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Ocarina of Time Walkthrough

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Welcome to the Ocarina of Time Walkthrough. The guide below is a complete 100% Walkthrough of Ocarina of Time that will cover a full run through the entire game, including strategies for all bosses and enemies, the collection of all heart pieces, gold skulltulas, and upgrades that takes you through all of the many side quests within the game. This guide also serves as an Ocarina of Time 3D Walkthrough for the Nintendo 3DS remake of the game, highlighting the small differences between the two versions of the game.

Primary Walkthrough

To supplement our main walkthrough, we have individual detailed guides for some of the quests and collectibles found in the game, as well as some more general information.

More Guides

Game Information

Master Quest Walkthrough

Chapter Summaries and Contents

  • Chapter 1 – Inside The Great Deku Tree
    • Acquire the Kokiri Sword
    • Collect 40 Rupees and Purchase the Deku Shield
    • Enter the Great Deku Tree
    • Acquire the Slingshot, Dungeon Map, and Compass
    • Collect 3 Gold Skulltula Tokens
    • Defeat the dungeon boss Queen Gohma
  • Chapter 2 – Princess of Destiny
    • Acquire the Fairy Ocarina.
    • Traverse across Hyrule Field
    • Explore the Castle Town Market
    • Acquire the Weird Egg and Zelda’s Letter
    • Learn Zelda’s Lullaby
  • Chapter 3 – The Mighty Collection
    • Visit Kakariko Village
    • Learn the Sun’s Song
    • Visit Lon Lon Ranch and learn Epona’s Song
    • Enter the Lost Woods and learn Saria’s Song
    • Acquire a Hylian Shield
    • Acquire two Empty Bottles
    • Upgrade your Deku Seeds and Deku Sticks
    • Find 4 Pieces of Heart
  • Chapter 4 – Dodongo’s Cavern
    • Enter Goron City and acquire the Goron Bracelet
    • Enter Dodongo’s Cavern
    • Acquire the Bomb Bag to hold Bombs
    • Defeat King Dodongo
  • Chapter 5 – Inside Jabu-Jabu’s Belly
    • Acquire Din’s Fire
    • Visit Zora’s River and Zora’s Domain
    • Acquire the Silver Scale and another Bottle
    • Acquire the Boomerang
    • Defeat Barinade
  • Chapter 6 – Timely Appearance
    • Acquire the Ocarina of Time
    • Upgrade to the Giant’s Wallet
    • Get the Mask of Truth
    • Enter the Temple of Time
    • Get the Master Sword
  • Chapter 7 – Forest Temple
    • Rescue Epona from Lon Lon Ranch
    • Find the Hookshot in Dampe’s Grave
    • Learn the Minuet of Forest
    • Enter the Forest Temple
    • Acquire the Fairy Bow
    • Defeat Phantom Ganon
  • Chapter 8 – Fire Temple
    • Learn the Prelude of Light
    • Acquire the Goron Tunic and upgrade to the Big Quiver
    • Learn the Bolero of Fire
    • Enter the Fire Temple
    • Acquire the Megaton Hammer
    • Defeat Volvagia
  • Chapter 9 – Ice Cavern
    • Collect the 4th Bottle
    • Acquire the Iron Boots
    • Learn the Serenade of Water
    • Acquire the Zora Tuinc
    • Complete the Biggoron Sword Trading Sequence
  • Chapter 10 – Water Temple
    • Revisit Lake Hylia
    • Enter the Water Temple
    • Acquire the Longshot
    • Defeat Morpha
  • Chapter 11 – Bottom of the Well
    • Learn the Nocturne of Shadow
    • Learn the Song of Storms
    • Enter the Bottom of the Well
    • Acquire the Lens of Truth
  • Chapter 12 – Shadow Temple
    • Revisit the Kakariko Graveyard
    • Enter the Shadow Temple
    • Acquire the Hover Boots
    • Defeat Bongo Bongo
  • Chapter 13 – Spirit Temple
    • Rescue the Carpenters at Gerudo’s Fortress
    • Earn the Gerudo Membership Card
    • Cross the Haunted Wasteland
    • Acquire Nayru’s Love at the Desert Colossus
    • Learn the Requiem of Spirit
    • Enter the Spirit TempleTemple
    • Acquire the Silver Gauntlets and Mirror Shield
    • Defeat Twinrova
  • Chapter 14 – Ganon’s Castle
    • Acquire the Light Arrows
    • Collect the Final Gold Skulltula
    • Complete the Gerudo Training Ground
    • Acquire the Ice Arrows
    • Get the Golden Gauntlets and Defense Upgrade
    • Defeat Ganondorf
    • Face off with Ganon
Sours: https://www.zeldadungeon.net/ocarina-of-time-walkthrough/
This article is about the game. For the item, see Ocarina of Time (Item). For other uses, see Ocarina of Time (Disambiguation).
The Legend of Zelda: Ocarina of Time
OoT Black Logo.pngOcarina of Time US Boxart
Developer(s)

Nintendo EAD

Publisher(s)

Nintendo

Designer(s)

Shigeru Miyamoto (producer/supervisor)
Takashi Tezuka (supervisor)
Toshihiko Nakago (supervisor)
Yoichi Yamada (director)
Eiji Aonuma (director)
Koji Kondo (sound composer)

Release date(s)
N64 release
North AmericaNovember 23, 1998[1]
JapanNovember 21, 1998[1]
European UnionDecember 11, 1998


GCN release
North America November 17, 2003
Japan November 7, 2003
European Union November 14, 2003
Commonwealth of Australia March 19, 2004
Republic of Korea 2003

iQue Player release
People's Republic of China November 19, 2003

Wii VC release
North America February 26, 2007
Japan February 26, 2007
European Union February 23, 2007
Commonwealth of Australia February 22, 2007

Wii U VC release
North America July 2, 2015
Japan December 23, 2015
European Union July 2, 2015
Commonwealth of Australia July 3, 2015


Content ratings
  • ESRB: E
  • PEGI: 12
  • CERO: A
  • ELSPA: 3+
  • CB: G8+ (N64 and GCN)
  • USK: 6
  • GRB: A
Genre(s)

Action Adventure

Game mode(s)

Single player

Canonicity

Canon[2]

Predecessor

Link's Awakening

Successor

Majora's Mask

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The Legend of Zelda: Ocarina of Time is the fifth main installment of The Legend of Zelda series and the first to be released for the Nintendo 64 & the fourth game in the series to be released on a Home console. It was one of the most highly anticipated games of its age.[3] It is listed among the greatest video games ever created by numerous websites and magazines.[4] Released in the United States on November 23, 1998, it was the first game in The Legend of Zelda series that was visually displayed in 3D (previous games of the series had a front or top-down view).

It is generally considered to be a classic, most famously scoring the first perfect 40/40 score in Famitsu Magazine - a feat that only 26 games (including The Wind Waker, Skyward Sword and Breath of the Wild) have ever achieved.[5] In addition, G4 television declared it "the #1 game of all time" as well as Nintendo Power. Ocarina of Time is listed in Guinness World Records - Gamer's Edition 2008, as the highest ranked game of all time.[6] In the 2010 Gamer's Edition, Ocarina of Time was updated as "the most critically acclaimed game of all time."[7] It is also the highest scoring game of all time on Metacritic, at 99/100.[8] It has also been ranked the greatest video game of all time by dozens of other publications.[29]

At E3 2010, a remake of the game for Nintendo 3DS was announced, called Ocarina of Time 3D. The remake was released in June 2011.

Story

Events leading up to Ocarina of Time

Main article: Hyrulean Civil War

Approximately ten years before Ocarina of Time's story begins, there was a war known as the Hyrulean Civil War.[30] This war explains the origins of several characters and provides extra backstory to their motives.

