680 Speaker 2: Yeah, exactly, and that translation of real world inspiration into 588 00:30:52,720 --> 00:30:56,480 Speaker 2: the digital world that exists really in every facet of 589 00:30:56,520 --> 00:30:59,240 Speaker 2: the series, even when we aren't fully aware of it. 590 00:30:59,600 --> 00:31:01,480 Speaker 2: For instance, and when the series made the jump to 591 00:31:01,520 --> 00:31:04,320 Speaker 2: three D and the Ocarina of Time, the developers had 592 00:31:04,320 --> 00:31:06,600 Speaker 2: to figure out a way to handle combat in a 593 00:31:06,640 --> 00:31:10,320 Speaker 2: three dimensional space. So ha, if Link was attacked by 594 00:31:10,440 --> 00:31:13,480 Speaker 2: multiple enemies at once, it was hard for the player 595 00:31:13,520 --> 00:31:16,160 Speaker 2: to like position the camera so they could focus their 596 00:31:16,200 --> 00:31:19,120 Speaker 2: strikes on, you know, a single opponent. So the team 597 00:31:19,160 --> 00:31:22,200 Speaker 2: came up with what they called Z targeting. It was 598 00:31:22,240 --> 00:31:26,040 Speaker 2: this really ingenious system. When the player presses the Z button, 599 00:31:26,280 --> 00:31:29,680 Speaker 2: the viewpoint would automatically shift to a view from directly 600 00:31:29,800 --> 00:31:32,640 Speaker 2: behind Link, allowing him to kind of lock on to 601 00:31:32,720 --> 00:31:37,160 Speaker 2: specific enemies and you know, attack them systematically. But that mechanic, 602 00:31:37,320 --> 00:31:39,960 Speaker 2: it wasn't something they pulled out of thin air. The 603 00:31:40,000 --> 00:31:43,120 Speaker 2: game's directors went to see a sword fighting demonstration at 604 00:31:43,160 --> 00:31:45,960 Speaker 2: a local theme park in Japan, and they paid close 605 00:31:46,000 --> 00:31:49,840 Speaker 2: attention to the combatants' movements, and they noticed that when 606 00:31:49,880 --> 00:31:53,280 Speaker 2: one person was fighting against many, his opponents would attack 607 00:31:53,400 --> 00:31:56,280 Speaker 2: in order, one at a time. That same day, they 608 00:31:56,320 --> 00:32:00,640 Speaker 2: also watched a kusurigami demonstration, which is a a weapon 609 00:32:00,720 --> 00:32:03,840 Speaker 2: composed of like a sickle attached to a chain, and 610 00:32:04,480 --> 00:32:07,720 Speaker 2: that gave them the idea of establishing this invisible chain 611 00:32:08,040 --> 00:32:11,560 Speaker 2: between Link and his enemies. So when you use Z targeting, 612 00:32:11,640 --> 00:32:14,520 Speaker 2: you would move in an arc around the opponent that 613 00:32:14,560 --> 00:32:17,680 Speaker 2: you've locked onto, like that chain is stretched between you, 614 00:32:18,000 --> 00:32:19,640 Speaker 2: and that would allow you to kind of find the 615 00:32:19,680 --> 00:32:21,920 Speaker 2: best angle from which to deal a blow. 616 00:32:22,280 --> 00:32:26,000 Speaker 1: That's pretty fascinating because of course, the average player isn't 617 00:32:26,000 --> 00:32:28,840 Speaker 1: going to make that connection between Link's movements and some 618 00:32:28,880 --> 00:32:32,840 Speaker 1: sort of like traditional samurai stage show. But there's something 619 00:32:32,840 --> 00:32:36,440 Speaker 1: about the system that still feels intuitive and correct because 620 00:32:36,880 --> 00:32:39,760 Speaker 1: it's ultimately rooted in these real world techniques. 621 00:32:40,000 --> 00:32:43,040 Speaker 2: Yeah, and you know, Nintendo had been incorporating real world 622 00:32:43,080 --> 00:32:45,640 Speaker 2: ideas into the series like that pretty much since the 623 00:32:45,640 --> 00:32:49,640 Speaker 2: first game, but ak Aina really ratcheted up the approach 624 00:32:49,760 --> 00:32:52,640 Speaker 2: because you know, of the three D visuals, for example, 625 00:32:52,680 --> 00:32:55,560 Speaker 2: I read this interview with Miyamoto from twenty eleven where 626 00:32:55,600 --> 00:32:58,480 Speaker 2: he talks about trying to bring chicken flying into the 627 00:32:58,480 --> 00:33:02,720 Speaker 2: three D games. But chicken flying, all right, yeah, well, 628 00:33:02,800 --> 00:33:05,400 