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{{Short description|1998 video game}} | |||
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{{Infobox video game | {{Infobox video game | ||
| title |
| title = The Legend of Zelda:<br>Ocarina of Time | ||
| image |
| image = The Legend of Zelda Ocarina of Time.jpg | ||
| alt = A sword and |
| alt = A sword and shield - the latter which bears both the three triangles of the Triforce and the bird-like Hyrule crest—are positioned behind the game's title. | ||
| caption |
| caption = North American box art | ||
| developer |
| developer = ] | ||
| publisher |
| publisher = ] | ||
| series |
| series = '']'' | ||
| platforms |
| platforms = {{Unbulleted list|]|]|]}} | ||
| released = {{collapsible list|title={{nobold|November 21, 1998}} | |||
* ] | |||
| '''Nintendo 64''' | |||
* ] | |||
| {{Video game release|JP|November 21, 1998|NA|November 23, 1998|EU|December 11, 1998|AUS|December 18, 1998}} | |||
* ] | |||
| '''GameCube''' | |||
}} | |||
| {{Video game release|JP|November 28, 2002|NA|February 18, 2003|PAL|May 3, 2003}} | |||
| released = {{collapsible list|title=November 21, 1998|titlestyle=font-weight:normal;font-size:inherit;background:transparent;text-align:left| | |||
| '''iQue Player''' | |||
'''Nintendo 64'''{{Video game release|JP|November 21, 1998<ref name="releaseZD" />|NA|November 23, 1998<ref name="releaseIGN" />|EU|December 11, 1998<ref name="releaseGB" />|AUS|December 18, 1998<ref name="releaseGB" />}} | |||
| {{vgrelease|CHN|November 18, 2003}} | |||
'''GameCube'''{{Video game release|JP|November 28, 2002<ref name="releaseZD"/>|NA|February 18, 2003<ref name="releaseMQIGN" />|PAL|May 3, 2003}} | |||
}} | |||
'''iQue Player'''{{Video game release|]|November 2003}} | |||
| genre = ] | |||
}} | |||
| modes = ] | |||
| genre = ] | |||
| director = {{Unbulleted list | |||
| modes = ] | |||
| Toru Osawa | |||
| director = {{plainlist| | |||
| Yoichi Yamada<!--game system director--> | |||
* Toru Osawa | |||
| ]<!--game system director; credited as Eiji Onuzuka--> | |||
* Yoichi Yamada | |||
| ]<!--3D systems director--> | |||
* ] | |||
| Toshio Iwawaki<!--program director--> | |||
* ] | |||
}} | |||
* Toshio Iwawaki | |||
| producer = ] | |||
}} | |||
| designer = | |||
| producer = Shigeru Miyamoto | |||
| programmer = Kenzo Hayakawa | |||
| designer = | |||
| artist = {{Unbulleted list | |||
| programmer = Kenzo Hayakawa | |||
| Yoshiaki Koizumi | |||
| artist = {{plainlist| | |||
| Yusuke Nakano | |||
* Yoshiaki Koizumi | |||
}} | |||
* Yusuke Nakano | |||
| writer = {{Unbulleted list | |||
}} | |||
| Toru Osawa | |||
| writer = {{plainlist| | |||
| ] | |||
* Shigeru Miyamoto<ref name="miyastory1" /><ref name="miyastory2" /> | |||
}} | |||
* Toru Osawa | |||
| composer = ] | |||
* Yoshiaki Koizumi<ref name="koistory1" /><ref name="koistory2" /> | |||
}} | |||
| composer = ] | |||
}} | }} | ||
'''''The Legend of Zelda: Ocarina of Time''''' |
{{nihongo foot|'''''The Legend of Zelda: Ocarina of Time'''''|ゼルダの伝説 時のオカリナ|Zeruda no Densetsu: Toki no Okarina|lead=yes|group=lower-alpha}} is a 1998 ] by ] for the ]. It was released in Japan and North America in November 1998 and in ]s the following month. The game is the first in '']'' series with ]. | ||
''Ocarina of Time'' was developed by Nintendo's ] division. It was led by five directors, including ] and ], produced by series co-creator ], and written by ]. Series composer ] wrote its soundtrack. The player controls ] in the realm of ] on a quest to stop the evil king ]dorf 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 ] to progress. | |||
In ''Ocarina of Time'', the player controls the playable character ] in the land of ]. Link sets out on a quest to stop ]dorf, king of the ], from obtaining the ], a sacred relic that grants the wishes of its holder. He travels through time and navigates various dungeons to awaken the ], who have the power to seal Ganondorf away forever. Music plays an important role: To progress, the player must learn to play several songs on an ]. The game was responsible for increased interest in and sales of the instrument.<ref>{{Cite news|first=Sharon R.|last=King|url=https://www.nytimes.com/1999/02/15/business/compressed-data-can-you-play-feelings-on-the-ocarina.html|title=Compressed Data; Can You Play 'Feelings' On the Ocarina?|work=]|date=February 15, 1999|archiveurl=https://web.archive.org/web/20090707214037/http://www.nytimes.com/1999/02/15/business/compressed-data-can-you-play-feelings-on-the-ocarina.html|archivedate=July 7, 2009|deadurl=no|accessdate=August 25, 2009}}</ref> | |||
''Ocarina of Time'' was acclaimed by critics and consumers, who praised its visuals, sound, gameplay, soundtrack, and writing. It has been ranked by numerous publications as the ] and is the highest-rated game on the review aggregator ]. 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 sequel, '']'', was released in 2000. ''Ocarina of Time'' has been re-released on every one of Nintendo's home consoles and on the ] in China. An enhanced version of the game for the ], '']'', was released in 2011. ''Master Quest'', an alternative version of the game including new puzzles and increased difficulty, is included in one of the ] releases and the ''3D'' version. | |||
''Ocarina of Time''{{'}}s gameplay introduced features such as a target-lock system and context-sensitive buttons that have since become common in 3D adventure games.<ref name="Essential 50"/><ref>{{cite web |first1=Travis |last1=Fahs |first2=Lucas |last2=Thomas |url=http://www.ign.com/articles/2010/08/27/ign-presents-the-history-of-zelda?page=3 |title=IGN Presents the History of Zelda |work=] |publisher=] |date=August 27, 2010 |page=3 |archiveurl=https://web.archive.org/web/20140224173937/http://www.ign.com/articles/2010/08/27/ign-presents-the-history-of-zelda?page=3 |archivedate=February 24, 2014 |deadurl=no |accessdate=December 30, 2015}}</ref> In Japan, more than 820,000 copies were sold in 1998, making it the tenth best-selling game of that year.<ref name="1998 sales"/> During its lifetime, 1.14 million copies of ''Ocarina of Time'' were sold in Japan,<ref name="japanese sales">{{cite web|url=http://gameranking.jp/ranking-sale/|title=販売本数ランキング|publisher=ゲームランキング|language=Japanese|archiveurl=https://web.archive.org/web/20080411024417/http://gameranking.jp/ranking-sale/|archivedate=April 11, 2008|deadurl=no|accessdate=May 28, 2009}}</ref> and over 7.6 million copies were sold worldwide.<ref name="IGN GDC 2004"/> The game won the Grand Prize in the Interactive Art division at the ],<ref name="JMAF">{{cite web|url=http://plaza.bunka.go.jp/english/festival/1998/|title=2nd Annual Japan Media Arts Festival|publisher=Japan Media Arts Plaza|archiveurl=https://web.archive.org/web/20071013074343/http://plaza.bunka.go.jp/english/festival/1998/|archivedate=October 13, 2007|accessdate=September 20, 2007}}</ref> and won six honors at the 2nd Annual ].<ref name="IAA">{{cite web|url=http://www.interactive.org/awards/1999_2nd_awards.asp|title=1999 2nd Annual Interactive Achievement Awards|website=Academy of Interactive Arts and Sciences|archiveurl=https://web.archive.org/web/20101023023538/http://www.interactive.org/awards/1999_2nd_awards.asp|archivedate=October 23, 2010|deadurl=no|accessdate=January 6, 2009}}</ref> {{As of|2017}}, it is the highest-rated game on review-aggregating site ], with a score of 99/100; in 2008 and 2010, '']'' listed ''Ocarina of Time'' as the highest-rated game ever reviewed.<ref name="guinness_nintendo">{{cite web | url=http://gamers.guinnessworldrecords.com/records/nintendo.aspx | title=Nintendo Records |website=Guinness World Records |date=April 5, 2008 |archiveurl=https://web.archive.org/web/20080405020333/http://gamers.guinnessworldrecords.com/records/nintendo.aspx | archivedate=April 5, 2008 | deadurl=yes |accessdate=February 22, 2015}}</ref> It is considered by many critics and gamers to be the ].{{efn|The readers and editors at '']'', among those of other publications, have listed ''Ocarina of Time'' as the greatest game of all time on several occasions.<ref name="edge100-2000"><!-- Published in book form, not in Edge magazine -->{{Cite book | editor-last=Mott | editor-first=Tony | title=Edge Presents The 100 Best Videogames | publisher=] | date=2007 | page=255}} Reprinting material from '']'' issue 80.</ref><ref name="edge-200-online">{{cite web|author=Edge Staff|url=http://www.edge-online.com/features/100-best-games-play-today?page=11|title=The 100 Best Games to Play Today|work=]|publisher=]|date=March 9, 2009|archiveurl=https://web.archive.org/web/20120326195637/http://www.edge-online.com/features/100-best-games-play-today?page=11|archivedate=March 26, 2012|accessdate=November 21, 2009}}</ref><ref name="edge-200">{{Cite magazine |magazine=]|publisher=]|date=April 2009 |volume=200|title=The 100 Best Games to Play Today |pages=59–63}}</ref><ref name="edge100-2007">{{cite web|url=http://www.edge-online.com/features/retrospective-the-legend-of-zelda-ocarina-of-time/|title=Retrospective: The Legend Of Zelda: Ocarina Of Time|author=Edge Staff|work=] |publisher=] |date=April 21, 2014|accessdate=June 1, 2014|archiveurl=https://web.archive.org/web/20140423215836/http://www.edge-online.com/features/retrospective-the-legend-of-zelda-ocarina-of-time/|archivedate=April 23, 2014}}</ref>}} | |||
''Ocarina of Time'' has had four major rereleases. It was originally ] to the ] alongside '']'', which featured reworked dungeons with new puzzles, and was included in '']''. It was also ported to the ] in 2003, and was made available via the ] service for the ] and ] in 2007 and 2015 respectively. The rereleases were well received; although some critics considered the game outdated even during the initial rerelease,<ref name="rpgamer">{{cite web |first=Zachary |last=Lewis |url=http://www.rpgamer.com/games/zelda/urazelda/reviews/z5mqstrev1.html |title=Legend of Zelda: Ocarina of Time Master Quest - Review |work=RPGamer |archiveurl=https://web.archive.org/web/20030620053508/http://www.rpgamer.com/games/zelda/urazelda/reviews/z5mqstrev1.html |archivedate=June 20, 2003 |deadurl=no |accessdate=October 2, 2008}}</ref><ref name="OoT MQ review at IGN"/>{{rp|2}} other reviewers believed it had aged well.<ref name="GameSpot VC review"/><ref name="kombo">{{cite web |author=kombo |url=http://www.gamezone.com/originals/2009/03/19/is-the-legend-of-zelda-ocarina-of-time-overrated-another-look |title=Is The Legend of Zelda: Ocarina of Time Overrated? Another Look |date=March 19, 2009 |archiveurl=https://web.archive.org/web/20151231021347/http://www.gamezone.com/originals/is-the-legend-of-zelda-ocarina-of-time-overrated-another-look |archivedate=December 31, 2015 |deadurl=no |accessdate=December 18, 2011}}</ref> A ] for the ], '']'', was released in 2011 with updated graphics and new ] 3D effects; it includes ''Master Quest''{{'}}s rearranged dungeons, which are absent from the Wii, Wii U, and iQue versions. | |||
== Gameplay == | == Gameplay == | ||
{{Multiple image | |||
] buttons. Here, the B (green) button controls ]'s sword attack, the A (blue) button sheaths Link's sword, and the C (yellow) buttons control set-specific items.|alt=The child version of the game's protagonist, Link, stands in Hyrule field wearing his distinctive green tunic and pointed cap. In each corner of the screen are icons that display information to the player. In the upper left-hand corner there are hearts which represent Link's health, in the lower left-hand corner is a counter which displays the quantity of Rupees (the in-game currency) possessed by the player. There is a mini-map in the lower right-hand corner, and five icons in the upper right-hand corner, one green, one red, and three yellow, which represent the actions available to the player on the corresponding buttons of the N64 controller.]] | |||
| align = right | |||
| direction = vertical | |||
| header = Gameplay examples | |||
| image1 = ZELDA OCARINA OF TIME.jpg | |||
''The Legend of Zelda: Ocarina of Time'' is a fantasy ] with ] and ] elements set in a large ] environment. The player controls series protagonist ] from a third-person perspective, in a three-dimensional world. Link primarily fights with a sword and shield, but he can also use other weapons such as projectiles, bombs, and magic spells.<ref name="instruction booklet">{{cite book|title=The Legend of Zelda: Ocarina of Time instruction booklet|publisher=]|url=https://cdn02.nintendo-europe.com/media/downloads/games_8/emanuals/nintendo_8/Manual_Nintendo64_TheLegendOfZeldaOcarinaOfTime_EN.pdf|format=PDF|year=1998|location=United States|id=U/NUS-NZLE-USA}}</ref>{{rp|22–25}} The control scheme introduced techniques such as ] actions and a targeting system called "Z-targeting".<ref name="Essential 50"/>{{efn|So named because it was executed by the Z button; Z-targeting is referred to as L-targeting in the GameCube rereleases.<ref>{{cite book| publisher=] | year=2003 | title=The Legend of Zelda: Collector's Edition instruction booklet | location=USA | pages=16–17}}</ref><ref>{{cite book| publisher=] | year=2003 | title=The Legend of Zelda: Ocarina of Time/Master Quest instruction booklet | location=USA| pages=14–15}}</ref>}} In combat, Z-targeting allows the player to have Link focus and latch onto an enemy or other objects.<ref name="instruction booklet"/>{{rp|11–12}}{{efn|In the ] ] of ''Ocarina of Time'' and the ]'s ] version, targeting is done with the L button instead of the Z button due to the position of the Z button on the ] and ].}} When using this technique, the camera follows the target and Link constantly faces it. Projectile attacks are automatically directed at the target and do not require manual aiming. Context-sensitive actions allow multiple tasks to be assigned to one button, simplifying the control scheme. The on-screen display shows what will happen when the button is pushed and changes depending on what the character is doing. For example, the same button that causes Link to push a box if he is standing next to it will have him climb on the box if the analog stick is pushed toward it.<ref name="Essential 50"/> {{cns|Much of the game is spent in battle, but some parts require the use of ]. Exploration is another important aspect of gameplay; the player may notice inaccessible areas and return later to find them explorable after obtaining a new item, such as the bomb, to blast through walls, or the hookshot, to reach distant places.|date=July 2017}} | |||
| alt1 = The child version of the game's protagonist, Link, stands in Hyrule field wearing his distinctive green tunic and pointed cap. In each corner of the screen are icons that display information to the player. In the upper left-hand corner, there are hearts, which represent Link's health, in the lower left-hand corner is a counter that displays the number of Rupees (the in-game currency) possessed by the player. There is a mini-map in the lower right-hand corner, and five icons in the upper right-hand corner, one green, one red, and three yellow, which represent the actions available to the player on the corresponding buttons of the N64 controller. | |||
| caption1 = The player navigates the vast Hyrule Field, the central hub of the world. The on-screen display shows actions mapped to ] buttons. | |||
| image2 = OcarinaOfTimeBattle.JPG | |||
] format and arrows indicate the targeted enemy. The player can then ] around the enemy to keep their sight on them.|alt=The adult version of Link, armed with a sword and shield and wearing a green tunic, is fighting a bipedal wolf in front of the Forest Temple. Link's fairy companion, Navi, has turned yellow and hovers above the creature which is now surrounded by yellow crosshair-like arrows.]] | |||
| alt2 = The adult version of Link, armed with a sword and shield and wearing a green tunic, is fighting a bipedal wolf in front of the Forest Temple. Link's fairy companion, Navi, has turned yellow and hovers above the creature, which is now surrounded by yellow crosshair-like arrows. | |||
| caption2 = When the player uses Z-targeting, the view shifts to a ] format and arrows indicate the targeted enemy. The player can then ] 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 ] set in a three-dimensional world with an expansive environment.<ref>{{cite web|url=https://www.gamedeveloper.com/design/game-design-essentials-20-open-world-games|title=Game Design Essentials: 20 Open World Games|website=]|date=September 26, 2007|access-date=September 12, 2024|archive-date=September 13, 2024|archive-url=https://web.archive.org/web/20240913010459/https://www.gamedeveloper.com/design/game-design-essentials-20-open-world-games|url-status=live}}</ref> The game world is mostly rendered in ] ], while a few areas make use of ] backgrounds.<ref name=GamersRepublic>{{Cite Q|Q130467423}}</ref><ref name=IGNRemembering>{{Cite Q|Q130467402}}</ref><ref name=Screenrant>{{Cite Q|Q130467701}}</ref><ref name=UrbanPlay>{{Cite Q|Q130467777|chapter=Chapter 5: Learning from Video Games}}</ref> The player controls series protagonist ] 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.<ref name="instruction booklet">{{cite book|title=The Legend of Zelda: Ocarina of Time instruction booklet|publisher=]|url=https://cdn02.nintendo-europe.com/media/downloads/games_8/emanuals/nintendo_8/Manual_Nintendo64_TheLegendOfZeldaOcarinaOfTime_EN.pdf|year=1998|location=United States|id=U/NUS-NZLE-USA|access-date=September 24, 2015}}</ref>{{rp|22–25}} The control scheme introduced techniques such as ] actions and a targeting system called "Z-targeting",<ref name="Essential 50"/>{{efn|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.<ref>{{cite book | publisher=] | year=2003 | title=The Legend of Zelda: Collector's Edition instruction booklet | location=USA | pages=16–17}}</ref><ref>{{cite book | publisher=] | year=2003 | title=The Legend of Zelda: Ocarina of Time/Master Quest instruction booklet | location=USA | pages=14–15}}</ref>}} which allows the player to have Link focus on enemies or objects.<ref name="instruction booklet"/>{{rp|11–12}}{{efn|In the ] ] of ''Ocarina of Time'' and the ]'s ] version, targeting is done with the L button instead of the Z button due to the position of the Z button on the ] and ].}} 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.<ref name="Essential 50"/> Much of the game is spent exploring and fighting, but some parts require ]. | |||
{{cns|Link collects items and weapons throughout the game, whose abilities allow him to access, navigate and complete dungeons to advance the story. Each dungeon is a dense, self-contained area in which Link solves puzzles and defeats enemies, and ends in a battle with the dungeon's ], a powerful unique enemy. Each dungeon and its boss share a major item and common theme; for example Link must use the Fairy Bow to complete the Forest Temple and defeat its boss, Phantom ], both of which involve trickery and misdirection. Defeat of a dungeon's boss grants Link a special item and advances the main quest.|date=July 2017}} | |||
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 ]s 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 ] who allows him to travel faster but restricts him to attacking with arrows while riding.<ref name="instruction booklet"/>{{rp|38}} | |||
