The Legend of Zelda: Ocarina of Time
The Legend of Zelda: Ocarina of Time is a video game that consists of 6 releasesThis treasured classic is unanimously considered to be one of the greatest games of all time, due in large part to the seamless unity between traditional Zelda gameplay and the bold, artistic, 3D environment that it's presented in.
Overview
The Legend of Zelda: Ocarina of Time was released in Japan on November 21, 1998, and in North America two days later. It was the first Zelda game to be produced in 3D, and creator Shigeru Miyamoto was almost universally praised for smoothly transitioning Zelda into the 3D space and preserving the feel of the franchise. Ocarina of Time is the fifth game in the series and was developed by Nintendo's Entertainment Analysis and Development division for the Nintendo 64.
Storyline
A long time ago...
Before life began, before the world had form, three golden goddesses descended upon the chaotic land of Hyrule. They were Din, the goddess of power, Nayru, the goddess of wisdom and Farore, the goddess of courage.
Din, with her strong flaming arms, cultivated the land to create the earth. Nayru poured her wisdom onto the earth to give the spirit of law to the world. Farore's rich soul created all life forms who would uphold the law.
These three great goddesses returned to the heavens, leaving behind the golden sacred Triforce. Since then, the Triforce has become the basis for Hyrules providence. Where the Triforce stood became sacred land.
In the vast, deep forest of Hyrule, the Great Deku Tree served as the guardian spirit. The children of the forest, the Kokiri, lived with the Great Deku Tree. Each Kokiri had his or her own guardian fairy, except one. His name was Link.
This is where the game begins, with you playing as Link, a simple young boy living with the Kokiri tribe- elf-like children that never grow up, who dwell in Kokiri Forest - unaware of his true destiny until he is called to visit the Great Deku Tree, who is cursed and dying. The tree tells Link that an evil man has put a curse on him and that Link is the only one who can defeat him. Link finds that this man is named Ganondorf, who seeks a mystical artifact called the Triforce, which will grant him whatever he desires.
Ocarina of Time takes place in two different settings in time. In the first setting, Link is a young boy trying to stop Ganondorf from gaining the Triforce. The second begins when Link travels seven years into the future, where he finds an apocalyptic landscape in which Ganondorf has indeed nabbed the Triforce and achieved ultimate power.
The Legend of Zelda series' first appearance on the Nintendo 64 brought many of the franchise's mainstays along with it. There were dungeons with forest, fire, and water themes, for instance, and trademark weapons and items like the bomb and boomerang were also available. This was the first game to feature a lock-on targeting system whereby Link would circle around and direct his attacks at the targeted enemy. The so-called "Z-targeting" system was subsequently adopted by numerous third-person action games.
Control
In a situation similar to the development of Super Mario 64 (released in 1996), Nintendo faced the difficult task of translating one of gaming's most beloved franchises into 3D, which meant a complete overhaul of the series' classic design mechanics.Unlike the previous, top-down 2D Zelda games, Ocarina of Time utilized a completely 3D view. The player could control both Link's direction and the velocity of movement via the Analog Stick. The camera in Ocarina of Time floated around Link (as opposed to the greater camera controls in Mario 64), and could be instantly directed behind Link by pressing the Z button. Although the B button permanently controlled use of the sword, the games various other items (such as the Bow and the Hookshot) could be mapped onto the Left, Right, and Down C Buttons, allowing Link to access more of his weaponry without pulling up a menu.
Nintendo brought two major control innovations to bear in Ocarina of Time. The first, and most obvious, new control feature was Lock-On Targeting (referred to as Z Targeting in the game). Pressing the Z button when Link was near a person, enemy, sign or interactive part of the environment caused the camera to lock onto the target (in game, Link's fairy, Navi, would fly to the nearby target, and Link would turn his eyes directly towards Navi's new location) From the locked on position, Link could strafe around his target, use rolls and flips to dodge enemy attacks, and easily interact/talk to NPCs.
The idea of locking on to a target was revolutionary: game programmers and designers, who were trying to understand how characters would be able to physically interact in 3D, couldn’t understand how to make a game with the same type of tight control they could achieve in a 2D perspective. Characters could never line up properly with their targets and movement speed was too slow. Many games had awkward control schemes that confused players (a good example of an awkward control scheme: the original Resident Evil Game, with its D-pad tank-style controls, were probably conceived as a half-decent means for a player to move through a 3D environment). In Ocarina of Time however, players could instantly face and run directly to characters, would always be facing toward an enemy, and had more control over Link. As a result of Lock-on Targeting, Ocarina of Time was easily the most fluid, smoothest looking 3D game of its time.
