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The Legend of Zelda: Ocarina of Time

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 first game in The Legend of Zelda series with 3D graphics.

The Legend of Zelda:
Ocarina of Time
North American box art
Developer(s)Nintendo EAD
Publisher(s)Nintendo
Director(s)
Producer(s)Shigeru Miyamoto
Programmer(s)Kenzo Hayakawa
Artist(s)
  • Yoshiaki Koizumi
  • Yusuke Nakano
Writer(s)
Composer(s)Koji Kondo
SeriesThe Legend of Zelda
Platform(s)
Release
November 21, 1998
  • Nintendo 64
    • JP: November 21, 1998
    • NA: November 23, 1998
    • EU: December 11, 1998
    • AU: December 18, 1998
  • GameCube
    • JP: November 28, 2002
    • NA: February 18, 2003
    • PAL: May 3, 2003
  • iQue Player
    • CHN: November 18, 2003
Genre(s)Action-adventure
Mode(s)Single-player

The game 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 composed the musical score. The player controls Link in the realm 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, which have since become common in 3D adventure games. The player must play songs on an ocarina to progress.

Ocarina of Time was acclaimed by critics and consumers, who praised its visuals, sound, gameplay, soundtrack, and writing, and won several awards and accolades. It has been ranked by numerous publications as the greatest video game of all time and is the highest-rated game of all time on the review aggregator Metacritic. 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 game at the time.

A direct sequel, The Legend of Zelda: Majora's Mask, was released in 2000. Since its release, Ocarina of Time has been re-released on every one of Nintendo's home consoles and on 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. Master Quest, an alternative version of the game including new puzzles and increased difficulty, is included in one of the GameCube releases and the 3D version.

Gameplay edit

Gameplay examples
 
The player navigates the vast Hyrule Field, the central hub of the world. The on-screen display shows actions mapped to context-sensitive buttons.
 
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, adult Link is fighting a Wolfos "miniboss" at the entrance to the Forest Temple.

The Legend of Zelda: Ocarina of Time is a fantasy action-adventure game set in a three-dimensional world with an expansive environment.[1] The player controls series protagonist Link from a third-person perspective. 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 on enemies or 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 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 exploring and fighting, but some parts require stealth.

Link gains abilities by collecting items and weapons found in dungeons or in the overworld, including several optional side quests and minor objectives. Side quests can reward new weapons or abilities. In one side quest, Link trades items with non-player characters in a trading sequence that features ten items and ends with him receiving the two-handed Biggoron Sword, which is the strongest sword in the game. In another side quest, Link can acquire a horse who allows him to travel faster but restricts him to attacking with arrows while riding.[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, which causes Link to be transported seven years into the future and become an adult. Young Link and adult Link have different abilities.[6] 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.[7]

Plot edit

Setting edit

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, and is connected to several outlying areas with diverse topography which are home to 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 has been cursed and is near death. The Deku Tree tells Link that a "wicked man of the desert" cursed him and that Link must stop him from conquering the world. 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 Gerudo king, is seeking the Triforce, a holy relic that gives its holder godlike power. Zelda asks Link to obtain the three Spiritual Stones to enter the Sacred Realm and claim the Triforce before Ganondorf reaches it.[8] 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 pursue Zelda and her caretaker Impa on horseback, like in his nightmare, and unsuccessfully attempts to stop him.[9] 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, he is incapacitated. Ganondorf, who snuck into the Temple after Link, appears and claims the Triforce.[10]

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, who has taken over Hyrule.[11] The seven sages have the ability to imprison Ganondorf in the Sacred Realm, but five are unaware of their identities as sages. Link is returned to the Temple of Time and meets the mysterious Sheik, who guides him to free five temples from Ganondorf's control and allow their sages to awaken.[12] 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.[13]

Ganondorf appears and captures Zelda, imprisoning her in his castle. The other six sages help Link infiltrate the stronghold, where he 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. He knocks the Master Sword from Link's hand, but with Zelda's aid, Link retrieves the Master Sword and defeats Ganon. The seven sages seal Ganondorf in the Dark Realm, but he vows to take revenge on their descendants using the Triforce of Power.[14] 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, preventing its decline.[15]

Development edit

 
The Nintendo 64 with 64DD attached

Ocarina of Time was developed concurrently with Super Mario 64 and Mario Kart 64 for the Nintendo 64 by Nintendo's Entertainment Analysis & Development (EAD) division,[16] for more than $12 million with a staff of more than 200.[17]

Development was migrated from the 64DD disk drive peripheral[18][19] to cartridge due to the high data throughput of streaming 500 motion-captured character animations throughout gameplay.[20] Initially targeting 16-megabytes, it was increased to 32 megabytes, as Nintendo's largest game ever.[21][22] Early in development, the team had concerns about the data storage constraints of the 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.[23] 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.[23]

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.[24][25] 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.[26]

 
The developers were inspired by chanbara (samurai) sword techniques, 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".[27] Despite the setting being a "medieval tale of sword and sorcery", Miyamoto used the chanbara (samurai) genre of Japanese sword fighting as a model for the game's combat and was content with the positive worldwide reception.[28] The development involved more than 120 people, including stunt performers used to capture the effects of sword fighting and Link's movement.[29] Miyamoto initially intended Ocarina of Time to be played in a first-person perspective[30] 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.[31] Originally Z-targeting involved a generic marker, but 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.[32]