Link is given an ] near the beginning of the game, which is later replaced by the ]. Throughout the game, Link learns twelve melodies that allow him to solve music-based puzzles and teleport to previously visited locations.<ref name="instruction booklet"/>{{rp|30}} The Ocarina of Time is also used to claim the ] 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.<ref>{{cite magazine |title=The RPG Revolution|magazine=] |issue=106 |publisher=] |date=May 1998 |page=95}}</ref> 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.<ref name="NintendoPower">{{cite magazine |last1=Hoffman |first1=Christopher |title=Better Than the Best |magazine=] |publisher=] |issue=267 |date=May 2011 |page=51 |quote=...the boy hero, now grown into a young man... will continue his quest——riding on horseback, gaining new items....}}</ref> | |||
Link is given the Fairy ] near the beginning of the game, which is later replaced by the Ocarina of Time, given to him by ]. Throughout the game, Link learns twelve melodies that allow him to solve various puzzles and teleport to previously visited locations in the game.<ref name="instruction booklet"/>{{rp|30}} {{cns|The melodies and notes are played with the C and A buttons on the ] or the C analog stick on the ].|date=July 2017}} | |||
== Plot == | == Plot == | ||
===Setting=== | |||
{{see also|The Legend of Zelda#Fictional chronology|label 1=''The Legend of Zelda'' § Fictional chronology}} | |||
{{Further|The Legend of Zelda#Fictional chronology|label1=Fictional chronology of The Legend of Zelda}} | |||
''Ocarina of Time'' is set in the fictional kingdom of ], the setting of most '']'' games |
''Ocarina of Time'' is set in the fictional kingdom of ], the setting of most '']'' games. Hyrule Field serves as the central hub, and is connected to several outlying areas with diverse topography which are home to the ].<ref name="instruction booklet"/>{{rp|7–8}} On the outskirts of Hyrule are the Kokiri, a race living as children with fairies, and the Zora, fish-like creatures in the middle of a crisis. North is Kakariko Village and Death Mountain, home of the Gorons, rock-consuming creatures. The secluded desert belongs to the Gerudo, a population mostly consisting of women who serve the king, a man that is born once every century, and Lake Hylia serves as a touristic fishing attraction where the Water Temple resides. | ||
=== Characters === | |||
The fairy ] 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 ], who is cursed and near death. The Deku Tree tells Link a "wicked man of the desert" cursed him and seeks to conquer the world, and that Link must stop him. Before dying, the Great Deku Tree gives Link the Spiritual Stone of the Forest and sends him to Hyrule Castle to speak with Hyrule's princess.<ref name="instruction booklet"/>{{rp|6}} | |||
Players control Link, a young boy living in the Kokiri Forest, at the outskirts of Hyrule, guarded by the ill-fated Great Deku Tree. Unknown to him, Link is not given a fairy similar to the other Kokiri, such as his friend Saria. Given the fairy Navi as a guide, the fairy is used to explain the player the gameplay mechanics. Later on his quest, Link befriends Malon, daughter of the Lon Lon Ranch's owner, and Zelda, Hyrule's princess, and learns of the King of the Gerudo, Ganondorf, serving as the game's main antagonist. Darunia, the leader of the Gorons, and Ruto, Zora's princess, later assist Link in various ways. During his adulthood, Link learns that his childhood friends are "Sages", powerful beings holding mysterious powers. Aside from Saria, Darunia, and Ruto, Link encounters Rauru, Zelda's caretaker Impa, Gerudo's new leader Nabooru, and Ganondorf's servant Twinrova. On his ways, Link is aided by the mysterious Sheik. | |||
===Story=== | |||
At the Hyrule Castle garden, Link meets Princess Zelda, who believes ], king of the Gerudo, is seeking the ], a holy relic that gives its holder godlike power. Zelda asks Link to obtain the three Spiritual Stones so he can enter the Sacred Realm and claim the Triforce before Ganondorf reaches it.<ref>{{cite video game |title=The Legend of Zelda: Ocarina of Time |developer=] |date=November 23, 1998 |publisher=] |platform=] |quote='''Princess Zelda''': "You go find the other two Spiritual Stones! Let's get the Triforce before Ganondorf does, and then defeat him!"}}</ref> Link collects the other two stones: the first from Darunia, leader of the Gorons, and the second from Ruto, princess of the Zoras. Link returns to Hyrule Castle, where he sees Ganondorf chase Zelda and her caretaker Impa on horseback, and unsuccessfully attempts to stop him.<ref>{{cite video game |title=The Legend of Zelda: Ocarina of Time |developer=Nintendo Entertainment Analysis & Development |date=November 23, 1998 |publisher=Nintendo |platform=Nintendo 64 |quote='''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!"}}</ref> Inside the Temple of Time, he uses the Ocarina of Time, a gift from Zelda, and the Spiritual Stones to open the door to the Sacred Realm. There he finds the Master Sword, but as he pulls it from its pedestal, Ganondorf appears and claims the Triforce. | |||
] awakens Link from a nightmare in which he watches a man in black armor pursuing a young girl on horseback, and is brought to the ], who has been cursed by a "wicked man of the desert" and that Link must stop him. Before dying, the Great Deku Tree gives Link the Spiritual Stone of the Forest and sends him to Hyrule Castle to speak with Hyrule's princess.<ref name="instruction booklet"/>{{rp|6}} At the Hyrule Castle garden, Link meets Princess Zelda, who believes ], the evil ] king, is seeking the ], 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.<ref>{{cite video game |title=The Legend of Zelda: Ocarina of Time |developer=] |date=November 23, 1998 |publisher=] |platform=] |quote='''Princess Zelda''': 'You go find the other two Spiritual Stones! Let's get the Triforce before Ganondorf does, and then defeat him!'}}</ref> 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 ] on horseback, like in his nightmare, and unsuccessfully attempts to stop him.<ref>{{cite video game |title=The Legend of Zelda: Ocarina of Time |developer=] |date=November 23, 1998 |publisher=] |platform=] |quote='''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!'}}</ref> Inside the Temple of Time, he uses the Ocarina of Time, a gift from Zelda, and the Spiritual Stones to open a door. 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. Ganondorf reveals that when Link pulled the Master Sword, he opened the Sacred Realm, allowing Ganondorf to take the Triforce.<ref>{{Cite web|last=Tieryas|first=Peter|date=September 22, 2020|title=A Return To ''The Legend Of Zelda: The Ocarina Of Time'' Reminded Me Why It's Special|url=https://kotaku.com/a-return-to-the-the-legend-of-zelda-the-ocarina-of-tim-1845132043|access-date=February 4, 2021|website=]|language=en-us|archive-date=February 9, 2021|archive-url=https://web.archive.org/web/20210209014909/https://kotaku.com/a-return-to-the-the-legend-of-zelda-the-ocarina-of-tim-1845132043|url-status=live}}</ref> | |||
Seven years later, an older Link awakens in |
Seven years later, an older Link awakens in the Sacred Realm and is met by Rauru, one of the seven Sages who protect 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.<ref>{{cite video game |title=The Legend of Zelda: Ocarina of Time |developer=] |date=November 23, 1998 |publisher=] |platform=] |quote='''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.'}}</ref> 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.<ref>{{cite video game |title=The Legend of Zelda: Ocarina of Time |developer=] |date=November 23, 1998 |publisher=] |platform=] |quote='''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 ...'}}</ref> 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 ]; Impa, the Sage of the Shadow Temple; and Nabooru, leader of the Gerudo in Ganondorf's absence, the Sage of the Spirit Temple. After the five sages awaken, Sheik reveals himself to be Zelda in disguise and the seventh sage. Zelda explains 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.<ref>{{cite video game |title=The Legend of Zelda: Ocarina of Time |developer=] |date=November 23, 1998 |publisher=] |platform=] |quote='''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.'}}</ref> | ||
Ganondorf appears and |
Ganondorf appears and captures Zelda, imprisoning her in a large crystal in his castle. The other six sages help Link enter 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 Sacred Realm, but he vows revenge on their descendants using the Triforce of Power.<ref>{{cite video game |title=The Legend of Zelda: Ocarina of Time |developer=] |date=November 23, 1998 |publisher=] |platform=] |quote='''Ganondorf''': 'Someday... When this seal is broken.... That is when I will exterminate your descendants!! As long as the Triforce of Power is in my hand...." '''Zelda''': "Thank you, Link... Thanks to you, Ganondorf has been sealed inside the Evil Realm!'}}</ref> 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.<ref>{{cite video game |title=The Legend of Zelda: Ocarina of Time |developer=] |date=November 23, 1998 |publisher=] |platform=]}}</ref> | ||
== Development == | == Development == | ||
] attached |
] attached]] | ||
''Ocarina of Time'' was developed concurrently with '']'' and '']'' for the ] by Nintendo's ] (EAD) division,<ref name="NP 89">{{Cite magazine|date=October 1996|title=Miyamoto Speaks|url=https://archive.org/stream/NintendoPower1988-2004/Nintendo%20Power%20Issue%20089%20%28October%201996%29#page/n69/mode/2up|magazine=]|issue=89|pages=64–67}}</ref> for more than $12 million with a staff of more than 200.<ref name="budget">{{cite web|first=Jason|last=Rich|url=https://www.chicagotribune.com/news/ct-xpm-1998-11-12-9811120369-story.html|title=Zelda Hits A Bullseye|newspaper=]|date=November 12, 1998|access-date=October 31, 2021|archive-date=April 7, 2022|archive-url=https://web.archive.org/web/20220407011646/https://www.chicagotribune.com/news/ct-xpm-1998-11-12-9811120369-story.html|url-status=live}}</ref> | |||
First shown as a technical and thematic demonstration video at Nintendo's ] trade show in December 1995,<ref name="Essential 50">{{cite web |url=http://www.1up.com/features/essential-50-ocarina-time |archive-url=https://archive.is/20120718054136/http://www.1up.com/features/essential-50-ocarina-time |dead-url=yes |archive-date=2012-07-18 |title=The Essential 50 Part 40: The Legend of Zelda: Ocarina of Time|publisher=] }}</ref><ref>{{cite magazine|last= |first= |title=Legend of Zelda|magazine=]|issue=14 |publisher=] |date=February 1996|page=55|quote=Well, the fact is that the videotape sequences shown at Shoshinkai bear very little resemblance to what the final product will actually look like. Spectacular scenes of a surprisingly large Link clad in polished armor are most likely to end up in cut-scenes rather than representing the actual play.}}</ref> ''Ocarina of Time'' was developed concurrently with '']'' by Nintendo's ] (EAD) division.<ref name="NP 89">{{Cite magazine |magazine=Nintendo Power |date=October 1996 |volume=89 |title=Miyamoto Speaks |pages=64–67}}</ref> Both were the first free-roaming 3D game in their respective series. Nintendo planned to release ''Super Mario 64'' as a ] for the ] (N64) and later release ''Ocarina of Time'' for the ], a disk drive peripheral for the system which was also still in development.<ref>{{cite web|url=http://www.gamespot.com/gamespot/features/video/hist_zelda/page14.html |work=History of Zelda |title=The Legend of Zelda: Ocarina of Time |publisher=] |first1=Andrew |last1=Vestal |first2=Cliff |last2=O'Neill |first3=Brad |last3=Shoemaker |archiveurl=https://web.archive.org/web/20130204141027/http://www.gamespot.com/gamespot/features/video/hist_zelda/page14.html |archivedate=February 4, 2013}}</ref> | |||
Development was migrated from the ] disk drive peripheral<ref name="GS History of Zelda">{{cite web|url=http://www.gamespot.com/gamespot/features/video/hist_zelda/page14.html |work=History of Zelda |title=The Legend of Zelda: Ocarina of Time |publisher=] |first1=Andrew |last1=Vestal |first2=Cliff |last2=O'Neill |first3=Brad |last3=Shoemaker |archive-url=https://web.archive.org/web/20130204141027/http://www.gamespot.com/gamespot/features/video/hist_zelda/page14.html |archive-date=February 4, 2013}}</ref><ref name="GamePro Issue 103">{{cite magazine|url=https://archive.org/details/GamePro_Issue_103_Volume_09_Number_04_1997-04_IDG_Publishing_US/page/n105/mode/2up?view=theater|title=The Legend of Zelda 64|magazine=]|date=April 1997|issue=103|page=102}}</ref> to cartridge due to the high data throughput of streaming 500 ] character animations throughout gameplay.<ref name="Iwata Asks OoT 3D Original"/> Initially targeting 16-]s, it was increased to 32 megabytes, as Nintendo's largest game ever.<ref>{{cite magazine |first=John |last=Ricciardi |title=Nintendo Goes Large |magazine=]|issue=100 |publisher=]|date=November 1997|page=28}}</ref><ref>{{cite web|url=https://www.ign.com/articles/1997/08/22/zelda-64-news-the-biggest-cartridge-game-ever |title=Zelda 64 News: The biggest Cartridge Game Ever |website=] |date=August 21, 1997 |access-date=October 23, 2007 |url-status=live |archive-url=https://web.archive.org/web/20140330173842/http://www.ign.com/articles/1997/08/22/zelda-64-news-the-biggest-cartridge-game-ever |archive-date=March 30, 2014}}</ref> 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.<ref name="Paint">{{cite web |url=http://www.nintendoworldreport.com/news/26851 |title=Ocarina of Time Had Mario 64-Esque Paintings Early in Development |author=Walker, Matt |date=June 15, 2011 |website=Nintendo World Report |access-date=June 21, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110620165919/http://www.nintendoworldreport.com/news/26851 |archive-date=June 20, 2011}}</ref> 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.<ref name="Paint" /> | |||
While Shigeru Miyamoto had been the principal director of ''Super Mario 64'', he was now in charge of |
While series co-creator ] 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''.<ref name="IGN Sensei">{{cite web|url=https://www.ign.com/articles/1999/01/30/sensei-speaks |title=Sensei Speaks |date=January 29, 1999 |website=] |access-date=May 8, 2008 |url-status=live |archive-url=https://web.archive.org/web/20130820235938/http://www.ign.com/articles/1999/01/30/sensei-speaks |archive-date=August 20, 2013}}</ref><ref name="IGN E3">{{cite web|title=E3: Through the Eyes of Miyamoto Pt. 2 |website=] |url=https://www.ign.com/articles/1997/06/19/e3-through-the-eyes-of-miyamoto-pt-2 |date=June 18, 1997 |access-date=December 17, 2008 |url-status=live |archive-url=https://web.archive.org/web/20131022214940/http://www.ign.com/articles/1997/06/19/e3-through-the-eyes-of-miyamoto-pt-2 |archive-date=October 22, 2013}}</ref> 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.<ref name="GDC: Miyamoto Keynote" /> The dungeons were designed by ].<ref name="eijidungeon" /> | ||
{{multiple image|align = right| total_width = 275| image1 = Beeindruckende Fachwerkhäuser säumen den historische Marktplatz in Miltenberg.jpg| image2 = Miltenberg östl. Tor.jpg| footer = Miyamoto drew inspiration for the market around Hyrule Castle from ] in ].}} Although the development team was new to 3D games, assistant director Makoto Miyanaga recalled a "passion for creating something new and unprecedented".<ref>{{Cite magazine |magazine=] |title=Inside Zelda Part 12: The Role of the Sidekick |date=June 2000 |pages=76–78.}}</ref> The towns in ''Ocarina of Time'' were based on ].<ref>{{cite magazine |url=https://archive.org/details/64-dream-june-2000-06-600dpi-ozidual/64Dream%202000%2006%20%28J%20OCR%29/page/n85/mode/2up |title=Nintendo Double Header Interview |language=Japanese |magazine=The 64Dream |date=January 1999 |page=85 |quote=]: So anyway, ] the focus was on where to show how the game was different from Ocarina of Time. Even if this is the same grassy field, we wanted to do something different with it... Something like using a more vibrant color palette or making strangely shaped trees. The towns, which were inspired by medieval Europe in Ocarina of Time, have more of a Southeast Asian style ].}}</ref> When creating Hyrule Castle's market, Miyamoto traveled to ] for inspiration of its ] in ], spending a few weeks in northern ].<ref>{{cite magazine |magazine=] |volume=Special |issue=9 |title=The Legend of Zelda: Ocarina of Time Special |language=de |date=1998 |page=5 |publisher=] |url=https://archive.org/details/zines_club_nintendo_1998_de/page/n4/mode/1up?view=theater |quote=.}}</ref> Despite the setting being a "medieval tale of ]", Miyamoto used the ] (]) genre of Japanese sword fighting as a model for the game's combat and was content with the positive worldwide reception.<ref name="Iwata Asks OoT 3D Miyamoto" /> The development involved more than 120 people, including ]s used to capture the effects of sword fighting and Link's movement.<ref>{{Cite magazine |magazine=] |url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20111%20%28August%201998%29/page/n59/mode/2up?view=theater |title=The Legend of Miyamoto |date=August 1998 |issue=111 |pages=52–55}}</ref> Miyamoto initially intended ''Ocarina of Time'' to be played in a first-person perspective<ref name="Kotaku-Miyamoto-interview-2013">{{cite web|url=http://www.kotaku.com.au/2013/07/why-are-you-here-miyamoto-and-the-ocarina-of-time/|title=Why Are You Here? Shigeru Miyamoto And The Ocarina Of Time|author=Mark Serrels|date=July 10, 2013|website=]|archive-url=https://web.archive.org/web/20131002000040/http://www.kotaku.com.au/2013/07/why-are-you-here-miyamoto-and-the-ocarina-of-time/|archive-date=October 2, 2013|url-status=dead|access-date=October 11, 2013}}</ref> 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.<ref name="Iwata Asks">{{cite web|url=https://iwataasks.nintendo.com/interviews/wii/crossbow/0/0/|title=Iwata Asks: Link's Crossbow Training|date=May 8, 2008|publisher=]|archive-url=https://web.archive.org/web/20240429032835/https://iwataasks.nintendo.com/interviews/wii/crossbow/0/0/|archive-date=April 29, 2024|url-status=live|access-date=September 12, 2024}}</ref> 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.<ref name=":0">{{Cite book|title=]|publisher=]|year=2018|isbn=978-1-5067-0638-2|pages=241}}</ref> | |||
Although the development team was new to 3D games, assistant director Makoto Miyanaga recalls a sense of "passion for creating something new and unprecedented".<ref>{{Cite magazine |magazine=Nintendo Power |title=Inside Zelda Part 12: The Role of the Sidekick |date=May 2006 |volume=203 |pages=76–78}}</ref> A "medieval tale of sword and sorcery," Miyamoto intended the game to be in the ] genre of Japanese sword fighting.<ref name="Iwata Asks OoT 3D Miyamoto"/> The development crew involved more than 120 people, including ]s used to capture the effects of sword fighting and Link's movement.<ref>{{Cite magazine |magazine=] |url=http://www.miyamotoshrine.com/theman/interviews/0898.shtml |title=The Legend of Miyamoto |date=August 1998 |volume=111 |pages=52–55 |accessdate=April 26, 2014 |archiveurl=https://web.archive.org/web/20050319172218/http://www.miyamotoshrine.com/theman/interviews/0898.shtml |archivedate=March 19, 2005}}</ref> Some of Miyamoto's ideas for the new ''Zelda'' title were instead used in ''Super Mario 64'', since it was to be released first.<ref name="NP 89"/> Other ideas were not used due to time constraints.<ref name="IGN Sensei"/> | |||
] (]) sword techniques, as seen in this photo.]] | |||
