The Legend of Zelda: Ocarina of Time

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The Legend of Zelda: Ocarina of Time
The Legend of Zelda Ocarina of Time.svg
Logo of The Legend of Zelda: Ocarina of Time
Original title ゼ ル ダ の 伝 説 時 の オ カ リ ナ
transcription Zeruda no Densetsu: Toki no Ocarina
Studio Nintendo EAD
Nintendo SRD
Publisher Nintendo
Senior Developer
composer Kōji Kondō
Erstveröffent-
lichung
Nintendo 64: November 21, 1998 November 23, 1998 December 11, 1998 December 18, 1998 GameCube (Collector's Edition): November 14, 2003 November 17, 2003 April 1, 2004 Wii (Virtual Console): February 27, 2007 February 26 2007 February 23, 2007
JapanJapan
North AmericaNorth America
EuropeEurope
AustraliaAustralia

EuropeEurope
North AmericaNorth America
JapanJapan

JapanJapan
North AmericaNorth America
EuropeEurope
platform Nintendo 64 , Nintendo GameCube , iQue Player (China) , Virtual Console ( Wii and Wii U )
genre Action adventure
Subject Fantasy
Game mode Single player
control Gamepad
medium 256 Mbit plug-in module / module
download
language Chinese (text only), German, English, French, Japanese
Age rating
USK released from 6
PEGI recommended for ages 12+

The Legend of Zelda: Ocarina of Time (short TLoZ: Ocarina or Ocarina ; . Japanese ゼルダの伝説時のオカリナ, Zeruda no Densetsu: Toki no Ocarina , literally: The Legend of Zelda: Ocarina of Time ) is a video game from Japanese Game developer and game console manufacturer Nintendo . It is assigned to the genres of action adventure or action role-playing games and was released in 1998 as the fifth part of the The Legend of Zelda series for the Nintendo 64 console. The title is the first part of the series with 3D graphics.

The player takes on the role of the protagonist Link. The object of the game is to prevent the antagonist Ganondorf from usurping the magical Triforce in his favor.

Ocarina of Time was developed under the working title Zelda 64 by the Nintendo department Nintendo Entertainment Analysis & Development and programmed by the external company SRD . Series creator Shigeru Miyamoto was involved as a producer . With a total of 120 participants and three years of development, it is one of the most extensive video game productions of the time.

The Legend of Zelda: Ocarina of Time has received consistently positive reviews and is considered the best video game of all time according to some individual publications. With over 7.6 million units sold worldwide, it is the third most financially successful Zelda part, behind Twilight Princess with approx. 8.9 million units sold and Breath of the Wild with approx. 12.8 million units sold. Together with Ocarina of Time 3D , it is even the most successful part of the series with 13.2 million units sold. Ocarina of Time not only influenced future Zelda games, but also the action-adventure genre. On the Metacritic website , which summarizes reviews from various editorial teams, Ocarina of Time is the highest rated video game with an average rating of 99%.

The original version has appeared several times on other game consoles since it was first published. In addition, there is an official amendment subtitled Master Quest . In 2011 a revised new edition of Ocarina of Time appeared for the portable game console Nintendo 3DS .

action

In the game, the Triforce , symbolized by three triangles standing on top of one another, is a divine relic of infinite power.
Princess Zelda, the eponymous character of the series (Pictured: Cosplayer )

The action is set in the fictional kingdom of Hyrule and follows the events of a boy named Link. Although this is actually a Hylian, he lives with the Kokiri people. There he is considered an outsider , as he is the only one who does not have a fairy due to his origin .

At the age of nine, Link is sent to the guardian of the people, the Deku tree - a fabulous being in the shape of a tree. The Deku tree assigns Link a fairy named Navi as a companion and reveals to the boy a threat from Ganondorf, the leader of the Gerudo desert people. Shortly afterwards, the Deku tree dies as a result of a curse. Following his last words, Link travels to Hyrule Castle and meets Princess Zelda there. She distrusts Ganondorf because she learned of his bad intentions in a dream. Although Ganondorf swears his allegiance to the King of Hyrule, he desires the Triforce , a divine relic of infinite power that is said to be in Hyrule. Because Zelda wants to prevent Ganondorf from receiving the Triforce, she inaugurates Link in a plan to protect the sanctuary from Ganondorf. The Triforce is located in the Holy Realm, for whose access the three holy stones are required as a key.

Since Link has already received one of the three sacred stones from the Deku tree, he sets off to find the other two stones. Subsequently, when Link returns to Hyrule Castle, Ganondorf attacks the castle and kills the king. His goal is to get possession of the Ocarina of Time, a magical musical instrument of the royal family. Zelda manages to escape, in the course of which she throws the ocarina to Link. In the Citadel of Time, he uses the three sacred stones and plays the ocarina. This proves that he is worthy of becoming the “hero of the times”. The master sword, namely, which is able to open the holy realm and has the power to extinguish evil, can only be wielded by the hero of the time.

Although Link has already proven himself worthy of the sword, he is still too young to wield it. When he touches the sword, he is banished to a small room in the Holy Kingdom. Link stayed here for seven years, protected by Rauru, the builder of the citadel, one of the seven wise men from all peoples. Since Link had revealed the entrance to the Holy Kingdom with the touch of the sword, Ganondorf has now penetrated there. When Ganondorf reaches for the Triforce, it splits into three fragments, each of which symbolizes a character trait, namely strength, courage and wisdom. Since Ganondorf does not have all three properties, he is not worthy of receiving the complete Triforce and only receives the fragment whose property is most pronounced in him, that of strength. This gives him control of the Holy Realm, conquers Hyrule and spreads fear and terror. The remaining two Triforce fragments, those of Wisdom and Courage, are transmitted to Zelda and Link, respectively. While Ganondorf conquers Hyrule, Zelda hides from him by posing as a male warrior named Shiek.

When Link wakes up after seven years, he has become a young man of 16 and can wield the master sword. As a hero of the times, this enables him to switch back and forth between his 9-year-old and his 16-year-old self. Shiek discovers Link and explains to him that the seven wise men are jointly able to banish Ganondorf. But only Rauru is currently available, because five of the remaining wise men stay in dangerous temples cursed by Ganondorf. With the help of the magical ocarina, the master sword and his companion Navi, Link crosses the temples and awakens the wise men.

After the five wise men are awakened, Shiek reveals himself to be Princess Zelda. She explains to Link that she is the seventh of the wise and that Ganondorf can be fought with her triforce fragment of wisdom, the power of the hero of the time and the other wise men. Shortly after Zelda reveals himself, Ganondorf discovers and kidnaps her in order to get to the Triforce of Wisdom. Link then challenges Ganondorf to fight in his castle. After a few successful combats by Link, he is able to free the princess, and Ganondorf transforms into a demonic , boar-like beast named Ganon. After a skirmish between Link and Ganon, Zelda manages to hold back the weakened demon with her magical power, while Link gives him one last strong blow with the master sword. No longer able to maintain his transformation, he transforms himself back into his form as Ganondorf, whereupon he and his Triforce fragment are banished to the Holy Realm by the seven wise men.

With Ganondorf's exile, peace was restored in Hyrule. With the Ocarina of Time, Zelda sends Link seven years back in time so that he can catch up on his childhood.