Some of Miyamoto's ideas were instead used in Super Mario 64, since it was to be released first.[16] Other ideas were not used due to time constraints.[24] 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.[33] 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.[24] Miyamoto wanted the difficulty to be easy enough to make the game accessible to all players and said in particular that he wanted it to be easier than Super Mario 64.[34]

Miyamoto wanted to make a game that was cinematic yet distinguished from films.[24] Takumi Kawagoe, who creates cutscenes for Nintendo, said that his priority was to have the player feel in control of the action.[35] 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.[24] 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.[26] Toru Osawa created the scenario for the game, based on a story idea by Miyamoto and Yoshiaki Koizumi.[36][37][38][39][40] He was supported by A Link to the Past and Link's Awakening script writer Kensuke Tanabe.[40][41] 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.[26] The dungeons were designed by Eiji Aonuma.[42]

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.[43] In addition to characters having musical themes, areas of Hyrule are also associated with pieces of music.[44] This has been called leitmotif in reverse—instead of music announcing an entering character, it now introduces a stationary environment as the player approaches.[45] In some locations, the music is a variation of an ocarina tune the player learns, related to that area.[45]

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,[46] 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.[46] Kondo said that creating distinct themes on the limited scale was a "major challenge" but feels that the result is very natural.[43] The popularity of Ocarina of Time led to an increase in ocarina sales.[47]

The official soundtrack of Ocarina of Time was published by Pony Canyon and released in Japan on December 18, 1998.[48] It comprises one compact disc with 82 tracks.[48] 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.[46] In 2001, three years after the initial release of Ocarina of Time, GameSpot labeled it as one of the top ten video game soundtracks.[44] 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.[49]

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.[50] It was nominated for "Best Game Music Cover/Remix" at the 16th Annual Game Audio Network Guild Awards.[51]

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][52] 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.[18][19] Issues regarding performance of the 64DD peripheral led to development being moved from disk to cartridge media,[20] and thus the game would miss its scheduled 1997 holiday season release and was delayed into 1998.[28] They planned to follow its release with a 64DD expansion disk.[53] Miyamoto additionally attributed the delay to Nintendo prioritizing development efforts to Yoshi's Story after that game missed its planned second quarter release slot.[34]

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.[54] Nintendo spent $10 million on Ocarina of Time's marketing.[55] In March 1998, it was the most anticipated Nintendo 64 game in Japan.[56] Chairman Howard Lincoln insisted at E3 1998 that Zelda ship on time and become Nintendo's reinvigorating blockbuster, akin to a hit Hollywood movie.[54]

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,[57] 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.[58]

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.[59][60] 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,[60] and the altered versions of Ocarina of Time were made prior to the original release.[61]

Rereleases edit

Nintendo ported Ocarina of Time to its next console, the GameCube, as part of The Legend of Zelda: Collector's Edition, a compilation of Zelda games. This port is an emulation of the original Nintendo 64 version. The emulated port runs at a resolution of 640×480, quadruple that of the original, and supports progressive scan.[59][62] Another GameCube release included the original game and a second, more difficult version titled Master Quest that was included as a pre-order bonus with The Legend of Zelda: The Wind Waker (2002) in Japan and North America[63] 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.[64][65] In November 2003, Ocarina of Time was ported to China's iQue Player as one of the five games available on its release.[66][67]

In February 2007, Ocarina of Time was released for the Wii Virtual Console service for 1000 Wii Points.[68] This version is also an emulation of the Nintendo 64 version. Because this version does not support controller vibration, the "Stone of Agony" item – which employs vibrations via the Rumble Pak controller accessory – has no function.[69] 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,[70] this time including the original controller vibration.[71] It was also released on the Nintendo Switch Online + Expansion Pack on October 25, 2021.[72]

Nintendo 3DS remake edit

 
Link swims in the Water Temple while wearing the Zora Tunic, which allows him to breathe underwater, in the 3DS remake.

In June 2011, Nintendo released Ocarina of Time 3D, an enhanced port for the Nintendo 3DS handheld console.[73] It was developed by Nintendo EAD with Grezzo, an independent Japanese studio headed by Koichi Ishii.[73] The game includes Master Quest and adds features including touchscreen and gyroscope controls,[74] a "Boss Challenge" mode,[75] instructional videos to guide stuck players,[76] and a modified version of the Water Temple with reduced difficulty.[77]

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,[78] commonly translated as "Another Zelda".[79] Described as a second version of Ocarina with rearranged dungeons,[78] it contains new content, some that had been cut from Ocarina due to time and storage constraints.[80][81][82] In 1998, Ura Zelda was delayed indefinitely following problems with the development of the 64DD,[81] and was canceled due to the 64DD's commercial failure.[83] In August 2000, Miyamoto stated that Ura Zelda had been finished and that no online functions had ever been planned.[84]

Ura Zelda was released on 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.[78][83][85] According to Miyamoto, Ura Zelda was simple to port as it used few of the 64DD features.[83] Master Quest uses the same engine and plot of Ocarina of Time but with increased difficulty and altered dungeons and puzzles.[59]

