The backgrounds for Zelda's Adventure were created from videos of scenery near Santa Monica Boulevard in West L.A., footage of Hawaii taken from a helicopter and the developers' vacation photos. This decision was responsible for much of the game's RAM usage, causing backgrounds to scroll slowly and causing extreme frustration to the game's developers. The CD-i's technical abilities were so limited that the use of one or two kilobytes of system RAM caused arguments amongst the developers. Photos of the characters were shot using mirrors mounted on the ceiling, which was so low it precluded mounting the camera. All of the game's human characters were played by the in-office staff. The character's sprite walking animations were done by having the actors walk on a motorized treadmill. The game's music composer Mark Andrade also played the part of Gaspra in the game's cutscenes, while his voice was provided by Hal Smith. Zelda in the game's cutscene was played by office receptionist Diane Burns, while her sprite was played by Annie Ward. The houses and interiors built for the cut scenes were built as scale models. The model artist was Jason Bakutis, who had worked in Hollywood on movies like Critters 3 and Freddy's Dead: The Final Nightmare. Developers have stated they were not influenced by the first two CD-i Zelda games. Zelda's Adventure spent two years in testing, longer than it took to develop the game. Much more music was composed for the game than was used. Developers had difficulty making sure all the areas of the game had proper background masking. There were plans at one point to hire Echo & the Bunnymen to do the music. Intending to push the capacities of the CD-i to its limits, development initially progressed with a goal of 600 screens and 160 NPCs. At this early stage, Viridis president Lee Barnes suggested that playthrough time might take as much as 300 hours. These development figures were reduced in the final product which had only a handful of NPCs and whose playthrough time has been placed by one commentator at only 12 hours. The majority of the game's programming was done by one person - Randy Casey. Randy was responsible for programming all of the game and all associated tools. Additional programming for the inventory system and game progress tracking, dubbed "FRP engine" was done by Gavin James. There is conflicting information about the