Game mechanics

Ocarina of Time belongs to the genreAction Adventure ” or partly also “ Action RPG ”. The player takes control of the game character Link, which he sees from the perspective of the third person in the three-dimensional space. The aim of the game is to defeat the last opponent. To do this, the player must explore the fantasy game world, traverse labyrinths, solve puzzles, track down objects and fight enemies with sword and shield.

control

Controller that is used to control the character in Ocarina of Time .

The character is moved with the help of the analog stick of the Nintendo 64 controller . In most cases the camera is fixed on the character and moves with it. The camera can be positioned behind the character at the push of a button. A button on the controller is assigned different functions depending on the situation; it is used, for example, to interact with non-player characters , to use special objects or to perform certain movement maneuvers. Another button is for attacking with the sword and a shoulder button is for blocking with the shield. Jumping occurs automatically when the character quickly approaches an edge or platform or approaches a wall of low height. The pawn then jumps forward and holds onto an accessible edge. The player has three more buttons on the controller to which he can assign equipment.

The player can target enemies and certain objects using the “Z” shoulder button, whereupon they are marked with a little fairy. This function is known as "Z-aiming" and makes it possible that the character always remains facing the marked target. The camera aligns itself automatically so that both the character and the target are visible in the center of the screen at all times. Such focused enemies can be hit with projectiles without prior manual aiming .

Game flow

Scattered around the game world are entrances to so-called labyrinths (also known as temples or dungeons ). The player must visit and research these in a specific order during the course of the game. The labyrinths each thematize a natural element such as plants, fire, water or the like and contain opponents and puzzles that are mostly related to the respective topic. By solving puzzles, further parts of the labyrinths are made accessible. Most of the puzzles must be solved in order to successfully complete the maze. To do this, it is necessary to collect keys for chests or doors. Each temple houses a unique usable item that can only be found in the respective labyrinth. This is also necessary for advancing in the labyrinth. In addition, a map and a compass can optionally be found in each labyrinth to make exploring easier. The aim of all temples is to reach the area of ​​the respective end boss . This is the strongest opponent within the labyrinth and can usually only be defeated with a certain tactic using certain objects - usually with the object previously found in this labyrinth. After defeating a boss, the character receives an item that is essential for the rest of the game and a so-called heart container, which increases the life energy of the character Link.

The difficulty level of the mazes increases depending on the game progress through more complex puzzles, more difficult opponents to conquer and larger mazes. The mazes can only be visited in a certain order, due to the fact that the player needs found objects from previous mazes in order to be able to pass them. This creates a continuous increase in difficulty.

The aim of the game is to defeat the final boss who is the strongest opponent. In order to be able to enter the last maze, it is a prerequisite that all other mazes have been found and completed.

In contrast to visiting the labyrinths, side tasks usually do not have to be completed in a specific order. Regardless of the game progress, the player can therefore pursue the side tasks in the game, complete mini-games and explore hidden areas. As a result, the player usually receives special items, increased carrying volume of consumable items, such as arrows and bombs, or parts of the heart that increase Link's life energy.

Game world

The landscapes of the game world, which bears the name Hyrule, are based on areas of the real world. In addition to the usual European landscapes such as forests, lakes, rivers, mountains, a volcano, cities, villages, underground caves and vast meadows, there is also a sandy desert. The game world is completely fictional. The individual landscape areas are strictly separated from one another, but mostly show a short, flowing transition into one another. There is a day-night change that influences the game world, for example, in that some buildings are locked at night, while for example the bowling alley in Hyrule City can only be entered or used at night.

The game world is populated by fictional peoples. Of greater importance for the plot are the elf-like Kokiri and the human Hylians, to which the character Link belongs. In addition to the mostly peaceful peoples, the game world outside the populated areas is populated by different creatures that are hostile to the character and attack them. These creatures often leave useful items behind after their death, such as rubies, the currency in The Legend of Zelda . Certain bushes and vases can also be destroyed in order to get to these items.

The ocarina of time and time travel

An ocarina , similar to the ocarina of the time , in a different color

The music in Ocarina of Time takes on a central role in the game principle. The player can control what is to be played on the ocarina by pressing certain buttons on the controller to which one of the five tones of the ocarina is assigned. All available songs are based on these five tones. There are short pieces of music that trigger special actions required for game progress when they sound, for example influencing the weather, changing the time of day and night and teleporting the game character to predetermined locations in the game world. The player is still given the opportunity to travel through time using the Ocarina of Time.

The journey through time is one of the main elements of the game and is essential for the game to progress. The play figure can either travel to adulthood as a child or to childhood as an adult. The time difference between the two age groups is seven years in the game world. The hall of time can be opened with the help of the ocarina and the three magic stones. This is where the master sword is located. If Link pulls the sword out of its socket as a child, he will be sent into the future. If he sticks the sword back into the stone as an adult, he travels back again.

Traveling through time is necessary for solving certain tasks, such as changing something in Link's childhood that affects the world as an adult. For example, you need to plant plants that have grown seven years later and open up new areas, or you need to help a person as a child who remembers and helps Link seven years later. As a child, he can also enter certain areas that he changes in order to make them accessible to his older self.

Objects

During the game, the character can collect items at specified points (in technical jargon items ). Unique objects are usually located in remote and often difficult to access areas. These have one, sometimes multiple skills and can be used in combat against opponents, to solve puzzles and to reach certain areas. Important objects in the game are for example the bow , the grappling hook, the ocarina of time, magic stones and empty bottles. The latter can, for example, be filled with potions that can be used to replenish the character's life energy or magic resources. Some unique items are only given to the character after completing secondary quests for other characters in the game. Armor objects such as sword, shield, armor (torso and head), boots or the bomb bag can be attached to the character as required. Like the other items, these must first be found.

In chests and by destroying bushes or vases, rubies, which represent the currency in the game, arrows, bombs and small hearts, which replenish part of the life energy, can be found.

technology

presentation

The Nintendo 64

Ocarina of Time is the first title in the Zelda series in 3D - computer graphics represented. The game runs completely in real time . The cutscenes are also calculated in real time. The developers decided against graphically higher quality pre - rendered cutscenes so that the changes made by the player to the character are also visible in the sequences.

In the original version on the Nintendo 64, the game runs in an image resolution of 320 × 240 pixels and is displayed in an aspect ratio of 4: 3. The game runs with a refresh rate of 20 frames per second. A higher frequency desired by the developers was not achieved due to the limitations in terms of computing capacity. According to the developers, Ocarina of Time uses 90% of the N64's capabilities. The sound of the game is reproduced in Dolby Surround format.

hardware

Controller with attached Rumble Pak (optional)

The game is on a Nintendo 64 module with a storage capacity of 32 megabytes . This made it the most extensive N64 game in its time and took up twice as much storage space as Banjo-Kazooie , the previously largest N64 game. There are three storage locations available to save progress in the game by means of a game state . The score is saved in the module on an EEPROM memory chip . At the beginning of the game, an empty score entry is provided with the name with which the character is to be addressed in the game. This storage space serves as a fixed storage location in the further course. The old saved game is automatically replaced by the new one. The Rumble Pak, an optional expansion for the game controller, can be used for the game and is supported for force feedback .