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 said 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.[59] 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.[86]

Reception edit

Upon its initial Nintendo 64 release, Ocarina of Time received critical acclaim. It garnered perfect review scores from the majority of gaming publications that reviewed it,[87][114] including Famitsu,[91] Next Generation,[94] Edge,[89] Electronic Gaming Monthly,[90] GameSpot,[93] and IGN.[46] 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,[126][127] with average scores of 99/100 from Metacritic[e] and 98% from GameRankings.[88][87] 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",[93] and IGN called it "the new benchmark for interactive entertainment" that could "shape the action RPG genre for years to come".[46] Editors of GameTrailers called it a "walking patent office" due to the number of features it contains that became "industry standard".[128]

The graphics were praised for their depth and detail, although reviewers noted they were not always the best the console had to offer. GameRevolution noted the characters' faces, the "toughest graphical challenge on 3D characters", saying that the characters' expressions and animation featured "surprising grace".[129] IGN believed that Ocarina of Time improved on the graphics of Super Mario 64, giving a larger sense of scale.[46] Impressive draw distances and large boss characters were also mentioned as graphical highlights.[46] 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,[46][90] 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".[46]

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".[26] EGM enjoyed that Nintendo was able to take the elements of the older, 2D Zelda games and "translate it all into 3D flawlessly".[90] Nintendo Power cited Ocarina of Time, along with Super Mario 64, as two games that "blazed trails" into the 3D era.[130] The context-sensitive control system was seen as one of the strongest elements of the gameplay.[46] Reviewers noted that it allowed for simpler control using fewer buttons but that it occasionally caused the player to perform unintended actions.[3][46] The camera control was quoted as making combat "second nature",[46] although the new system took time for the player to get used to.[46][90]

The game's audio was generally well received, with IGN comparing some of Koji Kondo's pieces to the work of Philip Glass.[46] 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;[46] others considered this a benefit, calling them "retro".[129] GameRevolution 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".[129] Pitchfork gave the official soundtrack album a 9 out of 10.[131]

Sales edit

Assisted by a large marketing campaign, Ocarina of Time was a strong commercial success. In the United States, over 500,000 pre-orders were placed, more than tripling the number of pre-orders for any previous video game,[132] for which it was awarded the Guinness World Record for Most Advance Orders for a Game.[133] Upon release, more than 1 million copies were sold there in less than a week.[104] In 1998, 2.5 million copies were sold, although it was released only 39 days before the end of the year; it earned $150,000,000 (equivalent to $270,000,000 in 2022) in U.S. revenues, higher than any Hollywood film in the last six weeks of 1998.[134] It was the best-selling video game of 1998 in the United States.[135][136] In Japan, 920,000 copies were sold in 1998, becoming the eighth best-selling game of that year;[137] a reported 386,234 copies were sold in its first week there, surpassing the 316,000 first-week sales of Metal Gear Solid.[138]

In Europe, it was the fifth best-selling game of 1998 with over €39,000,000 or $44,000,000 (equivalent to $79,000,000 in 2022) grossed that year.[139] In the United Kingdom, 61,232 copies were sold during its first weekend,[104] becoming the UK's fastest-selling title up until it was surpassed by Gran Turismo 2 in 2000.[140] By 2000, Ocarina of Time had sold 7 million cartridges and grossed about $400,000,000 (equivalent to $720,000,000 in 2022) worldwide.[141] During its lifetime, Ocarina of Time for the Nintendo 64 saw 1.14 million copies sold in Japan,[142] and 7.6 million copies worldwide.[143]

Awards edit

In 1998, Ocarina of Time won the Grand Prize in the Interactive Art division at the Japan Media Arts Festival.[103] Ocarina of Time won six awards at the 2nd Annual Interactive Achievement Awards: "Game of the Year", "Console Game of the Year", "Console Adventure Game of the Year", "Console Role-Playing Game of the Year", "Outstanding Achievement in Interactive Design", and "Outstanding Achievement in Software Engineering"; it also received a nomination for "Outstanding Achievement in Character or Story Development".[144][102] 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.[145] 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).[98]

Legacy edit

 
A rendering of the Ocarina of Time

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,[106][107] Edge,[108][109][110][111] Entertainment Weekly,[107] GameTrailers,[107] IGN,[112][113] Next Generation,[107] Nintendo Power,[114][115][116] Game Informer,[121] Slant,[122] FHM,[123] and PALGN.[125] It also appeared on other lists of greatest games including those of Electronic Gaming Monthly[146] and IGN.[112][113][147][148] The game was placed second in Official Nintendo Magazine's "100 greatest Nintendo games of all time", behind only Super Mario Bros.[149] Game Informer ranked it as its 11th favorite game of all time and described it as "untouchable".[150] 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.[151] Ocarina of Time has consistently been placed at number one in Edge's "top 100 games" lists: a staff-voted list in January 2000,[108] a staff- and reader-voted list in July 2007,[109] a list of "The 100 Best Games to Play Today" in March 2009,[110] and a 2013 readers' poll selecting the 20 best games released since the magazine's launch in 1993.[111] 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".[152] In 2022, The Strong National Museum of Play inducted Ocarina of Time to its World Video Game Hall of Fame.[153]