The Boy Without a Fairy

In the Kokiri Forest, all the forest children have their own guardian Fairies, bestowed upon them by the Great Deku Tree, except for one boy named Link.[31][32] Link has recently been plagued by nightmares of a girl fleeing from an evil man clad in black. For as long as he can remember, Link has been ostracized by the other children and has never quite fit in.[33] One day, as he is nearing death, the Great Deku Tree sends Navi the fairy to summon the boy to him.[34] In order to test young Link's courage, the Great Deku Tree bids Link to venture inside his hollow and break the curse cast upon him by a "wicked man dressed in black."[35][36]

Link complies, but his efforts are for naught; the Great Deku Tree's death was sealed in the pages of fate before Link's attempt had even begun.[37] With his final breath, the Great Deku Tree bestows upon Link the Spiritual Stone of the Forest, the Kokiri's Emerald, and entreats him to travel to Hyrule Castle and meet with Princess Zelda.[38]

After traveling across Hyrule Field and passing through Castle Town, Link does not take long to realize that speaking to the princess of Hyrule will not be a simple matter; many guards stand watch, alert and ready to catch any trespassers. However, he manages to infiltrate the castle, bypassing the front gate and evading all of the guards in his path.[39] When he reaches the castle itself, the raised drawbridge seems like an insurmountable obstacle. However, Link discovers an unguarded water drain by the castle moat and manages to crawl through the hole, emerging within the castle garden. Many more guards are on patrol here, but Link is able to dodge all of them and sneak into the Castle Courtyard. In this Courtyard, his fate converges with that of the young Princess of Hyrule.

Princess Zelda tells Link of her prophetic dreams, explaining that she had seen him come from the forest and break through a veil of darkness, accompanied by a Fairy guide and bearing the Kokiri's Emerald.[40] She also warns him about Ganondorf, the man clad in black whom Zelda believes is symbolized by the dark clouds of her dreams,[41] and his evil intention to steal the Triforce of legend from the Sacred Realm.[42] With the power of the goddesses, his desire to subjugate the world would be realized. In order to do this, Ganondorf would require not only the three Spiritual Stones of Hyrule, but also the mystical Ocarina of Time. Zelda insists that Link track down the other two Spiritual Stones, so that they might beat Ganondorf to the Triforce and put an end to his plot.[43]

Link sets out for Death Mountain and Zora's Domain, where he succeeds in assisting both the Gorons and the Zoras in quelling the calamities that Ganondorf had wrought in his pursuit of the Triforce and is awarded with the other two Spiritual Stones, the Goron's Ruby and Zora's Sapphire[44][45][46][47] for his efforts.

He returns to Hyrule Castle to inform Zelda of his success, only to witness his nightmare come to pass. Ganondorf attacked Hyrule Castle in an attempt to steal the Ocarina of Time, and Princess Zelda was forced to flee with her loyal attendant Impa on horseback in order to keep the Triforce from Ganondorf's hands. As she passes Link on the drawbridge of Hyrule Castle Town, she throws the ocarina into the moat to give him the chance to enter the Sacred Realm and retrieve the Triforce. In hot pursuit, Ganondorf charges across the drawbridge on horseback, blasting Link with dark magic when he tries to stand in his way.[48] Dismissing Link as no credible threat to his power, he speeds off in pursuit of the princess.

When Link retrieves the Ocarina of Time from the moat, he receives a telepathic message from Zelda, telling him to play the "Song of Time" in front of the Temple of Time's altar.[49] Link makes his way to the Temple of Time and proceeds to use the three Spiritual Stones and play the "Song of Time" to open the Door of Time. Beyond it lies the Master Sword, the Blade of Evil's Bane, resting in the Pedestal of Time. Link draws the blade, unlocking the gateway to the Sacred Realm. Despite the Master Sword accepting Link as its wielder, it seals him away in the Sacred Realm.[50] Ganondorf, who had suspected that Link might have already acquired the keys to the Sacred Realm, appears and mocks him for leading him to the Triforce.[51] Link watches helplessly as Ganondorf crosses over into the Sacred Realm.

The Hero of Time

Seven years later, Link is awakened by an old man in the Chamber of Sages. He introduces himself as Rauru, and reveals himself as one of the ancient Sages that preside over the Sacred Realm.[52] Rauru explains that only the Hero of Time can pull the Master Sword from its Pedestal. However, Link was too young to be the Hero of Time, so his spirit was sealed in the Sacred Realm for seven years.[53] Rauru further reveals that Ganondorf obtained the Triforce after gaining access to the Sacred Realm, and used its power to transform Hyrule into a land of darkness.[54] Rauru urges Link to seek out the remaining Sages, and grants Link his power in the form of the Light Medallion.

Link returns to the Temple of Time, where he is greeted by a mysterious man named Sheik, one of the survivors of the ancient Sheikah tribe. He tells Link of Ganondorf's conquest over the last seven years, and of the legend of the Sages.[55] He urges Link to awaken the five remaining Sages in the five Temples mentioned in the legend, which are scattered throughout Hyrule.[56] Wielding the Blade of Evil's Bane, Link sets out to break the curse on all of the sacred Temples and awaken the Sages within.

After all Six Sages are awakened, Link returns to the Temple of Time and encounters Sheik again. Sheik tells Link another legend of the Triforce passed down by the Sheikah. The Triforce is a scale that measures the three virtues ruled by the Golden Goddesses: Power, Wisdom, and Courage. If the heart of someone who holds the sacred triangle carries all three of these forces in balance, that person will acquire the Triforce intact, the divine authority to govern all.[57] If one's heart is not in balance, the Triforce will separate into three parts, and only one part will remain for the one who touched the Triforce: that part which embodies the force that one most believes in.[58]

If one with an unbalanced heart would seek the Triforce, then that person must strive to acquire the two lost parts, which will rest within two others chosen by destiny who will hold the crest of the goddesses on the backs of their hands.[59] When Ganondorf laid his hands upon the Triforce, the prophecy came to pass. The Triforce split into its three parts, and only the Triforce of Power remained in Ganondorf's hands.[60]

Ganondorf proceeded to conquer the Sacred Realm, and became the self-proclaimed King of Evil,[61][62] but his lust for power was not yet satisfied. Ganondorf began hunting for those chosen by destiny to obtain the other two pieces of the Triforce that had escaped his grasp.[63] Sheik reveals that Link wields the Triforce of Courage,[64] and sheds his disguise to reveal himself as Princess Zelda, the seventh Sage who wields the Triforce of Wisdom.[65]

Zelda tells Link that she thought that giving him the Ocarina of Time seven years prior would be the best way to keep it out of Ganondorf's grasp. However, she did not predict that Ganondorf would follow Link into the Sacred Realm and take the Triforce of Power for his own.[66] Zelda disguised herself as a Sheikah to hide from Ganondorf, and waited seven years for Link to return.[67][68] Zelda tells Link that the Sages must seal Ganondorf inside the Sacred Realm, and that she must seal the door to the Sacred Realm itself to keep him imprisoned.[69] However, in revealing herself to Link, Zelda also exposes herself to Ganondorf, who has been waiting for such a moment. He promptly encases her within a large magic crystal and brings her to his Castle, constructed where Hyrule Castle had stood before its destruction. Link rushes to the Castle to save the princess.[70]

The Final Confrontation

Link breaks the barrier around the fortress with the help of the six awakened Sages.[71] Storming the keep, he confronts Ganondorf, and a climactic battle unfolds over the fate of Hyrule and the Triforce.

The ending and credits of Ocarina of Time

Without a strong and righteous mind, Ganondorf cannot control the power of the gods, and is felled by Link's hand.[72] With their power now restored, the Sages cast the evil incarnation of darkness into the void of the Evil Realm that had been the Sacred Realm before being stained by Ganondorf's evil. Zelda then seals the gateway, imprisoning Ganondorf within the Sacred Realm.[73] Before he is sealed away, Ganondorf warns Link and Zelda that he will return to exterminate their descendants when the seal is broken.[74]

Zelda instructs Link to place the Master Sword back in its Pedestal and close the Door of Time, closing the road between the two timelines, and she sends him to his original time.[75] After Link returns to his original time, he retains knowledge about Hyrule's fate. With this information, he visits Princess Zelda in order to prevent such a fate from ever occurring. Link, who traveled through time to save the land, would be forever known in legend as the Hero of Time.[76]

Gameplay

Third Dimension

The gameplay of Ocarina of Time was revolutionary for its time.[77] It has arguably made more of an impact on later games in the series than any of its predecessors, even though they had the same cores of exploration, dungeons, puzzles and item usage. The Z-targeting mechanic introduced by Ocarina of Time has retained its core values in later 3D console games, as well as having been introduced in other video game series. Another key feature is the introduction of the "Action button," which has different uses depending on Link's environment; for instance, standing next to a door prompts the Action button to change to "Open," allowing Link to open the door.