Music, setting and narration

music

Kōji Kondō composed the music for the game.

The music of Ocarina of Time comes from the pen of Kōji Kondō , who was responsible for the music in the previous The Legend of Zelda games. For the game , he rearranged some pieces of music that came from previous series parts. The main characters of the game as well as some important locations were given additional recognition value through their own musical themes . The well-known Zelda main theme is not included in the soundtrack.

The Legend Of Zelda can make it feel as if you have jumped into the game and are experiencing its adventure. The music was created to make that visceral feeling more real. The tunes in Kakariko Village and Hyrule Castle Town are melodious and cheerful, and quiet sound effect-like music is used in the dungeons. The main Hyrule Field theme has been written so that it develops and has new facets each time it is heard in the game.

The Legend of Zelda makes you feel like you are immersed in the game and witness the adventures for yourself. The music was created to make this poignant feeling even more real. The melodies in the village of Kakariko and in the town of Hyrule Castle are melodious and cheerful, and calm, sound-effect-like music is used in the dungeons. The main theme of the Hylian Steppes was composed in such a way that it evolves and reveals new facets every time you hear it in the game. "

- Kōji Kondō : Official Nintendo Magazine

Kondō described the creation of the ocarina pieces of music as one of his most difficult tasks, as these only had to be created on the basis of the five tones of the ocarina.

For the soundtrack, Kondō used the technique of variability and branching . The background music changes when the character approaches an opponent and a fight begins. These techniques are mainly represented in the music for the steppe of Hyrule. The background music of this area consists of several audio samples that are played one after the other in a random order depending on the situation. If the protagonist does not move, for example, the music gradually becomes calmer, while it becomes quick-tempered with opponents nearby. In total there are about 20 music samples for the steppe of Hyrule, each consisting of eight bars and ending with a chord that ensures a smooth transition to each of the other possible samples.

Setting and narration

The voice output in the game is limited to the battle cries of the protagonist and exclamations from the non-player characters . Conversations are illustrated in writing in the form of dialog windows . The young Link was voiced by the Japanese Fujiko Takimoto, while Nobuyuki Hiyama dubbed the adult Link. The voice samples for the characters Zelda and Shiek were done by voice actress Jun Mizusawa. Takashi Nagasako, who is known among other things as the spokesman for the character Donkey Kong from the game series of the same name, lent Ganondorf his voice. The game has also been translated into other languages. The European version of the game includes German, English and French.

Soundtrack

The official soundtrack for the game was released in Japan on December 18, 1998 as Zelda no Densetsu: Toki no Ocarina: Original Sound Track ( ゼ ル ダ の 伝 説 時 の オ カ リ ナ オ オ リ ジ ナ ル サ ウ ン ド ト ラ ッ ク ). The album, produced by the Japanese company Pony Canyon , includes 82 tracks from the game. In North America, Nintendo released an album in 1998 under the title The Legend of Zelda: Ocarina of Time: Sound Track CD . This album contains 35 tracks.

In 1999 Nintendo released an album in Europe called The Legend of Zelda - Ocarina of Time Vol. II: The Lost Tracks , which includes 20 original tracks from the game and three remixed tracks .

An official album with 13 arrangements of the game music was released on January 27, 1999 in Japan under the name Zelda no Densetsu - Toki no Ocarina: Hyrule Symphony ( ゼ ル ダ の 伝 説 ~ 時 の オ カ リ ナ ~ ハ イ ラ ル ・ シ ン フ ォ ニ ー ); Another album with twelve recorded arrangements came out on December 22, 1999 in Japan.

On June 19, 2011, the original soundtrack was released again on the occasion of the Nintendo 3DS remake . This album was only available through Club Nintendo . It includes 50 pieces from the N64 version as well as an orchestrated piece from the Nintendo 3DS remake.

development

After Link's Awakening, the fourth part of The Legend of Zelda series founded in 1986 , was published in 1993, work on a new Zelda game for the Nintendo 64 console, which was still in development at the time , only began two years later At that time there were hardly any games with polygon graphics, the developers had to design the game system for the first polygonal Zelda game from scratch. The project was influenced by the experience the team gained from developing the N64 games Super Mario 64 and Star Fox 64 .

Ocarina of Time was developed by the Department of Nintendo Entertainment Analysis & Development (EAD) developed and from external companies Systems Research & Development (SRD) program . EAD director and Zelda creator Shigeru Miyamoto acted as producer on the development . He oversaw the work of the directors and sometimes held the position of director himself. Development was led by five directors, each with their own development department. This approach was new for the EAD at the time. The oldest of the five directors, Tōru Ōsawa , was the script director responsible for the plot. Yōichi Yamada and Eiji Aonuma were game system directors responsible for the game system. Aonuma also designed the mazes. Yoshiaki Koizumi was involved in the 3D design as the 3D system director and was responsible for the character design , while Toshio Iwawaki from SRD was the program director . The music in the game is the work of longtime Zelda - composer Koji Kondo . Yūsuke Nakano acted as an illustrator and designed the characters. Takashi Tezuka and Toshihiko Nakagō held the role of supervisor .

According to Miyamoto, the core development team consisted of 40 to 50 people directly involved in developing the game. Taking into account additional contributors, the number of employees increases to up to 120. Measured in terms of the number of employees, the game was thus the largest in-house production of Nintendo at the time and required a large part of the EAD employees at the time. The end credits of the game name 65 people; 15 of them were managers, coordinators or development managers, 19 were programmers, another 19 were character, level, cutscene and graphic designers, three were involved in the sound, three worked as illustrators and seven as technical supporters.

origin

Yoshiaki Koizumi was co-director responsible for character design and the 3D system and was one of the driving forces behind the project.

In the first half of the 1990s, before Super Mario 64 was developed, Koizumi and Miyamoto were working on a polygonal version of Zelda II for the SNES. They experimented with a play figure made of polygons that was viewed from the side during a sword fight. Because the project could not be implemented as desired, it was canceled. The desire for a Zelda game with a strong focus on sword fighting and polygon graphics remained with Koizumi.

Around 1995, Nintendo producer Takao Shimizu created a Zelda demo video with Chanbara sword fighting and 3D polygon graphics. In doing so, he used the concept previously developed by Miyamoto and Koizumi. Since Shimizu immediately turned to work on Star Fox 64 , he appointed Toru Osawa as director of the Zelda project. At that time the development team consisted only of Osawa and the then new Nintendo employee Jin Ikeda. Then Osawa wrote the basics of the script with Chanbara in mind.

Early stages of production

Ocarina of Time was initially developed in parallel with Super Mario 64 . Koizumi was a director on both games and came up with 64 ideas for Zelda while working on Super Mario . When Super Mario 64 was completed in mid-1996, he joined the Zelda team. As a program framework for Ocarina of Time , the so-called game engine , the developers initially used the engine from Super Mario 64 again. Over a period of a year and a half, the programmers made huge changes to the engine.