Reception for the Master Quest and Virtual Console rereleases was positive; while some considered aspects of the graphics and audio to be outdated,[86][154] 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.[155][156] IGN said in their review that "Ocarina of Time has aged extremely well",[59] and noted in regard to the game's graphics, while the textures and models look dated, the game's 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.[157] In 2007, former GameSpot editor Jeff Gerstmann gave the Virtual Console port 8.9 out of 10: "Even after nine years, Ocarina of Time holds up surprisingly well, offering a lengthy and often-amazing adventure".[69]

In November 2021, enthusiasts fully decompiled Ocarina of Time's ROM into human-readable C code.[158] In March 2022, a group called "Harbour Masters"[159] publicly released a PC port under the name "Ship of Harkinian", which includes widescreen support and an increased framerate, among other features.[160][161]

Impact edit

The Legend of Zelda: Ocarina of Time's gameplay system popularized features such as a target lock system and context-sensitive buttons that have since become common elements in 3D adventure games.[3][162]

Multiple members of the video game industry have expressed how the game impacted them and the industry. Former Rockstar Games vice president of creativity Dan Houser stated in 2012 that "anyone who makes 3-D games who says they've not borrowed something from Mario or Zelda [on the Nintendo 64] is lying".[163] Rockstar founder and Grand Theft Auto director Sam Houser also cited the game's influence, describing Grand Theft Auto III as "Zelda meets Goodfellas".[164] Ōkami director Hideki Kamiya (Capcom, PlatinumGames) said that he had been influenced by Zelda when he developed Okami.[165] Soul Reaver and Uncharted director, Amy Hennig (Crystal Dynamics and Naughty Dog), cited Zelda as an influence for the Legacy of Kain series, noting Ocarina of Time's influence on Soul Reaver.[166]

Dark Souls creator Hidetaka Miyazaki (FromSoftware) said that "The Legend of Zelda became a sort of textbook for 3D action games".[167] Ico director Fumito Ueda (Team Ico) cited Zelda as an influence on Shadow of the Colossus.[168] Darksiders director David Adams (Vigil Games) cited Zelda as an influence on his work.[169] CD Projekt Red (The Witcher, Cyberpunk 2077) cited Zelda as an influence on The Witcher series, including The Witcher 3: Wild Hunt (2015).[170] Final Fantasy and The 3rd Birthday director Hajime Tabata (Square Enix) cited Ocarina of Time as inspiration for the seamless open world of Final Fantasy XV.[171]

Notes edit

  1. ^ Japanese: ゼルダの伝説 時のオカリナ, Hepburn: Zeruda no Densetsu: Toki no Okarina
  2. ^ So named because it was executed by the Z button; Z-targeting is referred to as L-targeting in the GameCube and Nintendo 3DS rereleases.[4][5]
  3. ^ In the GameCube port of Ocarina of Time and the Wii's Virtual Console version, targeting is done with the L button instead of the Z button due to the position of the Z button on the GameCube controller and Classic Controller.
  4. ^ Based on 22 reviews.
  5. ^ The game earned a 'Metacritic: Must-Play' certification in 2018.[88]

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External links edit

  • The Legend of Zelda: Ocarina of Time at MobyGames
  • The Legend of Zelda: Ocarina of Time at IMDb