The three-dimensional environment, enhanced sound, and greater graphical capacity of the Nintendo 64 allowed Nintendo to create a truly immersive environment beyond what had ever been done before, allowing for greater separation between cheerful environments, such as Hyrule Castle Town and Kokiri Forest, and comparatively dark areas such as Ganon's Castle and the Shadow Temple.

Time Travel

Among the game's particular gameplay mechanics, one of the most noteworthy is the time-traveling system. The game is divided into two periods. In the first, the protagonist Link is a child, and his mission is to retrieve sacred stones that are the key to open the Door of Time, where the Blade of Evil's Bane, the Master Sword, lies. As a child, he explores a peaceful Hyrule, the dangers he faces are not too concerning, and the dungeons are not too complex. In the second period, Link is an adult, and has to visit temples to free the ancient Sages whose goal is to seal Ganon from the world of light. This is because the Gerudo King turned Hyrule into a much fiercer land, thus most regions of it suffer from curses that affect the inhabitants in various ways. Other differences between these two periods are the tools, items and treasures available. Because of this, some parts cannot be accessed by child Link or adult Link, the sidequests vary, child Link cannot use adult weapons, and adult Link cannot enter small holes. Both periods, from a point of the game onwards, can be alternated anytime; in fact the only way to clear the game is to properly take the actions corresponding to each version of Link. This is similar to the Dark/Light dichotomy from A Link to the Past, and thanks to its notability in the game, adult Link became a trademark image of the young hero for most players, despite most Zelda games featuring Link as a child.[78]

Music and Transportation

Ocarina of Time also introduces the use of music to solve puzzles. This mechanic would later appear in Majora's Mask, The Wind Waker, Twilight Princess and Spirit Tracks. As new songs are learned, they can be used to solve puzzles, gain access to new areas and warp to different locations.

The game also introduces Epona, a horse Link can travel with after retrieving her from captivity in Lon Lon Ranch; she is very useful for travel in Hyrule Field, and there are certain sidequests that require her assistance. Epona can only be used in the adult parts of the game, as she is too young to carry children in the child timeline.

Equipment

Link can also change his equipment through the pause subscreen. Over the course of his adventure, Link may find different swords, shields, boots, and tunics. Many areas can only be explored when the hero is correctly equipped.

As a child, Link is initially equipped with the Kokiri Tunic and the Kokiri Boots. Early in his quest, he obtains the Deku Shield and the Kokiri Sword. Link may acquire the Hylian Shield later on, but due to it being too big for him, he cannot properly use it. After transforming into an adult, Link keeps his Kokiri Tunic and Boots, but is unable to equip the Kokiri Sword and Deku Shield. During his adult quest, he acquires the Goron Tunic to withstand extreme heat and the Zora Tunic to breathe underwater. Link also receives the heavy Iron Boots used to sink to the bottom of bodies of water, and the Hover Boots to hover in midair briefly. Link also finds the Mirror Shield, which allows him to reflect light. Optionally, Link can also obtain the more powerful Giant's Knife or Biggoron's Sword.

Other items, which remain stacked for a permanent effect on Link, including the Goron Bracelet as a child, the Gauntlets as an adult (each allowing him to lift stronger objects, from Bomb Flowers to giant rocks), and Zora Scales to dive deeper underwater as a child. Link may also obtain a collection of bag upgrades for Bombs, Arrows, Bullet Seeds, Deku Nuts, and Rupees.

Game Information

Development

Ocarina of Time was originally intended and designed for the Nintendo 64DD peripheral for the Nintendo 64 game console. It was supposed to be the flagship title of the 64DD, while the Super Mario 64 was to be the counterpart for the main system itself. However, as the release of the 64DD became progressively delayed, Nintendo chose to move Ocarina of Time to a standard N64 cartridge with 32 MB of storage, only half the size of the 64DD disks, however it is still the largest cartridge ever produced for Nintendo systems up to that time, which saved most of the important content. This shift from 64DD disk to N64 cartridge contributed to the game being delayed significantly.[79]

In early stages of development, the game was structured similarly to Super Mario 64, with Ganon's Castle as the only setting, and various different rooms in the castle serving as the dungeons.[80]

Graphics

Being the first 3D Zelda game, a new engine was used for both this game and eventually Majora's Mask. Because the engine is based on polygonal graphics, they would require a significant amount of memory in the cartridge, and generating the graphics with simultaneity and consistency would imply the sacrifice of other aspects, such as music or textures. To solve this difficulty, some techniques were used so that the game wouldn't have any problems in this regard: When the camera is facing forward, the game only loads the memory of what is in that direction, be it enemies, characters or simply the space of the territory placed there. This means that there is literally nothing currently loaded on the sides not being witnessed by the camera angle.

Audio

Despite being a 3D game, there is almost no voice acting from the characters, with some slight exceptions: Navi when she is calling Link, Link when he yawns or sneezes, when he is shocked or when he sustains damage. A few characters scream, such as Ganondorf, Sheik and Link when he falls from high altitude, or laugh, such as Ganondorf, Saria and Malon.

Like most Zelda games, Ocarina of Time has its music composed by Koji Kondo.[81] Surprisingly, the main theme of The Legend of Zelda series is absent in this game, as the overworld tune for this game is new. The game also uses interactive music: Normally, a background theme correspondent to where Link is can be heard; when an enemy is close to him, however, a particular combat theme can be heard, and won't stop until the enemy is defeated. In a similar way, the aforementioned overworld theme changes (not only in presence of an enemy, but also when Link is standing on a place). Koji Kondo composed the Ocarina melodies with only five tones of the first three musical notes[82].

Save Mechanics

The game can be saved at any point through the Subscreen. This will save the game's progress and items obtained up to that point. Upon the loading of a save file, Link's location will revert to one of several possible locations, depending on the progress made and where the game was last saved.[83]

  • Link's House: If Link is a child when the game is saved, and was not in a dungeon, he will start in his house in Kokiri Forest regardless of his prior location.
  • Temple of Time: If Link is an adult when the game is saved, and was not in a dungeon, he will start in the Temple of Time regardless of his prior location.
  • Dungeon Entrance: If the game is saved while in a dungeon, loading that save will return Link to the entrance of that dungeon, regardless of his progress within it.

Setting

Ocarina of Time is the first title in the series to show Hyrule in three dimensions. The sacred land is a vast region that portrays various different ecosystems, which are populated by Hylians and other races. Hyrule Field is the central territory, and is connected to the other areas. It also surrounds Lon Lon Ranch, where milk is produced and where numerous animals are raised. Located east from the field is Kokiri Forest, where Link lives (and where the game begins) along with the Kokiri race (who inhabit the place and, as long as they do so, do not age); the forest is governed by the Great Deku Tree until his death early in the game. Found north of the field is Hyrule Castle Town, where most of the Hylians live, and where Princess Zelda is raised until her turn comes to lead Hyrule. It's also where the Temple of Time was built to house the legendary Master Sword.

East from Hyrule Castle Town is Kakariko Village, a place formerly inhabited by the Sheikah tribe until Impa made it public for people to live there, and where the Graveyard houses the remains of the deceased Royal Family members. Kakariko Village itself is the starting point to reach Death Mountain, the rocky home of the proud Goron race, as well as the fierce Dodongo population, and where an active volcano can be accessed. Northeast from Hyrule Field is Zora's Domain, a crystalline river and fountain inhabited by the Zoras and governed by King Zora until Princess Ruto takes the throne to accept her royal duty. Lake Hylia, found south from the Field, is not ruled by any race, but the Zoras did build a Water Temple in the Lake itself. Finally, Gerudo Desert is located west from the Field, and consists of a Valley, a Fortress, a Haunted Wasteland, and the surroundings of a Temple. It is inhabited by the Gerudo tribe, and is considered to be a ground isolated from the rest of Hyrule.