Miyamoto initially intended ''Ocarina of Time'' to be played in a first-person perspective<ref name="Kotaku-Miyamoto-interview-2013">{{cite web|url=http://www.kotaku.com.au/2013/07/why-are-you-here-miyamoto-and-the-ocarina-of-time/ |title=Why Are You Here? Shigeru Miyamoto And The Ocarina Of Time |publisher=Kotaku Australia |author=Mark Serrels |date=July 10, 2013 |accessdate=October 11, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20131002000040/http://www.kotaku.com.au/2013/07/why-are-you-here-miyamoto-and-the-ocarina-of-time/ |archivedate=October 2, 2013 |df= }}</ref> to enable players to take in the vast terrain of Hyrule Field better, as well as to be able to focus more on developing enemies and environments. This concept was overridden once the idea of having a child Link was introduced, and Miyamoto believed it necessary for Link to be visible on screen.<ref name="Iwata Asks">{{cite web|url=http://iwataasks.nintendo.com/interviews/#/wii/crossbow/0/0 |title=Iwata Asks: Link's Crossbow Training |date=May 8, 2008 |publisher=Nintendo of America, Inc. |accessdate=May 8, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/ |archivedate=July 25, 2015 |df= }}</ref> ''Ocarina of Time'' originally ran on the same ] as ''Super Mario 64'', but was so heavily modified that designer Shigeru Miyamoto considers the final products entirely different engines.<ref name="Interview with Shigeru Miyamoto">{{cite magazine |title=Interview with Shigeru Miyamoto<!-- actual article title needed --> |magazine=] |publisher=] |date=November 19, 1998 |url=http://www.miyamotoshrine.com/theman/interviews/111998.shtml |archiveurl=https://web.archive.org/web/20040619165414/http://www.miyamotoshrine.com/theman/interviews/111998.shtml |archivedate=June 19, 2004 |accessdate=April 26, 2014}}</ref> 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's AI. Miyamoto says 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 ].<ref name="IGN Sensei"/> | |||
Miyamoto wanted to make a game that was cinematic yet distinguished from films.<ref name="IGN Sensei"/> Takumi Kawagoe, who creates ]s for Nintendo, said that his priority was to have the player feel in control of the action.<ref>{{Cite magazine |magazine=] |date=December 2005 |issue=198 |title=Inside Zelda Part 7: An Honest Perspective on Hyrule |pages=70–72}}</ref> To promote this instantaneous continuity of cinematic gameplay, the cutscenes in ''Ocarina of Time'' are completely generated with ] on the Nintendo 64 and do not use prerendered ].<ref name="IGN Sensei"/> 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.<ref name="GDC: Miyamoto Keynote">{{cite web | title=GDC: Miyamoto Keynote Speech | date=March 18, 1999 | author1=IGN Staff | first2=Shigeru | last2=Miyamoto | url=https://www.ign.com/articles/1999/03/19/gdc-miyamoto-keynote-speech | website=] | access-date=October 23, 2017 | archive-date=October 24, 2017 | archive-url=https://web.archive.org/web/20171024043859/http://www.ign.com/articles/1999/03/19/gdc-miyamoto-keynote-speech | url-status=live}}</ref> Toru Osawa created the scenario for the game, based on a story idea by Miyamoto and ].<ref name="miyastory1" /><ref name="miyastory2" /><ref name="koistory1" /><ref name="koistory2" /><ref name="staffcredits">{{cite video game|title=The Legend of Zelda: Ocarina of Time |developer=] |publisher=] |date=November 23, 1998 |scene=Staff credits}}</ref> He was supported by '']'' and '']'' script writer ].<ref name="staffcredits" /><ref>{{cite web |url=http://www.gpara.com/contents/creator/bn_101.htm |title=クリエイターズファイル 第101回 |date=February 10, 2003 |publisher=Gpara.com |access-date=April 26, 2014 |archive-url=https://web.archive.org/web/20110930045013/http://www.gpara.com/contents/creator/bn_101.htm |archive-date=September 30, 2011}}</ref> 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.<ref name="GDC: Miyamoto Keynote"/> | |||
Some of Miyamoto's ideas were instead used in ''Super Mario 64'', since it was to be released first.<ref name="NP 89" /> Other ideas were not used due to time constraints.<ref name="IGN Sensei" /> A storytelling shopkeep character named "]" that was initially to be cut was eventually repurposed as the Deku Scrubs later in development.<ref>{{cite magazine |url=https://archive.org/details/64dream-january-1999-ozidual/64Dream%201999%2001/page/n87/mode/2up |title=Shigeru Miyamoto Long Interview |language=Japanese |magazine=The 64Dream |date=January 1999 |pages=87–97}}</ref> ''Ocarina of Time'' originally ran on the same ] as ''Super Mario 64'' but was so heavily modified that Miyamoto considers the final products different engines.<ref name="Interview with Shigeru Miyamoto">{{cite magazine|date=November 19, 1998|title=Interview with Shigeru Miyamoto<!-- actual article title needed -->|url=http://www.miyamotoshrine.com/theman/interviews/111998.shtml|magazine=]|publisher=]|archive-url=https://web.archive.org/web/20040619165414/http://www.miyamotoshrine.com/theman/interviews/111998.shtml|archive-date=June 19, 2004|access-date=April 26, 2014}}</ref> 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 ].<ref name="IGN Sensei" /> 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''.<ref name=GPro114>{{cite magazine |title=Inside the Mind of Shigeru Miyamoto|magazine=]|issue=114 |publisher=]|date=March 1998|pages=54–55}}</ref> | |||
{{quote box | width=25% | align=right | text=We opted not to use that limited time and energy on pre-rendered images for use in cinema scenes, but rather on tests on other inter-active elements and polishing up the game ... Actually, I changed the scenario just a few months before completion, and although the staff was rather unhappy about taking apart something they had already created, we were able to make the fixes in a short amount of time, so that it did not cause any problems time-wise. It may sound like an excuse, but it is not because the N64 doesn't have access to a CD-ROM that we incorporated real-time movie processing. Quite the contrary, to the greatest extent possible we were able to make use of truly cinematic methods with our camera work without relying on the kind of data typically used to make cinema scenes. | source=—Shigeru Miyamoto<ref name="GDC: Miyamoto Keynote"/>}} | |||
Miyamoto wanted to make a game that was cinematic, yet distinguished from actual films.<ref name="IGN Sensei"/> Takumi Kawagoe, who creates ]s for Nintendo, says that his top priority is to have the player feel in control of the action.<ref>{{Cite magazine |magazine=Nintendo Power |date=December 2005 |volume=198 |title=Inside Zelda Part 7: An Honest Perspective on Hyrule |pages=&70–72}}</ref> To promote this instantaneous continuity of cinematic gameplay, the cutscenes in ''Ocarina of Time'' are completely generated with ] on the Nintendo 64 console and do not use prerendered ].<ref name="IGN Sensei"/> 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.<ref name="GDC: Miyamoto Keynote">{{cite web | title=GDC: Miyamoto Keynote Speech | date=March 18, 1999 | author1=IGN Staff | first2=Shigeru | last2=Miyamoto | url=http://www.ign.com/articles/1999/03/19/gdc-miyamoto-keynote-speech | accessdate=October 23, 2017 |quote=We opted not to use that limited time and energy on pre-rendered images for use in cinema scenes, but rather on tests on other inter-active elements and polishing up the game ... Actually, I changed the scenario just a few months before completion, and although the staff was rather unhappy about taking apart something they had already created, we were able to make the fixes in a short amount of time, so that it did not cause any problems time-wise. It may sound like an excuse, but it is not because the N64 doesn't have access to a CD-ROM that we incorporated real-time movie processing. Quite the contrary, to the greatest extent possible we were able to make use of truly cinematic methods with our camera work without relying on the kind of data typically used to make cinema scenes.}}</ref> Toru Osawa created the scenario for the game, based on a story idea by Miyamoto and ].<ref name="miyastory1" /><ref name="miyastory2" /><ref name="koistory1" /><ref name="koistory2" /><ref name="staffcredits">{{cite video game|title=The Legend of Zelda: Ocarina of Time |developer=Nintendo Co., Ltd |publisher=Nintendo of America, Inc. |date=November 23, 1998 |scene=staff credits}}</ref> He was given support by ''A Link to the Past'' and ''Link's Awakening'' script writer ].<ref name="staffcredits" /><ref>{{cite web |url=http://www.gpara.com/contents/creator/bn_101.htm |title=クリエイターズファイル 第101回 |date=February 10, 2003 |publisher=Gpara.com |accessdate=April 26, 2014 |archiveurl=https://web.archive.org/web/20110930045013/http://www.gpara.com/contents/creator/bn_101.htm |archivedate=September 30, 2011}}</ref> 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.<ref name="GDC: Miyamoto Keynote"/> The dungeons were designed by ].<ref name="eijidungeon" /> | |||
=== Music === | |||
In 1997 and 1998, the Nintendo 64 was said to be critically lacking in first party hit releases. ''Next Generation'' magazine stated 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 depends. Chairman Howard Lincoln insisted at E3 1998 that ''Zelda'' would be shipped on time and would instantly become the company's reinvigorating blockbuster akin to a major Hollywood hit movie.<ref name="Next Generation #44">{{cite magazine | title=Nintendo 64 | magazine=Next Generation | issue=44 | date=August 1998 | pages=40–41 | url=https://archive.org/stream/ng_unedited/ng_44_unedited#page/n41/mode/2up | accessdate=December 14, 2015 }}</ref> | |||
''Ocarina of Time''{{'s}} music was written by ], the composer in charge of music for most of the games in ''The Legend of Zelda'' series.<ref name="Inside Zelda 4"/> In addition to characters having musical themes, areas of Hyrule are also associated with pieces of music.<ref name="GameSpot soundtrack">{{cite web |url=http://www.gamespot.com/features/vgs/universal/tenspot_soundtrack/page11.html |title=Top Ten Video Game Soundtracks |website=] |last=Trueman |first=Doug |page=11 |archive-url=https://archive.today/20130125130413/http://www.gamespot.com/features/vgs/universal/tenspot_soundtrack/page11.html|archive-date=January 25, 2013}}</ref> This has been called ] in reverse—instead of music announcing an entering character, it now introduces a stationary environment as the player approaches.<ref name="Whalen">{{Cite journal|title=Play Along — An Approach to Video Game Music |first=Zach |last=Whalen |journal=The International Journal of Computer Game Research |date=November 2004 |url=http://www.gamestudies.org/0401/whalen/ |access-date=September 24, 2006 |volume=4 |issue=1 |url-status=live |archive-url=https://web.archive.org/web/20061003122633/http://www.gamestudies.org/0401/whalen/ |archive-date=October 3, 2006}}</ref> In some locations, the music is a variation of an ocarina tune the player learns, related to that area.<ref name="Whalen"/> | |||
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,<ref name="IGN review">{{cite web |last=Schneider |first=Peer |title=Legend of Zelda: Ocarina of Time review |website=IGN |date=November 25, 1998 |url=https://www.ign.com/articles/1998/11/26/the-legend-of-zelda-ocarina-of-time-review |access-date=January 29, 2006 |url-status=live |archive-url=https://web.archive.org/web/20121009233109/http://www.ign.com/articles/1998/11/26/the-legend-of-zelda-ocarina-of-time-review |archive-date=October 9, 2012}}</ref> 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.<ref name="IGN review"/> Kondo said that creating distinct themes on the limited scale was a "major challenge" but feels that the result is very natural.<ref name="Inside Zelda 4">{{Cite magazine|magazine=] |title=Inside Zelda Part 4: Natural Rhythms of Hyrule |volume=195 |date=September 2005 |pages=56–58}}</ref> The popularity of ''Ocarina of Time'' led to an increase in ocarina sales.<ref>{{Cite news|first=Sharon R.|last=King|url=https://www.nytimes.com/1999/02/15/business/compressed-data-can-you-play-feelings-on-the-ocarina.html|title=Compressed Data; Can You Play 'Feelings' On the Ocarina?|work=]|date=February 15, 1999|archive-url=https://web.archive.org/web/20090707214037/http://www.nytimes.com/1999/02/15/business/compressed-data-can-you-play-feelings-on-the-ocarina.html|archive-date=July 7, 2009|url-status=live|access-date=August 25, 2009}}</ref> | |||
Customers in North America who ]ed the game received a limited edition box with a golden plastic card affixed, reading "Collector's Edition". This edition contained a gold-colored cartridge,<ref>{{cite web|url=http://www.ign.com/articles/1998/08/27/zeldas-future-is-golden |title=Zelda's Future is Golden |date=August 26, 1998 |publisher=IGN |accessdate=September 24, 2007 |deadurl=no |archiveurl=https://web.archive.org/web/20140220140653/http://www.ign.com/articles/1998/08/27/zeldas-future-is-golden |archivedate=February 20, 2014 |df= }}</ref> a tradition for the ''Zelda'' series that began with the ] for the ]. Demand was so great that ] stopped pre-selling the title on November 3, 1998.<ref>{{cite web|url=http://www.ign.com/articles/1998/11/04/ye-snoozed-ye-loozed |title=Ye Snoozed, Ye Loozed |date=November 3, 1998 |publisher=IGN |accessdate=September 24, 2007 |deadurl=no |archiveurl=https://web.archive.org/web/20141025074405/http://www.ign.com/articles/1998/11/04/ye-snoozed-ye-loozed |archivedate=October 25, 2014 |df= }}</ref> Several versions of ''Ocarina of Time'' were produced, with later revisions featuring minor changes such as ] 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.<ref name="OoT MQ review at IGN"/><ref name="GTNinResponse">{{cite web|url=http://www.zeldainformer.com/news/nintendo-officially-talks-about-the-infamous-ocarina-of-time-fire-temple-ch |title=Nintendo Officially Talks about the Infamous Ocarina of Time Fire Temple Chant |publisher=Zelda Informer |author=Dylan James |date=May 30, 2012 |accessdate=February 2, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20130212030730/http://www.zeldainformer.com/news/nintendo-officially-talks-about-the-infamous-ocarina-of-time-fire-temple-ch |archivedate=February 12, 2013 |df= }}</ref> 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 in fact removed after the company discovered it violated their own policy to avoid religious material in games,<ref name=GTNinResponse/> and the altered versions of ''Ocarina of Time'' were made prior to the game's original release.<ref>{{cite video|url=http://www.gametrailers.com/full-episodes/vzs1ku/pop-fiction-episode-09--the-fire-temple-chants |title=Pop-Fiction Episode 9: Fire Temple Chants |publisher=] |format=Flash video |date=February 22, 2011 |accessdate=April 27, 2011 |deadurl=no |archiveurl=https://web.archive.org/web/20130121121846/http://www.gametrailers.com/full-episodes/vzs1ku/pop-fiction-episode-09--the-fire-temple-chants |archivedate=January 21, 2013 |df= }}</ref> | |||
The official soundtrack of ''Ocarina of Time'' was published by ] and released in Japan on December 18, 1998.<ref name="Pony Canyon">{{cite web|script-title=ja:ゲームミュージック(パッケージ表記ナシ)「ゼルダの伝説・時のオカリナ」オリジナルサウンドトラック |url=http://hp.ponycanyon.co.jp/pchp/cgi-bin/PCHPM.pl?TRGID=PCHP_SKH_1010&CMD=DSP&DSP_SKHBNG=199800001494&DSP_SKHKETSEQ=001 |publisher=] |archive-url=https://web.archive.org/web/20080508235755/http://hp.ponycanyon.co.jp/pchp/cgi-bin/PCHPM.pl?TRGID=PCHP_SKH_1010&CMD=DSP&DSP_SKHBNG=199800001494&DSP_SKHKETSEQ=001|archive-date=May 8, 2008 |language=ja |access-date=April 17, 2013}}</ref> It comprises one compact disc with 82 tracks.<ref name="Pony Canyon"/><!--Please read if a more reliable source is found: lasting 76 minutes and 14 seconds.<ref>{{Cite web |url=http://www.rpgfan.com/soundtracks/zeldaootost/index.html |title=RPGFan Soundtracks — The Legend of Zelda: Ocarina of Time OST |publisher=] |access-date=April 5, 2008}}</ref>--> 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 '']'' was disappointed that the traditional ''Zelda'' overworld theme was not included.<ref name="IGN review"/> In 2001, three years after the initial release of ''Ocarina of Time'', '']'' labeled it as one of the top ten video game soundtracks.<ref name="GameSpot soundtrack"/> 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 ] 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 for later revisions 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 ].<ref>{{Cite web|url=http://www.zeldainformer.com/news/nintendo-officially-talks-about-the-infamous-ocarina-of-time-fire-temple-ch |title=Nintendo Officially Talks about the Infamous Ocarina of Time Fire Temple Chant |website=Zelda Informer |access-date=November 13, 2016 |url-status=live |archive-url=https://web.archive.org/web/20161123100704/http://www.zeldainformer.com/news/nintendo-officially-talks-about-the-infamous-ocarina-of-time-fire-temple-ch |archive-date=November 23, 2016}}</ref> | |||
=== Ports and rereleases === | |||
''Ocarina of Time'' was rereleased for the ] as a ] of the Nintendo 64 ] in conjunction with '''''The Legend of Zelda: Ocarina of Time Master Quest''''' and as a part of '']''.<ref name="OoT MQ review at IGN"/> The former was released as ''Zeruda no Densetsu: Toki no Okarina GC'' in Japan, with the ''Master Quest'' side named ''Zeruda no Densetsu: Toki no Okarina GC Ura'' (ゼルダの伝説 時のオカリナ GC裏). The "Ura" name stems from ''Master Quest''{{'}}s origins, as an expansion to the ''Ocarina of Time'' cartridge in the form of a 64DD disk, under the working title ''Ura Zelda''.<ref name="Nintendo Sequel Rumblings">{{cite web|url=http://www.ign.com/articles/1999/05/12/nintendo-sequel-rumblings |title=Nintendo Sequel Rumblings |publisher=IGN |date=May 11, 1999 |accessdate=January 20, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20150220231501/http://www.ign.com/articles/1999/05/12/nintendo-sequel-rumblings |archivedate=February 20, 2015 |df= }}</ref> The ''Master Quest'' compilation was given as a premium for pre-ordering '']'' in Japan and North America,<ref>{{cite web|title=Zelda Bonus Disc Coming to US |publisher=IGN |date=December 4, 2002 |url=http://www.ign.com/articles/2002/12/04/zelda-bonus-disc-coming-to-us |accessdate=September 24, 2007 |deadurl=no |archiveurl=https://web.archive.org/web/20141025074420/http://www.ign.com/articles/2002/12/04/zelda-bonus-disc-coming-to-us |archivedate=October 25, 2014 |df= }}</ref> as well as in a special GameCube ] at ] wherein the disc came in the same case. In Europe and Australia, the disc came in the same case as the initial pressings of ''The Wind Waker''.<ref>{{cite web|title=Limited Edition Zelda in Europe |publisher=IGN |date=April 15, 2003 |url=http://www.ign.com/articles/2003/04/15/limited-edition-zelda-in-europe |accessdate=September 24, 2007 |deadurl=no |archiveurl=https://web.archive.org/web/20141025074424/http://www.ign.com/articles/2003/04/15/limited-edition-zelda-in-europe |archivedate=October 25, 2014 |df= }}</ref> In Europe, it was available for a limited time through a special offer on the Nintendo website. The ''Ocarina of Time Master Quest'' box contains a single disc that includes the original game; the ''Master Quest'' version; six video demos for various GameCube games, including one for ''The Wind Waker''; and a video demo for the ] games ].<ref name="OoT MQ review at IGN"/> ''Master Quest'' uses the same engine and plot of ''Ocarina of Time'', but dungeons have been altered.<ref name="OoT MQ review at IGN"/> ''Collector's Edition'' was available in GameCube bundles in Europe, Australia, and North America, as well as by registering hardware and software, or by subscribing to official magazines or clubs.<ref name="Zelda 99">{{cite web|title=Zelda Bundle at $99 |publisher=IGN |date=November 4, 2003 |url=http://www.ign.com/articles/2003/11/04/zelda-bundle-at-99 |accessdate=September 24, 2007 |deadurl=no |archiveurl=https://web.archive.org/web/20130713123456/http://www.ign.com/articles/2003/11/04/zelda-bundle-at-99 |archivedate=July 13, 2013 |df= }}</ref> In addition to ''Ocarina of Time'', the disc also contains the original ''The Legend of Zelda'', '']'', ''Majora's Mask'', a demo of ''The Wind Waker'', and a ''Zelda'' retrospective featurette.<ref name="Zelda 99"/> The original game is displayed on the Nintendo 64 with a resolution of 320 × 240, but the GameCube ports run at 640 × 480 and support ].<ref name="OoT MQ review at IGN"/><ref>{{cite web|url=http://www.ign.com/games/the-legend-of-zelda-collectors-edition/gcn-608263 |title=The Legend of Zelda Collector's Edition |publisher=IGN |accessdate=April 23, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20120929062330/http://www.ign.com/games/the-legend-of-zelda-collectors-edition/gcn-608263 |archivedate=September 29, 2012 |df= }}</ref> | |||