legend, zelda, ocarina, time, action, adventure, game, developed, published, nintendo, nintendo, released, japan, north, america, november, 1998, regions, following, month, ocarina, time, first, game, legend, zelda, series, with, graphics, legend, zelda, ocari. 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 first game in The Legend of Zelda series with 3D graphics The Legend of Zelda Ocarina of TimeNorth American box artDeveloper s Nintendo EADPublisher s NintendoDirector s Toru OsawaYoichi YamadaEiji AonumaYoshiaki KoizumiToshio IwawakiProducer s Shigeru MiyamotoProgrammer s Kenzo HayakawaArtist s Yoshiaki KoizumiYusuke NakanoWriter s Toru OsawaKensuke TanabeComposer s Koji KondoSeriesThe Legend of ZeldaPlatform s Nintendo 64GameCubeiQue PlayerReleaseNovember 21 1998 Nintendo 64JP November 21 1998NA November 23 1998EU December 11 1998AU December 18 1998GameCubeJP November 28 2002NA February 18 2003PAL May 3 2003iQue PlayerCHN November 18 2003Genre s Action adventureMode s Single playerThe game 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 composed the musical score The player controls Link in the realm 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 which have since become common in 3D adventure games The player must play songs on an ocarina to progress Ocarina of Time was acclaimed by critics and consumers who praised its visuals sound gameplay soundtrack and writing and won several awards and accolades It has been ranked by numerous publications as the greatest video game of all time and is the highest rated game of all time on the review aggregator Metacritic 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 game at the time A direct sequel The Legend of Zelda Majora s Mask was released in 2000 Since its release Ocarina of Time has been re released on every one of Nintendo s home consoles and on 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 Master Quest an alternative version of the game including new puzzles and increased difficulty is included in one of the GameCube releases and the 3D version Contents 1 Gameplay 2 Plot 2 1 Setting 2 2 Story 3 Development 3 1 Music 4 Release 4 1 Rereleases 4 1 1 Nintendo 3DS remake 5 Master Quest 6 Reception 6 1 Sales 6 2 Awards 7 Legacy 7 1 Impact 8 Notes 9 References 10 External linksGameplay editGameplay examples nbsp The player navigates the vast Hyrule Field the central hub of the world The on screen display shows actions mapped to context sensitive buttons nbsp 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 adult Link is fighting a Wolfos miniboss at the entrance to the Forest Temple The Legend of Zelda Ocarina of Time is a fantasy action adventure game set in a three dimensional world with an expansive environment 1 The player controls series protagonist Link from a third person perspective 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 on enemies or 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 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 exploring and fighting but some parts require stealth Link gains abilities by collecting items and weapons found in dungeons or in the overworld including several optional side quests and minor objectives Side quests can reward new weapons or abilities In one side quest Link trades items with non player characters in a trading sequence that features ten items and ends with him receiving the two handed Biggoron Sword which is the strongest sword in the game In another side quest Link can acquire a horse who allows him to travel faster but restricts him to attacking with arrows while riding 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 which causes Link to be transported seven years into the future and become an adult Young Link and adult Link have different abilities 6 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 7 Plot editSetting 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 and is connected to several outlying areas with diverse topography which are home to 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 has been cursed and is near death The Deku Tree tells Link that a wicked man of the desert cursed him and that Link must stop him from conquering the world 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 Gerudo king is seeking the Triforce a holy relic that gives its holder godlike power Zelda asks Link to obtain the three Spiritual Stones to enter the Sacred Realm and claim the Triforce before Ganondorf reaches it 8 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 pursue Zelda and her caretaker Impa on horseback like in his nightmare and unsuccessfully attempts to stop him 9 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 he is incapacitated Ganondorf who snuck into the Temple after Link appears and claims the Triforce 10 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 who has taken over Hyrule 11 The seven sages have the ability to imprison Ganondorf in the Sacred Realm but five are unaware of their identities as sages Link is returned to the Temple of Time and meets the mysterious Sheik who guides him to free five temples from Ganondorf s control and allow their sages to awaken 12 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 13 Ganondorf appears and captures Zelda imprisoning her in his castle The other six sages help Link infiltrate the stronghold where he 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 He knocks the Master Sword from Link s hand but with Zelda s aid Link retrieves the Master Sword and defeats Ganon The seven sages seal Ganondorf in the Dark Realm but he vows to take revenge on their descendants using the Triforce of Power 14 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 preventing its decline 15 Development edit nbsp The Nintendo 64 with 64DD attachedOcarina of Time was developed concurrently with Super Mario 64 and Mario Kart 64 for the Nintendo 64 by Nintendo s Entertainment Analysis amp Development EAD division 16 for more than 12 million with a staff of more than 200 17 Development was migrated from the 64DD disk drive peripheral 18 19 to cartridge due to the high data throughput of streaming 500 motion captured character animations throughout gameplay 20 Initially targeting 16 megabytes it was increased to 32 megabytes as Nintendo s largest game ever 21 22 Early in development the team had concerns about the data storage constraints of the 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 23 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 23 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 24 25 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 26 nbsp The developers were inspired by chanbara samurai sword techniques 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 27 Despite the setting being a medieval tale of sword and sorcery Miyamoto used the chanbara samurai genre of Japanese sword