Initially, most of these areas are relatively safe from evil, and the few exceptions (Kokiri Forest, for example) have problems too specific to cause any major impact on its inhabitants, mostly having to do with the search of the Spiritual Stones. Seven years later, however, every single part of Hyrule is affected greatly by Ganondorf's evil influence, so Link must visit the sacred Temples so that the Sages can be awakened and the curses can be undone, one by one.

Changes Between Versions

Five different versions of the game were produced for the Nintendo 64. Three versions were made for Japan and North America and two for Europe. The Japanese and North American versions themselves are identical aside from a byte that sets the game's region and determines the language of the game. Several minor changes were made between each version, with a variety of text corrections and glitches fixed.[84] Further corrections were made in version 1.2 and the European versions, as well as the recoloring of Ganondorf's blood from crimson to green, and the alteration of the music heard in the Fire Temple to remove a sample of an Islamic prayer chant.[85] The sample was taken from a commercially available sound library, but the developers did not realize it contained Islamic references. Contrary to popular belief, the chanting was not removed due to public outcry, but instead after Nintendo discovered it violated their own policy to avoid religious material in games.[84][85] All five Nintendo 64 versions of Ocarina of Time were completed prior to the game's original release date of November 21.[85]

A further modified version of 1.2 was produced for the Nintendo GameCube release. The Crest of the Gerudo, as depicted on blocks, switches and the Mirror Shield, was changed from an inverted crescent moon and star symbol (associated with Islam) to a unique design introduced in Majora's Mask.[84] Further changes and corrections were made to the game's dialogue, along with minor technical changes. The Virtual Console versions of the game are identical to the version released for the GameCube, but with the Nintendo 64 button colors.

Special Edition

Between December 1998 and 1999 a Special Edition bundle was released exclusively by German mail order company Cyber Games. It included a physical copy of the game, a T-shirt with the Ocarina of Time logo on the front and a unique artwork of Link on the back, a relief pin in the shape of the Master Sword and a Hylian Shield with the word "Zelda" stamped onto it and a gold butterfly clutch, and a flyer promoting merchandise by Cyber Games.[86]

Timeline Placement

Main articles: Zelda Timeline and The End of Ocarina of Time

When it comes to the Zelda Timeline, Ocarina of Time is one of the most vital and decisive installments, which is attested by both its placement and the connections with past and future games. According to the book Hyrule Historia, it is indicated to be the final Zelda game in the pre-split timeline era, which starts with Skyward Sword (which, shortly after its official announcement, was confirmed to take place before Ocarina of Time).[87] The other games preceding Ocarina of Time are The Minish Cap and Four Swords. Regardless, Ocarina of Time has always been a pivotal game in the chronology with the events at the end of the game, where Zelda sends Link back to his youth, splitting the timeline. When the official timeline was revealed in Hyrule Historia, the placement of Ocarina of Time in the series was revealed to be of even greater value, as the events of the game actually split the series' timeline into three branches.

"Downfall Timeline"

Related page: Imprisoning War

At the end of Ocarina of Time, there was one outcome in which Ganondorf actually defeated Link, which resulted in the formation of the "Downfall Timeline".[88] It starts with the Hero of Time, Link, failing to defeat Ganondorf, which allowed him to obtain the remaining Triforce pieces from Link and Zelda. The seven Sages proceeded to quickly seal him within the corrupted Sacred Realm.[88][89] Years later, greedy people entered the Dark World seeking the Triforce, turning into monsters and becoming part of Ganon's army. In the war that ensued, the Knights of Hyrule protected the Sages of that era from Ganon's minions, while they cast a seal to close off the entrance to the Dark World.[90] This marked the conclusion of the Imprisoning War, which laid the foundation for the events of A Link to the Past. After A Link to the Past, Link's Awakening, Oracle of Seasons and Oracle of Ages, A Link Between Worlds, Tri Force Heroes, The Legend of Zelda and The Adventure of Link take place, in that order.

"Child Timeline"

If Link succeeds in defeating Ganondorf, the timeline branches into one of two more timelines. When Zelda sends Link back in time, the "Child Timeline" is formed. Although Ganondorf is not granted access to the Sacred Realm, it is very possible that unbeknownst to him, he acquired the Triforce of Power as a result of Link returning back with the Triforce of Courage in his possession. Link informs Zelda of the "future" events and leaves Hyrule shortly afterwards, setting the events of Majora's Mask in motion. Ganondorf is executed several years later according to the backstory of Twilight Princess.[91] Many years later the events of Twilight Princess take place. Following Twilight PrincessFour Swords Adventures takes place featuring Vaati and another incarnation of Ganondorf.

"Adult Timeline"

In a third branch of the events in Ocarina of Time, the "Adult Timeline" continues after Link defeats Ganondorf and the Sages seal him in the Sacred Realm with the Triforce of Power in his possession.[69] Link is sent back to his childhood, leaving this branch without a Hero, as told in the prologue to The Wind Waker. Ganondorf eventually overcomes the Sages' seal and attempts to take over Hyrule, but with no Hero to face the evil, the Goddesses flood Hyrule, leading to the events of The Wind Waker and consecutively Phantom Hourglass, and later in the timeline, Spirit Tracks.

Completion Records

Main article: Speedrun Records
Time Performer Date Notes
10:06[92]SiirZax July 14, 2021 Defeat Ganon - SRM
16:45[93]RichardSage February 19, 2021 Defeat Ganon - No SRM
6:57[94]dannyb July 23, 2021 Any%
3:39:47[95]dannyb December 29, 2020 Any% - Glitchless
2:16:51[96]realtimeattack64 July 23, 2021 Any% - Unrestricted Glitchless
20:43[97]Ren_1 August 16, 2020 No Wrong Warp - SRM
41:19[98]realtimeattack64 August 24, 2020 No Wrong Warp - No SRM
1:12:54[99]CountLG April 6, 2021 Ganondorf Source Requirement
36:08[100]Savestate January 16, 2021 All Dungeons - SRM
1:16:65[101]Zudu July 19, 2019 All Dungeons - No SRM
1:50:14[102]Marco July 22, 2020 Medallions/Stones/Trials
3:03:32[103]zfg March 12, 2021 100% - SRM
3:51:34[104]glitchymon December 18, 2019 100% - No SRM
5:46:39[105]Makai May 17, 2020 100% - Glitchless
5:35:36[106]realtimeattack64 February 14, 2019 100% - Unrestricted Glitchless

Listings

Characters

Bosses and Mini-Bosses

Enemies

Places

Dungeons

Inventory, Songs, Equipment, Upgrades, and Quest Items

Translations

Credits

Glitches

Reception

Sales

Ocarina of Time was the best-selling The Legend of Zelda game as of March 31, 2004, with 7.6 million copies sold worldwide.[107] It was later surpassed by Twilight Princess, which had had cumulative sales of 8.85 million as of September 30, 2015, when the sales of the Nintendo GameCube and Wii versions of the game were combined.[108]

Reviews

The game was universally praised by critics when it was first released, receiving perfect scores from many reviewers, such as Famitsu, Gamespot, IGN, and Edge. Metacritic gives the N64 version of the game a score of 99/100, and the GameCube re-release 91/100. Features such as the Z-targeting system and context-sensitive Action button were well-received. The GameCube and Wii versions of the game were praised as well.[109]

The game's graphics were called "beautiful" by IGN reviewer Peer Schneider, who commented that "rarely is there such a perfect mixture of graphics, sound and gameplay,"[110] giving the game a 10/10. Gamespot editor Jeff Gerstmann agreed, also giving the game a perfect score, saying that "this is the masterpiece that people will still be talking about ten years down the road."[111] Criticism on the game focused on the occasional slow pace associated with some parts, such as the Water Temple, as well as the use of MIDI for the music quality.

Nonetheless, Nintendo Power placed it first in their list of best The Legend of Zelda games and stated that, despite its age, is still a great game and called it a "masterpiece".