''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 ].<ref>{{cite web|last1=Crecente |first1=Brian |title=The Legend of Zelda: Ocarina of Time soundtrack vinyl in the works |url=http://www.polygon.com/2016/12/8/13885136/legend-of-zelda-ocarina-of-time-vinyl |website=] |publisher=] |date=December 8, 2016 |access-date=December 8, 2016 |url-status=live |archive-url=https://web.archive.org/web/20161209024515/http://www.polygon.com/2016/12/8/13885136/legend-of-zelda-ocarina-of-time-vinyl |archive-date=December 9, 2016}}</ref> It was nominated for "Best Game Music Cover/Remix" at the 16th Annual Game Audio Network Guild Awards.<ref>{{cite web |url=http://www.audiogang.org/2018-awards/ |title=2018 Awards |website=Game Audio Network Guild |access-date=April 14, 2018 |archive-date=April 14, 2018 |archive-url=https://archive.today/20180414040621/http://www.audiogang.org/2018-awards/ |url-status=live}}</ref> | |||
The game was released for the ]'s ] service for 1000 Wii Points in Europe and Australia on February 23, 2007; in North America on February 26; and in Japan on February 27.<ref>{{cite web|first=Tim |last=Surette |publisher=] |date=February 24, 2007 |url=http://www.gamespot.com//news/ocarina-of-time-to-blow-on-vc-6166385? |title=Ocarina of Time to blow on VC |archiveurl=https://archive.is/20120306063937/http://www.gamespot.com/news/ocarina-of-time-to-blow-on-vc-6166385 |archivedate=March 6, 2012}}</ref> This particular release is an ] of the Nintendo 64 version, true to the original except for the elimination of support for controller vibrations. Thus, an item called the "Stone of Agony", which employs physical vibrations via the Nintendo 64's ] controller accessory during certain in-game events, has been made useless.<ref name="GameSpot VC review">{{cite web| url=http://www.gamespot.com/wii/adventure/legendofzeldaootn64/review.html | title=The Legend of Zelda: Ocarina of Time (Virtual Console) review | last=Gerstmann | first=Jeff | publisher=] | date=March 5, 2007 | accessdate=October 27, 2007 | archiveurl=https://archive.is/20071015124957/http://www.gamespot.com/wii/adventure/legendofzeldaootn64/review.html <!--Added by H3llBot--> | archivedate=October 15, 2007}}</ref> The Wii can play the GameCube compilation versions with this feature intact. A five-minute demo of the game is included as an unlockable item in '']''. The game was rereleased on the ] Virtual Console worldwide on July 2, 2015,<ref name="Wii U VC" /> this time including the Nintendo 64's original Rumble Pak feature.<ref>{{cite web|last1=Town|first1=Jonathan|title=The Legend of Zelda: Ocarina of Time (Wii U eShop / N64) Review|url=http://www.nintendolife.com/reviews/wiiu-eshop/legend_of_zelda_ocarina_of_time_n64|website=Nintendo Life|publisher=]|accessdate=July 26, 2015|archiveurl=https://web.archive.org/web/20150706102602/http://www.nintendolife.com/reviews/wiiu-eshop/legend_of_zelda_ocarina_of_time_n64|archivedate=July 6, 2015|deadurl=no|date=July 3, 2015}}</ref> | |||
==Release == | |||
==== ''Ura Zelda'' ==== | |||
''Ocarina of Time'' was first shown as a technical and thematic demonstration video at Nintendo's ] trade show in December 1995.<ref name="Essential 50">{{cite web |url=http://www.1up.com/features/essential-50-ocarina-time |archive-url=https://archive.today/20120718054136/http://www.1up.com/features/essential-50-ocarina-time |url-status=dead |archive-date=July 18, 2012 |title=The Essential 50 Part 40: The Legend of Zelda: Ocarina of Time|website=]}}</ref><ref>{{cite magazine|date=February 1996|title=Legend of Zelda|url=https://archive.org/details/nextgen-issue-014/page/n55/mode/2up|magazine=]|issue=14|page=55|quote=Well, the fact is that the videotape sequences shown at Shoshinkai bear very little resemblance to what the final product will actually look like. Spectacular scenes of a surprisingly large Link clad in polished armor are most likely to end up in cut-scenes rather than representing the actual play.}}</ref> Nintendo planned to release ''Super Mario 64'' as a ] 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.<ref name="GS History of Zelda"/><ref name="GamePro Issue 103"/> Issues regarding performance of the 64DD peripheral led to development being moved from disk to cartridge media,<ref name="Iwata Asks OoT 3D Original"/> and thus the game would miss its scheduled 1997 holiday season release and was delayed into 1998.<ref name="Iwata Asks OoT 3D Miyamoto" /> They planned to follow its release with a 64DD expansion disk.<ref>{{cite web |url=https://www.ign.com/articles/1997/03/08/zelda-officially-goes-to-cart |title=Zelda Officially Goes to Cart |website=IGN |date=March 7, 1997 |access-date=April 23, 2008 |url-status=live |archive-url=https://web.archive.org/web/20141025074408/http://www.ign.com/articles/1997/03/08/zelda-officially-goes-to-cart |archive-date=October 25, 2014}}</ref> Miyamoto additionally attributed the delay to Nintendo prioritizing development efforts to '']'' after that game missed its planned second quarter release slot.<ref name=GPro114/> | |||
After the completion of ''Ocarina of Time'', an expansion disk for the yet unreleased 64DD peripheral was developed with the working title ''Ura Zelda'',<ref name="IGN: GDC 2004: The History of Zelda"/> commonly translated as "Another Zelda".<ref name="Gaiden and Ura Zelda Split">{{cite web|title=Gaiden and Ura Zelda Split |date=August 20, 1999 |author=IGN Staff |url=http://www.ign.com/articles/1999/08/21/gaiden-and-ura-zelda-split |accessdate=February 1, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20150220231500/http://www.ign.com/articles/1999/08/21/gaiden-and-ura-zelda-split |archivedate=February 20, 2015 |df= }}</ref> Described as "''Ocarina''{{'}}s second version with rearranged dungeon gameplay",<ref name="IGN: GDC 2004: The History of Zelda"/> it contains some new content and some which had been cut from ''Ocarina'' due to constraints on development time and on cartridge storage size.<ref name="Nintendo Sequel Rumblings"/><ref name="Zelda DD: The Other Adventure">{{cite web | title=Zelda DD: The Other Adventure | date=November 17, 1998 | publisher=IGN | url=http://ign64.ign.com/news/5775.html | archiveurl=https://web.archive.org/web/19990909162617/http://ign64.ign.com/news/5775.html | archivedate=September 9, 1999 }}</ref><ref name="urazelda">{{cite web|url=http://www.unseen64.net/articles/lo-sviluppo-di-zelda64/ |title=Info on Ura Zelda at Unseen64 |work=Unseen 64: Beta, Cancelled & Unseen Videogames! |accessdate=October 10, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20130527233612/http://www.unseen64.net/articles/lo-sviluppo-di-zelda64/ |archivedate=May 27, 2013 |df= }}</ref> | |||
{{quotation | We will make once the system has been switched over to the 64DD. Fundamentally, once the cartridge version of ''Legend of Zelda: Ocarina of Time'' has been out for awhile, I'd like to bring the 64DD version out. It's too early to release just yet, and I don't want to have the 64DD and the cartridge sold at the same time. It's troubling. After we release the cartridge version of ''F-ZERO X'', we'll release the 64DD expansion disc. | Shigeru Miyamoto in late 1997<ref name="64DD Pet Projects">{{cite web | title=64DD Pet Projects | date=December 10, 1997 | publisher=IGN | url=http://ign64.ign.com/articles/061/061567p1.html | deadurl=yes | archiveurl=https://web.archive.org/web/20060314205040/http://ign64.ign.com/articles/061/061567p1.html | archivedate=March 14, 2006 | accessdate=November 21, 2015}}</ref>}} | |||
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.<ref name="Next Generation #44"/> Nintendo spent $10 million on ''Ocarina of Time''{{'}}s marketing.<ref>{{cite web|first=Eve|last=Tahmincioglu|url=https://www.newspapers.com/clip/90913497/tampa-bay-times/|title=Zelda|newspaper=]|page=59|date=December 5, 1998|access-date=December 21, 2021|via=]|archive-date=December 21, 2021|archive-url=https://web.archive.org/web/20211221051002/https://www.newspapers.com/clip/90913497/tampa-bay-times/|url-status=live}}</ref> In March 1998, it was the most anticipated Nintendo 64 game in Japan.<ref>{{cite news|title=What Japan Wants|url=https://www.ign.com/articles/1998/04/23/what-japan-wants|access-date=April 1, 2018|work=IGN|date=April 22, 1998|archive-date=June 17, 2018|archive-url=https://web.archive.org/web/20180617192958/http://www.ign.com/articles/1998/04/23/what-japan-wants|url-status=live}}</ref> Chairman ] insisted at E3 1998 that ''Zelda'' ship on time and become Nintendo's reinvigorating blockbuster, akin to a hit Hollywood movie.<ref name="Next Generation #44">{{cite magazine | title=Nintendo 64 | magazine=Next Generation | issue=44 | date=August 1998 | pages=40–41 | url=https://archive.org/stream/ng_unedited/ng_44_unedited#page/n41/mode/2up | access-date=December 14, 2015}}</ref> | |||
However, ''Ura Zelda'' was delayed indefinitely since 1998 due to the uncertain and protracted development status of the requisite 64DD device,<ref name="Zelda DD: The Other Adventure"/> and then was never released in its originally planned form due to the 64DD's ultimate commercial failure.<ref name="IGN: Miyamoto and Aonuma on Zelda"/> In August 2000, Miyamoto stated that ''Ura Zelda'' had "already been finished" sometime prior and that no online capabilities had ever been planned.<ref name="Miyamoto Roundtable">{{cite interview|date=August 28, 2000 |interviewer=IGN Staff |work=IGN |first=Shigeru |last=Miyamoto |url=http://www.ign.com/articles/2000/08/29/miyamoto-roundtable |title=Miyamoto Roundtable: Game designer Shigeru Miyamoto talks to the press about Gamecube, N64 and GBA |accessdate=August 8, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160812153604/http://www.ign.com/articles/2000/08/29/miyamoto-roundtable |archivedate=August 12, 2016 |df= }}</ref> | |||
Customers in North America who ]ed 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,<ref>{{cite web|url=https://www.ign.com/articles/1998/08/27/zeldas-future-is-golden |title=Zelda's Future is Golden |date=August 26, 1998 |website=IGN |access-date=September 24, 2007 |url-status=live |archive-url=https://web.archive.org/web/20140220140653/http://www.ign.com/articles/1998/08/27/zeldas-future-is-golden |archive-date=February 20, 2014}}</ref> a tradition that began with the original '']'' (1986) for the ]. Demand was so great that ] stopped pre-selling the game on November 3, 1998.<ref>{{cite web|url=https://www.ign.com/articles/1998/11/04/ye-snoozed-ye-loozed |title=Ye Snoozed, Ye Loozed |date=November 3, 1998 |website=IGN |access-date=September 24, 2007 |url-status=live |archive-url=https://web.archive.org/web/20141025074405/http://www.ign.com/articles/1998/11/04/ye-snoozed-ye-loozed |archive-date=October 25, 2014}}</ref> | |||
A fairly intact equivalent to ''Ura Zelda'', as confirmed by designers Shigeru Miyamoto and Eiji Aonuma, was released for the GameCube in 2002 in Japan as {{nihongo|''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''.<ref name="IGN: GDC 2004: The History of Zelda">{{cite web|url=http://www.ign.com/articles/2004/03/26/gdc-2004-the-history-of-zelda?page=3 |title=IGN: GDC 2004: The History of Zelda |work=IGN |accessdate=October 10, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150213041405/http://www.ign.com/articles/2004/03/26/gdc-2004-the-history-of-zelda?page=3 |archivedate=February 13, 2015 |df= }}</ref><ref name="IGN: Miyamoto and Aonuma on Zelda">{{cite web|url=http://www.ign.com/articles/2002/12/04/miyamoto-and-aonuma-on-zelda?page=5 |title=IGN: Miyamoto and Aonuma on Zelda |work=IGN |accessdate=October 10, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150213041447/http://www.ign.com/articles/2002/12/04/miyamoto-and-aonuma-on-zelda?page=5 |archivedate=February 13, 2015 |df= }}</ref> Miyamoto explained in 2002, " didn't use many of the special features. So it was very easy to port over to the GameCube without cutting any features. ''Ura Zelda'' isn't very different from the ''Ocarina of Time''; it's more of a second quest ... it will not unlock anything special."<ref name="IGN: Miyamoto and Aonuma on Zelda"/> Aonuma concluded in 2004, "It was finally bundled in the GameCube version of ''Ocarina'' and released as ''Master Quest''."<ref name="IGN: GDC 2004: The History of Zelda"/> | |||
Several versions of ''Ocarina of Time'' were produced, with later revisions featuring minor changes such as ] 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.<ref name="OoT MQ review at IGN">{{cite web|url=https://www.ign.com/articles/2003/02/27/legend-of-zelda-ocarina-of-time-master-quest|title=Legend of Zelda: Ocarina of Time / Master Quest|last=Schneider|first=Peer|date=February 27, 2003|website=IGN|archive-url=https://web.archive.org/web/20150129135809/http://www.ign.com/articles/2003/02/27/legend-of-zelda-ocarina-of-time-master-quest|archive-date=January 29, 2015|url-status=live|access-date=February 1, 2015}}</ref><ref name="GTNinResponse">{{cite web |author=Dylan James |date=May 30, 2012 |title=Nintendo Officially Talks about the Infamous Ocarina of Time Fire Temple Chant |url=http://www.zeldainformer.com/news/nintendo-officially-talks-about-the-infamous-ocarina-of-time-fire-temple-ch |url-status=dead |archive-url=https://web.archive.org/web/20130212030730/http://www.zeldainformer.com/news/nintendo-officially-talks-about-the-infamous-ocarina-of-time-fire-temple-ch |archive-date=February 12, 2013 |access-date=February 2, 2013 |publisher=Zelda Informer}}</ref> 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,<ref name="GTNinResponse" /> and the altered versions of ''Ocarina of Time'' were made prior to the original release.<ref>{{cite video|url=http://www.gametrailers.com/full-episodes/vzs1ku/pop-fiction-episode-09--the-fire-temple-chants |title=Pop-Fiction Episode 9: Fire Temple Chants |publisher=] |format=Flash video |date=February 22, 2011 |access-date=April 27, 2011 |url-status=live |archive-url=https://web.archive.org/web/20130121121846/http://www.gametrailers.com/full-episodes/vzs1ku/pop-fiction-episode-09--the-fire-temple-chants |archive-date=January 21, 2013}}</ref> | |||
In 2003, IGN's Peer Schneider gave ''Master Quest'' a positive review, with caveats. Based upon ''Ocarina'' which had "aged extremely well", he likened the ''Ura'' concept to the second quest of the original ''Zelda'' game for NES. The game is "far more difficult than the original", though the integrity of some areas suffer as if "'second quest' most likely meant 'second choice' during the Nintendo design process". He found the GameCube port to be somewhat visually improved though "lazy", with a clumsy translation to the new controller and no substantial improvement in the original game's low frame rate. Summarizing it as "a sweet, sweet surprise for any ''Zelda'' fan", he recommended this complimentary compilation release even if it had been at full price.<ref name="OoT MQ review at IGN">{{cite web|title=Legend of Zelda: Ocarina of Time / Master Quest |date=February 27, 2003 |first=Peer |last=Schneider |publisher=IGN |url=http://www.ign.com/articles/2003/02/27/legend-of-zelda-ocarina-of-time-master-quest |accessdate=February 1, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20150129135809/http://www.ign.com/articles/2003/02/27/legend-of-zelda-ocarina-of-time-master-quest |archivedate=January 29, 2015 |df= }}</ref> Zachary Lewis of RPGamer stated that the main strength of ''Master Quest'' is in its puzzles, which require absolutely precise timing, and which find entirely new uses for ''Ocarina''{{'}}s items. He says players may be "enthralled out of the sheer difficulty" but that the tedious frustration may reduce replayability.<ref name="rpgamer"/> | |||
=== Rereleases === | |||
Nintendo ] ''Ocarina of Time'' to its next console, the ], as part of '']'', a compilation of ''Zelda'' games. This port is an ] of the original Nintendo 64 version. The emulated port runs at a resolution of 640×480, quadruple that of the original, and supports ].<ref name="OoT MQ review at IGN" /><ref>{{cite web|url=https://www.ign.com/games/the-legend-of-zelda-collectors-edition/gcn-608263|title=The Legend of Zelda Collector's Edition|website=IGN|archive-url=https://web.archive.org/web/20120929062330/http://www.ign.com/games/the-legend-of-zelda-collectors-edition/gcn-608263|archive-date=September 29, 2012|url-status=dead|access-date=April 23, 2008}}</ref> Another GameCube release included the original game and a second, more difficult version titled '']'' that was included as a pre-order bonus with '']'' (2002) in Japan and North America<ref>{{cite web|title=Zelda Bonus Disc Coming to US |website=IGN |date=December 4, 2002 |url=https://www.ign.com/articles/2002/12/04/zelda-bonus-disc-coming-to-us |access-date=September 24, 2007 |url-status=live |archive-url=https://web.archive.org/web/20141025074420/http://www.ign.com/articles/2002/12/04/zelda-bonus-disc-coming-to-us |archive-date=October 25, 2014}}</ref> and included in GameCube ] worldwide. It was also given to those who registered certain hardware and software or subscribed to official magazines and clubs.<ref>{{cite web|url=https://www.ign.com/articles/2003/04/15/limited-edition-zelda-in-europe|title=Limited Edition Zelda in Europe|date=April 15, 2003|website=IGN|archive-url=https://web.archive.org/web/20141025074424/http://www.ign.com/articles/2003/04/15/limited-edition-zelda-in-europe|archive-date=October 25, 2014|url-status=live|access-date=September 24, 2007}}</ref><ref name="Zelda 99">{{cite web|url=https://www.ign.com/articles/2003/11/04/zelda-bundle-at-99|title=Zelda Bundle at $99|date=November 4, 2003|website=IGN|archive-url=https://web.archive.org/web/20130713123456/http://www.ign.com/articles/2003/11/04/zelda-bundle-at-99|archive-date=July 13, 2013|url-status=live|access-date=September 24, 2007}}</ref> In November 2003, ''Ocarina of Time'' was ported to China's ] as one of the five games available on its release.<ref name="iquereleasedate">{{cite web|archive-url=https://web.archive.org/web/20051225021132if_/http://www.ique.com/news/game_news_031118.htm|url=http://www.ique.com/news/game_news_031118.htm|title=iQue PLAYER优惠套装上海试卖,五款精品游戏同步发售!|trans-title=iQue Player Discount Set Trial Sale in Shanghai, Five High-quality Games Released Simultaneously!|language=Chinese|access-date=March 31, 2022|archive-date=December 25, 2005|publisher=]}}</ref><ref name="iquegame">{{Cite web|url=https://www.avclub.com/meet-the-ique-player-a-nintendo-console-that-was-only-1798244884|title=Meet the iQue Player, a Nintendo Console That Was Only Available in China|last=Blevins|first=Joe|date=March 4, 2016|access-date=March 31, 2022|website=]|publisher=]|archive-url=https://web.archive.org/web/20210711174800/https://www.avclub.com/meet-the-ique-player-a-nintendo-console-that-was-only-1798244884|archive-date=July 11, 2021|url-status=live}}</ref> | |||
