Thanks to a translation done by Nintendo World Report, a few interesting details came out from a recent Iwata Asks Q&A about The Legend of Zelda: Ocarina of Time 3D.
In talking to legendary Nintendo game creator Shigeru Miyamoto, these details came up:
As the team for the original Legend of Zelda: Ocarina of Time weren’t sure how much memory they’d have to work with in the end, one consideration they had was to structure the game like Mario 64. In that case, Link would have been confined to Ganon’s castle, and would have travelled to different locations via a system similar to the paintings in Mario 64. Part of this can still be seen in The Forest Temple battle, where the Ganon Doppleganger rides a horse out of a painting.
Miyamoto pointed out that he doesn’t like pre-rendered cut scenes – if such things are going to be in a game, he prefers them to be rendered via the game’s engine, so that they can easily be changed at any time.
As to the question of if Nintendo might do something in honor of the 25th anniversary of Zelda like they did for Mario’s 25th anniversary, both Iwata and Miyamoto didn’t like the idea, as it wouldn’t be “very Nintendo-like”.
For the full translation of the Iwata Asks Q&A with Shigeru Miyamoto for The Legend of Zelda: Ocarina of Time 3D, hit the link below.
Source: Nintendo World Report