Speaker 2: well cucko flying if you want to get technical, right, 629 00:33:05,480 --> 00:33:08,520 Speaker 2: Chickens and Zelda are called cuckos. But uh yeah, there 630 00:33:08,560 --> 00:33:10,960 Speaker 2: was this unused mechanic from a link to the past 631 00:33:11,040 --> 00:33:13,600 Speaker 2: on the Super Nintendo where you were supposed to be 632 00:33:13,680 --> 00:33:16,080 Speaker 2: able to grab a chicken, jump off a ledge and 633 00:33:16,160 --> 00:33:19,880 Speaker 2: kind of like flutterfly to the ground. It wound up 634 00:33:19,920 --> 00:33:22,880 Speaker 2: being cut, you know, but the team later revived it 635 00:33:22,880 --> 00:33:25,200 Speaker 2: for Ocarina. They had that much faith in it, and 636 00:33:25,520 --> 00:33:29,320 Speaker 2: you know, as Miyamoto explained, quote, I thought chicken flying 637 00:33:29,400 --> 00:33:32,360 Speaker 2: would be weird if the graphics were more realistic. But 638 00:33:32,440 --> 00:33:34,480 Speaker 2: when we made it, I was happy to see that 639 00:33:34,560 --> 00:33:38,280 Speaker 2: it fit perfectly. I realized that those kinds of things 640 00:33:38,400 --> 00:33:41,160 Speaker 2: are more fun in a three D space, So all 641 00:33:41,200 --> 00:33:44,040 Speaker 2: of a sudden, I said, let's make the landforms more 642 00:33:44,120 --> 00:33:48,720 Speaker 2: three dimensional. I started referencing villages and mountainous districts in China, 643 00:33:49,080 --> 00:33:52,400 Speaker 2: such as you might see in a documentary. I was saying, see, 644 00:33:52,520 --> 00:33:55,240 Speaker 2: there are all kinds of villages and can't we make 645 00:33:55,240 --> 00:33:59,040 Speaker 2: a more distinctive village And just then it connected perfectly 646 00:33:59,280 --> 00:34:00,000 Speaker 2: to the chickens. 647 00:34:02,320 --> 00:34:05,320 Speaker 1: I love that, and I'm also not sure I completely 648 00:34:05,400 --> 00:34:10,759 Speaker 1: understand it, but it's such a small, silly thing, But 649 00:34:11,120 --> 00:34:13,320 Speaker 1: I love how he's so inspired by the chicken flying 650 00:34:13,320 --> 00:34:16,520 Speaker 1: that it improves the way the landscapes look. There's something 651 00:34:16,560 --> 00:34:19,080 Speaker 1: really like fun about that whole statement and the way 652 00:34:19,120 --> 00:34:19,840 Speaker 1: he views the world. 653 00:34:20,000 --> 00:34:20,239 Speaker 3: Yeah. 654 00:34:20,280 --> 00:34:23,480 Speaker 2: Absolutely, And it's also a really clear example of what 655 00:34:23,520 --> 00:34:26,360 Speaker 2: Miamoto calls hospitality in game design. 656 00:34:26,880 --> 00:34:27,920 Speaker 1: So the idea is that. 657 00:34:27,880 --> 00:34:30,520 Speaker 2: You try to anticipate all the little things that the 658 00:34:30,520 --> 00:34:33,000 Speaker 2: player will want to do, and you know that they'd 659 00:34:33,000 --> 00:34:36,120 Speaker 2: be disappointed if they couldn't do. And that includes things 660 00:34:36,160 --> 00:34:38,799 Speaker 2: like cutting the grass with your sword or jumping off 661 00:34:38,840 --> 00:34:41,600 Speaker 2: a slope while holding a chicken. None of it is 662 00:34:41,680 --> 00:34:45,880 Speaker 2: like strictly necessary. It doesn't affect the overall story or 663 00:34:45,880 --> 00:34:48,879 Speaker 2: the gameplay, but it adds a spark of joy, right 664 00:34:49,160 --> 00:34:52,120 Speaker 2: and satisfaction for the player, and it also makes the 665 00:34:52,160 --> 00:34:55,960 Speaker 2: game world feel that much more familiar and alive. It 666 00:34:56,000 --> 00:34:58,000 Speaker 2: feels like the kind of thing that leaves this like 667 00:34:58,120 --> 00:35:02,640 Speaker 2: wonderful lasting impression players because it shows the designers really 668 00:35:02,719 --> 00:35:05,400 Speaker 2: cared about crafting a good experience and were willing to 669 00:35:05,400 --> 00:35:08,600 Speaker 2: put the extra effort in to deliver, whether or not 670 00:35:08,600 --> 00:35:09,799 Speaker 2: the player realizes it. 671 00:35:10,040 --> 00:35:10,279 Speaker 1: Yeah. 672 00:35:10,320 --> 00:35:14,280 Speaker 2: Absolutely. John told me that Ocarina was his gateway Zelda game, 673 00:35:14,640 --> 00:35:16,759 Speaker 2: and a big reason that he fell for it so 674 00:35:16,920 --> 00:35:19,720 Speaker 2: hard was that care and attention to detail. 