fighting as a model for the game s combat and was content with the positive worldwide reception 28 The development involved more than 120 people including stunt performers used to capture the effects of sword fighting and Link s movement 29 Miyamoto initially intended Ocarina of Time to be played in a first person perspective 30 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 31 Originally Z targeting involved a generic marker but 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 32 Some of Miyamoto s ideas were instead used in Super Mario 64 since it was to be released first 16 Other ideas were not used due to time constraints 24 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 33 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 24 Miyamoto wanted the difficulty to be easy enough to make the game accessible to all players and said in particular that he wanted it to be easier than Super Mario 64 34 Miyamoto wanted to make a game that was cinematic yet distinguished from films 24 Takumi Kawagoe who creates cutscenes for Nintendo said that his priority was to have the player feel in control of the action 35 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 24 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 26 Toru Osawa created the scenario for the game based on a story idea by Miyamoto and Yoshiaki Koizumi 36 37 38 39 40 He was supported by A Link to the Past and Link s Awakening script writer Kensuke Tanabe 40 41 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 26 The dungeons were designed by Eiji Aonuma 42 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 43 In addition to characters having musical themes areas of Hyrule are also associated with pieces of music 44 This has been called leitmotif in reverse instead of music announcing an entering character it now introduces a stationary environment as the player approaches 45 In some locations the music is a variation of an ocarina tune the player learns related to that area 45 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 46 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 46 Kondo said that creating distinct themes on the limited scale was a major challenge but feels that the result is very natural 43 The popularity of Ocarina of Time led to an increase in ocarina sales 47 The official soundtrack of Ocarina of Time was published by Pony Canyon and released in Japan on December 18 1998 48 It comprises one compact disc with 82 tracks 48 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 46 In 2001 three years after the initial release of Ocarina of Time GameSpot labeled it as one of the top ten video game soundtracks 44 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 49 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 50 It was nominated for Best Game Music Cover Remix at the 16th Annual Game Audio Network Guild Awards 51 Release editOcarina of Time was first shown as a technical and thematic demonstration video at Nintendo s Shoshinkai trade show in December 1995 3 52 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 18 19 Issues regarding performance of the 64DD peripheral led to development being moved from disk to cartridge media 20 and thus the game would miss its scheduled 1997 holiday season release and was delayed into 1998 28 They planned to follow its release with a 64DD expansion disk 53 Miyamoto additionally attributed the delay to Nintendo prioritizing development efforts to Yoshi s Story after that game missed its planned second quarter release slot 34 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 54 Nintendo spent 10 million on Ocarina of Time s marketing 55 In March 1998 it was the most anticipated Nintendo 64 game in Japan 56 Chairman Howard Lincoln insisted at E3 1998 that Zelda ship on time and become Nintendo s reinvigorating blockbuster akin to a hit Hollywood movie 54 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 57 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 58 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 59 60 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 60 and the altered versions of Ocarina of Time were made prior to the original release 61 Rereleases edit Nintendo ported Ocarina of Time to its next console the GameCube as part of The Legend of Zelda Collector s Edition a compilation of Zelda games This port is an emulation of the original Nintendo 64 version The emulated port runs at a resolution of 640 480 quadruple that of the original and supports progressive scan 59 62 Another GameCube release included the original game and a second more difficult version titled Master Quest that was included as a pre order bonus with The Legend of Zelda The Wind Waker 2002 in Japan and North America 63 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 64 65 In November 2003 Ocarina of Time was ported to China s iQue Player as one of the five games available on its release 66 67 In February 2007 Ocarina of Time was released for the Wii Virtual Console service for 1000 Wii Points 68 This version is also an emulation of the Nintendo 64 version Because this version does not support controller vibration the Stone of Agony item which employs vibrations via the Rumble Pak controller accessory has no function 69 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 70 this time including the original controller vibration 71 It was also released on the Nintendo Switch Online Expansion Pack on October 25 2021 72 Nintendo 3DS remake edit Main article The Legend of Zelda Ocarina of Time 3D nbsp Link swims in the Water Temple while wearing the Zora Tunic which allows him to breathe underwater in the 3DS remake In June 2011 Nintendo released Ocarina of Time 3D an enhanced port for the Nintendo 3DS handheld console 73 It was developed by Nintendo EAD with Grezzo an independent Japanese studio headed by Koichi Ishii 73 The game includes Master Quest and adds features including touchscreen and gyroscope controls 74 a Boss Challenge mode 75 instructional videos to guide stuck players 76 and a modified version of the Water Temple with reduced difficulty 77 Master Quest editAfter completing Ocarina of Time Nintendo developed a new version of the game for the then unreleased 64DD peripheral with the working title Ura Zelda 78 commonly translated as Another Zelda 79 Described as a second version of Ocarina with rearranged dungeons 78 it contains new content some that had been cut from Ocarina due to time and storage constraints 80 81 82 In 1998 Ura Zelda was delayed indefinitely following problems with the development of the 64DD 81 and was canceled due to the 64DD s commercial failure 83 In August 2000 Miyamoto stated that Ura Zelda had been finished and that no online functions had ever been planned 84 Ura Zelda was released on 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 78 83 85 According