The second key innovation of Ocarina of Time was the creation of the context-sensitive button. Rather than map every single one of Link's abilities to a different button on the N64 controller, or only provide Link with a handful of abilities, Nintendo mapped many "secondary" control features to the A button. When in a certain situation or "context" (in front of a door, near a block, in combat, playing the Ocarina, riding Epona), the on-screen A button would display a word, indicating what the button could currently be used for (e.g. opening doors, pushing blocks, jump attacks in combat, putting the Ocarina away, speeding Epona up). This was a more subtle change to the series, but Context-Sensitive buttons became the industry standard way for developers to assign controller buttons, using permanent assignment only for important actions, while letting a player use "secondary functions" only in the proper context.
Gameplay
Perhaps the biggest surprise for players who purchased the game was that, despite the new perspective, brand new controls, and fancy 3-D graphics, Ocarina of Time was still a full-blooded Zelda game. Sticking to its roots, the game led players through nine different dungeons, having them complete tricky puzzles and defeat big bosses along the way. Rather than use the new found power of the N64 hardware to make a New Zelda game, Nintendo used the increased hardware prowess to Expand the Zelda formula. As Jeff Gerstmann put it in his review, "This is a sequel at its finest, expanding on previous themes and bringing plenty of new stuff to the table."Ocarina of Time, like the Zelda games that came before it, is primarily a puzzle solving game, with some sword fighting, horseback riding, and boss fighting playing second fiddle. The player progresses through the game by guiding Link to one of the nine dungeons and collecting a mystical artifact at the end(three jewels in the first half of the game, six medallions in the second half) . Each of these dungeon's is filled with puzzles that hamper Link's progress, and the player must solve them to continue onward. In every dungeon (after the first one) players will encounter a "Sub-Boss", a powerful enemy that the player will be forced to do battle with. Defeating the Sub-Boss will lead the player to an item that will be necessary to solve puzzles farther in the dungeon. At the very end, players will encounter the Boss of the dungeon, who can only be defeated with tactical use of the new weapon retrieved in the dungeon (and some well placed sword slashes).
There were also many glitches that plagued Ocarina of Time. There were dozens of glitches, some minor and some almost game breaking. Glitches like having no sword, drinking air, and Epona becoming stuck. There was also one glitch that broke the game. Just dont go back to see Saria when Navi tells you to. When you pick up the Master Sword, Sheik will be blocking you from returning to the past (so you cannot get Saria's Song). However, Mido will not let you enter the Forest Temple without it. Sheik will not move unless you have completed the first three temples, and you cannot complete the remaining three unless that happens, so you are effectively stuck and the game is now broken. You can complete the other two temples (Fire and water), but no others.
In addition to these tried-and-true techniques, Ocarina of Time does feature two gameplay mechanics not seen in its predecessors -- these mechanics have had a tremendous influence on the franchise.
Bosses
as a child
- Queen Gohma
- King Dodongo
- Barinade
As an adult
- Phantom Ganon
- Volvagia
- Morpha
- Bongo Bongo
- Twinrova
- Ganondorf
- Ganon
Core Mechanic One: The Ocarina
After completing the first dungeon of the game, Link received the Ocarina, a musical instrument similar to a recorder. The player could play notes using the four C buttons on the controller, as well as the A button, to create and play different songs. As Link met various people through out the game, he slowly learned different songs to play on the Ocarina. These songs were not played only for entertainment: each song had certain magical properties that gave Link an arsenal of new abilities. Playing the Bolero of Fire would teleport Link directly to the entrance of the Fire Temple, while Epona's Song would instantly call Link's faithful steed to his side anywhere in the overworld. The Sun's Song turned Day into Night and would freeze the undead, and the Song of Storms caused storm clouds to gather and Rain to fall. The most important song in the game, Zelda's Lullaby, helped the player solve certain puzzles in the various dungeons throughout the world, as it signifies Link's connection to Zelda and Hyrule's royal family.Music playing has been a key component in the Zelda franchise ever since Ocarina of Time. In Majora's Mask, Link would once again use the Ocarina, this time as a means to travel backwards in time three days. In The Legend of Zelda: The Wind Waker, Link could use the Wind Waker, a magical conductor’s baton, to control the wind and help steer his ship on the high seas.
Core Mechanic Two: The Past and the Future.