675 00:35:20,800 --> 00:35:23,120 Speaker 3: Growing up, I played a lot of games, but nothing 676 00:35:23,200 --> 00:35:26,520 Speaker 3: that was that high quality. And then one day I 677 00:35:26,600 --> 00:35:29,759 Speaker 3: played Okarno of Time and it changed my perspective and 678 00:35:29,800 --> 00:35:32,000 Speaker 3: what games were. This was around two thousand and four. 679 00:35:32,040 --> 00:35:33,920 Speaker 3: An Okernam of Time came out in ninety eight, so 680 00:35:33,960 --> 00:35:36,520 Speaker 3: six years old at that point, but it was still 681 00:35:37,239 --> 00:35:39,880 Speaker 3: just really far ahead of other games in terms of 682 00:35:39,880 --> 00:35:42,879 Speaker 3: scope and adventure. So even though the visuals weren't more 683 00:35:42,880 --> 00:35:46,440 Speaker 3: limited compared to what was out there, the pure design 684 00:35:46,560 --> 00:35:50,160 Speaker 3: language was timeless. Back on the PlayStation Sega Saturn N 685 00:35:50,200 --> 00:35:54,080 Speaker 3: sixty four, there weren't that many big three D adventure games. 686 00:35:54,239 --> 00:35:56,080 Speaker 3: Most of them tried to limit the scope because it 687 00:35:56,120 --> 00:35:58,279 Speaker 3: was very hard to make that kind of world. So 688 00:35:58,320 --> 00:36:01,120 Speaker 3: to go the extra mile to have all these strange 689 00:36:01,160 --> 00:36:04,640 Speaker 3: chemical reactions which wouldn't exist in other games was kind 690 00:36:04,640 --> 00:36:06,640 Speaker 3: of unheard of, and it's mad that they pulled it 691 00:36:06,680 --> 00:36:08,520 Speaker 3: off so well, But I think it's part of why 692 00:36:08,560 --> 00:36:11,720 Speaker 3: the game still feels so timeless overall these years, because 693 00:36:11,760 --> 00:36:14,680 Speaker 3: those elements are still quite rare today that even if 694 00:36:14,680 --> 00:36:18,160 Speaker 3: the visuals may look of their era, the field doesn't. 695 00:36:18,760 --> 00:36:20,839 Speaker 1: It is amazing that so many of these games still 696 00:36:20,840 --> 00:36:23,960 Speaker 1: hold their own no matter how much time goes by. Like, 697 00:36:24,360 --> 00:36:28,000 Speaker 1: they're all pretty similar in some regards, but because the 698 00:36:28,040 --> 00:36:31,440 Speaker 1: developers keep chasing innovation, there's always some like, you know, 699 00:36:31,560 --> 00:36:36,320 Speaker 1: special new hook or feature that makes each new entry unique. Yeah. 700 00:36:36,560 --> 00:36:38,759 Speaker 2: It all goes back to that idea of freshness, So 701 00:36:39,080 --> 00:36:42,360 Speaker 2: no matter how familiar the series gets, there's always something 702 00:36:42,400 --> 00:36:45,280 Speaker 2: new to pull you in, whether it's three D visuals 703 00:36:45,440 --> 00:36:49,520 Speaker 2: or horse riding, or sailing between different islands or making 704 00:36:49,600 --> 00:36:53,200 Speaker 2: link more handsome. Players know that Nintendo doesn't rest on 705 00:36:53,280 --> 00:36:55,640 Speaker 2: its laurels, you know, when it comes to this series, 706 00:36:56,040 --> 00:36:59,399 Speaker 2: so there's always reason to get excited for each new entry. 707 00:36:59,480 --> 00:37:02,480 Speaker 2: It is a tricky balancing act, though, because you want 708 00:37:02,480 --> 00:37:04,520 Speaker 2: to preserve the feel of the series and you know, 709 00:37:04,600 --> 00:37:07,719 Speaker 2: all the aspects that longtime players have come to expect, 710 00:37:08,160 --> 00:37:11,600 Speaker 2: while also ensuring that the games remain accessible and never 711 00:37:11,640 --> 00:37:14,960 Speaker 2: feel too Samey and I think it's safe to say 712 00:37:14,960 --> 00:37:17,440 Speaker 2: that Breath of the Wild, for the switch, that was 713 00:37:17,480 --> 00:37:20,560 Speaker 2: really the high water mark in terms of striking that balance. 