{{main article|The Legend of Zelda: Ocarina of Time 3D|l1=The Legend of Zelda: Ocarina of Time 3D}} | |||
] | |||
Shigeru Miyamoto originally maintained that a version of the game for the ] was merely a technical demo with the possibility of being developed into a full game,<ref>{{cite web|url=http://kotaku.com/5564395/rumor-3ds-gets-ocarina-of-time-remake/ |title=Rumor: 3DS Gets Ocarina Of Time Remake |date=June 15, 2010 |publisher=Kotaku |accessdate=September 12, 2010 |deadurl=no |archiveurl=https://web.archive.org/web/20100618114901/http://kotaku.com/5564395/rumor-3ds-gets-ocarina-of-time-remake |archivedate=June 18, 2010 |df= }}</ref> but Nintendo of America announced the game in June 2010.<ref>{{cite web|url=https://twitter.com/NintendoAmerica/status/16268409393 |title=Zelda fans, one more thing... We're proud to introduce The Legend of Zelda: Ocarina of Time 3D! #NintE3ndo #E3 |date=June 15, 2010 |publisher=Twitter |accessdate=September 12, 2010 |deadurl=no |archiveurl=https://web.archive.org/web/20100620113139/http://twitter.com/NintendoAmerica/status/16268409393 |archivedate=June 20, 2010 |df= }}</ref> ''Ocarina of Time 3D'' was developed by Nintendo EAD in partnership with ], an independent Japanese studio headed by ]. The game was released in Japan on June 16, 2011; Europe on June 17, 2011; the United States on June 19, 2011; and Australia on June 30, 2011 (June 24, 2011, at some stores).<ref name="ocarina3dsreleasedates">{{cite web|url=http://vgreleases.com/3ds/ReleaseDate-814373.aspx |title=Ocarina of Time 3DS Release Dates |publisher=N4G Network |accessdate=October 18, 2011 |deadurl=no |archiveurl=https://web.archive.org/web/20111015084634/http://vgreleases.com/3ds/ReleaseDate-814373.aspx |archivedate=October 15, 2011 |df= }}</ref> | |||
In February 2007, ''Ocarina of Time'' was released for the ] ] service for 1000 Wii Points.<ref>{{cite web|first=Tim |last=Surette |website=] |date=February 24, 2007 |url=http://www.gamespot.com//news/ocarina-of-time-to-blow-on-vc-6166385? |title=Ocarina of Time to blow on VC |archive-url=https://archive.today/20120306063937/http://www.gamespot.com/news/ocarina-of-time-to-blow-on-vc-6166385 |archive-date=March 6, 2012}}</ref> This version is also an emulation of the Nintendo 64 version. Because this version does not support controller vibration, the "Stone of Agony" item{{spaced ndash}}which employs vibrations via the ] controller accessory{{spaced ndash}}has no function.<ref name="GameSpot VC review">{{cite web | url=http://www.gamespot.com/wii/adventure/legendofzeldaootn64/review.html | title=The Legend of Zelda: Ocarina of Time (Virtual Console) review | last=Gerstmann | first=Jeff | website=] | date=March 5, 2007 | access-date=October 27, 2007 | archive-url=https://archive.today/20071015124957/http://www.gamespot.com/wii/adventure/legendofzeldaootn64/review.html <!--Added by H3llBot--> | archive-date=October 15, 2007}}</ref> A five-minute demo of the game can be unlocked in '']'' (2008). ''Ocarina of Time'' was rereleased on the ] Virtual Console worldwide on July 2, 2015,<ref name="Wii U VC" /> this time including the original controller vibration.<ref>{{cite web|last1=Town|first1=Jonathan|title=The Legend of Zelda: Ocarina of Time (Wii U eShop / N64) Review|url=http://www.nintendolife.com/reviews/wiiu-eshop/legend_of_zelda_ocarina_of_time_n64|website=Nintendo Life|publisher=]|access-date=July 26, 2015|archive-url=https://web.archive.org/web/20150706102602/http://www.nintendolife.com/reviews/wiiu-eshop/legend_of_zelda_ocarina_of_time_n64|archive-date=July 6, 2015|url-status=live|date=July 3, 2015}}</ref> It was also released on the ] on October 25, 2021.<ref>{{Cite web |last=Bankhurst |first=Adam |date=October 26, 2021 |title=Nintendo Switch Online + Expansion Pack Is Now Live |url=https://www.ign.com/articles/nintendo-switch-online-expansion-pack-release-date-pricing-n64-sega-games |access-date=February 18, 2023 |website=IGN |language=en |archive-date=February 18, 2023 |archive-url=https://web.archive.org/web/20230218084112/https://www.ign.com/articles/nintendo-switch-online-expansion-pack-release-date-pricing-n64-sega-games |url-status=live}}</ref> | |||
New features include the ability to quickly equip items using the touchscreen and to use the handheld's built in gyroscope to aim precisely in first-person point of view while using items such as the slingshot.<ref>{{cite web|url=http://www.bestnintendo3dsgames.com/?p=74 |title=Zelda Ocarina of Time 3DS Preview: Everything About This Masterpiece! - Best Nintendo 3DS Games |work=Best Nintendo 3DS Games |accessdate=December 31, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141028084654/http://www.bestnintendo3dsgames.com/?p=74 |archivedate=October 28, 2014 |df= }}</ref> The fixed 3D is no longer present, and is made with a full 3D rendering of previously fixed 3D areas. In addition to the original game, the ''Master Quest'' is included, as well as a new "Boss Challenge" mode that allows players to fight all of the bosses one at a time, or in sequential order.<ref>{{cite web |url=http://www.gamerzines.com/ds/news-ds/master-quest-included-in-oot3d.html |title=Master Quest Included In Oot3d, DS News – GamerZines: Free Digital Games Magazines |work=GamerZines |accessdate=October 10, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20141102110727/http://www.gamerzines.com/ds/news-ds/master-quest-included-in-oot3d.html |archivedate=November 2, 2014 |df= }}</ref> However, this version of ''Master Quest'' differs in the fact that the entire map is mirrored, similar to what Nintendo did for the Wii port of '']''.<ref>{{cite web|url=https://www.nintendo.co.jp/3ds/aqej/ |title=ゼルダの伝説 時のオカリナ 3D |publisher= |accessdate=October 10, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141025055741/http://www.nintendo.co.jp/3ds/aqej/ |archivedate=October 25, 2014 |df= }}</ref><ref>{{cite web|url=http://www.zeldadungeon.net/2011/05/ocarina-of-time-3d-uber-master-quest/ |title=Ocarina of Time 3D: Uber Master Quest « Zelda Dungeon – Legend of Zelda Walkthroughs, News, Guides, Videos, Music, Media, and More |publisher= |accessdate=October 10, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20140826152411/http://www.zeldadungeon.net/2011/05/ocarina-of-time-3d-uber-master-quest/ |archivedate=August 26, 2014 |df= }}</ref> Instructional videos are built into the 3DS version to guide the players who are lost or stuck in certain puzzles.<ref>{{cite web|url=http://www.ign.com/articles/2011/04/20/boss-mode-coming-to-ocarina-of-time-3d |title=Boss Mode Coming to Ocarina of Time 3D – Nintendo 3DS News at IGN |work=IGN |accessdate=October 10, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20170129233404/http://www.ign.com/articles/2011/04/20/boss-mode-coming-to-ocarina-of-time-3d |archivedate=January 29, 2017 |df= }}</ref> The original Water Temple was noted for its difficulty, being described as "arguably the greatest challenge of spatial awareness in a 3D adventure game".<ref>{{cite web|url=http://www.edge-online.com/features/retrospective-the-legend-of-zelda-ocarina-of-time/ |title=Retrospective: The Legend Of Zelda: Ocarina Of Time |date=April 21, 2014 |publisher=Edge |accessdate=October 9, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20140423215836/http://www.edge-online.com/features/retrospective-the-legend-of-zelda-ocarina-of-time/ |archivedate=April 23, 2014 |df= }}</ref> The 3DS version contains new elements to reduce this difficulty. | |||
=== |
==== Nintendo 3DS remake ==== | ||
{{ |
{{main|The Legend of Zelda: Ocarina of Time 3D|l1=The Legend of Zelda: Ocarina of Time 3D}} | ||
] | |||
''Ocarina of Time''{{'}}s music was written by ], the composer in charge of music for most of the games in ''The Legend of Zelda'' series.<ref name="Inside Zelda 4"/> In addition to characters having musical themes, areas of Hyrule are also associated with pieces of music.<ref name="GameSpot soundtrack">{{cite web |url=http://www.gamespot.com/features/vgs/universal/tenspot_soundtrack/page11.html |title=Top Ten Video Game Soundtracks |publisher=] |last=Trueman |first=Doug |page=11 |archiveurl=https://archive.is/20130125130413/http://www.gamespot.com/features/vgs/universal/tenspot_soundtrack/page11.html|archivedate=January 25, 2013}}</ref> This has been called ] in reverse—instead of music announcing an entering character, it now introduces a stationary environment as the player approaches.<ref name="Whalen">{{Cite journal|title=Play Along — An Approach to Video Game Music |first=Zach |last=Whalen |journal=the international journal of computer game research |date=November 2004 |url=http://www.gamestudies.org/0401/whalen/ |accessdate=September 24, 2006 |volume=4 |issue=1 |deadurl=no |archiveurl=https://web.archive.org/web/20061003122633/http://www.gamestudies.org/0401/whalen/ |archivedate=October 3, 2006 |df= }}</ref> In some locations, the music is a variation of an ocarina tune the player learns, related to that area.<ref name="Whalen"/> | |||
In June 2011, Nintendo released ''Ocarina of Time 3D'', an ] for the ] handheld console.<ref name="ocarina3dsreleasedates" /> It was developed by Nintendo EAD with ], an independent Japanese studio headed by ].<ref name="ocarina3dsreleasedates">{{cite web|url=http://vgreleases.com/3ds/ReleaseDate-814373.aspx |title=Ocarina of Time 3DS Release Dates |publisher=N4G Network |access-date=October 18, 2011 |url-status=live |archive-url=https://web.archive.org/web/20111015084634/http://vgreleases.com/3ds/ReleaseDate-814373.aspx |archive-date=October 15, 2011}}</ref> The game includes ''Master Quest'' and adds features including touchscreen and gyroscope controls,<ref>{{cite web|url=http://www.bestnintendo3dsgames.com/?p=74|title=Zelda Ocarina of Time 3DS Preview: Everything About This Masterpiece! - Best Nintendo 3DS Games|work=Best Nintendo 3DS Games|archive-url=https://web.archive.org/web/20141028084654/http://www.bestnintendo3dsgames.com/?p=74|archive-date=October 28, 2014|url-status=dead|access-date=December 31, 2014}}</ref> a "Boss Challenge" mode,<ref>{{cite web |url=http://www.gamerzines.com/ds/news-ds/master-quest-included-in-oot3d.html |title=Master Quest Included In Oot3d, DS News – GamerZines: Free Digital Games Magazines |work=GamerZines |access-date=October 10, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20141102110727/http://www.gamerzines.com/ds/news-ds/master-quest-included-in-oot3d.html |archive-date=November 2, 2014}}</ref> instructional videos to guide stuck players,<ref>{{cite web|url=https://www.ign.com/articles/2011/04/20/boss-mode-coming-to-ocarina-of-time-3d |title=Boss Mode Coming to Ocarina of Time 3D – Nintendo 3DS News at IGN |work=IGN |date=April 20, 2011 |access-date=October 10, 2014 |url-status=live |archive-url=https://web.archive.org/web/20170129233404/http://www.ign.com/articles/2011/04/20/boss-mode-coming-to-ocarina-of-time-3d |archive-date=January 29, 2017}}</ref> and a modified version of the Water Temple with reduced difficulty.<ref>{{cite web|url=http://www.edge-online.com/features/retrospective-the-legend-of-zelda-ocarina-of-time/ |title=Retrospective: The Legend Of Zelda: Ocarina Of Time |date=April 21, 2014 |publisher=Edge |access-date=October 9, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140423215836/http://www.edge-online.com/features/retrospective-the-legend-of-zelda-ocarina-of-time/ |archive-date=April 23, 2014}}</ref> | |||
==''Master Quest''== | |||
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,<ref name="IGN review">{{cite web|last=Schneider |first=Peer |title=Legend of Zelda: Ocarina of Time review |publisher=IGN |date=November 25, 1998 |url=http://www.ign.com/articles/1998/11/26/the-legend-of-zelda-ocarina-of-time-review |accessdate=January 29, 2006 |deadurl=no |archiveurl=https://web.archive.org/web/20121009233109/http://www.ign.com/articles/1998/11/26/the-legend-of-zelda-ocarina-of-time-review |archivedate=October 9, 2012 |df= }}</ref> 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.<ref name="IGN review"/> Kondo said that creating distinct themes on the limited scale was a "major challenge", but feels that the end result is very natural.<ref name="Inside Zelda 4">{{Cite magazine|magazine=] |title=Inside Zelda Part 4: Natural Rhythms of Hyrule |volume=195 |date=September 2005 |pages=56–58}}</ref> The popularity of ''Ocarina of Time'' led to an increase in ocarina sales.<ref>{{Cite news|first=Sharon R |last=King |title=Compressed Data; Can You Play 'Feelings' On the Ocarina? |url=https://query.nytimes.com/gst/fullpage.html?res=9C00E0DE133AF936A25751C0A96F958260 |work=The New York Times |date=February 15, 1999 |accessdate=April 24, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20080418021144/http://query.nytimes.com/gst/fullpage.html?res=9C00E0DE133AF936A25751C0A96F958260 |archivedate=April 18, 2008 |df= }}</ref> | |||
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'',<ref name="IGN: GDC 2004: The History of Zelda">{{cite web|url=https://www.ign.com/articles/2004/03/26/gdc-2004-the-history-of-zelda?page=3|title=IGN: GDC 2004: The History of Zelda|website=]|date=March 26, 2004 |archive-url=https://web.archive.org/web/20150213041405/http://www.ign.com/articles/2004/03/26/gdc-2004-the-history-of-zelda?page=3|archive-date=February 13, 2015|url-status=live|access-date=October 10, 2014}}</ref> commonly translated as "Another Zelda".<ref name="Gaiden and Ura Zelda Split">{{cite web|url=https://www.ign.com/articles/1999/08/21/gaiden-and-ura-zelda-split|title=Gaiden and Ura Zelda Split|author=<!--Not stated-->|date=August 20, 1999|archive-url=https://web.archive.org/web/20150220231500/http://www.ign.com/articles/1999/08/21/gaiden-and-ura-zelda-split|archive-date=February 20, 2015|url-status=live|access-date=February 1, 2015}}</ref> Described as a second version of ''Ocarina'' with rearranged dungeons,<ref name="IGN: GDC 2004: The History of Zelda" /> it contains new content, some that had been cut from ''Ocarina'' due to time and storage constraints.<ref name="Nintendo Sequel Rumblings">{{cite web|url=https://www.ign.com/articles/1999/05/12/nintendo-sequel-rumblings|title=Nintendo Sequel Rumblings|date=May 11, 1999|website=IGN|archive-url=https://web.archive.org/web/20150220231501/http://www.ign.com/articles/1999/05/12/nintendo-sequel-rumblings|archive-date=February 20, 2015|url-status=live|access-date=January 20, 2015}}</ref><ref name="Zelda DD: The Other Adventure">{{cite web|url=http://ign64.ign.com/news/5775.html|title=Zelda DD: The Other Adventure|date=November 17, 1998|website=IGN|url-status=dead|archive-url=https://web.archive.org/web/19990909162617/http://ign64.ign.com/news/5775.html|archive-date=September 9, 1999}}</ref><ref name="urazelda">{{cite web|url=http://www.unseen64.net/articles/lo-sviluppo-di-zelda64/|title=Info on Ura Zelda at Unseen64|work=Unseen 64: Beta, Cancelled & Unseen Videogames!|date=April 2, 2008 |archive-url=https://web.archive.org/web/20130527233612/http://www.unseen64.net/articles/lo-sviluppo-di-zelda64/|archive-date=May 27, 2013|url-status=live|access-date=October 10, 2014}}</ref> In 1998, ''Ura Zelda'' was delayed indefinitely following problems with the development of the 64DD,<ref name="Zelda DD: The Other Adventure" /> and was canceled due to the 64DD's commercial failure.<ref name="IGN: Miyamoto and Aonuma on Zelda">{{cite web|url=https://www.ign.com/articles/2002/12/04/miyamoto-and-aonuma-on-zelda?page=5|title=IGN: Miyamoto and Aonuma on Zelda|work=IGN|date=December 4, 2002|archive-url=https://web.archive.org/web/20150213041447/http://www.ign.com/articles/2002/12/04/miyamoto-and-aonuma-on-zelda?page=5|archive-date=February 13, 2015|url-status=live|access-date=October 10, 2014}}</ref> In August 2000, Miyamoto stated that ''Ura Zelda'' had been finished and that no online functions had ever been planned.<ref name="Miyamoto Roundtable">{{cite interview|last=Miyamoto|first=Shigeru|interviewer=IGN Staff|title=Miyamoto Roundtable: Game designer Shigeru Miyamoto talks to the press about Gamecube, N64 and GBA|url=https://www.ign.com/articles/2000/08/29/miyamoto-roundtable|access-date=August 8, 2016|archive-url=https://web.archive.org/web/20160812153604/http://www.ign.com/articles/2000/08/29/miyamoto-roundtable|archive-date=August 12, 2016|url-status=live|work=IGN|date=August 28, 2000}}</ref> | |||
''Ura Zelda'' was released on the GameCube in 2002 in Japan as {{nihongo|''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''.<ref name="IGN: GDC 2004: The History of Zelda" /><ref name="IGN: Miyamoto and Aonuma on Zelda" /><ref>{{cite web|url=https://www.ign.com/articles/2010/08/27/ign-presents-the-history-of-zelda?page=3|title=IGN Presents the History of Zelda|last1=Fahs|first1=Travis|last2=Thomas|first2=Lucas|date=August 27, 2010|work=]|publisher=]|page=3|archive-url=https://web.archive.org/web/20140224173937/http://www.ign.com/articles/2010/08/27/ign-presents-the-history-of-zelda?page=3|archive-date=February 24, 2014|url-status=live|access-date=December 30, 2015}}</ref> According to Miyamoto, ''Ura Zelda'' was simple to port as it used few of the 64DD features.<ref name="IGN: Miyamoto and Aonuma on Zelda" /> ''Master Quest'' uses the same engine and plot of ''Ocarina of Time'' but with increased difficulty and altered dungeons and puzzles.<ref name="OoT MQ review at IGN" /> | |||
The official soundtrack of ''Ocarina of Time'' was published by ] and released in Japan on December 18, 1998.<ref name="Pony Canyon">{{cite web|script-title=ja:ゲームミュージック(パッケージ表記ナシ)「ゼルダの伝説・時のオカリナ」オリジナルサウンドトラック |url=http://hp.ponycanyon.co.jp/pchp/cgi-bin/PCHPM.pl?TRGID=PCHP_SKH_1010&CMD=DSP&DSP_SKHBNG=199800001494&DSP_SKHKETSEQ=001 |publisher=] |archiveurl=https://web.archive.org/web/20080508235755/http://hp.ponycanyon.co.jp/pchp/cgi-bin/PCHPM.pl?TRGID=PCHP_SKH_1010&CMD=DSP&DSP_SKHBNG=199800001494&DSP_SKHKETSEQ=001|archivedate=May 8, 2008 |language=Japanese |accessdate=April 17, 2013}}</ref> It comprises one compact disc with 82 tracks.<ref name="Pony Canyon"/><!--Please read if a more reliable source is found: lasting 76 minutes and 14 seconds.<ref>{{Cite web |url=http://www.rpgfan.com/soundtracks/zeldaootost/index.html |title=RPGFan Soundtracks — The Legend of Zelda: Ocarina of Time OST |publisher=] |accessdate=April 5, 2008}}</ref>--> A US version was also released, although with fewer tracks and different packaging artwork. Many critics praised the music in ''Ocarina of Time'', although ] was disappointed that the traditional ''Zelda'' overworld theme was not included.<ref name="IGN review"/> In 2001, three years after the initial release of Ocarina of Time, ] labeled it as one of the top ten video game soundtracks.<ref name="GameSpot soundtrack"/> 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 ] 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 ].<ref>{{Cite web|url=http://www.zeldainformer.com/news/nintendo-officially-talks-about-the-infamous-ocarina-of-time-fire-temple-ch |title=Nintendo Officially Talks about the Infamous Ocarina of Time Fire Temple Chant |website=Zelda Informer |access-date=2016-11-13 |deadurl=no |archiveurl=https://web.archive.org/web/20161123100704/http://www.zeldainformer.com/news/nintendo-officially-talks-about-the-infamous-ocarina-of-time-fire-temple-ch |archivedate=November 23, 2016 |df= }}</ref> | |||