Fan Reception

The game stands as a fan favorite, currently holding an average reader score of 9.7 at IGN,[112] as well as a current average user score of 9.6 on GameSpot.[113]

Years after its release, Ocarina of Time continues to be a popular game, frequently being featured on compiled lists of all-time best games. For some players, the game's high success has overshadowed the potential success of later Zelda games, therefore becoming a tough act to follow,[114] and marking the downfall of the series in a way.[115] There is also a debate regarding whether the game is overrated or not, with IGN editor Levi Buchanan analyzing this subject from a historical and technical perspective;[116] this debate was revisited when current Zelda director Eiji Aonuma said that he would not quit working on the franchise until he created a superior game,[117] as well as when he said that the game hasn't aged very well.[118]

Greatest Game of All Time

It has been ranked the greatest video game of all time by dozens of publications, including Computer and Video Games,[10][9]Edge,[11][12][13][14][119]IGN,[15][16] Metacritic,[8]Next Generation,[9]Nintendo Power,[17][18][19]GameStats,[21]GameFAQs,[20] GamingBolt,[22]VideoGamer,[23]Game Informer,[24]Slant,[25]FHM,[26] Joystik,[27] and PALGN.[28]

Ports and Remakes

See also: Changes Between Versions
ALttP Book of Mudora Artwork 2.png
Sours: https://zelda.fandom.com/wiki/The_Legend_of_Zelda:_Ocarina_of_Time
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The Legend of Zelda: Ocarina of Time

1998 video game

0000 video game

The Legend of Zelda: Ocarina of Time[a] is an action-adventure game developed and published by Nintendo for the Nintendo 64. It was released in Japan and North America in November 1998, and in PAL regions the following month. Ocarina of Time is the fifth game in The Legend of Zelda series, and the first with 3D graphics.

It was developed by Nintendo EAD, led by five directors including Eiji Aonuma and Yoshiaki Koizumi, produced by series co-creator Shigeru Miyamoto, and written by Kensuke Tanabe. Veteran Zelda series composer Koji Kondo created the musical score. The player controls Link in the fantasy land of Hyrule on a quest to stop the evil king Ganondorf, by traveling through time and navigating dungeons and an overworld. The game introduced features such as a target-lock system and context-sensitive buttons that have since become common in 3D adventure games. The player must learn to play numerous songs on an ocarina to progress.

Ocarina of Time received widespread acclaim from critics and consumers and won several awards and accolades, who praised its visuals, sound, gameplay, soundtrack, and writing. It has been widely cited by numerous publications as one of the greatest video games of all time. It was commercially successful, with more than seven million copies sold worldwide. In the United States, it received more than three times more pre-orders than any other video game at the time, and was the best-selling game in the country that year. It is the highest-rated game of all time on the review aggregatorMetacritic.

A direct sequel, The Legend of Zelda: Majora's Mask, was released in 2000. In the early 2000s, Ocarina of Time was re-released as part of The Legend of Zelda: Collector's Edition promotional disc for the GameCube and for the iQue Player in China. An enhanced version of the game for the Nintendo 3DS, The Legend of Zelda: Ocarina of Time 3D, was released in 2011. Both versions feature Master Quest, an alternative version of the game including new puzzles and increased difficulty.

Gameplay[edit]

The child version of the game's protagonist, Link, stands in Hyrule field wearing his distinctive green tunic and pointed cap. In each corner of the screen are icons that display information to the player. In the upper left-hand corner, there are hearts, which represent Link's health, in the lower left-hand corner is a counter that displays the number of Rupees (the in-game currency) possessed by the player. There is a mini-map in the lower right-hand corner, and five icons in the upper right-hand corner, one green, one red, and three yellow, which represent the actions available to the player on the corresponding buttons of the N64 controller.

The player navigates the vast Hyrule Field, the central hub of the world. The on-screen display shows actions mapped to context-sensitive buttons.

The adult version of Link, armed with a sword and shield and wearing a green tunic, is fighting a bipedal wolf in front of the Forest Temple. Link's fairy companion, Navi, has turned yellow and hovers above the creature, which is now surrounded by yellow crosshair-like arrows.

When the player uses Z-targeting, the view shifts to a letterbox format and arrows indicate the targeted enemy. The player can then circle strafe around the enemy to keep their sight on them. In this particular screenshot, Link is fighting a Wolfos at the entrance to the Forest Temple.

The Legend of Zelda: Ocarina of Time is a fantasy action-adventure game set in an expansive environment.[1] The player controls series protagonist Link from a third-person perspective in a three-dimensional world. Link primarily fights with a sword and shield, but can also use other weapons such as projectiles, bombs, and magic spells.[2]: 22–25  The control scheme introduced techniques such as context-sensitive actions and a targeting system called "Z-targeting",[3][b] which allows the player to have Link focus and latch onto enemies or other objects.[2]: 11–12 [c] When using this technique, the camera follows the target and Link constantly faces it. Projectile attacks are automatically directed at the target and do not require manual aiming. Context-sensitive actions allow multiple tasks to be assigned to one button, simplifying the control scheme. The on-screen display shows what will happen when the button is pushed and changes depending on what the character is doing. For example, the same button that causes Link to push a box if he is standing next to it will have him climb on the box if the analog stick is pushed toward it.[3] Much of the game is spent in battle, but some parts require the use of stealth.

Link gains new abilities by collecting items and weapons found in dungeons or in the overworld. Not all are required—Ocarina of Time has several optional side quests and minor objectives that the player can choose to complete or ignore. Completing the side quests usually results in rewards such as new weapons or abilities. In one side quest, Link trades items he cannot use himself among non-player characters. This trading sequence features ten items and ends with Link receiving an item he can use, the two-handed Biggoron Sword, the strongest sword in the game. In another side quest, Link can acquire a horse. This allows him to travel faster but attacking while riding is restricted to arrows.[2]: 38 

Link is given an ocarina near the beginning of the game, which is later replaced by the Ocarina of Time. Throughout the game, Link learns twelve melodies that allow him to solve music-based puzzles and teleport to previously visited locations.[2]: 30  The Ocarina of Time is also used to claim the Master Sword in the Temple of Time. When Link takes the sword, he is transported seven years into the future and becomes an adult. Young Link and adult Link have different abilities. For example, only adult Link can use the Fairy Bow, and only young Link can fit through certain small passages. After completing certain tasks, Link can travel freely between the two time periods by replacing and taking the sword.[6]

Plot[edit]

Setting[edit]

Further information: Fictional chronology of The Legend of Zelda

Ocarina of Time is set in the fictional kingdom of Hyrule, the setting of most Legend of Zelda games. Hyrule Field serves as the central hub connected to several outlying areas with diverse topography and the races of Hyrule.[2]: 7–8 

Story[edit]

The fairy Navi awakens Link from a nightmare in which he witnesses a man in black armor pursuing a young girl on horseback. Navi brings Link to the Great Deku Tree, who is cursed and near death. The Deku Tree tells Link a "wicked man of the desert" cursed him and seeks to conquer the world, and that Link must stop him. Before dying, the Great Deku Tree gives Link the Spiritual Stone of the Forest and sends him to Hyrule Castle to speak with Hyrule's princess.[2]: 6 

At the Hyrule Castle garden, Link meets Princess Zelda, who believes Ganondorf, the evil sorcerer Gerudo king, is seeking the Triforce, a holy relic that gives its holder godlike power. Zelda asks Link to obtain the three Spiritual Stones so he can enter the Sacred Realm and claim the Triforce before Ganondorf reaches it.[7] Link collects the other two stones: the first from Darunia, leader of the Gorons, and the second from Ruto, princess of the Zoras. Link returns to Hyrule Castle, where he sees Ganondorf chase Zelda and her caretaker Impa on horseback, like in his nightmare, and unsuccessfully attempts to stop him.[8] Inside the Temple of Time, he uses the Ocarina of Time, a gift from Zelda, and the Spiritual Stones to open the door to the Sacred Realm. There he finds the Master Sword, but as he pulls it from its pedestal, Ganondorf, having snuck into the Temple after Link, appears and claims the Triforce.[9]