Much like the Light World/Dark World design of A Link to the Past, Ocarina of Time has the player switching between two "different" worlds: The Past and the Future. In the second half of the game, Link is sent seven years into the future, where he is tasked to stop Ganondorf once and for all. To progress to some of the new areas of the game, Link had to travel to the same locations in different time periods. The younger Link could do something in the past to affect the future for the Older Link. For instance, the player must travel through the Spirit Temple as both Young Link and Older Link to properly complete the dungeon. Young Link, due to his smaller size, could crawl into places his older self cannot, and, once inside the temple, could open a pathway so the older Link can enter as well. To travel through time, Link had to remove or replace the Master Sword in the pedestal in the Temple of Light.
Both characters have weapons restricted from them depending on which "time" they are in: Young Link can't use the newer weapons Older Link acquires through his travels (such as the Bow and the hookshot), while many of Young Link's items are too small for Older Link (like the slingshot and the boomerang). Some items, however, like the Ocarina and the Lens of Truth, can be used by both Links.
The time switching mechanic was eventually expanded into a Time Travel mechanic in Nintendo's follow up to Ocarina of Time, The Legend of Zelda: Majora's Mask.
Multiple Releases
Ocarina of Time's immense popularity warranted several re-releases. The game reappeared twice: once on the Nintendo GameCube in The Ocarina of Time: Master Quest, and again for the same console on The Legend of Zelda: Collector's Edition compilation disc. In addition, the game is also available for download on the Wii's Virtual Console Store.Trivia
- The song playing over the opening cinematic in Ocarina of Time is a variation of the Warp Flute tune heard in The Legend of Zelda & Super Mario Bros. 3 for the NES.
- Inside Princess Zelda's chambers, players can see pictures of Mario and Yoshi if they stare closely through the windows.
- If a player fires a slingshot pellet at the windows in Zelda's Chambers, a Guard will get mad and toss a bomb at Link from the windows.
- The original theme music for the Fire Temple was removed from subsequent releases because it contained Arabic chants offensive to the Muslim community ("Allah is great", "I bear witness that there is no God but Allah").
- The crescent moon & star symbol originally seen on the Mirror Shield and Gerudo architecture was removed from the Gamecube re-release (and versions thereafter) because of its association with Islam.
SOUNDTRACK:
A 82 track soundtrack containing all the music from the game was released in Japan in 1998. An American version was released in 1999 with fewer tracks.
Tracklisting (American Version):
- Title Theme
- Deku Tree
- Fairy Flying
- House
- Kokiri Forest
- Shop
- Battle
- Inside The Deku Tree
- Boss Battle
- Hyrule Field Main Theme
- Market
- Hyrule Castle Courtyard
- Ocarina Songs
- Ocarina Of Time
- LonLon Ranch
- Kakariko Village
- Lost Woods
- Zora's Domain
- Great Fairy's Fountain
- Temple of Time
- Chamber Of The Sages
- Horse Race
- Kakariko Village Orchestra
- Windmill Hut
- Gerudo Valley
- Ganondorf Battle
- Last Battle
- Zelda's Ocarina
- Credits Theme
- Title Theme
- Enter Ganondorf
- Deku Tree
- Fairy Flying
- House
- Kokiri Forest
- Open Treasure Box
- Item Catch
- Small Item Catch
- Shop
- Battle
- Inside The Deku Tree
- Boss Battle
- Boss Clear
- Heart Container Get
- Legend Of Hyrule
- Spiritual Stone Get
- Fairy Ocarina Get
- Hyrule Field Main Theme
- Kepora Gebora's Theme
- Market
- Shooting Gallery
- Hyrule Castle Courtyard
- Enter Zelda
- Ocarina "Zelda's Lullaby"
- Zelda's Theme
- Ocarina "Epona's Song"
- Lon Lon Ranch
- Mini Game
- Kakariko Village
- Ocarina "Sun's Song"
- Hyrule Field Morning Theme
- Goron City
- Ocarina "Saria's Song"
- Lost Woods
- Dodongo's Cavern
- Middle Boss Battle
- Dinosaur Boss Battle
- Zora's Domain
- Great Fairy Fountain
- Potion Shop
- Inside Jabu-Jabu's Belly
- Ocarina "Song Of Time"
- Temple Of Time