714 00:37:21,840 --> 00:37:23,560 Speaker 3: When you look at all the Zelders through the years, 715 00:37:23,600 --> 00:37:26,200 Speaker 3: I'd say there's a couple of pivotal points. So the 716 00:37:26,200 --> 00:37:27,880 Speaker 3: first zeld is one of them. A Link to the 717 00:37:27,920 --> 00:37:30,239 Speaker 3: Pass is the next one, where it just really just 718 00:37:30,280 --> 00:37:33,120 Speaker 3: makes what the Zelda formula even is today. They're ockera 719 00:37:33,160 --> 00:37:34,960 Speaker 3: of time doing it in three D, and then there 720 00:37:35,000 --> 00:37:37,799 Speaker 3: was kind of a lull where they were very comfortable 721 00:37:37,840 --> 00:37:41,080 Speaker 3: making that kind of game for a while, like Operative Time, 722 00:37:41,680 --> 00:37:44,279 Speaker 3: Joy's Mask, which is a cool outlier, Win Wake a 723 00:37:44,280 --> 00:37:47,240 Speaker 3: Twilette Princess, Like they're great games, but they don't really 724 00:37:47,440 --> 00:37:50,319 Speaker 3: push the industry forward and took all the way until 725 00:37:50,520 --> 00:37:53,440 Speaker 3: Breath of the Wild, where finally it became a huge deal, 726 00:37:53,840 --> 00:37:56,840 Speaker 3: skyrocketedt what Zelda was all for the fact that it 727 00:37:57,160 --> 00:38:00,719 Speaker 3: just did something really different and new the first time 728 00:38:00,800 --> 00:38:03,040 Speaker 3: in maybe fifteen years at that point. 729 00:38:03,960 --> 00:38:06,920 Speaker 1: Yeah, So I definitely remember watching my son Henry play 730 00:38:06,960 --> 00:38:10,360 Speaker 1: it for the first time in like twenty seventeen and thinking, 731 00:38:11,280 --> 00:38:14,239 Speaker 1: this really is the promise of that original Zelda, and 732 00:38:14,280 --> 00:38:16,960 Speaker 1: it was so fully realized. That sense of like freedom 733 00:38:17,000 --> 00:38:19,560 Speaker 1: and exploration and all that stuff that felt novel in 734 00:38:19,600 --> 00:38:22,799 Speaker 1: the original game suddenly was elevated to like, I don't know, 735 00:38:22,840 --> 00:38:25,040 Speaker 1: like the million degree right. If you saw a mountain 736 00:38:25,080 --> 00:38:27,439 Speaker 1: in the distance, you could run and gallop and hang 737 00:38:27,480 --> 00:38:30,239 Speaker 1: glide your way to it and then climate to see 738 00:38:30,239 --> 00:38:34,160 Speaker 1: what was on the other side. And all those limitations 739 00:38:34,400 --> 00:38:37,840 Speaker 1: and restraints that you had from either like the graphics 740 00:38:38,200 --> 00:38:40,239 Speaker 1: or the discs or the memory or whatever, like, all 741 00:38:40,280 --> 00:38:42,640 Speaker 1: of that was completely lifted and you could go anywhere. 742 00:38:42,880 --> 00:38:46,200 Speaker 1: It really was pretty stunning to me. You know. One 743 00:38:46,200 --> 00:38:48,040 Speaker 1: of the keys to all of this is that the 744 00:38:48,080 --> 00:38:50,080 Speaker 1: laws of nature in the game actually aligned with real 745 00:38:50,120 --> 00:38:53,440 Speaker 1: world physics, and the items become less durable and break 746 00:38:53,480 --> 00:38:56,960 Speaker 1: over time, which I think is really fascinating. Metal objects 747 00:38:57,000 --> 00:39:00,879 Speaker 1: conduct electricity. You have a finite amount of stamina before 748 00:39:00,880 --> 00:39:03,320 Speaker 1: you get tired and you can't run or climb anymore. 749 00:39:03,480 --> 00:39:05,319 Speaker 1: I think, like what you were saying about before, right, 750 00:39:05,360 --> 00:39:08,400 Speaker 1: like the idea that this world behaves as you'd expect 751 00:39:08,400 --> 00:39:11,719 Speaker 1: it to, and because all these systems that are connected, 752 00:39:11,960 --> 00:39:14,239 Speaker 1: it really allows the player to experiment and come up 753 00:39:14,239 --> 00:39:17,239 Speaker 1: with their own solutions. You know, if you run out 754 00:39:17,280 --> 00:39:20,040 Speaker 1: of stamina while climbing that mountain, right, that really isn't 755 00:39:20,040 --> 00:39:22,000 Speaker 1: a problem. You can just set the grass on fire, 756 00:39:22,080 --> 00:39:25,160 Speaker 1: which creates an op draft of warm air, and then 757 00:39:25,400 --> 