to Miyamoto Ura Zelda was simple to port as it used few of the 64DD features 83 Master Quest uses the same engine and plot of Ocarina of Time but with increased difficulty and altered dungeons and puzzles 59 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 said 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 59 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 86 Reception editReceptionAggregate scoresAggregatorScoreGameRankings98 87 Metacritic99 100 88 d Review scoresPublicationScoreEdge10 10 89 Electronic Gaming Monthly10 10 90 Famitsu40 40 91 GamePro nbsp nbsp nbsp nbsp nbsp 92 GameSpot10 10 93 IGN10 10 46 Next Generation nbsp nbsp nbsp nbsp nbsp 94 Nintendo Power9 5 10 95 96 RPGamer5 5 86 AwardsPublicationAwardCESA Award 97 Edge 98 EGM 99 Games 100 GameSpot 101 2nd Annual Interactive Achievement Awards 102 Japan Media Arts Festival 103 MMCA 104 VSDA Award 105 Game of the YearComputer and Video Games 106 107 Edge 108 109 110 111 Entertainment Weekly 107 GameTrailers 107 IGN 112 113 Metacritic 114 Next Generation 107 Nintendo Power 114 115 116 GameStats 117 GameFAQs 118 GamingBolt 119 VideoGamer 120 Game Informer 121 Slant 122 FHM 123 Joystik 124 PALGN 125 Greatest Game of All Time Upon its initial Nintendo 64 release Ocarina of Time received critical acclaim It garnered perfect review scores from the majority of gaming publications that reviewed it 87 114 including Famitsu 91 Next Generation 94 Edge 89 Electronic Gaming Monthly 90 GameSpot 93 and IGN 46 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 126 127 with average scores of 99 100 from Metacritic e and 98 from GameRankings 88 87 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 93 and IGN called it the new benchmark for interactive entertainment that could shape the action RPG genre for years to come 46 Editors of GameTrailers called it a walking patent office due to the number of features it contains that became industry standard 128 The graphics were praised for their depth and detail although reviewers noted they were not always the best the console had to offer GameRevolution noted the characters faces the toughest graphical challenge on 3D characters saying that the characters expressions and animation featured surprising grace 129 IGN believed that Ocarina of Time improved on the graphics of Super Mario 64 giving a larger sense of scale 46 Impressive draw distances and large boss characters were also mentioned as graphical highlights 46 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 46 90 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 46 Gameplay was generally praised as detailed with many side quests to occupy players time IGNsaid 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 26 EGM enjoyed that Nintendo was able to take the elements of the older 2D Zelda games and translate it all into 3D flawlessly 90 Nintendo Power cited Ocarina of Time along with Super Mario 64 as two games that blazed trails into the 3D era 130 The context sensitive control system was seen as one of the strongest elements of the gameplay 46 Reviewers noted that it allowed for simpler control using fewer buttons but that it occasionally caused the player to perform unintended actions 3 46 The camera control was quoted as making combat second nature 46 although the new system took time for the player to get used to 46 90 The game s audio was generally well received with IGN comparing some of Koji Kondo s pieces to the work of Philip Glass 46 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 46 others considered this a benefit calling them retro 129 GameRevolution 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 129 Pitchfork gave the official soundtrack album a 9 out of 10 131 Sales edit Assisted by a large marketing campaign Ocarina of Time was a strong commercial success In the United States over 500 000 pre orders were placed more than tripling the number of pre orders for any previous video game 132 for which it was awarded the Guinness World Record for Most Advance Orders for a Game 133 Upon release more than 1 million copies were sold there in less than a week 104 In 1998 2 5 million copies were sold although it was released only 39 days before the end of the year it earned 150 000 000 equivalent to 270 000 000 in 2022 in U S revenues higher than any Hollywood film in the last six weeks of 1998 134 It was the best selling video game of 1998 in the United States 135 136 In Japan 920 000 copies were sold in 1998 becoming the eighth best selling game of that year 137 a reported 386 234 copies were sold in its first week there surpassing the 316 000 first week sales of Metal Gear Solid 138 In Europe it was the fifth best selling game of 1998 with over 39 000 000 or 44 000 000 equivalent to 79 000 000 in 2022 grossed that year 139 In the United Kingdom 61 232 copies were sold during its first weekend 104 becoming the UK s fastest selling title up until it was surpassed by Gran Turismo 2 in 2000 140 By 2000 Ocarina of Time had sold 7 million cartridges and grossed about 400 000 000 equivalent to 720 000 000 in 2022 worldwide 141 During its lifetime Ocarina of Time for the Nintendo 64 saw 1 14 million copies sold in Japan 142 and 7 6 million copies worldwide 143 Awards edit In 1998 Ocarina of Time won the Grand Prize in the Interactive Art division at the Japan Media Arts Festival 103 Ocarina of Time won six awards at the 2nd Annual Interactive Achievement Awards Game of the Year Console Game of the Year Console Adventure Game of the Year Console Role Playing Game of the Year Outstanding Achievement in Interactive Design and Outstanding Achievement in Software Engineering it also received a nomination for Outstanding Achievement in Character or Story Development 144 102 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 145 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 98 Legacy edit nbsp A rendering of the Ocarina of TimeAfter 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 106 107 Edge 108 109 110 111 Entertainment Weekly 107 GameTrailers 107 IGN 112 113 Next Generation 107 Nintendo Power 114 115 116 Game Informer 121 Slant 122 FHM 123 and PALGN 125 It also appeared on other lists of greatest games including those of Electronic Gaming Monthly 146 and IGN 112 113 147 148 The game was placed second in Official Nintendo Magazine s 100 greatest Nintendo games of all time behind only Super Mario Bros 149 Game Informer ranked it as its 11th favorite game of all time and described it as untouchable 150 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 151 Ocarina of Time has consistently been placed at number one in Edge s top 100 games lists a staff voted list in January 2000 108 a staff and reader voted list in July 2007 109 a list of The 100 Best Games to Play Today in March 2009 110 and a 2013 readers poll selecting the 20 best games released since