The N64 Disk Drive, for which Ocarina of Time was initially developed

At the beginning, the project was developed for the N64 expansion peripheral device 64DD ( English , written: 64 Dynamic Drive, translated: 64 Dynamic Drive), which, unlike the N64, uses rewritable discs . On the 64DD, the developers promised to be able to keep all changes caused by the player such as footprints in the game world forever. Since discs have a longer loading time than game modules , the animations of the game characters created for Ocarina of Time could not be loaded into the game console's main memory as quickly as required for a smooth gaming experience . Since they did not want to shorten the animations, the developers decided to reprogram the project on the N64 console and accepted having to adapt or remove some game elements to the lower technical performance and storage capacity of the game modules. Because the Expansion Pak , which would have expanded the RAM of the N64 console and thus enabled further game designs, was not yet ready for the market at the time of development, the programmers could not use it to increase the RAM.

Experiments on the game concept

The development team was divided into five groups that were responsible for scenario and planning, experiments with figures and items in 3D space, item planning, motion capture experiments, and new camera technology. The film material, which lasted one and a half hours in the finished game, was mainly produced by three participants, in the later phases by up to seven.

Miyamoto suggested early on that the project should be implemented in first- person view , with the camera allowing a view of the character during a fight. At that time it was said that the representation of the game character required just as much computing power as the calculation of the entire environment. Koizumi was negative about the idea because he had already designed the 3D models of the protagonist and wanted to see them used in the final game. Ultimately, after some testing, Miyamoto's proposal was rejected. Aspects such as camera or combat control, which would have been easier to implement in the first person perspective, caused problems for the developers in the third person perspective.

Originally, due to the limited storage space, the team only planned to make the castle of the antagonist Ganon available as the location . This was supposed to serve as a kind of upper world from which other rooms could be visited. This game structure would have been similar to that of Super Mario 64 .

Conception of the combat system

The combat system was inspired by a ninja show with a kusarigama (pictured)

During the conception of the combat system, the developers came across a problem that they already had with Super Mario 64 and could not solve there. Due to the increased number of possible spatial coordinates in three-dimensional space compared to two-dimensional games, it is more difficult for the player to bring the direction of attack on a plane with the position coordinates of the opponent. Since this is the only way to hit the enemy during an attack, it would be very costly for the player to constantly readjust the direction of attack under time pressure. This would be made more difficult in particular by the additional movement of the game figure.

For inspiration, Osawa, Ikeda, and Koizumi all went to a ninja show at the time . There Osawa watched a fighter attacking his opponent with a Kusarigama , pulling the chain of the weapon taut and thus being able to move in a circle around the opponent. This gave rise to the idea of ​​being able to target opponents in the game with a kind of invisible kusarigama, which should make the fight easier. At the same show, Koizumi saw that this fighting technique allows the fighter to only attack one opponent at a time. This was also included in the project, so that the character is only attacked by the opponent it is targeting.

The concept of “ Z-sighting ” , which was new at the time, was conceived and developed by Miyamoto and Koizumi in collaboration with the programmers. In a prototype of this combat system, the team used a marker to indicate which enemy was being targeted. Koizumi finally designed this marker in the shape of a fairy, which was baptized Navi - the name was derived from the word navigate . Osawa built Navi into the storyline as a companion and advisor for Link.

Later stages

Today's Zelda producer Eiji Aonuma attended the later development phases of Ocarina of Time as co-director.

As the development of the project dragged on, it required more and more capacities. Therefore, Miyamoto, who had initially been involved in the development mainly in a monitoring and advisory role, began to take part more actively in a director-like role. Due to a lack of staff, Aonuma joined as co-director when the basic framework of the game was already completed and one began to build on it. Miyamoto hired him because the SNES game Marvelous: Treasure Island , released under Aonuma's direction in 1996, had great similarities to A Link to the Past . Aonuma designed a total of six labyrinths for Ocarina of Time as well as the bosses that appear there. He designed the labyrinths so that each one had a specific theme. In the course of development, the mazes had to be revised more often to adapt them to changes in Link's skill repertoire.

In 1997 the script only provided for an adult link as a character. A year and a half before the game was released, Miyamoto and other employees said they'd like a young Link in the game. In order to be able to include Link in the game both as an adult and as a child, the game's script was expanded to include a time travel theme.

The game reached beta status in February 1998 - a few months later than originally planned. Over 100 employees of Nintendo's Super Mario Club department supported the developers in these final phases of project development as beta testers and debug programmers .

Publication, distribution and sales figures

Announcements

Nintendo presented the N64 for the first time at the Shoshinkai trade fair in late November 1995 and published an eleven-second long video for a Zelda game that was supposed to demonstrate the graphic capabilities of the N64. Almost a year later, Miyamoto stated that the Zelda game for the N64, dubbed Zelda 64 , would not look like the tech demo. Miyamoto judged the animations in the demo video to be very erratic.

At the Shoshinkai in November 1996, Nintendo presented the Zelda 64 stand at that time and published real video material from the game for the first time. The group announced that Zelda 64 was planned for the 64DD. In March 1997, Nintendo confirmed a change of plan, according to which the game should appear in 1997 as a cartridge for the N64. A possibly extended version for the 64DD should follow at a later date. At the E3 1997 game fair , which took place in mid-June, Nintendo published images and video material on Zelda 64 and announced that the game's release had been postponed to early 1998. After another postponement in August, the game was scheduled for the second quarter of 1998. The game was publicly playable for the first time at the Shoshinkai in 1997. In the meantime, it had already been officially baptized with the subtitle Ocarina of Time . From August 31 to September 2, 1998, video game journalists in Seattle were able to extensively test an almost final version of the game at a press event called Zelda Gamer's Summit 1998 .

Following another postponement, the game was scheduled for the summer of Japan and the fall of 1998 in North America. The period was later specified to November 1998.

Distribution and publication

On November 21, 1998, Nintendo released Ocarina of Time in Japan for the N64. In North America, Nintendo of America released the game two days later, and on December 11, 1998, the game hit the European market. In China, Ocarina of Time came out in November 2003 for the official N64 counterpart there, iQue Player .

Ocarina of Time was released in different versions in different regions of the world . In Europe, Nintendo of Europe delivered the game in a gray module in black packaging with a gold logo. In the USA and Australia, however, the game was available in two different versions: As a normal version with a gray module and as a “Collector's Edition” with a gold module and shiny gold packaging. In contrast to the European version, the multi-colored logo was used on the two packaging of the North American / Australian versions. In 2000, Nintendo released Ocarina of Time again for the N64 at a reduced price. This happened under the label of the “Player's Choice” series, which re-publishes older games that have already been released in a new edition and with a new packaging design.

Revisions

Nintendo released Ocarina of Time in several versions . Revisions should, among other things, correct errors in the previous version. There are different versions with changes that do not necessarily appear in all country-specific versions. It is often referred to as three "major" versions, which differ greatly from one another and apply to all versions.

In the second major version of Ocarina of Time numerous are bugs fixed, and been made other improvements. The third version shows more significant changes. Here, too, programming errors have been corrected and other aspects have been changed. This version has also been censored by changing the color of the blood in the game from red to green. Furthermore, the background music in the fire temple , one of the labyrinths, has been revised. The original song contained sung lyrics from the holy scripture of the Islamic religion, the Koran . For the revised piece of music, the vocals were removed and replaced with a generic background melody.