Seven years later, an older Link awakens in the Sacred Realm and is met by Rauru, one of the seven Sages who protects the entrance to the Sacred Realm. Rauru explains that Link's spirit was sealed for seven years until he was old enough to wield the Master Sword and defeat Ganondorf, the sorcerer king of evil, who has now taken over Hyrule.[10] The seven sages can imprison Ganondorf in the Sacred Realm, but five are unaware of their identities as sages. Link is returned to the Temple of Time, where he meets the mysterious Sheik, who guides him to free five temples from Ganondorf's control and allow each temple's sage to awaken.[11] Link befriended all five sages as a child: his childhood friend Saria, the Sage of the Forest Temple; Darunia, the Sage of the Fire Temple; Ruto, the Sage of the Water Temple; Impa, the Sage of the Shadow Temple; and Nabooru, leader of the Gerudos in Ganondorf's absence, the Sage of the Spirit Temple. After the five sages awaken, Sheik reveals herself to be Zelda in disguise, and the seventh sage. She tells Link that Ganondorf's heart was unbalanced, causing the Triforce to split into three pieces. Ganondorf acquired only the Triforce of Power, while Zelda received the Triforce of Wisdom and Link the Triforce of Courage.[12]

Ganondorf appears and kidnaps Zelda, imprisoning her in his castle. The other six sages help Link infiltrate the stronghold; Link frees Zelda after defeating Ganondorf, who destroys the castle in an attempt to kill Link and Zelda. After they escape the collapsing castle, Ganondorf emerges from the rubble and transforms into a boar-like beast named Ganon using the Triforce of Power, knocking the Master Sword from Link's hand; with Zelda's aid, Link retrieves the Master Sword and defeats Ganon. The seven sages seal Ganondorf in the Dark Realm; still holding the Triforce of Power, he vows to take revenge on their descendants.[13] Zelda uses the Ocarina of Time to send Link back to his childhood. Navi departs and young Link meets Zelda in the castle garden once more, where he retains knowledge of Hyrule's fate, starting with Hyrule's decline.[14]

Development[edit]

The Nintendo 64 with 64DDattached

Ocarina of Time was developed concurrently with Super Mario 64 and Mario Kart 64 for the Nintendo 64 (N64) by Nintendo's Entertainment Analysis & Development (EAD) division.[15]

Originally developed for the 64DD, a disk drive peripheral for the system,[16][17] development was eventually migrated from disk to cartridge media due to the high data performance requirements imposed by continuously reading 500 motion-captured character animations throughout gameplay.[18] Initially planned as a 16-megabyte game, it was later increased to 32 megabytes, making it the largest game Nintendo had created at the time.[19][20] Early in development, the team had concerns about the data storage constraints of the N64 cartridge; in the worst-case scenario, Ocarina of Time would follow a similar structure to Super Mario 64, with Link restricted to Ganondorf's castle as a central hub, using a portal system similar to the paintings that Mario uses to traverse the realm.[21] An idea that arose from this stage of development, a battle with a doppelganger of Ganondorf that rides through paintings, was used as the boss of the Forest Temple dungeon.[21]

While series co-creator Shigeru Miyamoto had been the principal director and producer of Super Mario 64, he was involved in the game’s production and now in charge of five directors by acting as a producer and supervisor of Ocarina of Time.[22][23] Different parts were handled by different directors, a new strategy for Nintendo EAD. Four or five initial teams grew over time, each working on different basic experiments, including scenario and planning, Link's actions, transforming classic 2D items into improved 3D form, camera experiments, motion capture, sound, special effects, and the flow of time.[24]

The developers were inspired by the chanbara sword technique, as seen in this photo.

Although the development team was new to 3D games, assistant director Makoto Miyanaga recalled a "passion for creating something new and unprecedented".[25] Despite the setting being a "medieval tale of sword and sorcery", Miyamoto used the chanbara genre of Japanese sword fighting as a model for the game's combat and was content with the positive worldwide reception.[26] The development involved more than 120 people, including stunt performers used to capture the effects of sword fighting and Link's movement.[27] Miyamoto initially intended Ocarina of Time to be played in a first-person perspective[28] to enable players to take in the vast terrain of Hyrule Field better and let the team focus more on developing enemies and environments. The concept was abandoned once the idea of a child Link was introduced, and Miyamoto believed it necessary for Link to be visible on screen.[29] Originally Z-targeting involved a generic marker, however Koizumi changed the design to that of a fairy to make it less "robotic". The fairy gained the name of the "Fairy Navigation System" amongst staff, and ultimately, this turned into the nickname "Navi", which in turn resulted in the "birth" of Navi's character. The "birth" of Navi was a pivotal point in the story's development.[30]

Some of Miyamoto's ideas were instead used in Super Mario 64, since it was to be released first.[15] Other ideas were not used due to time constraints.[22]Ocarina of Time originally ran on the same engine as Super Mario 64, but was so heavily modified that Miyamoto considers the final products different engines.[31] One major difference between the two is camera control; the player has a lot of control over the camera in Super Mario 64, but the camera in Ocarina of Time is largely controlled by the game AI. Miyamoto said the camera controls for Ocarina of Time are intended to reflect a focus on the game's world, whereas those of Super Mario 64 are centered on the character of Mario.[22]

Miyamoto wanted to make a game that was cinematic, yet distinguished from films.[22] Takumi Kawagoe, who creates cutscenes for Nintendo, said that his priority was to have the player feel in control of the action.[32] To promote this instantaneous continuity of cinematic gameplay, the cutscenes in Ocarina of Time are completely generated with real-time computing on the Nintendo 64 and do not use prerendered full-motion video.[22] Miyamoto's vision required this real-time architecture for the total of more than 90 minutes of cutscenes, regardless of whether the console had a vast medium like CD-ROM on which to store prerendered versions.[24] Toru Osawa created the scenario for the game, based on a story idea by Miyamoto and Yoshiaki Koizumi.[33][34][35][36][37] He was supported by A Link to the Past and Link's Awakening script writer Kensuke Tanabe.[37][38] Miyamoto said the real-time rendering engine allowed his small team of 3 to 7 cinematic developers to rapidly adjust the storyline and to focus on developing additional gameplay elements even up to the final few months of development, instead of waiting on a repeated prerendering process.[24] The dungeons were designed by Eiji Aonuma.[39]

Music[edit]

Ocarina of Time's music was written by Koji Kondo, the composer in charge of music for most of the games in The Legend of Zelda series. In addition to characters having musical themes, areas of Hyrule are also associated with pieces of music.[41] This has been called leitmotif in reverse—instead of music announcing an entering character, it now introduces a stationary environment as the player approaches.[42] In some locations, the music is a variation of an ocarina tune the player learns, related to that area.[42]

Beyond providing a backdrop for the setting, music plays an integral role in gameplay. The button layout of the Nintendo 64 controller resembles the holes of the ocarinas in the game,[43] and players must learn to play several songs to complete the game. All songs are played using the five notes available on an ocarina, although by bending pitches via the analog stick, players can play additional tones.[43] Kondo said that creating distinct themes on the limited scale was a "major challenge", but feels that the end result is very natural. The popularity of Ocarina of Time led to an increase in ocarina sales.[44]

The official soundtrack of Ocarina of Time was published by Pony Canyon and released in Japan on December 18, 1998.[45] It comprises one compact disc with 82 tracks.[45] A U.S. version was also released, although with fewer tracks and different packaging artwork. Many critics praised the music in Ocarina of Time, although IGN was disappointed that the traditional Zelda overworld theme was not included.[43] In 2001, three years after the initial release of Ocarina of Time, GameSpot labeled it as one of the top ten video game soundtracks.[41] The soundtrack, at the time, was not released in Europe or Australia. In 2011, however, a 51-track limited edition soundtrack for the 3DS version was available in a free mail out through a Club Nintendo offer to owners of the 3DS edition, as an incentive to register the product. The original musical theme for the Fire Temple area was altered before release of the game, due to Nintendo's policy of not including real religious references in their products, with the altered theme simply removing the chanting samples.[46]

Hero of Time, an orchestral recording of Ocarina of Time's score performed by the Slovak National Symphony Orchestra, was released by video game label Materia Collective in 2017. A vinyl version was published by iam8bit.[47] It was nominated for "Best Game Music Cover/Remix" at the 16th Annual Game Audio Network Guild Awards.[48]

Release[edit]

Ocarina of Time was first shown as a technical and thematic demonstration video at Nintendo's Shoshinkai trade show in December 1995.[3][49] Nintendo planned to release Super Mario 64 as a launch game for the Nintendo 64 and later release Ocarina of Time for the 64DD, a disk drive peripheral for the system that was still in development.[16][17] Issues regarding performance of the 64DD peripheral led to development being moved from disk to cartridge media, and thus the game would miss its scheduled 1997 holiday season release and was delayed into 1998.[18] They planned to follow its release with a 64DD expansion disk.[50]