the magazine s launch in 1993 111 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 152 In 2022 The Strong National Museum of Play inducted Ocarina of Time to its World Video Game Hall of Fame 153 Reception for the Master Quest and Virtual Console rereleases was positive while some considered aspects of the graphics and audio to be outdated 86 154 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 155 156 IGN said in their review that Ocarina of Time has aged extremely well 59 and noted in regard to the game s graphics while the textures and models look dated the game s 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 100 157 In 2007 former GameSpot editor Jeff Gerstmann gave the Virtual Console port 8 9 out of 10 Even after nine years Ocarina of Time holds up surprisingly well offering a lengthy and often amazing adventure 69 In November 2021 enthusiasts fully decompiled Ocarina of Time s ROM into human readable C code 158 In March 2022 a group called Harbour Masters 159 publicly released a PC port under the name Ship of Harkinian which includes widescreen support and an increased framerate among other features 160 161 Impact edit The Legend of Zelda Ocarina of Time s gameplay system popularized features such as a target lock system and context sensitive buttons that have since become common elements in 3D adventure games 3 162 Multiple members of the video game industry have expressed how the game impacted them and the industry Former Rockstar Games vice president of creativity Dan Houser stated in 2012 that anyone who makes 3 D games who says they ve not borrowed something from Mario or Zelda on the Nintendo 64 is lying 163 Rockstar founder and Grand Theft Auto director Sam Houser also cited the game s influence describing Grand Theft Auto III as Zelda meets Goodfellas 164 Ōkami director Hideki Kamiya Capcom PlatinumGames said that he had been influenced by Zelda when he developed Okami 165 Soul Reaver and Uncharted director Amy Hennig Crystal Dynamics and Naughty Dog cited Zelda as an influence for the Legacy of Kain series noting Ocarina of Time s influence on Soul Reaver 166 Dark Souls creator Hidetaka Miyazaki FromSoftware said that The Legend of Zelda became a sort of textbook for 3D action games 167 Ico director Fumito Ueda Team Ico cited Zelda as an influence on Shadow of the Colossus 168 Darksiders director David Adams Vigil Games cited Zelda as an influence on his work 169 CD Projekt Red The Witcher Cyberpunk 2077 cited Zelda as an influence on The Witcher series including The Witcher 3 Wild Hunt 2015 170 Final Fantasy and The 3rd Birthday director Hajime Tabata Square Enix cited Ocarina of Time as inspiration for the seamless open world of Final Fantasy XV 171 Notes edit Japanese ゼルダの伝説 時のオカリナ Hepburn Zeruda no Densetsu Toki no Okarina So named because it was executed by the Z button Z targeting is referred to as L targeting in the GameCube and Nintendo 3DS rereleases 4 5 In the GameCube port of Ocarina of Time and the Wii s Virtual Console version targeting is done with the L button instead of the Z button due to the position of the Z button on the GameCube controller and Classic Controller Based on 22 reviews The game earned a Metacritic Must Play certification in 2018 88 References edit Game Design Essentials 20 Open World Games Gamasutra September 26 2007 Archived from the original on February 4 2021 Retrieved July 18 2018 a b c d e f The Legend of Zelda Ocarina of Time instruction booklet PDF United States Nintendo 1998 U NUS NZLE USA Archived PDF from the original on February 2 2023 Retrieved September 24 2015 a b c d e The Essential 50 Part 40 The Legend of Zelda Ocarina of Time 1UP com Archived from the original on July 18 2012 The Legend of Zelda Collector s Edition instruction booklet USA Nintendo 2003 pp 16 17 The Legend of Zelda Ocarina of Time Master Quest instruction booklet USA Nintendo 2003 pp 14 15 The RPG Revolution Electronic Gaming Monthly No 106 Ziff Davis May 1998 p 95 Hoffman Christopher May 2011 Better Than the Best Nintendo Power Magazine No 267 Nintendo Co Ltd p 51 the boy hero now grown into a young man will continue his quest riding on horseback gaining new items Nintendo Entertainment Analysis amp Development November 23 1998 The Legend of Zelda Ocarina of Time Nintendo 64 Nintendo Princess Zelda You go find the other two Spiritual Stones Let s get the Triforce before Ganondorf does and then defeat him Nintendo Entertainment Analysis amp Development November 23 1998 The Legend of Zelda Ocarina of Time Nintendo 64 Nintendo Ganondorf Arrrrgh I lost her You over there Little kid You must have seen the white horse gallop past just now Which way did it go Answer me So you think you can protect them from me You ve got guts kid Heh heh heh You want a piece of me Very funny I like your attitude Pathetic little fool Do you realize who you are dealing with I am Ganondorf And soon I will rule the world Tieryas Peter September 22 2020 A Return To The The Legend Of Zelda The Ocarina Of Time Reminded Me Why It s Special Kotaku Archived from the original on February 9 2021 Retrieved February 4 2021 Nintendo Entertainment Analysis amp Development November 23 1998 The Legend of Zelda Ocarina of Time Nintendo 64 Nintendo Rauru The Master Sword is a sacred blade which evil ones may never touch Only one worthy of the title of Hero of Time can pull it from the Pedestal of Time However you were too young to be the Hero of Time Therefore your spirit was sealed here for seven years Though you opened the Door of Time in the name of peace Ganondorf the Gerudo King of Thieves used it to enter this forbidden Sacred Realm He obtained the Triforce from the Temple of Light and with its power he became the King of Evil His evil power radiated from the temples of Hyrule and in seven short years it transformed Hyrule into a world of monsters Nintendo Entertainment Analysis amp Development November 23 1998 The Legend of Zelda Ocarina of Time Nintendo 64 Nintendo Sheik You must look for the five temples and awaken the five Sages One Sage is waiting for the time of awakening in the Forest Temple Because of the evil power in the temple she cannot hear the awakening call from the Sacred Realm Nintendo Entertainment Analysis amp Development November 23 1998 The Legend of Zelda Ocarina of Time Nintendo 64 Nintendo Sheik Seven years ago Ganondorf the King of Thieves used the door you opened in the Temple of Time and entered the Sacred Realm But when he laid his hands on the Triforce the legend came true The Triforce separated into three parts Only the Triforce of Power remained in Ganondorf s hand Nintendo Entertainment Analysis amp Development November 23 1998 The Legend of Zelda Ocarina of Time Nintendo 64 Nintendo Ganondorf Someday When this seal is broken That is when I will exterminate your 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