Ignore the title and take a guess as to what Eiji Aonuma’s favorite Zelda boss is. Koloktos, a frenetic mano-a-mano fought with giant cutlasses? Twinmold, a thrashing brawl in a barren waste on a gigantic scale? Maz Koshia, a fantastic payoff after sitting through 120 identical monk blessing scenes? Puppet Ganon? Stallord?
It’s Crayk. This guy.
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You remember Crayk? The big hermit crab from Phantom Hourglass? Of course you do.
Crayk is probably not memorable to most Phantom Hourglass players. He’s the boss of the Temple of Courage, the third dungeon of the game; it’s the one which is located after putting your DS to sleep to “transfer” one map’s emblem from the top to the bottom screen. Crayk begins the fight by stalking Link as an invisible presence. Crayk’s perspective is shown on the top screen, so the player must fly an arrow directly into the upper screen’s POV in order to progress the fight. Apart from this mechanic, the fight is pretty straightforward. Various purple marks on his shell must be destroyed, his shell falls off, he has a large and obvious weak spot in his neon blue tail, etc.
Aonuma was asked this in a December 2011 interview for Nintendo Power. The full quote, as taken from Zelda Wiki, is here:
If you mean in the whole series, my favorite is probably Crayk from Phantom Hourglass. It could attack while invisible, but by using the two screens of the Nintendo DS, you could fight it by watching from the boss's perspective, which was a lot of fun. (I'd wanted to make a boss like that for a while.)
I find this very interesting because it gets right into the heart of the issues fans take up with the devs. To the majority of non-Japanese Nintendo players, the perspectives of Nintendo’s head developers are not so much opaque as inaccessible. The people who are willing to do the dirty work of translating their comments – old print interviews being a great resource, as showcased on shmuplations and elsewhere – can usually unearth some juicy tidbits that never made it to a pre-Internet western fan community. More recently, features like "Iwata Asks," the behind-the-scenes looks of Hyrule Historia and Creating a Champion, and others have given fans more insight into the development side of the games. But many fans misunderstand Nintendo’s general development MO – find a new way to play, and never do the same thing twice – and rage against the changes to formulas that produced great games.
I should add, too, that Aonuma’s favorite Zelda game (as of 2017, at least) is Phantom Hourglass. Phantom Hourglass isn’t hated, but it certainly would be an unusual choice for a Zelda fan’s series favorite. Yet, the more I think about it, I can understand why Aonuma would pick it. The dual screen is Phantom Hourglass’s main gimmick and it’s put to full use in the game. The map system, with its scrawled notes, is probably the most obvious mechanic to make use of it, but all the bosses take advantage of it too. You must rely on map symbols to recombine the tripartite Blaaz; draw a Bombchu path on the map itself during Dongorongo; and use the full verticality offered by the DS layout to fight the rest. Even something as silly and simple as the aforementioned map-transference is a direct result of the DS’s hardware offering Nintendo new design possibilities.
There’s even arguably an in-game reason for Crayk’s perspective being visible: he’s harboring the other half of Ciela, your companion fairy who provides upper-screen perspective later in the game. Perhaps this plot point was what enabled Aonuma to justify the boss’s perspective being shown (though I have no doubts he would have done it anyway). It’s worth noting that King Dodongo and Morpha both open with a boss POV. Was Aonuma pondering this mechanic as far back as 1998?
Anyway, all this is to say that these little insights onto the people overseeing the development of these games makes for a different, valuable perspective than what fans might typically offer. One other that comes to mind is Shigeru Miyamoto’s admission in a 2017 IGN interview that the design of the Tox Box – those hollow, rolling cubes from Super Mario 64 and Galaxy – is “probably one of [his] masterpieces,” due to their design communicating everything the player needs to know at a glance, yet still resulting in a play challenge.
It would be obviously false to say that Nintendo devs aren’t focused on what players want and have fun playing. Yet, it’s also obvious that they place a high priority on what is fun for them to develop. And so the fun that comes out on the player’s side of a game is, more often than not, a result of the fun that the developers had in designing it. Aonuma, Miyamoto, and other head honchos get bored designing the same game over and over, so they don’t do it.
SPIRIT: They thought they were soooo clever for that map transfer puzzle, didn't they?