The N64 version for the PAL television standard region, which appeared in Germany, Austria and Switzerland, among others, is always based on the third version. The first two versions were only released in North America and Japan where the NTSC television standard exists (so-called PAL and NTSC versions). The later version for the N64 successor Nintendo GameCube was further modified based on the last version of the N64.

Sales and Commercial Importance

In mid-November 1998, Nintendo announced that the company's earnings had collapsed due to a weak Japanese economy and a lack of so-called system sellers for the N64. In the financial year at that time, the console was only sold 360,000 times in Japan and around 3.5 million times overseas. Furthermore, Sony's PlayStation game console qualified as a strong competitor for the N64. With Ocarina of Time , Nintendo hoped for a sharp increase in N64 sales.

Just one week after the game was approved, 200,000 pre-orders for Ocarina of Time were received in North America . This made it the most pre-ordered video game of the time. A week before the release, another 125,000 pre-orders were added.

In the first two days, nearly 400,000 copies of the game were sold in the Japanese market. The game thus claimed the top spot on the weekly software charts for Japan. By the beginning of December, around 100,000 additional game copies were sold in Japan. The publication was similarly successful in North America: In the first two weeks, Ocarina of Time was sold here over a million times. The game was the top-selling video game in November 1998 and became the fastest selling N64 title.

In 1998 Nintendo was able to sell a total of 2.5 million copies of Ocarina of Time worldwide . This made the game the best-selling game in 1998, despite its relatively late release. Ocarina of Time had higher sales than the then most successful blockbuster film The Big Crawlers , which generated $ 114 million in revenue in its first six weeks. At around $ 60 per copy, the game generated approximately $ 150 million in sales that year.

Nintendo assumed that by the end of the 1998 financial year, that is, by the end of March 1999, six million copies of the game would be shipped. In June 1999, Ocarina of Time sold 7.1 million worldwide . In February 1999, around half a million copies of the game were in circulation in Germany. According to Eiji Aonuma, an additional 500,000 copies were sold compared to the June sales figures. Ocarina of Time thus achieved total sales of 7.6 million.

reception

Ocarina of Time is considered the best game in the Zelda series in many publications . It is also often touted as the best video game of all time. It is also the video game with the highest average rating. Based on this, it is listed in the Guinness World Records Gamer's Edition - the special edition of the Guinness Book of Records - as the highest rated video game of all time.

Contemporary reception

Contemporary reviews

Peer Schneider from the online magazine IGN praised Ocarina of Time as a new milestone in interactive entertainment. "Seldom has there been such a perfect mix of graphics, sound and gameplay that even the most cynical gamers will admit that Zelda 64 is ready to shape the action-RPG genre for years to come." The similarity to Super Mario 64 cannot be denied. A clear difference is that Ocarina of Time does not have a jump button, but an auto jump function, which, according to Schneider, sounds annoying, but is implemented very well. The game principle, which is very similar to the previous Zelda parts, is expanded by major innovations and much more extensive levels. Schneider also highlighted the large number of side quests and mini-games. The camera and key system takes some getting used to at first, but it works very well with an experienced player and can solve many problems that prevented a deeper immersion in the game experience in Super Mario 64 . In terms of graphics, Schneider described Ocarina of Time as the best-looking console game of all time, while comparing the score composed by Kōji Kondō with the works of the musician Philip Glass .

Ocarina of Time is easily the best in the series. Sure, the game has a couple of little flaws (the annoying Navi 'hey' messages, for example) - but unlike the hundreds and hundreds of uninspired gaming sequels that find their way into console and PC owners' homes every year, Ocarina of Time takes some basic gameplay and story ideas from its predecessors and rolls them into a completely unique experience. [...] The Legend of Zelda: Ocarina of Time should be recommended playing for ever aspiring video game designers and programmers out there. If you're making games and you haven't played this game, then you're like a director who has never seen Citizen Kane or a musician who has never heard of Mozart.

Ocarina of Time is by far the best [game] in the series. Sure, the game has a few minor flaws (such as the annoying 'hey' messages from Navi) - but unlike the hundreds of uninspired game sequels that find their way into console and PC owners' homes every year, Ocarina of takes over Time some basic game and plot ideas from its predecessors and packs them into an absolutely unique experience. […] Every aspiring video game designer and programmer should be recommended to play The Legend of Zelda: Ocarina of Time . Anyone who creates games and has not played this game is like a director who has never seen Citizen Kane or a musician who has never heard of Mozart . "

- Peer Schneider : IGN

The British Edge viewed Ocarina of Time in their game review as a Zelda game in what was then a modern technical guise. In every way, the game represents an unadulterated evolution of the Zelda series. The real-time sequences contribute to a cinematic experience, according to the magazine. The Edge highlighted the game element of the ocarina and praised the music and sound design. The graphics are convincing all along the line and help to create a living world. The magazine was slightly critical of the camera perspective in buildings. Overall, there is little to complain about, making Ocarina of Time one of the best Nintendo games ever. The game demonstrates Nintendo's creativity.

The German-language magazine Der Spiegel wrote in 1998:

"The Nintendo [...] company now boasts a game that the trade press is celebrating as a masterpiece: ' The Legend of Zelda: Ocarina of Time '. [...] Seldom has a computer game been so ingeniously constructed - and so lovingly detailed. [...] Even the hardened US game magazine ' Next Generation ' got carried away and named ' Zelda ' the 'Game of the Century'. "

- Der Spiegel , issue 52/1998

Rating mirror

With Metacritic , an online database for media ratings, Ocarina of Time is at the top of the best-rated video games of all time with a global average rating of 99 out of 100 possible points, based on 22 reviews (as of 2017). Ocarina of Time is also in a top position in GameRankings, also an online database that uses reviews from other publications and a different calculation system for the rating average than Metacritic : with a rating average of 97.63%, it was also the best there for years Game of all time, was dethroned by Super Mario Galaxy at the end of 2012 after a recalculation of the rating average and has since been in second place with 97.54%. In 2010, Guinness World Records named the game the top-rated video game of all time, and in 2012 it still ranked third in that rating.

publication Rating annotation
Famitsu 40/40 Consists of individual evaluations by four editors, each awarding 10 points; first ever perfect rating of Famitsu
IGN US 10/10
Edge 10/10 One of 21 games with the highest rating so far (as of Feb. 2019)
Next Generation Magazine 5/5
Game Informer 9.75 / 10
Total 1 Evaluation according to the school grading system
Bravo Screenfun 1 Evaluation according to the school grading system
GameSpot 10/10
N zone 97%
MAN! AC 9.5 / 10

Awards (selection)

Ocarina of Time has received numerous awards. At the 1999 second annual Interactive Achievement Awards , the game received six awards, including Game of the Year .

Award category
AIAS Interactive Achievement Awards 1999 Console Adventure Game of the Year
Console Game of the Year
Console Role-Playing Game of the Year
Game of the Year
Outstanding Achievement in Interactive Design
Outstanding Achievement in Software Engineering
British Academy Video Games Awards 1999 Innovative Game Award
The Games Award
The Interactivity Award
The Computer Programming Award
Japan Media Arts Festival 1998 Entertainment / Interactive Art
IGN64's Best of 1998 Awards Best Overall Game of 1998
Best Adventure / Role Playing Game of 1998
Nintendo Power Game of the year 1998

Retrospective reception

Retrospective review

In the 2012 Encyclopedia of Video Games , media scientist Mark JP Wolf writes that Ocarina of Time is considered the best Zelda game and one of the best video games ever. He emphasizes that the use of music is one of the central game elements of Ocarina of Time .