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.<ref name="OoT MQ review at IGN" /> Zachary Lewis of RPGamer 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.<ref name="rpgamer">{{cite web|url=http://www.rpgamer.com/games/zelda/urazelda/reviews/z5mqstrev1.html|title=Legend of Zelda: Ocarina of Time Master Quest - Review|last=Lewis|first=Zachary|work=RPGamer|archive-url=https://web.archive.org/web/20030620053508/http://www.rpgamer.com/games/zelda/urazelda/reviews/z5mqstrev1.html|archive-date=June 20, 2003|url-status=dead|access-date=October 2, 2008}}</ref> | |||
''Hero of Time'', an orchestral recording of ''Ocarina of Time''{{'}}s score performed by the Slovak National Symphony Orchestra and jointly distributed by ] and Materia Collective, is set for vinyl and digital release in the second quarter of 2017.<ref>{{cite web|last1=Crecente |first1=Brian |title=The Legend of Zelda: Ocarina of Time soundtrack vinyl in the works |url=http://www.polygon.com/2016/12/8/13885136/legend-of-zelda-ocarina-of-time-vinyl |website=] |publisher=] |date=December 8, 2016 |accessdate=December 8, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20161209024515/http://www.polygon.com/2016/12/8/13885136/legend-of-zelda-ocarina-of-time-vinyl |archivedate=December 9, 2016 |df= }}</ref> | |||
== Reception == | == Reception == | ||
{{Video game reviews | {{Video game reviews | ||
<!-- Aggregators --> | <!-- Aggregators --> | ||
| GR = 98%<ref name="GameRankings">{{cite web|url=http://www.gamerankings.com/n64/197771-the-legend-of-zelda-ocarina-of-time/index.html |title=The Legend of Zelda: Ocarina of Time reviews |publisher=] | |
| GR = 98%<ref name="GameRankings">{{cite web|url=http://www.gamerankings.com/n64/197771-the-legend-of-zelda-ocarina-of-time/index.html |title=The Legend of Zelda: Ocarina of Time reviews |publisher=] |access-date=November 26, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20090306073307/http://www.gamerankings.com/n64/197771-the-legend-of-zelda-ocarina-of-time/index.html |archive-date=March 6, 2009}}</ref> | ||
| MC = 99/100<ref name=metacritic/> | | MC = 99/100<ref name=metacritic/>{{efn|Based on 22 reviews.}} | ||
<!-- Reviewers --> | <!-- Reviewers --> | ||
| Allgame = |
| Allgame = 5/5<ref name="allgamereview">{{cite web |url=http://www.allgame.com/game.php?id=11686&tab=review |title= The Legend of Zelda: Ocarina of Time - Review |last=Marriott |first=Scott Alan |publisher = ] |access-date=December 15, 2023 |archive-url=https://web.archive.org/web/20141114113343/http://www.allgame.com/game.php?id=11686&tab=review |archive-date=November 14, 2014}}</ref> | ||
| Edge = 10/10<ref name="edge review"/> | | Edge = 10/10<ref name="edge review"/> | ||
| EGM = 10/10<ref name=" |
| EGM = 10/10<ref name="EGM review"/> | ||
| Fam = 40/40<ref name="Famitsu"/> | | Fam = 40/40<ref name="Famitsu"/> | ||
| GamePro = |
| GamePro = 5/5<ref>{{cite web | url=http://www.gamepro.com/nintendo/n64/games/reviews/121.shtml | archive-url=https://web.archive.org/web/20080705035405/http://www.gamepro.com/nintendo/n64/games/reviews/121.shtml | archive-date=July 5, 2008 | title=Review: Legend of Zelda: Ocarina of Time | work=gamepro.com | date=November 24, 2000 | author=Airhendrix}}</ref> | ||
| GameRev = A | |||
| GSpot = 10/10<ref name="GameSpot review"/> | | GSpot = 10/10<ref name="GameSpot review"/> | ||
| GT = N64: 10/10 | |||
| IGN = 10/10<ref name="IGN review"/> | | IGN = 10/10<ref name="IGN review"/> | ||
| NGen = 5/5<ref name="NG"/> | |||
| NP = 9.5/10<ref>{{Cite magazine|date=November 1998 | title=Now Playing |magazine=] | volume=114 | page=122}}</ref><ref>{{cite web|url=http://zeldadungeon.net/gallery/displayimage.php?album=570&pid=15768#top_display_media |title=Nintendo Power Vol. 114, p. 122 |publisher= |accessdate=October 10, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20130724051314/http://zeldadungeon.net/gallery/displayimage.php?album=570&pid=15768 |archivedate=July 24, 2013 |df= }}</ref> | |||
| NP = 9.5/10<ref>{{Cite magazine | date=November 1998 | title=Now Playing | magazine=] | volume=114 | page=122}}</ref><ref>{{cite web|url=http://zeldadungeon.net/gallery/displayimage.php?album=570&pid=15768#top_display_media |title=Nintendo Power Vol. 114, p. 122 |access-date=October 10, 2014 |url-status=live |archive-url=https://web.archive.org/web/20130724051314/http://zeldadungeon.net/gallery/displayimage.php?album=570&pid=15768 |archive-date=July 24, 2013}}</ref> | |||
<!-- Custom reviewers --> | <!-- Custom reviewers --> | ||
| rev1 = ''RPGamer'' | | rev1 = ''RPGamer'' | ||
| rev1Score = 5/5<ref name="rpgamer"/> | | rev1Score = 5/5<ref name="rpgamer"/> | ||
<!-- Awards --> | <!-- Awards --> | ||
| award1Pub = ],<ref>{{cite web |title=3rd CESA Awards |url |
| award1Pub = ],<ref>{{cite web |title=3rd CESA Awards |url=http://awards.cesa.or.jp/1998/jyushou.html |publisher=] |access-date=February 13, 2012 |year=1998 |archive-date=January 20, 2012 |archive-url=https://web.archive.org/web/20120120230643/http://awards.cesa.or.jp/1998/jyushou.html |url-status=live}}</ref> '']'',<ref name="Edge-Awards">{{cite web|url=http://retrocdn.net/index.php?title=File:Edge_UK_067.pdf&page=72|title=File:Edge UK 067.pdf - Retro CDN|website=retrocdn.net|access-date=December 9, 2015|archive-date=June 28, 2019|archive-url=https://web.archive.org/web/20190628131008/https://retrocdn.net/index.php?title=File:Edge_UK_067.pdf&page=72|url-status=live}}</ref> '']'',<ref>{{cite magazine|title=1998 Gamers' Choice Awards |magazine=] |date=April 1999|issue=117|pages=107–114 }}</ref> '']'',<ref>{{cite web |title=Previous Game of the Year Awards |url=http://gamesmagazine-online.com/gameslinks/archives.html#previousawards |work=] |access-date=February 13, 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120209012019/http://www.gamesmagazine-online.com/gameslinks/archives.html#previousawards |archive-date=February 9, 2012}}</ref> ],<ref>{{cite web|title=Overall Best Game of the Year|url=http://www.videogames.com/features/universal/awards98/sec15.html|website=]|access-date=February 13, 2012|archive-url=https://web.archive.org/web/19990508222939/http://www.videogames.com/features/universal/awards98/sec15.html|archive-date=May 8, 1999|year=1998}}</ref> ],<ref name="IAA_GOTY" /> ],<ref name="JMAF"/> MMCA,<ref name="CVG Sales"/> ]<ref>{{cite web|title=Home Entertainment Awards – Video Games |url=http://www.entmerch.org/industry/awards/emavsda-home-entertainment-/home-entertainment-awards-v-2.html |publisher=] |access-date=February 5, 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120502200505/http://www.entmerch.org/industry/awards/emavsda-home-entertainment-/home-entertainment-awards-v-2.html |archive-date=May 2, 2012}}</ref> | ||
| award1 = ] | | award1 = ] | ||
| award2Pub = '']'',<ref name=CVG2001>'']'', issue 240, November 2001, pages 59-65</ref><ref name="best_games">{{cite web|url=http://www.filibustercartoons.com/games.htm |title=The Best Video Games in the History of Humanity |publisher=Filibustercartoons.com |access-date=September 12, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100921125121/http://www.filibustercartoons.com/games.htm |archive-date=September 21, 2010}}</ref> '']'',<ref name="edge100-2000"/><ref name="edge100-2007"/><ref name="edge-200-online"/><ref name="edge-top20"/> '']'',<ref name="best_games"/> ],<ref name="best_games"/> ],<ref name="ign_top_2006"/><ref name="ign_top_2008"/> ],<ref name="NP Top 200"/> '']'',<ref name="best_games"/> '']'',<ref name="NP Top 200"/><ref name=NinPowerBestofBest>'']'', issue 231, August 2008</ref><ref name=NinPowerTop285>{{cite web|url=http://nintendoeverything.com/nintendo-power-ranks-the-top-285-nintendo-games-of-all-time/ |title=Nintendo Power ranks the top 285 Nintendo games of all time |date=December 26, 2012 |url-status=live |archive-url=https://web.archive.org/web/20161102123720/http://nintendoeverything.com/nintendo-power-ranks-the-top-285-nintendo-games-of-all-time/ |archive-date=November 2, 2016}}, ], 2012</ref> ],<ref name="gamestats">{{cite web |title=All Games By GameStats Score |url=http://www.gamestats.com/index/gs/ |archive-url=https://web.archive.org/web/20130209002055/http://www.gamestats.com/index/gs/ |url-status=dead |archive-date=February 9, 2013 |website=] |publisher=] |date=February 9, 2013}}</ref> ],<ref name=GF2009>{{cite web|title=Spring 2009: Best. Game. Ever. |url=http://www.gamefaqs.com/features/bge09.html |website=] |access-date=December 13, 2014 |url-status=live |archive-url=https://web.archive.org/web/20160102045041/http://www.gamefaqs.com/features/bge09 |archive-date=January 2, 2016}}</ref> GamingBolt,<ref name="GamingBolt">{{cite web|url=http://gamingbolt.com/top-100-greatest-video-games-ever-made |title=Top 100 greatest video games ever made |website=Gamingbolt.com |publisher=GamingBolt |date=April 19, 2013 |access-date=December 30, 2014|url-status=live |archive-url=https://web.archive.org/web/20141026161536/http://gamingbolt.com/top-100-greatest-video-games-ever-made |archive-date=October 26, 2014}}</ref> ],<ref name="videogamer">{{cite web |title=Top Games of All Time |url=http://www.videogamer.com/top-games/games-all-time/3/ |archive-url=https://web.archive.org/web/20110815193837/http://www.videogamer.com/top-games/games-all-time/3/ |url-status=dead |archive-date=August 15, 2011 |website=] |access-date=August 15, 2011}}</ref> '']'',<ref name=GI1999>, '']'', 1999</ref> '']'',<ref name=Slant> {{webarchive|url=https://web.archive.org/web/20150712044110/http://www.slantmagazine.com/features/article/100-greatest-video-games-of-all-time/P10 |date=July 12, 2015}}, ], 2014</ref> '']'',<ref name=FHM>, '']'', 2010</ref> Joystik,<ref name=Joystik> {{Webarchive|url=https://web.archive.org/web/20171004035619/http://www.joystikentertainment.com/daily-debate/top-100-video-games-of-all-time-100-to-91 |date=October 4, 2017}}, Joystik, 2017</ref> ''PALGN''<ref name=PALGN>, ''PALGN'', 2005</ref> | |||
| award2Pub = '']'',<ref name="best_games">{{cite web|url=http://www.filibustercartoons.com/games.htm |title=The Best Video Games in the History of Humanity |publisher=Filibustercartoons.com |accessdate=September 12, 2010 |deadurl=no |archiveurl=https://web.archive.org/web/20100921125121/http://www.filibustercartoons.com/games.htm |archivedate=September 21, 2010 |df= }}</ref> ''Edge'',<ref name="edge100-2000"/><ref name="edge-200-online"/><ref name="edge100-2007"/> '']'',<ref name="best_games"/> ],<ref name="best_games"/> ],<ref name="guinness_nintendo"/> IGN,<ref name="ign_top_2006"/><ref name="ign_top_2008"/> ],<ref name="NP Top 200"/> '']'',<ref name="best_games"/> '']''<ref name="NP Top 200"/> | |||
| award2 = |
| award2 = Greatest Game of All Time | ||
}} | }} | ||
<!-- Since the OoT Master Quest article has been merged into this one, the average scores for the GCN port are included in the rereleases section below. --> | <!-- Since the OoT Master Quest article has been merged into this one, the average scores for the GCN port are included in the rereleases section below. --> | ||
<!--If you have a source for this, please add it to the above table: *being the second game to receive the Platinum Award from ], meaning that all four reviewers gave it a score of 10/10--> | <!--If you have a source for this, please add it to the above table: *being the second game to receive the Platinum Award from ], meaning that all four reviewers gave it a score of 10/10--> | ||
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,<ref name="GameRankings"/><ref name="NP Top 200"/> including '']'',<ref name="allgamereview"/> '']'',<ref name="Famitsu">{{cite web|title=Zelda Receives Highest Ever Famitsu Score |website=IGN |date=November 13, 1998 |url=https://www.ign.com/articles/1998/11/14/zelda-receives-highest-ever-famitsu-score |access-date=April 13, 2008 |url-status=live |archive-url=https://web.archive.org/web/20121011072318/http://www.ign.com/articles/1998/11/14/zelda-receives-highest-ever-famitsu-score |archive-date=October 11, 2012}}</ref> '']'',<ref name="NG">{{cite magazine|date=December 1998|title=Finals|url=https://archive.org/details/NEXT_Generation_48/page/n115/mode/2up|magazine=]|publisher=]|issue=48|pages=114–116}}</ref> '']'',<ref name="edge review">{{Cite magazine|date=December 1998|title=Legend of Zelda: Ocarina of Time review|url=https://retrocdn.net/images/c/c5/Edge_UK_066.pdf|magazine=]|location=Bath|issue=66|pages=84–87|archive-url=https://web.archive.org/web/20191016114432/https://retrocdn.net/images/c/c5/Edge_UK_066.pdf|archive-date=October 16, 2019|url-status=live}}</ref> '']'',<ref name="EGM review">{{cite magazine |url=https://archive.org/details/electronicgamingmonthlyissue115february1999/page/n179/mode/2up |title=Review Crew: ''Zelda: Ocarina of Time'' |last1=Ricciardi |first1=John |last2=Boyer |first2=Crispin |last3=Hsu |first3=Dan |last4=Davison |first4=John |magazine=] |publisher=] |date=February 1999 |page=166}}</ref> '']'',<ref name="GameSpot review">{{cite web|last=Gerstmann |first=Jeff |title=The Legend of Zelda: Ocarina of Time review |website=] |date=November 23, 1998 |url=http://www.gamespot.com/reviews/legend-of-zelda-ocarina-of-time-the-review/1900-2543677/ |access-date=January 29, 2006 |url-status=live |archive-url=https://web.archive.org/web/20131015174726/http://www.gamespot.com/reviews/legend-of-zelda-ocarina-of-time-the-review/1900-2543677/ |archive-date=October 15, 2013}}</ref> and '']''.<ref name="IGN review"/> The review aggregator websites ] and ] both rank the original Nintendo 64 version as the highest reviewed game of all time,<ref>{{cite web |url=https://www.metacritic.com/browse/games/score/metascore/all/all/filtered |title=Best Video Games of All Time |work=] |publisher=] |access-date=June 10, 2021 |archive-url=https://web.archive.org/web/20210609213004/https://www.metacritic.com/browse/games/score/metascore/all/all/filtered |archive-date=June 9, 2021 |url-status=live}}</ref><ref>{{cite web |url=http://www.gamerankings.com/browse.html |title=All Time Best |work=] |publisher=] |access-date=June 10, 2021 |archive-url=https://web.archive.org/web/20180321231639/http://www.gamerankings.com/browse.html |archive-date=March 21, 2018 |url-status=live}}</ref> with average scores of 99/100 from Metacritic{{efn|The game earned a 'Metacritic: Must-Play' certification in 2018.<ref name="metacritic"/>}} and 98% from GameRankings.<ref name=metacritic>{{cite web|url=https://www.metacritic.com/game/the-legend-of-zelda-ocarina-of-time/critic-reviews/?platform=nintendo-64 |title=The Legend of Zelda: Ocarina of Time reviews |website=] |access-date=December 20, 2010 |url-status=live |archive-url=https://web.archive.org/web/20101121132259/http://www.metacritic.com/game/nintendo-64/the-legend-of-zelda-ocarina-of-time |archive-date=November 21, 2010}}</ref><ref name="GameRankings"/> The reviews praised multiple aspects of the game, particularly its ] design, gameplay mechanics, sound, and cinematics. ''GameSpot'' reviewer ] wrote that ''Ocarina of Time'' is "a game that can't be called anything other than flawless",<ref name="GameSpot review"/> and ''IGN'' called it "the new benchmark for interactive entertainment" that could "shape the action RPG genre for years to come".<ref name="IGN review"/> Editors of '']'' called it a "walking ]" due to the number of features it contains that became "industry standard".<ref name="Game Trailers">{{cite web|url=http://www.gametrailers.com/videos/vd0xxz/gt-countdown-top-ten-best-and-worst-games-of-all-time |title=Top Ten Best and Worst Games of All Time |publisher=] |date=November 17, 2006 |access-date=January 19, 2009 |url-status=live |archive-url=https://web.archive.org/web/20120819223742/http://www.gametrailers.com/videos/vd0xxz/gt-countdown-top-ten-best-and-worst-games-of-all-time |archive-date=August 19, 2012}}</ref> Scott Alan Marriott of '']'' described it as "completely unforgettable" and "an incredible adventure".<ref name="allgamereview"/> | |||
''Ocarina of Time'' was released to widespread critical acclaim and strong commercial success worldwide. In the United States, over 500,000 preorders were placed, more than tripling the number of preorders for any previous video game,<ref name="Business Wire promises">Editors, Business. "Nintendo Promises More 'Zelda' on the Way; Retail Shortages of Video Game should be Rectified Soon." Business Wire: 1. November 27, 1998. ProQuest. Web. July 23, 2013.</ref> and more than 1 million copies were sold there in less than a week.<ref name="CVG Sales">{{cite magazine|title=Zelda Sales Go (Deku) Nuts! |magazine=] |publisher=] |date=February 1999 |issue=207 |page=8 |url=https://archive.org/details/Computer_and_Video_Games_Issue_207_1999-02_EMAP_Images_GB |deadurl=no |archiveurl=https://web.archive.org/web/20160404172843/https://archive.org/details/Computer_and_Video_Games_Issue_207_1999-02_EMAP_Images_GB |archivedate=April 4, 2016 |df= }}</ref> In 1998, 2.5 million copies were sold, although it was released only 39 days before the end of the year; it earned $150 million in US revenues, higher than any ] film in the last six weeks of 1998.<ref name="IGN best-sell">{{cite web|url=http://www.ign.com/articles/1999/01/08/zelda-breaks-all-records |title=Zelda Breaks All Records |publisher=IGN |date=January 7, 1999 |accessdate=September 20, 2007 |deadurl=no |archiveurl=https://web.archive.org/web/20140509061432/http://www.ign.com/articles/1999/01/08/zelda-breaks-all-records |archivedate=May 9, 2014 |df= }}</ref> In Japan, 820,000 copies were sold in 1998, becoming the tenth best-selling game of that year;<ref name="1998 sales">{{cite web|url=http://geimin.net/da/db/1998_ne_fa/index.php |language=Japanese |title=1998年テレビゲームソフト売り上げTOP100 |publisher=geimin |accessdate=April 23, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090507063206/http://geimin.net/da/db/1998_ne_fa/index.php |archivedate=May 7, 2009 |df= }}</ref> a reported 386,234 copies were sold in its first week there, surpassing the 316,000 first-week sales of '']''.<ref>{{cite magazine |author=<!-- no byline --> |title=N64 saviour gathers momentum |url=http://retrocdn.net/images/1/1a/Edge_UK_067.pdf |magazine=] |publisher=Future plc |date=January 1999 |issue=67 |location=United Kingdom |page=11}}</ref> In the United Kingdom, 61,232 copies were sold during its first weekend.<ref name="CVG Sales"/> During its lifetime, ''Ocarina of Time'' saw 1.14 million copies sold in Japan,<ref name="japanese sales"/> and 7.6 million copies worldwide.<ref name="IGN GDC 2004">{{cite web|url=http://www.ign.com/articles/2004/03/26/gdc-2004-the-history-of-zelda |publisher=IGN |date=March 25, 2004 |accessdate=April 29, 2008 |title=GDC 2004: The History of Zelda |deadurl=no |archiveurl=https://web.archive.org/web/20131116021311/http://www.ign.com/articles/2004/03/26/gdc-2004-the-history-of-zelda |archivedate=November 16, 2013 |df= }}</ref> | |||