00:39:28,560 Speaker 1: pop open your paraglider and ride the current all the 758 00:39:28,560 --> 00:39:29,880 Speaker 1: way to the top. Yeah, there you go. 759 00:39:30,000 --> 00:39:32,600 Speaker 2: It's just that easy. And you know, I like that 760 00:39:32,640 --> 00:39:35,360 Speaker 2: you describe Breath of the Wild as the fulfillment of 761 00:39:35,400 --> 00:39:38,759 Speaker 2: that original Zelda. That's actually exactly how Miamoto and the 762 00:39:38,800 --> 00:39:41,720 Speaker 2: team at Nintendo saw it too. In a twenty sixteen 763 00:39:41,840 --> 00:39:45,640 Speaker 2: interview promoting the game, Miamoto said, quote, back in the day, 764 00:39:45,880 --> 00:39:48,319 Speaker 2: the legend of Zelda was built upon the ideas of 765 00:39:48,400 --> 00:39:52,800 Speaker 2: great freedom of action and miniature gardens. As the series evolved, 766 00:39:53,120 --> 00:39:55,160 Speaker 2: we turned it more and more into a game with 767 00:39:55,200 --> 00:39:58,640 Speaker 2: a single path to follow. This pushed us to create 768 00:39:58,680 --> 00:40:02,680 Speaker 2: bigger and more complex dungeons and to design puzzles requiring 769 00:40:02,719 --> 00:40:06,560 Speaker 2: specific items, which led to very linear games. So we 770 00:40:06,640 --> 00:40:08,720 Speaker 2: decided to go back to the roots of the saga 771 00:40:08,960 --> 00:40:12,400 Speaker 2: and start developing the game we're showing you today, so 772 00:40:12,480 --> 00:40:14,840 Speaker 2: Breath of the Wild. It was kind of a return 773 00:40:14,920 --> 00:40:17,560 Speaker 2: to form for the series while still pushing it in 774 00:40:17,719 --> 00:40:21,200 Speaker 2: completely new directions. And then the team doubled down on 775 00:40:21,239 --> 00:40:24,920 Speaker 2: that open ended, physics based approach in the direct follow 776 00:40:25,000 --> 00:40:27,920 Speaker 2: up game, Tiers of the Kingdom. In that one, you 777 00:40:28,080 --> 00:40:30,799 Speaker 2: not only have all of high Rule to explore, you 778 00:40:30,800 --> 00:40:34,120 Speaker 2: can also build these like customized vehicles that let you 779 00:40:34,160 --> 00:40:37,759 Speaker 2: explore deep underground or like soar high above through this 780 00:40:37,920 --> 00:40:41,040 Speaker 2: like chain of floating islands. It's funny, right, because it 781 00:40:41,080 --> 00:40:44,000 Speaker 2: almost feels like too many options and too much for you, 782 00:40:44,360 --> 00:40:46,480 Speaker 2: Like do you know where to start? Yeah, I know 783 00:40:46,480 --> 00:40:48,319 Speaker 2: what you mean. But that's kind of the great thing 784 00:40:48,320 --> 00:40:50,799 Speaker 2: about it, Like there's no wrong or right answer. You 785 00:40:50,840 --> 00:40:53,479 Speaker 2: can progress through the game in any direction at any 786 00:40:53,520 --> 00:40:55,480 Speaker 2: speed you want, and you know, still have a great 787 00:40:55,520 --> 00:40:58,400 Speaker 2: time doing it. And while that's a very different approach 788 00:40:58,520 --> 00:41:01,880 Speaker 2: compared to other three D adventure games, which tend to 789 00:41:01,920 --> 00:41:04,600 Speaker 2: be much more linear, it's actually right in line with 790 00:41:04,680 --> 00:41:08,239 Speaker 2: Miamoto's vision of the series from the very beginning. A 791 00:41:08,280 --> 00:41:10,799 Speaker 2: few years after the first game was released, he told 792 00:41:10,800 --> 00:41:13,799 Speaker 2: an interviewer quote, I don't want to make games where 793 00:41:13,800 --> 00:41:15,880 Speaker 2: the player is just a puppet in the hands of 794 00:41:15,920 --> 00:41:19,680 Speaker 2: the creator, playing exactly as scripted. I want to present 795 00:41:19,760 --> 00:41:23,600 Speaker 2: games that are more like pure toys, something you can use, 796 00:41:23,920 --> 00:41:26,400 Speaker 2: explore and play with freely. 