Alex Navarro of the game website GameSpot wrote about Ocarina of Time in an article published in 2004:

“The plot of the game was largely linear in its design, but the true beauty of Ocarina came from exploration […]. In addition, Ocarina featured one of the most excellently balanced gameplay systems ever designed, achieving a perfect harmony between combat and puzzle solving. [...] Ocarina of Time was not only a magical Zelda game, but it's also an absolute masterpiece when compared with any game you could ever think of. [...] To call Ocarina of Time anything other than one of the greatest games of all time would be an absolute crime [...]. "

“The game's storyline was largely linear in structure, but the real beauty of Ocarina [of Time] was revealed through exploration […]. In addition, Ocarina [of Time] brought one of the most well-balanced game mechanics ever created, achieving a perfect harmony between fighting and puzzle solving. […] Ocarina of Time was not just a magical Zelda game, it is also an absolute masterpiece compared to any other game. [...] Not to call Ocarina of Time one of the best games of all time would be an absolute crime [...]. "

- Alex Navarro : GameSpot

The German magazine Stern looked back on the original version of the Nintendo 64 on the occasion of the new release on the Nintendo 3DS:

“When we picked up the N64 controller in December 1998, we didn't waste any thought on the technical aspects like the frame rate, the blocky character models and the robust game engine, because we lost ourselves completely in memorable characters, mysterious dungeons, difficult ones Boss fights and numerous mini games. "

- star

In 2011, the game magazine GamePro explained in an overview of the entire Zelda game series why Ocarina of Time is considered one of the best games, or at least the best Zelda game of all time:

“In addition to the breathtaking graphics and the exciting story, Ocarina [of Time] scored above all with its perfect usability. The use of the N64 controller was exemplary, the ability to target enemies with the 'Z' button, and the resulting battles set new genre standards. [...] With Ocarina of Time , Miyamoto has succeeded in creating a self-contained world in which everything was possible from sneaking stunts to fishing trips and horse races. For these and a thousand other reasons, Ocarina of Time is still considered the best Zelda of all time. "

- Henry Ernst : GamePro

Leaderboards

Ocarina of Time appeared at the top of numerous leaderboards . The following is a selection of placements in retrospective leaderboards from major publications:

  • In mid-2000, IGN named Ocarina of Time the best N64 game
  • 2nd place in IGN's 2003 retrospective best list
  • 2nd place in IGN's 2005 best list
  • 4th place in IGN's 2007 best list
  • 1st place in IGN's 2008 best list
  • # 8 of the 200 best video games of their time by 1UP
  • Ranked # 5 in the 50 Best Console Games of All Time by Guinness World Records 2009 Gamer's Edition
  • Ranked # 2 in the Top 100 Nintendo Games by Official Nintendo Magazine
  • # 2 of the 50 best classic games of the last 25 years by Entertainment Weekly
  • # 1 of the 100 best games from the Edge
  • 1st place in the readers' choice of the Top 100 Best Games of All Time at IGN 2006

Discussion of social aspects of the game

In 2011, Matt Miller from the American video game magazine Game Informer considered Ocarina of Time to be one of the best video games on the subject of adolescence . Furthermore, the game is proof that video games as a medium can deal specifically with this topic. For Miller, the greatest moment in the game is when the character Link suddenly changes from a child to an adult young man. This is how Ocarina of Time processes the experience of growing up and the perception of a gloomy and dangerous world.

Ocarina [of Time] understands how people play games, the curiosity that weighs up cause and effect, the importance of the player's own impulses in creating entertainment. Link's inventory is made for experimentation, almost every item having subtleties to be discovered.

Ocarina [of Time] understands how people play games, understands curiosity, weighs cause and effect, and understands the importance of the player's own impulses in creating entertainment. Link's equipment was made for experimentation, as almost every item has subtleties to discover. "

- Edge editorial team : Edge, Time Extend: The Legend Of Zelda - Ocarina Of Time

In a retrospective article, Edge magazine analyzed Ocarina of Time . This also went into the structure of the game. The plot is linear, but the structure is branching. At the beginning of the game there are many restrictions, in the middle of the game the player has almost free access to all game areas, towards the end of the game the possibilities shrink again. In addition, there are two parallel worlds in the game, between which the player can later switch at will. Regarding the plot, the Edge described the game as a master of " pocket-player narrativity", since, for example, each labyrinth tells its own story. The real difficulty of the game, as it is said later in the article, is not in the fighting, but in the puzzles that examine the player's perception in three-dimensional space. As a conclusion, the Edge writes that Ocarina of Time is a game that entrusts its player to experiment, to try things out and to explore. The plot and game world are built around this base.

Is Ocarina of Time overrated?

In February 2009, Levi Buchanan from the IGN Retro website debated whether Ocarina of Time was overrated. Buchanan reflected on criticism that the transition from detailed 2D games to the then completely new, polygonal 3D games, lost the personality of the products. Many game developers translated the rules of 2D gameplay into a 3D concept. This was not the case with Ocarina of Time , nevertheless this title basically only allows traditional game elements to appear new and revolutionary solely due to technical progress. As an example, Buchanan cited that new areas are unlocked in the game as soon as the character has collected a special item. This concept was not new at the time of Ocarina of Time . In addition, the boss fights from Ocarina of Time were similar to those from older video games and also only represented a new experience at the time because of the advanced technology. Buchanan claimed that the Hylian Steppe was also too uneventful - a deficiency that was in the contemporary reception of Ocarina of Time hardly plays a role, but was heavily criticized in the later successor The Wind Waker . The fact that the game is generally touted as the best video game of all time despite these shortcomings is explained by the author with the reputation of the Zelda game series .

In 2009, Zelda producer Aonuma testified that he didn't think Ocarina of Time was as good as the general public claims:

“It's complicated. Past things belong to our memories, and they grow bigger in there. If you play Ocarina of Time nowadays, you notice that it's not that good. Sometimes it doesn't move as fast as it should, graphics aren't as beautiful as they should be; there are some confusing parts ... any present Zelda is technically superior. Everything goes faster, more fluid. "

"It's complicated. Past things are tied to our memories and there they appear larger. If you play Ocarina of Time these days , you notice that it's not that good at all. Sometimes it doesn't run as fast as it should, the graphics aren't as nice as they should be; there are some confusing sections ... Any newer Zelda is technically superior. Everything is faster, more fluid. "

- Eiji Aonuma

analysis

Central elements of the Zelda games

The game series The Legend of Zelda is characterized among other things by similar game elements in many games. For example, sword and shield combat is part of every Zelda game in different ways . In this context there is also the life energy of the protagonist, which in Ocarina of Time is symbolized as a heart in a kind of heart bar, as usual in the series. The stories often show some parallels in the different games: Princess Zelda is often kidnapped and has to be freed by the hero Link. Ganondorf or Ganon is often the villain in the Zelda games and always strives for the power of the Triforce, which makes it a central element and part of the story in some games. The land of Hyrule is usually the location of the games, but is almost always designed differently. Rubies are also the currency in Ocarina of Time . Items such as the bow or bombs often appear in a similar way in other Zelda games.