The graphics were praised for their depth and detail, although reviewers noted they were not always the best the console had to offer. '']'' noted the characters' faces, the "toughest graphical challenge on 3D characters", saying that the characters' expressions and animation featured "surprising grace".<ref name="Game Revolution review">{{cite web|author=Baldric |title=Without a fairy, you're not even a real man |url=http://www.gamerevolution.com/review/the-legend-of-zelda-ocarina-of-time |publisher=Game Revolution |access-date=April 9, 2008 |url-status=live |archive-url=https://web.archive.org/web/20130704013859/http://www.gamerevolution.com/review/the-legend-of-zelda-ocarina-of-time |archive-date=July 4, 2013}}</ref> ''IGN'' believed that ''Ocarina of Time'' improved on the graphics of ''Super Mario 64'', giving a larger sense of scale.<ref name="IGN review"/> Impressive ]s and large ] characters were also mentioned as graphical highlights.<ref name="IGN review"/> 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 '']'',<ref name="IGN review"/><ref name="EGM review"/> a game released for the same platform earlier that year. ''IGN'' said that the ] 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".<ref name="IGN review"/> | |||
On its initial Nintendo 64 release, ''Ocarina of Time'' received perfect review scores from the majority of gaming publications that reviewed it,<ref name="GameRankings"/><ref name="NP Top 200"/> including ''Famitsu'',<ref name="Famitsu">{{cite web|title=Zelda Receives Highest Ever Famitsu Score |publisher=IGN |date=November 13, 1998 |url=http://www.ign.com/articles/1998/11/14/zelda-receives-highest-ever-famitsu-score |accessdate=April 13, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20121011072318/http://www.ign.com/articles/1998/11/14/zelda-receives-highest-ever-famitsu-score |archivedate=October 11, 2012 |df= }}</ref> '']'',<ref name="edge review">{{Cite magazine| date=December 1998 | title=Legend of Zelda: Ocarina of Time review |magazine=] | pages=84–87|publisher=Future plc|location=Bath}}</ref> ''Electronic Gaming Monthly'',<ref name="1UP review">{{cite web| last=Huber | first=Brooks | title=Retro Review: Zelda Ocarina of Time | publisher=1UP | url=http://www.1up.com/do/blogEntry?bId=7906056&publicUserId=5739595 | archive-url=https://archive.is/20120715225548/http://www.1up.com/do/blogEntry?bId=7906056&publicUserId=5739595 | dead-url=yes | archive-date=2012-07-15 }}</ref> GameSpot,<ref name="GameSpot review">{{cite web|last=Gerstmann |first=Jeff |title=The Legend of Zelda: Ocarina of Time review |publisher=] |date=November 23, 1998 |url=http://www.gamespot.com/reviews/legend-of-zelda-ocarina-of-time-the-review/1900-2543677/ |accessdate=January 29, 2006 |deadurl=no |archiveurl=https://web.archive.org/web/20131015174726/http://www.gamespot.com/reviews/legend-of-zelda-ocarina-of-time-the-review/1900-2543677/ |archivedate=October 15, 2013 |df= }}</ref> and IGN.<ref name="IGN review"/> {{As of|2013|01}}, the review aggregator websites ] and ] respectively rank the original Nintendo 64 version as the highest and second highest reviewed game of all time, with average scores of 99/100 from Metacritic and 98% from GameRankings;<ref name=metacritic>{{cite web|url=http://www.metacritic.com/game/nintendo-64/the-legend-of-zelda-ocarina-of-time |title=The Legend of Zelda: Ocarina of Time reviews |publisher=] |accessdate=December 20, 2010 |deadurl=no |archiveurl=https://web.archive.org/web/20101121132259/http://www.metacritic.com/game/nintendo-64/the-legend-of-zelda-ocarina-of-time |archivedate=November 21, 2010 |df= }}</ref> it held the highest score on GameRankings until it was succeeded by '']'' a decade later.<ref name="GameRankings"/> The reviews praised multiple aspects of the game, particularly its ] design, gameplay mechanics, sound, and cinematics. GameSpot reviewer ] wrote that ''Ocarina of Time'' is "a game that can't be called anything other than flawless",<ref name="GameSpot review"/> and IGN called it "the new benchmark for interactive entertainment" that could "shape the action RPG genre for years to come".<ref name="IGN review"/> Editors of ] called it a "walking ]" due to its number of features that became "industry standard".<ref name="Game Trailers">{{cite web|url=http://www.gametrailers.com/videos/vd0xxz/gt-countdown-top-ten-best-and-worst-games-of-all-time |title=Top Ten Best and Worst Games of All Time |publisher=] |date=November 17, 2006 |accessdate=January 19, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20120819223742/http://www.gametrailers.com/videos/vd0xxz/gt-countdown-top-ten-best-and-worst-games-of-all-time |archivedate=August 19, 2012 |df= }}</ref> | |||
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".<ref name="GDC: Miyamoto Keynote"/> ''EGM'' enjoyed that Nintendo was able to take the elements of the older, 2D ''Zelda'' games and "translate it all into 3D flawlessly".<ref name="EGM review"/> '']'' cited ''Ocarina of Time'', along with ''Super Mario 64'', as two games that "blazed trails" into the 3D era.<ref>{{Cite book|title=Nintendo Power 250th issue! |year=2010 |location=South San Francisco, California |page= 48}}</ref> The context-sensitive control system was seen as one of the strongest elements of the gameplay.<ref name="IGN review"/> Reviewers noted that it allowed for simpler control using fewer buttons but that it occasionally caused the player to perform unintended actions.<ref name="Essential 50"/><ref name="IGN review"/> The camera control was quoted as making combat "second nature",<ref name="IGN review"/> although the new system took time for the player to get used to.<ref name="IGN review"/><ref name="EGM review"/> | |||
The graphics were praised for their depth and detail, although reviewers noted they were not always the best the console had to offer. ] noted the characters' faces, the "toughest graphical challenge on 3D characters", saying that the characters' expressions and animation featured "surprising grace".<ref name="Game Revolution review">{{cite web|author=Baldric |title=Without a fairy, you're not even a real man |url=http://www.gamerevolution.com/review/the-legend-of-zelda-ocarina-of-time |publisher=Game Revolution |accessdate=April 9, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20130704013859/http://www.gamerevolution.com/review/the-legend-of-zelda-ocarina-of-time |archivedate=July 4, 2013 |df= }}</ref> IGN believed that ''Ocarina of Time'' improved on the graphics of ''Super Mario 64'', giving a larger sense of scale.<ref name="IGN review"/> Impressive ]s and large ] characters were also mentioned as graphical highlights.<ref name="IGN review"/> 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 '']'',<ref name="IGN review"/><ref name="1UP review"/> a game released for the same platform earlier that year. IGN said that the ] 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".<ref name="IGN review"/> | |||
The game's audio was generally well received, with ''IGN'' comparing some of Koji Kondo's pieces to the work of ].<ref name="IGN review"/> Many atmospheric sounds and ] were designed to effectively immerse the player in the game world. Some reviewers complained that the audio samples used in the game sounded dated;<ref name="IGN review"/> others considered this a benefit, calling them "retro".<ref name="Game Revolution review"/> ''GameRevolution'' called the sound "good for the Nintendo, but not great in the larger scheme of things" and noted that the cartridge format necessitated "] tunes that range from fair to terrible".<ref name="Game Revolution review"/> '']'' gave the official soundtrack album a 9 out of 10.<ref>{{Cite web|url=https://pitchfork.com/reviews/albums/koji-kondo-the-legend-of-zelda-ocarina-of-time/|title=Koji Kondo: The Legend of Zelda: Ocarina of Time {{!}} Pitchfork Media|website=pitchfork.com|date=July 7, 2019|access-date=May 30, 2021|last=Szatan|first=Gabriel|archive-date=November 8, 2020|archive-url=https://web.archive.org/web/20201108191735/https://pitchfork.com/reviews/albums/koji-kondo-the-legend-of-zelda-ocarina-of-time/|url-status=live}}</ref> | |||
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".<ref name="GDC: Miyamoto Keynote"/> ''EGM'' enjoyed that Nintendo was able to take the elements of the older, 2D ''Zelda'' games and "translate it all into 3D flawlessly".<ref name="1UP review"/> '']'' cited ''Ocarina of Time'', along with ''Super Mario 64'', as two games that "blazed trails" into the 3D era.<ref>{{Cite book|title=] 250th issue! |year=2010 |publisher=] |location=South San Francisco, California |page= 48 }}</ref> The context-sensitive control system was seen as one of the strongest elements of the gameplay.<ref name="IGN review"/> Reviewers noted that it allowed for simpler control using fewer buttons, but that it occasionally caused the player to perform unintended actions.<ref name="Essential 50"/><ref name="IGN review"/> The camera control was quoted as making combat "second nature",<ref name="IGN review"/> although the new system took time for the player to get used to.<ref name="IGN review"/><ref name="1UP review"/> | |||
=== Sales === | |||
The game's audio was generally well received, with IGN comparing some of Koji Kondo's pieces to the work of ].<ref name="IGN review"/> Many atmospheric sounds and ] were designed to effectively immerse the player in the game world. Some reviewers complained that the audio samples used in the game sounded dated;<ref name="IGN review"/> others considered this a benefit, calling them "retro".<ref name="Game Revolution review"/> Game Revolution called the sound "good for the Nintendo, but not great in the larger scheme of things" and noted that the cartridge format necessitated "] tunes that range from fair to terrible".<ref name="Game Revolution review"/> | |||
Assisted by a large marketing campaign, ''Ocarina of Time'' was a commercial success. In the United States, over 500,000 pre-orders were placed, more than tripling the number of pre-orders for any previous game,<ref name="Business Wire promises">Editors, Business. "Nintendo Promises More 'Zelda' on the Way; Retail Shortages of Video Game should be Rectified Soon". Business Wire: 1. November 27, 1998. ProQuest. Web. July 23, 2013.</ref> for which it was awarded the ] for Most Advance Orders for a Game.<ref>{{cite book |chapter=Computer Games: Most Advance Orders for a Game |title=] |date=2000 |publisher=Guinness |isbn=978-0-85112-102-4 |page=121 |chapter-url=https://archive.org/details/guinnessworldrec00enfi/page/121}}</ref> Upon release, more than 1 million copies were sold there in less than a week.<ref name="CVG Sales">{{cite magazine|title=Zelda Sales Go (Deku) Nuts! |magazine=] |publisher=] |date=January 13, 1999 |issue=207 (February 1999) |page=8 |url=https://archive.org/details/Computer_and_Video_Games_Issue_207_1999-02_EMAP_Images_GB/page/n7 |url-status=live |archive-url=https://web.archive.org/web/20160404172843/https://archive.org/details/Computer_and_Video_Games_Issue_207_1999-02_EMAP_Images_GB |archive-date=April 4, 2016}}</ref> In 1998, 2.5 million copies were sold, although it was released only 39 days before the end of the year; it earned {{US$|150,000,000|long=no|year=1998|round=-7}} in U.S. revenues, higher than any ] in the last six weeks of 1998.<ref name="IGN best-sell">{{cite web|url=https://www.ign.com/articles/1999/01/08/zelda-breaks-all-records |title=Zelda Breaks All Records |website=] |date=January 7, 1999 |access-date=September 20, 2007 |url-status=live |archive-url=https://web.archive.org/web/20140509061432/http://www.ign.com/articles/1999/01/08/zelda-breaks-all-records |archive-date=May 9, 2014}}</ref> It was the best-selling ] in the United States.<ref name="NPD">{{cite news |title=U.S. Top 20 Best-Selling Games in 1995-1999 ranked on dollar sales |url=https://twitter.com/npdgames/status/1217971911973658625 |access-date=October 11, 2021 |website=] |publisher=] |date=January 17, 2020 |archive-date=January 17, 2020 |archive-url=https://web.archive.org/web/20200117023530/https://twitter.com/npdgames/status/1217971911973658625 |url-status=live}}</ref><ref>{{cite book |title=The Veronis, Suhler & Associates Communications Industry Forecast |date=1999 |publisher=] |page=247 |url=https://books.google.com/books?id=hrbjAAAAMAAJ |quote=While Nintendo 64 titles dominated the top-10 best-seller list in 1997, PlayStation software rebounded in 1998, occupying six of the top-10 spots. Nevertheless, the leader in sales, ''Legend of Zelda: Ocarina of Time'', is the continuation of a popular fantasy series manufactured by Nintendo. |access-date=October 23, 2021 |archive-date=February 2, 2023 |archive-url=https://web.archive.org/web/20230202024333/https://books.google.com/books?id=hrbjAAAAMAAJ |url-status=live}}</ref> In Japan, 920,000 copies were sold in 1998, becoming the eighth best-selling game of that year;<ref name="1998 sales">{{cite magazine |title=1998年のコンシューマーゲームソフトの売上Top100 |trans-title=1998 Consumer Game Software Sales: Top 100 |magazine=] |publisher=] |lang=ja |url=http://www.rnac.ne.jp/~zangel/1998.htm |url-status=dead |archive-url=https://web.archive.org/web/20010921202950/http://www.rnac.ne.jp/~zangel/1998.htm |archive-date=September 21, 2001 |access-date=September 16, 2021}}</ref> a reported 386,234 copies were sold in its first week there, surpassing the 316,000 first-week sales of '']''.<ref>{{cite magazine |author=<!-- no byline --> |title=N64 saviour gathers momentum |url=http://retrocdn.net/images/1/1a/Edge_UK_067.pdf#page=11 |magazine=] |date=December 23, 1998 |issue=67 (January 1999) |location=United Kingdom |page=11 |archive-url=https://web.archive.org/web/20151209025736/https://retrocdn.net/images/1/1a/Edge_UK_067.pdf |archive-date=December 9, 2015 |url-status=live}}</ref> | |||
In Europe, ''Ocarina of Time'' was the fifth-bestselling game of 1998, grossing more than €39,000,000 or {{US$|{{To USD|39|EUR|year=1998|round=yes}},000,000|long=no|1998|round=-6}}.<ref name="Milia">{{cite news|date=February 12, 1999|title=Milia News; ECCSELL Awards Name Winners|work=]|url=http://www.gamespot.com/milia/0212/ecc/index.html|url-status=dead|access-date=January 1, 2019|archive-url=https://web.archive.org/web/19990830171428/http://www.gamespot.com/milia/0212/ecc/index.html|archive-date=August 30, 1999}}</ref> In the UK, it was the fastest-ever-selling game until the release of '']'' in 2000,<ref>{{cite news |last1=Schofield |first1=Jack |date=February 10, 2000 |title=Games watch |url=https://www.theguardian.com/technology/2000/feb/10/onlinesupplement5 |url-status=live |archive-url=https://web.archive.org/web/20211127101327/https://www.theguardian.com/technology/2000/feb/10/onlinesupplement5 |archive-date=November 27, 2021 |access-date=November 27, 2021 |work=]}}</ref> selling 61,232 copies during its first weekend.<ref name="CVG Sales"/> 1.14 million Nintendo 64 copies were sold in Japan<ref name="japanese sales">{{cite web |title=販売本数ランキング |url=http://gameranking.jp/ranking-sale/ |url-status=dead |archive-url=https://web.archive.org/web/20080411024417/http://gameranking.jp/ranking-sale/ |archive-date=April 11, 2008 |access-date=May 28, 2009 |publisher=ゲームランキング |language=ja}}</ref> and 7.6 million copies worldwide.<ref name="IGN GDC 2004">{{cite web |date=March 25, 2004 |title=GDC 2004: The History of Zelda |url=https://www.ign.com/articles/2004/03/26/gdc-2004-the-history-of-zelda |url-status=live |archive-url=https://web.archive.org/web/20131116021311/http://www.ign.com/articles/2004/03/26/gdc-2004-the-history-of-zelda |archive-date=November 16, 2013 |access-date=April 29, 2008 |website=IGN}}</ref> By 2000, ''Ocarina of Time'' had sold 7 million cartridges and grossed about {{US$|400,000,000|long=no|1998|round=-7}} worldwide.<ref>{{cite news |last1=Carter |first1=Chip |last2=Carter |first2=Jonathan |title=New Zelda for N64 leaves them moonstruck |url=https://www.tampabay.com/archive/2000/11/06/new-zelda-for-n64-leaves-them-moonstruck/ |access-date=November 22, 2021 |work=] |date=November 6, 2000 |archive-date=November 22, 2021 |archive-url=https://web.archive.org/web/20211122020349/https://www.tampabay.com/archive/2000/11/06/new-zelda-for-n64-leaves-them-moonstruck/ |url-status=live}}</ref> | |||
In 1998, ''Ocarina of Time'' won the Grand Prize in the Interactive Art division at the ].<ref name="JMAF"/> It also won six honors at the 2nd Annual ], including "]", "Outstanding Achievement in Interactive Design", "Outstanding Achievement in Software Engineering", "Console Game of the Year", "Console Adventure Game of the Year" and "Console RPG of the Year".<ref name="IAA"/> '']'' 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.<ref>{{cite magazine |title=1998 Gamers' Choice Awards|magazine=]|date=April 1999|issue=117|pages=107–114}}</ref> '']'' gave it the awards for "Game of the Year" and "Gameplay Innovation" and placed it 2nd place for "Graphical Achievement" (behind '']'').<ref name="Edge-Awards"/> | |||
=== |
=== Awards === | ||
In 1998, ''Ocarina of Time'' won the Grand Prize in the Interactive Art division at the ].<ref name="JMAF">{{cite web|url=http://plaza.bunka.go.jp/english/festival/1998/|title=2nd Annual Japan Media Arts Festival|publisher=Japan Media Arts Plaza|archive-url=https://web.archive.org/web/20071013074343/http://plaza.bunka.go.jp/english/festival/1998/|archive-date=October 13, 2007|access-date=September 20, 2007}}</ref> ''Ocarina of Time'' won six awards at the ]: "]", "Console Game of the Year", "]", "]", "]", and "]"; it also received a nomination for "]".<ref name="Miyamoto_Awards">{{cite web |last1=Ewalt |first1=David |title=Miyamoto's Game of the Year |date=October 3, 2011 |url=https://www.forbes.com/sites/davidewalt/2011/09/08/shigeru-miyamoto-ocarina-of-time/?sh=2262b21453bd |website=] |access-date=26 June 2023 |archive-url=https://web.archive.org/web/20230626194154/https://www.forbes.com/sites/davidewalt/2011/09/08/shigeru-miyamoto-ocarina-of-time/?sh=2262b21453bd |archive-date=June 26, 2023 |url-status=live}}</ref><ref name="IAA_GOTY">{{cite web |title=The Legend of Zelda: Ocarina of Time AIAS |url=https://www.interactive.org/games/video_game_details.asp?idAward=1999&idGame=633 |website=Academy of Interactive Arts & Sciences |access-date=28 June 2023 |archive-date=June 1, 2022 |archive-url=https://web.archive.org/web/20220601135134/https://www.interactive.org/games/video_game_details.asp?idAward=1999&idGame=633 |url-status=live }}</ref> '']'' 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.<ref>{{cite magazine|date=April 1999|title=1998 Gamers' Choice Awards|url=https://retrocdn.net/images/4/4d/EGM_US_117.pdf|magazine=]|issue=117|pages=107–114|access-date=June 5, 2020|archive-date=December 19, 2022|archive-url=https://web.archive.org/web/20221219173205/https://retrocdn.net/images/4/4d/EGM_US_117.pdf|url-status=live}}</ref> '']'' gave it the awards for "Game of the Year" and "Gameplay Innovation" and placed it 2nd place for "Graphical Achievement" (behind '']'').<ref name="Edge-Awards"/> | |||
== Legacy == | |||