797 00:41:26,640 --> 00:41:31,080 Speaker 1: Which you know, mission accomplished. And really it is so 798 00:41:31,200 --> 00:41:33,200 Speaker 1: cool that he had that sort of clarity of vision 799 00:41:33,200 --> 00:41:36,040 Speaker 1: from the very start, and also that he's been able 800 00:41:36,040 --> 00:41:38,160 Speaker 1: to like pass it along to all these designers who've 801 00:41:38,200 --> 00:41:40,880 Speaker 1: taken the reins of the series. It is still amazing 802 00:41:40,880 --> 00:41:43,040 Speaker 1: to me that link is over the hill. But I'm 803 00:41:43,080 --> 00:41:47,160 Speaker 1: excited to see where he progresses over the next forty years, 804 00:41:47,320 --> 00:41:49,799 Speaker 1: and also to see whether you and I will still 805 00:41:49,840 --> 00:41:50,240 Speaker 1: be playing. 806 00:41:50,480 --> 00:41:53,040 Speaker 2: Yeah, well, you know, I've got some great news on 807 00:41:53,080 --> 00:41:56,640 Speaker 2: that front. A couple months back, Killer Karp introduced the 808 00:41:56,640 --> 00:41:59,719 Speaker 2: world to a ninety one year old Zelda fan named 809 00:41:59,760 --> 00:42:04,760 Speaker 2: Jim who still plays the games every day. What Yeah, 810 00:42:04,800 --> 00:42:08,920 Speaker 2: her story it is like this beautiful reminder that this series, 811 00:42:09,040 --> 00:42:11,600 Speaker 2: this hobby, it doesn't have an age limit. 812 00:42:12,040 --> 00:42:16,000 Speaker 4: So Jan is ninety one going on ninety two, and 813 00:42:16,040 --> 00:42:18,719 Speaker 4: she first got into gaming in the mid nineties when 814 00:42:19,640 --> 00:42:22,839 Speaker 4: her grandson was interested in playing. She had a five 815 00:42:22,920 --> 00:42:26,720 Speaker 4: year old grandson and he didn't have a way to game, 816 00:42:27,120 --> 00:42:28,880 Speaker 4: so he was staying with her. She took him to 817 00:42:28,880 --> 00:42:32,319 Speaker 4: Walmart and she bought him everything he needed. She bought 818 00:42:32,400 --> 00:42:34,399 Speaker 4: him the TV, she bought him the N sixty four 819 00:42:34,920 --> 00:42:37,960 Speaker 4: she bought him Mario and she bought him Okerina of Time, 820 00:42:38,200 --> 00:42:41,320 Speaker 4: and that was how they bonded. And when he wanted 821 00:42:41,320 --> 00:42:43,440 Speaker 4: to take everything home with him, she said, actually no. 822 00:42:43,920 --> 00:42:48,080 Speaker 4: She was hooked. And from that point forward she became 823 00:42:48,560 --> 00:42:52,080 Speaker 4: obsessed with video games, and not just video games, but 824 00:42:52,080 --> 00:42:55,560 Speaker 4: specifically Zelda. That was her favorite. That was the one 825 00:42:55,560 --> 00:42:59,560 Speaker 4: that stuck the most, and she has played every Zelda 826 00:42:59,600 --> 00:43:03,120 Speaker 4: game right up into the switch. I've always wondered if 827 00:43:03,160 --> 00:43:06,920 Speaker 4: I'll be you know that Grandpa playing Contra, And I 828 00:43:06,960 --> 00:43:10,239 Speaker 4: guess I can be and I will be. And I 829 00:43:10,280 --> 00:43:13,600 Speaker 4: think she gave a lot of people that feeling that 830 00:43:13,600 --> 00:43:15,759 Speaker 4: that they can gain as long as they want to 831 00:43:15,840 --> 00:43:18,920 Speaker 4: and no one can stop them, and there's no stigma 832 00:43:18,960 --> 00:43:21,120 Speaker 4: that can get in the way of doing what you love. 833 00:43:21,880 --> 00:43:23,719 Speaker 4: And I think that's really what resonated with a ton 834 00:43:23,719 --> 00:43:27,360 Speaker 4: of people. We can see ourselves someday being jam and 835 00:43:27,640 --> 00:43:29,120 Speaker 4: not being ashamed of it. 836 00:43:30,320 --> 00:43:35,520 Speaker 1: Oh, that is so heartwarming and I guess inspiring because 837 00:43:36,120 --> 00:43:38,479 Speaker 1: I feel like I want to play as geriatric link 838 00:43:38,520 --> 00:43:39,960 Speaker 1: when I am also jeriatic. 839 00:43:40,719 --> 00:43:44,560 Speaker 2: Well may we all be so lucky? All right? 840 00:43:44,600 --> 00:43:46,480 Speaker 1: Well, before we bring this journey to a close, do 841 00:43:46,480 --> 00:43:49,040 Speaker 1: you have any parting advice for listeners who may want 842 00:43:49,080 --> 00:43:51,560 Speaker 1: to dip their toes in the Zelda series. Right, there 843 00:43:51,600 --> 00:43:54,000 Speaker 1: are obviously tons of games out there now, and most 844 00:43:54,040 --> 00:43:57,760 Speaker 1: of them have a pretty high pedigree. So where would 845 00:43:57,760 --> 00:43:59,680 Speaker 1: you say is a good entree? Like? Where where should 846 00:43:59,680 --> 00:44:01,160 Speaker 1: people Stugh. 