Classification of the game story in the narrative context of the series

Each Zelda part tells a self-contained story. However, the story of the Kingdom of Hyrule is told across all parts of the series. In most parts there are allusions to earlier games in chronological order. For example, the master sword from Ocarina of Time is the same as the one from the game Skyward Sword . Link and Princess Zelda are reincarnations of the protagonists from Skyward Sword , which explains the origin of the antagonist Ganondorf. It was not until the official book for the Zelda series, Hyrule Historia, that the official chronology was introduced in 2011 and established connections between several Zelda games.

According to this book, Ocarina of Time is relatively early in the chronological order and takes place during the so-called era of the hero of time . In the game, the main antagonist of the series, Ganon and its second manifestation Ganondorf, appear for the first time in chronological order. Ocarina of Time occupies an important position in the chronology of the saga because, due to the aspect of time travel, several scenarios are possible. According to Ocarina of Time , the timeline is divided into three parts. One branch is based on a hypothesis not shown in the game, the other two result from the assumption that a parallel world is created during a journey through time.

The first option is for the villain to defeat the hero Link and gain power. With possibility two, the hero Link defeats the villain Ganon. He is then sent back to his childhood by traveling back in time so that he can experience it. In the third possibility, the hero Link defeats the villain Ganon and is sent back to his childhood. The world in which he lived before still exists, but continues without him in time. He can never reach this world like this, otherwise it would be a paradox of time .

The following graphic shows the chronological order in which the Zelda games act:

 
 
 
 
 
Skyward Sword
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The Minish Cap
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Four swords
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Ocarina of Time
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Timeline A:
The Hero of Time fails to stop Ganon at the end of Ocarina of Time .
 
Timeline B:
The hero of time is successful, returns to the past and experiences his childhood.
 
Timeline C:
The hero of time succeeds, returns to the past and the future takes place without him.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A link to the past
 
Majora's Mask
 
The Wind Waker
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Link's Awakening
 
Twilight Princess
 
Phantom Hourglass
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Oracle of Ages / Seasons
 
Four Swords Adventures
 
Spirit tracks
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A Link Between Worlds
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Tri Force Heroes
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The Legend of Zelda
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The Adventure of Link
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Breath of the Wild
 
 
 
 
 

Influence on the Zelda series

Ocarina of Time meant a new conception for the Zelda series, the necessity of which arose from the transition from 2D to 3D video games at the time, which was a hurdle for many game developers until Super Mario 64 was released . Previous Zelda games offered, unlike other 2D games, a bird's eye view instead of a side view . Nintendo decided not to transfer the bird's eye view directly into three-dimensional space, but to orientate itself on the perspective of Mario 64 . In order to be able to carry out this step, changes to some of the basic game concepts of the Zelda series were necessary. For example, the developers simplified the controls by allowing jumps, camera settings and climbing inserts to take place automatically and without great action on the part of the player. In addition to the new game concept and the new controls, Ocarina of Time was joined by a new art style for the series. While the graphics in the game A Link to the Past were based on a cartoon , this time Nintendo opted for a more realistic look.

The video game journalist Chris Kohler compares in his book Power Up the importance of Ocarina of Time for the Zelda series with the influence of Super Mario 64 on the Super Mario series. Both games introduced their respective series into the third dimension. In Ocarina of Time , the gameplay was less influenced due to the different genres. Kohler considers Ocarina of Time to be the most cinematic game that Nintendo had produced up to that point due to the numerous cutscenes rendered in real time and in 3D.

For the first time in the series, the plot of Ocarina of Time dealt with the mythology of the game world and answered questions about its origins and the background of the protagonist. The characters develop clearly in the course of the plot and play a bigger role for the first time in the Zelda series. Each character is assigned an important role in the plot, so that all characters stay in the player's mind, wrote IGN. Also earned Ocarina of Time dynamics in the way how the series will present its action as the game tracks both a carefree, brave boys and one adult, mature heroes as protagonists.

Music was already an important element of the game in earlier Zelda titles. The role of music became even more important in Ocarina of Time , as the player can influence it himself in this part. As in Ocarina of Time , musical objects are a central element of the game in numerous successor games to the Zelda series.

Influence on other video games

In the gaming press, two new developments from Ocarina of Time in particular are considered important innovations in video game history. One of these is the function of targeting objects, people and enemies, known in the game's manual as Z-Targeting. It was only through this development that it became possible to target opponents in games with a third-person view. Sighting then established itself as the standard as far as possible and has since been used in various game genres.

Another major innovation is the introduction of context-sensitive keys. Many input devices such as computer mice, joysticks and gamepads suffer from the problem that too few buttons are often available for all actions. This often required combinations of several buttons in order to be able to accommodate all actions on the controller. The invention of context-sensitive buttons in Ocarina of Time made it possible for the first time to carry out several actions with just one button, which is assigned a specific action depending on the situation. The action that can be performed is displayed on the screen so that the player always knows the action to be performed in advance. This invention also established itself as a standard and is used in many games in different ways.

Furthermore, the technical progress of the game consoles allowed the developers to make Ocarina of Time one of the first games to feature a large and freely explorable 3D world. Applies Ocarina of Time was the first video game, are to be discovered in the means of vibration of the controller, hidden secrets. This is made possible by the optional Rumble Pak controller expansion device.

Continuations and republications

Over time, Nintendo worked on several projects based on Ocarina of Time and re-released the original version of the game several times due to its popularity. In 2011 a revised new edition followed with new graphics for the Nintendo 3DS.

The Legend of Zelda: Majora's Mask

In mid-1998, Miyamoto said that after completing Ocarina of Time, he wanted to split up the development team. One part should work on an expansion of the main game that uses the possibilities of the 64DD, the other part should develop a new Zelda game based on the Ocarina-of-Time engine. The goal was to accelerate the development of further Zelda parts.

Originally only an expansion to Ocarina of Time was planned, but since Aonuma wanted to create a completely new Zelda instead , he was appointed director for a new project. Miyamoto told him to reuse the Ocarina of Time engine and get the game ready in a short amount of time. The game received the working title Zeruda no Densetsu: Gaiden (ゼ ル ダ の 伝 説 外 伝, German about: The Legend of Zelda: Side Story ) and was first presented at the Nintendo Space World fair in 1999. At first, the media assumed that this was the announced expansion, but in August 1999 Miyamoto confirmed that the expansion was a separate project.

Zelda: Gaiden was later officially renamed The Legend of Zelda: Majora's Mask . It is the first Zelda game whose storyline is directly linked to that of the predecessor. Majora's Mask is based on the game engine from Ocarina of Time , but has been improved in some areas, such as the game graphics. In addition, support for the N64 memory expansion Expansion Pak was implemented, which could not yet be used for Ocarina of Time . Majora's Mask was released in Japan in April 2000 for the N64, in North America and Europe it was released in November 2000 as the successor to Ocarina of Time .

