Wonder what goes through a producer’s mind as he prepares yet another installment of gaming’s greatest series? How about something like this: Apparently, Zelda’s spirit form was designed to avoid having to deal with her skirt hindering her movement as a real character, and controlling the Phantoms was inspired by Phantom Hourglass’s multiplayer mode.

1up has a short interview with Mr. Aonuma that reveals more of these interesting tidbits about the Spirit Tracks development process, so check it out!