Throughout the late 1990s, the Nintendo 64 was said to lack hit first-party games. Next Generation wrote that "Nintendo absolutely can't afford another holiday season without a real marquee title" and that Zelda was "one of the most anticipated games of the decade", upon which the Nintendo 64's fate depended.[51] In March 1998, Ocarina of Time was the most anticipated Nintendo 64 game in Japan.[52] Chairman Howard Lincoln insisted at E3 1998 that Zelda ship on time and become Nintendo's reinvigorating blockbuster, akin to a hit Hollywood movie.[51]

Customers in North America who pre-ordered the Ocarina of Time received a limited-edition box with a golden plastic card reading "Collector's Edition". This edition contained a gold-colored cartridge,[53] a tradition that began with the original Legend of Zelda (1986) for the Nintendo Entertainment System. Demand was so great that Electronics Boutique stopped pre-selling the game on November 3, 1998.[54]

Several versions of Ocarina of Time were produced, with later revisions featuring minor changes such as glitch repairs, the recoloring of Ganondorf's blood from crimson to green, and the alteration of the music heard in the Fire Temple dungeon to remove a sample of an Islamic prayer chant.[55][56] The sample was taken from a commercially available sound library, but the developers did not realize it contained Islamic references. Although popularly believed to have been changed due to public outcry, the chanting was removed after Nintendo discovered it violated policy of avoiding religious material,[56] and the altered versions of Ocarina of Time were made prior to the original release.[57]

Rereleases[edit]

Nintendo portedOcarina of Time to its next console, the GameCube, as part of The Legend of Zelda: Collector's Edition, a compilation of Zelda games. The port runs at a resolution of 640×480, quadruple that of the original, and supports progressive scan.[55][58] Another GameCube release included the original game and a second, more difficult "master quest" that was included as a pre-order bonus with The Legend of Zelda: The Wind Waker (2002) in Japan and North America[59] and included in GameCube bundles worldwide. It was also given to those who registered certain hardware and software or subscribed to official magazines and clubs.[60][61]

In February 2007, Ocarina of Time was released for the WiiVirtual Console service for 1000 Wii Points.[62] This version is an emulation of the Nintendo 64 version; as controller vibration is unsupported, the "Stone of Agony" item, which employs vibrations via the Nintendo 64 Rumble Pak controller accessory, has no function.[63] A five-minute demo of the game can be unlocked in Super Smash Bros. Brawl (2008). Ocarina of Time was rereleased on the Wii U Virtual Console worldwide on July 2, 2015,[64] this time including the original controller vibration.[65]

Ocarina of Time was one of the few games ported to the iQue Player.[66]

Nintendo 3DS remake[edit]

Main article: The Legend of Zelda: Ocarina of Time 3D

Link swims in the Water Temple while wearing the Zora Tunic, which allows him to breathe underwater.

In June 2011, Nintendo released Ocarina of Time 3D, an enhanced port for the Nintendo 3DS handheld console.[67] It was developed by Nintendo EAD with Grezzo, an independent Japanese studio headed by Koichi Ishii.[67] The game includes Master Quest and adds features including touchscreen and gyroscope controls,[68] a "Boss Challenge" mode,[69] instructional videos to guide stuck players,[70] and a modified version of the Water Temple with reduced difficulty.[71]

Master Quest[edit]

After completing Ocarina of Time, Nintendo developed a new version of the game for the then-unreleased 64DD peripheral with the working title Ura Zelda,[72] commonly translated as "Another Zelda".[73] Described as a second version of Ocarina with rearranged dungeons,[72] it contains new content, some that had been cut from Ocarina due to time and storage constraints.[74][75][76] In 1998, Ura Zelda was delayed indefinitely following problems with the development of the 64DD,[75] and was canceled due to the 64DD's commercial failure.[77] In August 2000, Miyamoto stated that Ura Zelda had been finished and that no online functions had ever been planned.[78]

Ura Zelda was ported to the GameCube in 2002 in Japan as Zeruda no Densetsu: Toki no Okarina GC Ura (ゼルダの伝説 時のオカリナ GC裏) and in 2003 in North America and Europe as The Legend of Zelda: Ocarina of Time Master Quest.[72][77][79] According to Miyamoto, the Ura Zelda was simple to port as it used few of the 64DD features.[77]Master Quest uses the same engine and plot of Ocarina of Time, but with increased difficulty and altered dungeons and puzzles.[55]

IGN's Peer Schneider gave Master Quest a mostly positive review, likening the concept to the second quest of the original Legend of Zelda. He felt that some redesigned areas were poorer than the original Ocarina of Time, and speculated that they may have been constructed from "second choice" designs created during development. He described the port as graphically improved, but containing no substantial improvement to the frame rate. He also expressed that controls translated to the GameCube controller felt clumsy. Nonetheless, he summarized Master Quest as a "sweet surprise for any Zelda fan" and wrote that he would have recommended it even at full price.[55] Zachary Lewis of RPG Gamer praised the revised puzzles, which require precise timing and find new uses for the Ocarina items, but wrote that players would be enthralled or frustrated by the increased difficulty.[80]

Reception[edit]

Reception

PublicationAward
CESA Award,[91]Edge,[92]EGM,[93]Games,[94]GameSpot,[95]Interactive Achievement Award,[96]Japan Media Arts Festival,[97] MMCA,[98]VSDA Award[99]Game of the Year
Computer and Video Games,[100][101]Edge,[102][103][104][105]Entertainment Weekly,[101]GameTrailers,[101]IGN,[106][107]Metacritic,[108]Next Generation,[101]Nintendo Power,[108][109][110]GameStats,[111]GameFAQs,[112] GamingBolt,[113]VideoGamer,[114]Game Informer,[115]Slant,[116]FHM,[117] Joystik,[118]PALGN[119]Greatest Game of All Time

On its initial Nintendo 64 release, Ocarina of Time received critical acclaim. It gained perfect review scores from the majority of gaming publications that reviewed it,[81][108] including Famitsu,[85]Next Generation,[88]Edge,[83]Electronic Gaming Monthly,[84]GameSpot,[87] and IGN.[43] The review aggregator websites Metacritic and GameRankings rank the original Nintendo 64 version as the highest and second-highest reviewed game of all time, respectively,[120][121] with average scores of 99/100 from Metacritic[d] and 98% from GameRankings.[82][81] The reviews praised multiple aspects of the game, particularly its level design, gameplay mechanics, sound, and cinematics. GameSpot reviewer Jeff Gerstmann wrote that Ocarina of Time is "a game that can't be called anything other than flawless",[87] and IGN called it "the new benchmark for interactive entertainment" that could "shape the action RPG genre for years to come".[43] Editors of GameTrailers called it a "walking patent office" due to the number of features it contains that became "industry standard".[122]

The graphics were praised for their depth and detail, although reviewers noted they were not always the best the console had to offer. Game Revolution noted the characters' faces, the "toughest graphical challenge on 3D characters", saying that the characters' expressions and animation featured "surprising grace".[123] IGN believed that Ocarina of Time improved on the graphics of Super Mario 64, giving a larger sense of scale.[43] Impressive draw distances and large boss characters were also mentioned as graphical highlights.[43] Although excelling in the use of color and the visibility and detail of the environment, reviewers noted that some graphical elements of Ocarina of Time did not perform as well as Banjo-Kazooie,[43][84] a game released for the same platform earlier that year. IGN said that the frame rate and textures of Ocarina of Time were not as good as those of Banjo-Kazooie, particularly in the marketplace of Hyrule Castle, which was called "blurry".[43]

Gameplay was generally praised as detailed, with many side quests to occupy players' time. IGN said players would be "amazed at the detail" of the environment and the "amount of thought that went into designing it". IGN praised the cinematics, citing great emotional impact and "flawless camera work".[24]EGM enjoyed that Nintendo was able to take the elements of the older, 2D Zelda games and "translate it all into 3D flawlessly".[84]Nintendo Power cited Ocarina of Time, along with Super Mario 64, as two games that "blazed trails" into the 3D era.[124] The context-sensitive control system was seen as one of the strongest elements of the gameplay.[43] Reviewers noted that it allowed for simpler control using fewer buttons, but that it occasionally caused the player to perform unintended actions.[3][43] The camera control was quoted as making combat "second nature",[43] although the new system took time for the player to get used to.[43][84]