847 00:44:01,000 --> 00:44:03,440 Speaker 2: That's a tough question, you know. The good news is that, 848 00:44:03,520 --> 00:44:08,160 Speaker 2: with very rare exceptions, these are self contained, standalone stories. 849 00:44:08,800 --> 00:44:11,239 Speaker 2: A couple of them do connect, but for the most 850 00:44:11,239 --> 00:44:13,960 Speaker 2: part you can just ignore all the fan theories about 851 00:44:14,000 --> 00:44:17,240 Speaker 2: timelines and just play them in any order you want. 852 00:44:17,520 --> 00:44:19,919 Speaker 2: After all, these are legends, right, so you know, there's 853 00:44:19,920 --> 00:44:23,799 Speaker 2: no definitive version of the story of Link saving High Rule. 854 00:44:24,120 --> 00:44:27,040 Speaker 2: They're all kind of iterations on the same basic theme, 855 00:44:27,239 --> 00:44:31,400 Speaker 2: so they're all valid. My personal favorite is probably Link's Awakening, 856 00:44:31,600 --> 00:44:34,360 Speaker 2: which was originally made for the Game Boy but was 857 00:44:34,400 --> 00:44:37,319 Speaker 2: then remade for the Switch a few years back. It's 858 00:44:37,400 --> 00:44:40,320 Speaker 2: kind of an oddball Zelda game because it doesn't actually 859 00:44:40,360 --> 00:44:43,040 Speaker 2: take place in High Rule, which is a rarity. But 860 00:44:43,560 --> 00:44:46,880 Speaker 2: it is charming and it has all the great Zelda hallmarks, 861 00:44:46,960 --> 00:44:51,440 Speaker 2: plus a very bizarre, very meta storyline. There's a twist 862 00:44:51,480 --> 00:44:54,200 Speaker 2: coming at the end that you won't see, so that 863 00:44:54,239 --> 00:44:57,280 Speaker 2: would probably be my pick. But you know that, said 864 00:44:57,400 --> 00:45:00,600 Speaker 2: our two guests today, they're really the experts here and 865 00:45:00,680 --> 00:45:03,800 Speaker 2: they both had some very strong feelings on this question, 866 00:45:04,200 --> 00:45:05,680 Speaker 2: so let's give them the last word. 867 00:45:06,080 --> 00:45:09,960 Speaker 4: I can't imagine playing Zelda without having the foundation of 868 00:45:10,000 --> 00:45:14,160 Speaker 4: the original games, so I would say that you can't 869 00:45:14,200 --> 00:45:19,560 Speaker 4: move forward with Zelda without at least holding that gold 870 00:45:19,600 --> 00:45:22,880 Speaker 4: painted cartridge in your hands, and if you're able to 871 00:45:23,200 --> 00:45:27,200 Speaker 4: play it, and it's maybe too rudimentary for you, playing 872 00:45:27,280 --> 00:45:29,880 Speaker 4: to the past, I think that's the most timeless Zelda 873 00:45:29,920 --> 00:45:33,440 Speaker 4: game that we'll have, and the perfect representation of what 874 00:45:33,560 --> 00:45:36,320 Speaker 4: Zelda originally was meant to be and what it could 875 00:45:37,040 --> 00:45:37,840 Speaker 4: eventually become. 876 00:45:39,160 --> 00:45:42,640 Speaker 3: I'd say, if you're interested in checking out Zelder, I 877 00:45:42,680 --> 00:45:45,600 Speaker 3: wouldn't worry too much about what people are saying is 878 00:45:45,640 --> 00:45:49,160 Speaker 3: the best one, because we have all started with a 879 00:45:49,200 --> 00:45:52,440 Speaker 3: different Zelda. We all have our favorites and they are 880 00:45:52,520 --> 00:45:56,720 Speaker 3: all excellent. Whatever you start with will probably be great. 881 00:45:57,000 --> 00:46:00,520 Speaker 3: I'd recommend a few like Ocarina or of the Wild 882 00:46:00,560 --> 00:46:03,279 Speaker 3: a link to the past, but it doesn't matter that much. 883 00:46:03,360 --> 00:46:06,120 Speaker 3: I think just forge your own adventure, don't look up guides, 884 00:46:06,640 --> 00:46:09,520 Speaker 3: don't try and find the best most efficient way to play. 885 00:46:10,000 --> 00:46:12,920 Speaker 3: Just take it as it is, and that's that's how 886 00:46:12,960 --> 00:46:15,600 Speaker 3: you find all the fun. It's just taking your own journey, 887 00:46:15,640 --> 00:46:18,520 Speaker 3: making it your own. Don't worry about what people tell 888 00:46:18,520 --> 00:46:18,880 Speaker 3: you to do. 889 00:46:19,600 --> 00:46:22,440 Speaker 1: So that is great advice. And actually, I know this 890 00:46:22,480 --> 00:46:24,880 Speaker 1: is a little unorthodox, but what do you say we 891 00:46:24,920 --> 00:46:26,040 Speaker 1: give them today's trophy? 