Ura Zelda / Master Quest

Ocarina of Time was initially developed for the 64DD. Since Nintendo did not manage to launch the device on time, the game was reprogrammed for the N64. This required the removal of some 64DD-exclusive functions (see also the section on early production phases ). As Nintendo continued to expect the 64DD to be released and distributed worldwide, the EAD developed an expansion for the game in parallel to Ocarina of Time . This was planned as an expansion of the main game and should appear under the name Ura Zelda (裏 ゼ ル ダ, translated as Alternatives Zelda ) for the 64DD 1998.

Ura Zelda was planned as an extension to Ocarina of Time . The player should place it in the 64DD after completing Ocarina of Time , with the main game in the actual N64. Ura Zelda was supposed to be exactly the same as the main game, but Nintendo promised to include new temples, areas, characters and other new functions. The idea for this went back to the first The Legend of Zelda from 1986, which offers another, but more difficult mode after playing through it once.

In the end, the 64DD was never released outside of Japan. Nintendo did not release any new information about Ura Zelda for a while. Hence, sites like IGN assumed that the extension would not be developed any further. In August 2000, Miyamoto confirmed that Ura Zelda had already been completed. The game never saw the light of day in the planned version, although the final Ocarina of Time contains references to Ura Zelda in the program code .

The alternative Ocarina of Time only appeared in 2002/2003 , albeit in a different form than initially planned. The Legend of Zelda: Ocarina of Time Master Quest was available as a free supplement to the limited edition Zelda part The Wind Waker on the Nintendo GameCube . It was released in Japan on November 28, 2002, in the US on February 16, 2003, and in Europe on May 3, 2003.

Since Master Quest differs from Ocarina of Time only through redesigned labyrinths, changed positions of items and opponents, it is often assumed that it is not identical to Ura Zelda , for which Nintendo initially promised changes in content. In 2002, however, Miyamoto confirmed that Ura Zelda did not include the initially announced additions. Since Ura Zelda did not use the special features of the 64DD, contrary to what was initially assumed, Nintendo was able to transfer the project to the GameCube with ease. It was decided not to publish Ura Zelda on the disc drive because it was not widespread enough. After Nintendo initially planned to publish the expansion as a magazine addition, it was eventually ported to the GameCube under the name Master Quest . In 2004, Aonuma also confirmed that Ura Zelda was the same game as Master Quest .

Master Quest also found its way into the new edition Ocarina of Time 3D for the Nintendo 3DS in a mirrored form .

Ports

In 2003, Ocarina of Time appeared together with The Legend of Zelda , The Adventure of Link and Majora's Mask in a limited “Collector's Edition” for the GameCube. This edition was (also) available as a promotion. It was released in Europe on November 14, 2003, three days later in the US and on April 1, 2004 in Japan.

In the same year, Ocarina of Time appeared in Europe along with Master Quest as a supplement to the limited edition of The Wind Waker . For the two new editions on the GameCube, the image resolution was increased to 640 × 480 pixels, which was made possible by the more powerful hardware of the GameCube. The GameCube edition supports the full screen method .

In February 2007, Ocarina of Time was re-released in Europe for the virtual console service of the Wii console and offered as a paid download in the Wii Shop Channel.

The Legend of Zelda: Ocarina of Time 3D

The Legend of Zelda: Ocarina of Time 3D is a remastered version of the original game and was released in Europe on June 19, 2011 on the Nintendo 3DS handheld console . In contrast to the other new editions, some changes have been made to the game for this version. For example, the developers completely redesigned the graphics and adapted the controls to the Nintendo 3DS concept. For this purpose, a graphical user interface was programmed for the second screen on the Nintendo 3DS. In addition to a new edition of the original game, Ocarina of Time 3D also includes the Master Quest version. In contrast to the original Master Quest , the game world is shown mirrored in Ocarina of Time 3D .

literature

Literature on the game

  • Akira Himekawa , Eiji Aonuma : The Legend of Zelda - Hyrule Historia. Tokyopop, Hamburg 2013, ISBN 978-3-8420-0859-5 , pp. 145-150.
  • Akira Himekawa: The Legend of Zelda: Ocarina of Time (= two-part manga ). Tokyopop, Hamburg 2009.
  • Jason Rich: The Legend of Zelda Ocarina of Time (Pathways to Adventure). Sybex Inc., US, February 1999, ISBN 0-7821-2478-X .
  • Elizabeth M. Hollinger, James Ratkos, Don Tica: The Legend of Zelda: Ocarina of Time: Prima's Official Strategy Guide. Prima Games, 1998, ISBN 0-7615-0920-8 .
  • Nintendo (Ed.): The Legend of Zelda - Art & Artifacts. Tokyopop, Hamburg 2017, ISBN 978-3-8420-3950-6 , pp. 30–43, 150–181.
  • Nintendo (Ed.): The Legend of Zelda - Encyclopedia. Tokyopop, Hamburg 2019, ISBN 978-3-8420-4957-4 .
  • The Legend of Zelda Ocarina of Time. Official Strategy Guide. BradyGames, Indianapolis 1998, ISBN 1-56686-808-4 (English).

Literature about the game

  • Chris Kohler: Power Up. How Japanese Video Games Gave The World An Extra Live . BradyGames, Indianapolis, Indiana 2004, ISBN 0-7440-0424-1 .
  • Bill Loguidice and Matt Barton: Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time . Focal Press, Boston and Oxford 2009, ISBN 978-0-240-81146-8 , pp. 311-315 .
  • Steven L. Kent: The Ultimate History of Video Games . From Pong to Pokémon and Beyond - The Story Behind the Craze That Touched Our Lives and Changed the World . Prima & Three Rivers, Roseville, New York 2001, ISBN 0-7615-3643-4 .
  • Mark JP Wolf: Encyclopedia of Video Games, set . The Culture, Technology, and Art of Gaming. ABC-CLIO, 2012, ISBN 978-0-313-37936-9 .

Web links

General links to Ocarina of Time
reporting
reception
Links to development backgrounds

Remarks

  1. a b In the credits, Eiji Aonuma is listed as Eiji Onozuka .
  2. In the game, the player can enter the name of the protagonist himself.
  3. At Shoshinkai in November 1995, this video was shown to the public as a tech demo for the N64. This is the first public material on Zelda 64 . The video is available on Youtube .
  4. In the course of development, the plot was revised several times and adapted to the game principle.
  5. This ending is not a theme in the game, as the game is rated as a failure if the protagonist dies and the player has to face Ganon again.

Individual evidence

  1. a b c d e f The Legend of Zelda: Ocarina of Time Credits. In: Mobygames. Retrieved March 16, 2013 .
  2. 4players.de The Legend of Zelda: Breath of the Wild is the best-selling game in the series to date , accessed on August 8, 2018.
  3. Hyrule Historia, p. 84 f.
  4. ^ Hyrule Historia, p. 86
  5. Hyrule Historia, pp. 85-87
  6. Hyrule Historia, p. 88.
  7. Hyrule Historia, pp. 89-91.
  8. Hyrule Historia, p. 91.
  9. N64 game instructions p. 17 ff.
  10. N64 game instructions p. 16 ff.
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This article was added to the list of excellent articles on June 25, 2013 in this version .