- Open Door Of Temple Of Time
- Master Sword
- Ganondorf's Theme
- Chamber Of The Sages
- Medal Get Fanfare
- Sheik's Theme
- Horse Race
- Horse Race Goal
- Ingo's Theme
- Escape From Lon Lon Ranch
- Kakariko Village Orchestra Version
- Ocarina "Song Of Storms"
- Windmill Hut
- Minuet Of Woods
- Forest Temple
- Bolero Of Fire
- Fire Temple
- Ice Cavern
- Serenade Of Water
- Water Temple
- Nocturne Of Shadow
- Prelude Of Light
- Shadow Temple
- Gerudo Valley
- Spirit Temple
- Requiem Of Spirit
- Kotake & Koume's Theme
- Meet Again Zelda
- Game Over
- Ganon's Castle Bridge
- Ganon's Castle Under Ground
- Inside Ganon's Castle
- Ganondorf Battle
- Escape From Ganon's Castle
- Last Battle
- Seal Of Six Sages
- Ocarina Of Time
- End Credits
- Executive Producer - Hiroshi Yamauchi
- Producer/Director - Shigeru Miyamoto
- Director - Toru Osawa
- Director - Yoichi Yamada
- Director - Eiji Aonuma
- Director - Yoshiaki Koizumi
- Program Director - Toshio Iwawaki
- Chief Programmer - Kenzo Hayakawa
- Main Programmer - Yasunari Soejima
- Main Programmer - Kazuaki Morita
- Main Programmer - Masumi Tarukado
- Main Programmer - Hiroshi Umemiya
- Main Programmer - Masaro Sakakibara
- Main Programmer - Shigeki Yoshida
- Main Programmer - Takamitsu Kuzuhara
- Main Programmer - Satoru Takahata
- Main Programmer - Nobuo Okajima
- Main Programmer - Nobuhiro Sumiyoshi
- Main Programmer - Atsushi Nishiwaki
- Main Programmer - Kenji Matsutani
- Main Programmer - Yuichi Yamamoto
- Main Programmer - Masatoshi Ogawa
- Main Programmer - Makoto Sasaki
- Main Programmer - Kunihiro Komatsu
- Main Programmer - Shigeo Kimura
- Script Writer - Toru Osawa
- Script Writer - Kensuke Tanabe
- Character Design - Yoshiaki Koizumi
- Character Design - Yoshiki Haruhana
- Character Design - Satoru Takizawa
- Character Design - Jin Ikeda
- Character Design - Satomi Maekawa
- Course - Level Design - Makoto Miyanaga
- Course - Level Design - Hiromasa Shikata
- Course - Level Design - Hiromu Takemura
- Course - Level Design - Kenta Usui
- Course - Level Design - Shinichi Ikematsu
- Course - Level Design - Takeshi Hosono
- Graphic Design - Tomoaki Kuroume
- Graphic Design - Shigeki Yoshida
- Graphic Design - Ren Uehara
- Cinematic Sequence - Daiki Iwamoto
- Cinematic Sequence - Hiroshi Matsunaga
- Cinematic Sequence - Hiroshi Matsunaga
- Motion Capture - Shinya Takahashi
- Motion Capture - Tsuyoshi Watanabe
- Sound Composition - Koji Kondo
- Sound Effect - Yoji Inagaki
- Sound Effect - Takuya Maekawa
- Illustrator - Yusuke Nakano
- Illustrator - Wataru Yamaguchi
- Illustrator - Minoru Maeda
- Coordinator - Yoshitaka Nishikawa
- Coordinator - Mitsuhiro Takano
- Coordinator - Masashi Goto
- Coordinator - Hiroyuki Uesugi
- Technical Support - Hironobu Kakui
- Technical Support - Hirohito Yoshimoto
- Technical Support - Yoshinori Tanimoto
- Technical Support - Hideaki Shimizu
- Technical Support - Shin Hasegawa
- Technical Support - Yasuki Tawaraishi
- Technical Support - Shingo Okamoto
- Progress Management - Kimiyoshi Fukui
- Progress Management - Keizo Kato
- Supervisor - Takashi Tezuka
- Supervisor - Toshihiko Nakago
- Product Debug & Testing Unit - Super Mario Club
- Link (Voice) - Nobuyuki Hiyama
- Executive Producer - Satoru Iwata
- Navi (Voice) - Kaori Mizuhashi
- Ganondorf (voice) - Takashi Nagasako
- Translator - Hiro Yamada
Japanese Version:
Game Credits
| Game Name | The Legend of Zelda: Ocarina of Time |
| Platform(s) | |
| Publisher(s) | |
| Developer(s) | |
| Genres | |
| Themes |
Add a new theme
|
| Original US Release |
Nov. 23, 1998
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| Original US Release |
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| Aliases |
OOT LOZ:OOT |
Trivia
You've found the Mirror Shield, allowing you to deflect Energy Attacks back at enemies. In How many bosses(not including sub-Bosses) will this be an effective attack?
- 1
- 2
- 3
- 4
- 5
User Reviews
| Platform | User Reviews | Avg. Score |
|---|---|---|
| All Reviews | 29 reviews |
|
| Nintendo 64 | 25 reviews |
|
| Wii Shop | 4 reviews |
|
| Add your own user review | ||
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