892 00:46:27,360 --> 00:46:29,960 Speaker 2: Oh I am way ahead of you, mango. I've already 893 00:46:30,000 --> 00:46:33,600 Speaker 2: broken the trophy into three separate pieces. Try for style. 894 00:46:34,320 --> 00:46:37,040 Speaker 2: There's one for John, one for Kart, and one to 895 00:46:37,080 --> 00:46:40,840 Speaker 2: be enshrined in a subterranean labyrinth where only the most 896 00:46:40,840 --> 00:46:43,279 Speaker 2: courageous warrior can ever hope to reach it. 897 00:46:44,840 --> 00:46:48,120 Speaker 1: That is good thinking. And for anyone else who wants 898 00:46:48,120 --> 00:46:50,800 Speaker 1: to celebrate Zelda's fourtieth anniversary, give us a call it 899 00:46:50,920 --> 00:46:54,160 Speaker 1: three two four, five, five nine two five to tell 900 00:46:54,200 --> 00:46:56,600 Speaker 1: us your favorite game in the series or a fun 901 00:46:56,760 --> 00:47:00,839 Speaker 1: memory of playing it, playing Nintendo playing video games. Whatever 902 00:47:00,880 --> 00:47:03,080 Speaker 1: you want, we want to hear from you. You can 903 00:47:03,080 --> 00:47:05,800 Speaker 1: also send us an email at high Geniuses at gmail 904 00:47:05,840 --> 00:47:09,520 Speaker 1: dot com. That's Hi, Geniuses at gmail dot com. You 905 00:47:09,520 --> 00:47:12,040 Speaker 1: can also find us on Blue Sky and Instagram at 906 00:47:12,080 --> 00:47:15,800 Speaker 1: part time Genius. We always love hearing from you. Big thanks, 907 00:47:15,800 --> 00:47:19,000 Speaker 1: to John Cartwright and Killer Karp for speaking with us. 908 00:47:19,080 --> 00:47:21,040 Speaker 1: Be sure to check out the links to their work 909 00:47:21,200 --> 00:47:23,720 Speaker 1: in the show notes below. We will be back again 910 00:47:23,760 --> 00:47:27,680 Speaker 1: next week, but in the meantime, from Will, Dylan, Gabe, Mary, 911 00:47:27,760 --> 00:47:43,439 Speaker 1: and myself, thank you so much for listening. Part Time 912 00:47:43,480 --> 00:47:46,520 Speaker 1: Genius is a production of Kaleidoscope and iHeartRadio. It is 913 00:47:46,560 --> 00:47:49,719 Speaker 1: hosted by my good pal Will Pearson, who I've known 914 00:47:49,760 --> 00:47:53,160 Speaker 1: for almost three decades now. That is insane to me. 915 00:47:53,680 --> 00:47:58,960 Speaker 1: I'm the Utaco host, Mangeshatikular aka Mango. Our producer is 916 00:47:59,040 --> 00:48:02,000 Speaker 1: Mary Phillips and she's actually a super producer. I'm going 917 00:48:02,040 --> 00:48:05,640 Speaker 1: to fix that in post. Our writer is Gabe Lucier, 918 00:48:05,800 --> 00:48:08,800 Speaker 1: who I've also known for like a decade at this point, 919 00:48:08,840 --> 00:48:12,000 Speaker 1: maybe more. Dylan Fagan is in the booth. He is 920 00:48:12,160 --> 00:48:15,600 Speaker 1: always dressed up, always cheering us on, and always ready 921 00:48:15,640 --> 00:48:18,319 Speaker 1: to hit record and then mix the show after he 922 00:48:18,400 --> 00:48:21,000 Speaker 1: does a great job. I also want to shout out 923 00:48:21,200 --> 00:48:24,239 Speaker 1: the executive producers from iHeart my good pals Katrina and 924 00:48:24,280 --> 00:48:28,160 Speaker 1: Norvel and Ali Perry. We have social media support from 925 00:48:28,200 --> 00:48:31,359 Speaker 1: Calypso rallis if you like our videos, that is all 926 00:48:31,480 --> 00:48:36,040 Speaker 1: Calypso's Handiwork. For more podcasts from Kaleidoscope and iHeartRadio, visit 927 00:48:36,080 --> 00:48:40,400 Speaker 1: the iHeartRadio app, Apple Podcasts, or tune in wherever you 928 00:48:40,440 --> 00:48:43,279 Speaker 1: listen to your favorite shows. That's it from us here 929 00:48:43,320 --> 00:48:46,280 Speaker 1: at Part Time Genius. Thank you so much for listening.