The game's audio was generally well received, with IGN comparing some of Koji Kondo's pieces to the work of Philip Glass.[43] Many atmospheric sounds and surround sound were designed to effectively immerse the player in the game world. Some reviewers complained that the audio samples used in the game sounded dated;[43] others considered this a benefit, calling them "retro".[123] Game Revolution called the sound "good for the Nintendo, but not great in the larger scheme of things" and noted that the cartridge format necessitated "MIDI tunes that range from fair to terrible".[123]Pitchfork gave the official soundtrack album a 9 out of 10.[125]

Sales[edit]

Assisted by a large marketing campaign, Ocarina of Time was a strong commercial success. In the United States, over 500,000 preorders were placed, more than tripling the number of preorders for any previous video game,[126] and more than 1 million copies were sold there in less than a week.[98] In 1998, 2.5 million copies were sold, although it was released only 39 days before the end of the year; it earned $150 million in U.S. revenues, higher than any Hollywood film in the last six weeks of 1998.[127] In Japan, 820,000 copies were sold in 1998, becoming the tenth best-selling game of that year;[128] a reported 386,234 copies were sold in its first week there, surpassing the 316,000 first-week sales of Metal Gear Solid.[129] In the United Kingdom, 61,232 copies were sold during its first weekend.[98] During its lifetime, Ocarina of Time saw 1.14 million copies sold in Japan,[130] and 7.6 million copies worldwide.[131]

Awards[edit]

In 1998, Ocarina of Time won the Grand Prize in the Interactive Art division at the Japan Media Arts Festival.[97] It won six honors at the 2nd Annual Interactive Achievement Awards, including "Game of the Year", "Outstanding Achievement in Interactive Design", "Outstanding Achievement in Software Engineering", "Console Game of the Year", "Console Adventure Game of the Year" and "Console RPG of the Year", along with a nomination for "Outstanding Achievement in Character or Story Development".[96]Electronic Gaming Monthly gave it both the editors' choice and readers' choice awards for "Game of the Year for All Systems", "Nintendo 64 Game of the Year" and "Action RPG of the Year" as well as the readers' choice awards for "Best Music" and "Best Graphics", and it was runner-up for the reader's choice "Best Sound Effects" award.[132]Edge gave it the awards for "Game of the Year" and "Gameplay Innovation" and placed it 2nd place for "Graphical Achievement" (behind Virtua Fighter 3tb).[92]

Legacy[edit]

After publication, Ocarina of Time was featured on a number of compiled lists of best or most influential games. It was ranked the greatest video game of all time by numerous publications including Computer and Video Games,[100][101]Edge,[102][103][104][105]Entertainment Weekly,[101]GameTrailers,[101]IGN,[106][107]Next Generation,[101]Nintendo Power,[108][109][110]Game Informer,[115]Slant,[116]FHM,[117] and PALGN.[119] It also appeared on other lists of greatest games including those of Electronic Gaming Monthly[133] and IGN.[106][107][134][135] The game was placed second in Official Nintendo Magazine's "100 greatest Nintendo games of all time", behind only Super Mario Bros.[136]Game Informer ranked it as its 11th favorite game of all time and described it as "untouchable".[137] In May 2011, IGN held a tournament-style competition celebrating the 25th anniversary of the original The Legend of Zelda's release in which fans voted Ocarina of Time the greatest Zelda game; it beat Majora's Mask in the final round.[138]Rockstar Games vice president of creativity Dan Houser stated in 2012, "Anyone who makes 3-D games who says they've not borrowed something from Mario or Zelda [on the Nintendo 64] is lying."[139]Ocarina of Time has consistently been placed at number one in Edge's "top 100 games" lists: a staff-voted list in January 2000,[102] a staff- and reader-voted list in July 2007,[103] a list of "The 100 Best Games to Play Today" in March 2009,[104] and a 2013 readers' poll selecting the 20 best games released since the magazine's launch in 1993.[105]Edge concluded its 2009 list with, "Ocarina of Time is here in the list not because Nintendo had the power and wisdom to make a great game, but because it had the courage to make a unique one."[140]

Reception for the Master Quest and Virtual Console rereleases was positive; while some considered aspects of the graphics and audio to be outdated,[80][141] most thought that the game had aged well. The Master Quest version holds an average score of 89.50% on GameRankings and 91/100 on Metacritic.[142][143]IGN said in their review, "Ocarina of Time has aged extremely well",[55] and noted in regard to the game's graphics, "While the textures and models look dated, the game's wonderful visual presentation stood the test of time." Game Revolution said that although the game has "noticeably aged compared to brand new RPGs ... it's still a terrific game", awarding 91 out of 100.[144] In 2007, former GameSpot editor Jeff Gerstmann gave the Virtual Console port 8.9 out of 10, writing, "Even after nine years, Ocarina of Time holds up surprisingly well, offering a lengthy and often-amazing adventure".[63]

Notes[edit]

References[edit]

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Sours: https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time

The Legend of Zelda: Ocarina of Time 3D

Available now

The Legend of Zelda™: Ocarina of Time™ 3D takes the Nintendo 64™ classic – one of the most critically acclaimed games ever made – and returns it to the Nintendo 3DS system with the added depth and realism of stunning, glasses free 3D visuals. In this game, Link™ sets off on a legendary journey through time to stop Ganondorf, the Gerudo King of Thieves who is seeking the Triforce, a holy relic that gives its holder ultimate power. The graphical upgrades and three-dimensional depth breathe new life into the expansive world of Hyrule. An improved and intuitive interface, coupled with the easier navigation offered by playing in a world with 3D visuals, give players better control as they solve puzzles, travel through time and explore this immersive world. Whether you're a first-time player or a regular visitor to Hyrule, The Legend of Zelda: Ocarina of Time 3D is a new adventure for everyone.

FEATURES:

  • A Zelda classic now in glasses-free 3D. Amazing 3D visuals and a complete graphical overhaul bring one of gaming's most beloved and celebrated franchises to life, putting the awe-inspiring world in the palm of your hand for you to explore whenever you like.
  • New controls using the Nintendo 3DS system's technologies. The Legend of Zelda™: Ocarina of Time™ 3D retains the analog control of the original with the Circle Pad on Nintendo 3DS, but greatly improves ease of use with a touch-based inventory system.
  • Switching items has never been simpler or quicker. Players can also use the first-person shooting (camera-controlled) feature utilizing the gyro sensor.

Release date:
June 19, 2011

Players:
1 player

Genre:
Action, Adventure, Role-Playing

Publisher:
Nintendo

Game file size:
455 MB

ESRB Rating:

*MSRP: Manufacturer's Suggested Retail Price. Actual price may vary. See retailer for details.

*To enjoy the 3D effect of Nintendo 3DS software, you must experience it from the system itself. All screenshots and videos on this website have been captured in 2D mode.

Use Parental Controls to restrict 3D mode for children 6 and under.

*If eligible for a Just for You offer, the final price reflects the combined Sale and Just for You offers. The Just for You offer is discounted from the sale price.

Sours: https://www.nintendo.com/games/detail/the-legend-of-zelda-ocarina-of-time-3d-3ds/

Of time ocarana

I woke up at four o'clock in the morning and looked around in the light of the full moon peeping through the window, there. Was complete discord, a used condom, crumpled sheets and napkins were lying on the floor. The usual train smell was mingled with the distinct smell of sweat and secretions - the compartment smelled like sex.

Ocarina of Time Randomizer - Max Random Settings, No Logic

Pulled her body back with all her energy. He was resting. She pushed her narrow hole on his standing stake so hard and fast as if he was fucking her himself. With each thrust, she had to plunge his cock into her ass to the ground.

Now discussing:

Fuck, its still such a run, but were already drinking, I said, getting up. So you have the same weekend, whats it like. - asked Katya. Not in this matter - I waved my hand and went to the room to get dressed.



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