For you youngsters out there, he was naming the second ever Zelda game, which was released on a disc on the Famicom Disk System in 1987 in Japan and on a cartridge on the Nintendo Entertainment System in 1988 in North America and Europe. The game was radically different than any other Zelda before or since, as it alternated between a vast overworld viewed from above to towns and dungeons presented from a side-scrolling perspective. This Zelda game had experience points and leveling up. Miyamoto was 34 when the game came out (I was 11). He's 60 now.
"When we're designing games, we have our plan for what we're going to design but in our process it evolves and grows from there," Miyamoto said. "In Zelda II: The Adventure of Link, unfortunately all we ended up creating was what we had originally planned on paper."
"So that's a rule of thumb," I asked, "that if you find yourself at that point, you know the idea wasn't successful? Or is that you didn't give yourself enough time?"
"I think specifically in the case of Zelda II we had a challenge just in terms of what the hardware was capable of doing," he said.
"I'm just curious," I pressed, "what would you have liked that game to have been like?"
http://kotaku.com/sh...-game-514017583
I didn't like Zelda II neither, definitely not a good game, IMO.