After publication, ''Ocarina of Time'' was featured on a number of compiled lists of best or most influential games, including those of ''Electronic Gaming Monthly'',<ref name="EGM top">{{cite web|url=http://gamers.com/feature/egmtop100/index.jsp |archiveurl=https://web.archive.org/web/20030620053308/http://www.gamers.com/feature/egmtop100/index.jsp |archivedate=June 20, 2003 |title=Electronic Gaming Monthly's 100 Best Games of All Time | author=''EGM'' staff | year=2001| accessdate=January 2, 2008}}</ref> IGN,<ref name="ign_top_2006">{{cite web|title=Readers' Picks Top 100 Games: 1–10|url=http://uk.top100.ign.com/2006/001-010.html|publisher=IGN|accessdate=April 26, 2014|year=2006|archiveurl=https://web.archive.org/web/20131103141811/http://uk.top100.ign.com/2006/001-010.html|archivedate=November 3, 2013}}</ref><ref name="ign_top_2008">{{cite web|title=1. The Legend of Zelda: Ocarina of Time|url=http://uk.top100.ign.com/2008/ign_top_game_1.html|work=Top 100 Games of All Time|publisher=IGN|accessdate=April 26, 2014|year=2008 |archiveurl=https://web.archive.org/web/20140102064050/http://uk.top100.ign.com/2008/ign_top_game_1.html|archivedate=January 2, 2014}}</ref><ref name="IGN top">{{cite web|title=IGN's Top 100 Games of All Time|publisher=IGN|year=2007|url=http://uk.top100.ign.com/2007/ign_top_game_4.html| accessdate=April 26, 2014|archiveurl=https://web.archive.org/web/20130825020854/http://uk.top100.ign.com/2007/ign_top_game_4.html|archivedate=August 25, 2013}}</ref><ref name="Top 125 Nintendo Games">{{cite web|publisher=IGN |title=The Top 125 Nintendo Games of All Time |date=September 24, 2014 |url=http://www.ign.com/articles/2014/09/24/the-top-125-nintendo-games-of-all-time?page=9 |accessdate=September 26, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20140926072042/http://www.ign.com/articles/2014/09/24/the-top-125-nintendo-games-of-all-time?page=9 |archivedate=September 26, 2014 |df= }}</ref> and ''Nintendo Power''.<ref name="NP Top 200">{{Cite magazine| title=NP Top 200 | magazine=] | page=66 |date=February 2006 | volume=200}}</ref> The game was placed second in '']''{{'}}s "100 greatest Nintendo games of all time", behind only '']''<ref name="100-ONM">{{cite web |url=http://www.officialnintendomagazine.co.uk/7327/features/100-best-nintendo-games-part-6/ |title=100 Best Nintendo Games — Part Six| work=] |publisher=Future plc |first=Tom |last=East |archiveurl=https://web.archive.org/web/20141030210331/http://www.officialnintendomagazine.co.uk/7327/features/100-best-nintendo-games-part-6/ |archivedate=October 30, 2014}}</ref> '']'' ranked it as its 11th favorite game of all time and described it as "untouchable".<ref>{{cite web |title=Game Informer's Top 100 Games of All Time (Circa Issue 100) |url=http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |work=] |last=Cork |first=Jeff |date=November 16, 2009 |accessdate=December 10, 2013 |deadurl=no |archiveurl=https://www.webcitation.org/6fGaAiklq?url=http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |archivedate=February 13, 2016 |df= }}</ref> 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 '']'' in the final round.<ref>{{cite web|url=http://www.ign.com/tournaments/greatest-zelda-game |title=Greatest Legend of Zelda Game Tournament - IGN |work=IGN |deadurl=no |archiveurl=https://web.archive.org/web/20130727221804/http://www.ign.com/tournaments/greatest-zelda-game |archivedate=July 27, 2013 |df= }}</ref> ] vice president of creativity ] stated in 2012, "Anyone who makes 3-D games who says they've not borrowed something from ''Mario'' or ''Zelda'' is lying."<ref name="Americana">{{cite interview | title=Americana at Its Most Felonious: Q. and A.: Rockstar’s Dan Houser on Grand Theft Auto V | interviewer=Chris Suellentrop | first=Dan | last=Houser | subjectlink=Dan Houser | date=November 9, 2012 | url=https://www.nytimes.com/2012/11/10/arts/video-games/q-and-a-rockstars-dan-houser-on-grand-theft-auto-v.html | work=] | accessdate=July 30, 2015 | archiveurl=https://web.archive.org/web/20121110091527/http://www.nytimes.com/2012/11/10/arts/video-games/q-and-a-rockstars-dan-houser-on-grand-theft-auto-v.html | archivedate=November 10, 2012 | deadurl=no}}</ref> ''Ocarina of Time'' has consistently been placed at number one in ''Edge''{{'}}s "top 100 games" lists: a staff-voted list in January 2000,<ref name="edge100-2000"/> a staff- and reader-voted list in July 2007,<ref name="edge100-2007"/> a list of "The 100 Best Games to Play Today" in March 2009,<ref name="edge-200-online"/> and a 2013 readers' poll selecting the 20 best games released since the magazine's launch in 1993.<ref name="edge-top20">{{cite web|last1=McFerran |first1=Damien |title=Readers Of EDGE Consider Ocarina Of Time And Mario 64 To Be The Best Games Of The Last 20 Years |url=http://www.nintendolife.com/news/2013/10/readers_of_edge_consider_ocarina_of_time_and_mario_64_to_be_the_best_games_of_the_last_20_years |website=] |publisher=] |accessdate=September 1, 2016 |date=October 24, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20170129170016/http://www.nintendolife.com/news/2013/10/readers_of_edge_consider_ocarina_of_time_and_mario_64_to_be_the_best_games_of_the_last_20_years |archivedate=January 29, 2017 |df= }}</ref> ''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."<ref name="edge-200"/> | |||
] | |||
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 '']'',<ref name=CVG2001/><ref name="best_games"/> '']'',<ref name="edge100-2000"/><ref name="edge100-2007"/><ref name="edge-200-online"/><ref name="edge-top20"/> '']'',<ref name="best_games"/> '']'',<ref name="best_games"/> '']'',<ref name="ign_top_2006"/><ref name="ign_top_2008"/> '']'',<ref name="best_games"/> '']'',<ref name="NP Top 200">{{Cite magazine | title=NP Top 200 | magazine=] | page=66 | date=February 2006 | volume=200}}</ref><ref name=NinPowerBestofBest/><ref name=NinPowerTop285/> '']'',<ref name="GI1999"/> '']'',<ref name="Slant"/> '']'',<ref name="FHM"/> and ''PALGN''.<ref name=PALGN/> It also appeared on other lists of greatest games including those of ''Electronic Gaming Monthly''<ref name="EGM top">{{cite web | url=http://gamers.com/feature/egmtop100/index.jsp | archive-url=https://web.archive.org/web/20030620053308/http://www.gamers.com/feature/egmtop100/index.jsp | archive-date=June 20, 2003 | title=Electronic Gaming Monthly Presents Top 100 Games of All Time | author=''EGM'' staff | year=2001 | website=Gamers.com | access-date=January 2, 2008}}</ref> and ''IGN''.<ref name="ign_top_2006">{{cite web|title=Readers' Picks Top 100 Games: 1–10|url=http://uk.top100.ign.com/2006/001-010.html|website=IGN|access-date=April 26, 2014|year=2006|url-status=dead|archive-url=https://web.archive.org/web/20131103141811/http://uk.top100.ign.com/2006/001-010.html|archive-date=November 3, 2013}}</ref><ref name="ign_top_2008">{{cite web|title=1. The Legend of Zelda: Ocarina of Time|url=http://uk.top100.ign.com/2008/ign_top_game_1.html|work=Top 100 Games of All Time|access-date=April 26, 2014|year=2008 |url-status=dead|archive-url=https://web.archive.org/web/20140102064050/http://uk.top100.ign.com/2008/ign_top_game_1.html|archive-date=January 2, 2014}}</ref><ref name="IGN top">{{cite web|title=IGN's Top 100 Games of All Time|website=]|year=2007|url=http://uk.top100.ign.com/2007/ign_top_game_4.html| access-date=April 26, 2014|url-status=dead|archive-url=https://web.archive.org/web/20130825020854/http://uk.top100.ign.com/2007/ign_top_game_4.html|archive-date=August 25, 2013}}</ref><ref name="Top 125 Nintendo Games">{{cite web|website=] |title=The Top 125 Nintendo Games of All Time |date=September 24, 2014 |url=https://www.ign.com/articles/2014/09/24/the-top-125-nintendo-games-of-all-time?page=9 |access-date=September 26, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140926072042/http://www.ign.com/articles/2014/09/24/the-top-125-nintendo-games-of-all-time?page=9 |archive-date=September 26, 2014}}</ref> The game was placed second in '']''{{'}}s "100 greatest Nintendo games of all time", behind only '']''<ref name="100-ONM">{{cite web |url=http://www.officialnintendomagazine.co.uk/7327/features/100-best-nintendo-games-part-6/ |title=100 Best Nintendo Games — Part Six |website=] |first=Tom |last=East |date=March 2, 2009 |archive-url=https://web.archive.org/web/20141030210331/http://www.officialnintendomagazine.co.uk/7327/features/100-best-nintendo-games-part-6/ |archive-date=October 30, 2014}}</ref> '']'' ranked it as its 11th favorite game of all time and described it as "untouchable".<ref>{{cite magazine |title=Game Informer's Top 100 Games of All Time (Circa Issue 100) |url=http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |magazine=] |last=Cork |first=Jeff |date=November 16, 2009 |access-date=December 10, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20160119181519/http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |archive-date=January 19, 2016}}</ref> 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 '']'' in the final round.<ref>{{cite web|url=https://www.ign.com/tournaments/greatest-zelda-game |title=Greatest Legend of Zelda Game Tournament - IGN |website=] |url-status=live |archive-url=https://web.archive.org/web/20130727221804/http://www.ign.com/tournaments/greatest-zelda-game |archive-date=July 27, 2013}}</ref> ''Ocarina of Time'' has consistently been placed at number one in ''Edge''{{'}}s "top 100 games" lists: a staff-voted list in January 2000,<ref name="edge100-2000">{{cite magazine |title=The 100 best games of all time (Legend of Zelda: Ocarina of Time) |magazine=] |date=January 2000 |issue=80 |pages=52–71 (71) |url=https://retrocdn.net/images/6/64/Edge_UK_080.pdf#page=71 |archive-url=https://web.archive.org/web/20210624195358/https://retrocdn.net/images/6/64/Edge_UK_080.pdf |archive-date=June 24, 2021 |url-status=live}} | |||
*<!-- Published in book form, not in Edge magazine -->{{Cite book | editor-last=Mott | editor-first=Tony | title=Edge Presents The 100 Best Videogames | publisher=] | date=2007 | page=255}} Reprinting material from '']'' issue 80. | |||
</ref> a staff- and reader-voted list in July 2007,<ref name="edge100-2007">{{cite magazine|url=http://www.edge-online.com/features/retrospective-the-legend-of-zelda-ocarina-of-time/|title=Retrospective: The Legend Of Zelda: Ocarina Of Time|author=Edge Staff|magazine=] |publisher=] |date=April 21, 2014|access-date=June 1, 2014|archive-url=https://web.archive.org/web/20140423215836/http://www.edge-online.com/features/retrospective-the-legend-of-zelda-ocarina-of-time/|archive-date=April 23, 2014}}</ref> a list of "The 100 Best Games to Play Today" in March 2009,<ref name="edge-200-online">{{cite magazine|author=Edge Staff|url=http://www.edge-online.com/features/100-best-games-play-today?page=11|title=The 100 Best Games to Play Today|magazine=]|publisher=]|date=March 9, 2009|archive-url=https://web.archive.org/web/20120326195637/http://www.edge-online.com/features/100-best-games-play-today?page=11|archive-date=March 26, 2012|access-date=November 21, 2009}}</ref> and a 2013 readers' poll selecting the 20 best games released since the magazine's launch in 1993.<ref name="edge-top20">{{cite web|last1=McFerran |first1=Damien |title=Readers Of EDGE Consider Ocarina Of Time And Mario 64 To Be The Best Games Of The Last 20 Years |url=http://www.nintendolife.com/news/2013/10/readers_of_edge_consider_ocarina_of_time_and_mario_64_to_be_the_best_games_of_the_last_20_years |website=] |publisher=] |access-date=September 1, 2016 |date=October 24, 2013 |url-status=live |archive-url=https://web.archive.org/web/20170129170016/http://www.nintendolife.com/news/2013/10/readers_of_edge_consider_ocarina_of_time_and_mario_64_to_be_the_best_games_of_the_last_20_years |archive-date=January 29, 2017}}</ref> ''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".<ref name="edge-200">{{Cite magazine |magazine=]|publisher=]|date=April 2009 |issue=200|title=The 100 Best Games to Play Today |pages=59–63}}</ref> In 2022, ] inducted ''Ocarina of Time'' to its ].<ref>{{cite web |title=The Legend of Zelda: Ocarina of Time |url=https://www.museumofplay.org/games/the-legend-of-zelda-ocarina-of-time/ |website=] |publisher=] |access-date=May 6, 2022 |archive-date=May 5, 2022 |archive-url=https://web.archive.org/web/20220505204506/https://www.museumofplay.org/games/the-legend-of-zelda-ocarina-of-time/ |url-status=live}}</ref> | |||
Reception for the ''Master Quest'' and Virtual Console rereleases was positive; while some considered aspects of the graphics and audio to be outdated,<ref name="rpgamer" /><ref>{{cite web|title=Nowadays, OoT is not that good | |
Reception for the ''Master Quest'' and Virtual Console rereleases was positive; while some considered aspects of the graphics and audio to be outdated,<ref name="rpgamer" /><ref>{{cite web|title=Aonuma - 'Nowadays, OoT is not that good' |last=Holmes |first=Jonathan |website=] |date=November 23, 2009 |url=https://www.destructoid.com/aonuma-nowadays-oot-is-not-that-good/ |access-date=September 12, 2024 |url-status=live |archive-url=https://web.archive.org/web/20100127042844/http://www.destructoid.com/aonuma-nowadays-oot-is-not-that-good--155808.phtml |archive-date=January 27, 2010}}</ref> 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.<ref name="Game Rankings GCN">{{cite web|url=http://www.gamerankings.com/gamecube/564226-/index.html |title=The Legend of Zelda: Ocarina of Time Master Quest reviews |website=] |access-date=March 4, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20090309095105/http://www.gamerankings.com/gamecube/564226-/index.html |archive-date=March 9, 2009}}</ref><ref name="Metacritic GNC">{{cite web|url=https://www.metacritic.com/game/the-legend-of-zelda-ocarina-of-time-master-quest-2002/ |title=The Legend of Zelda: Ocarina of Time / Master Quest |website=] |access-date=September 12, 2024 |url-status=live |archive-url=https://web.archive.org/web/20240405173955/https://www.metacritic.com/game/the-legend-of-zelda-ocarina-of-time-master-quest-2002/ |archive-date=April 5, 2024}}</ref> ''IGN'' said in their review that "''Ocarina of Time'' has aged extremely well",<ref name="OoT MQ review at IGN"/> 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.<ref name="gamerev">{{cite web|url=http://www.gamerevolution.com/review/the-legend-of-ze |title=The Legend of Zelda: Ocarina of Time Master Quest review |last=Liu |first=Johnny |website=] |date=February 3, 2003 |access-date=October 27, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20130704015432/http://www.gamerevolution.com/review/the-legend-of-ze |archive-date=July 4, 2013}}</ref> In 2007, former ''GameSpot'' editor ] 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".<ref name="GameSpot VC review"/> | ||
In November 2021, enthusiasts fully ]d ''Ocarina of Time''<nowiki />'s ] into human-readable ] code.<ref>{{cite web|url=https://www.videogameschronicle.com/news/zelda-64-has-been-fully-decompiled-potentially-opening-the-door-for-mods-and-ports/|title=Zelda 64 has been fully decompiled, potentially opening the door for mods and ports|website=]|last=Robinson|first=Andy|date=November 27, 2021|access-date=November 27, 2021|archive-date=November 27, 2021|archive-url=https://web.archive.org/web/20211127130733/https://www.videogameschronicle.com/news/zelda-64-has-been-fully-decompiled-potentially-opening-the-door-for-mods-and-ports/|url-status=live}}</ref> In March 2022, a group called "Harbour Masters"<ref>{{cite web|url=https://www.videogameschronicle.com/news/exclusive-a-fully-functioning-zelda-64-pc-port-is-90-complete/|title=Exclusive: A fully functioning Zelda 64 PC port is '90% complete'|website=]|date=January 24, 2022|access-date=January 24, 2022|last=Robinson|first=Andy|archive-date=January 24, 2022|archive-url=https://web.archive.org/web/20220124174506/https://www.videogameschronicle.com/news/exclusive-a-fully-functioning-zelda-64-pc-port-is-90-complete/|url-status=live}}</ref> publicly released a PC port under the name "'']''", which includes widescreen support and an increased framerate, among other features.<ref>{{cite web|url=https://www.videogameschronicle.com/news/zelda-ocarina-of-time-pc-port/|title=A full Zelda: Ocarina of Time PC port is now complete and available online|website=]|date=March 22, 2022|access-date=March 23, 2022|last=Robinson|first=Andy|archive-date=March 22, 2022|archive-url=https://web.archive.org/web/20220322234919/https://www.videogameschronicle.com/news/zelda-ocarina-of-time-pc-port/|url-status=live}}</ref><ref>{{cite web|url=https://www.gamesradar.com/an-unofficial-ocarina-of-time-pc-port-is-out-now-with-hd-graphics-and-mods/|title=An unofficial Ocarina of Time PC port is out now with HD graphics and mods|website=]|date=March 23, 2022|access-date=April 7, 2023|last=Gerblick|first=Jordan|archive-date=April 7, 2023|archive-url=https://web.archive.org/web/20230407073431/https://www.gamesradar.com/an-unofficial-ocarina-of-time-pc-port-is-out-now-with-hd-graphics-and-mods/|url-status=live}}</ref> | |||
== Notes == | |||
{{notelist}} | |||
== |
===Impact=== | ||
''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.<ref name="Essential 50"/><ref>{{cite web |url=http://www.ign.com/articles/2010/08/27/ign-presents-the-history-of-zelda?page=5 |title=IGN Presents the History of Zelda |first=Travis |last=Fahs |website=] |date=December 17, 2008 |access-date=January 16, 2009 |archive-url=https://web.archive.org/web/20160408010133/http://www.ign.com/articles/2010/08/27/ign-presents-the-history-of-zelda?page=5 |archive-date=April 8, 2016 |url-status=live}}</ref> | |||
{{Reflist|30em|refs= | |||
<ref name="Iwata Asks OoT 3D Miyamoto">{{cite interview|url=http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/4/0 |interviewer=] |subject-link=Shigeru Miyamoto |first=Shigeru |last=Miyamoto |title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D: Mr. Shigeru Miyamoto |publisher=Nintendo of America, Inc. |accessdate=February 4, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/ |archivedate=July 25, 2015 |df= }}</ref> | |||
Multiple members of the ] have expressed how the game impacted them and the industry. Former ] vice president of creativity ] stated in 2012 that "anyone who makes 3-D games who says they've not borrowed something from ''Mario'' or ''Zelda'' is lying".<ref name="Americana">{{cite interview | title=Americana at Its Most Felonious: Q. and A.: Rockstar's Dan Houser on Grand Theft Auto V | interviewer=Chris Suellentrop | first=Dan | last=Houser | subject-link=Dan Houser | date=November 9, 2012 | url=https://www.nytimes.com/2012/11/10/arts/video-games/q-and-a-rockstars-dan-houser-on-grand-theft-auto-v.html | work=] | access-date=July 30, 2015 | archive-url=https://web.archive.org/web/20121110091527/http://www.nytimes.com/2012/11/10/arts/video-games/q-and-a-rockstars-dan-houser-on-grand-theft-auto-v.html | archive-date=November 10, 2012 | url-status=live}}</ref> Rockstar founder and ''Grand Theft Auto'' director ] also cited the game's influence, describing '']'' as "Zelda meets '']''".<ref>{{cite web|url=http://ign.com/articles/2001/09/10/rockstars-sam-houser-mouths-off|title=Rockstar's Sam Houser Mouths Off|author=<!--Not stated-->|date=September 10, 2001|website=]|access-date=October 21, 2021|archive-date=November 8, 2012|archive-url=https://web.archive.org/web/20121108073851/http://www.ign.com/articles/2001/09/10/rockstars-sam-houser-mouths-off|url-status=live}}</ref> '']'' director ] (], ]) said that he had been influenced by ''Zelda'' when he developed ''Okami''.<ref>{{cite web | last = Davies | first = Jonti | title = Okami creator 'disappointed' by Twilight Princess | website = ] | date = March 2007 | url = https://www.engadget.com/2007-03-06-okami-creator-disappointed-by-twilight-princess.html | access-date = October 21, 2021 | archive-date = October 21, 2021 | archive-url = https://web.archive.org/web/20211021213206/https://www.engadget.com/2007-03-06-okami-creator-disappointed-by-twilight-princess.html | url-status = live}}</ref> '']'' and '']'' director, ] (] and ]), cited ''Zelda'' as an influence for the '']'' series, noting ''Ocarina of Time''{{'}}s influence on '']''.<ref name="IASIG">{{cite web |first=Alexander |last=Brandon |url=http://www.iasig.org/pubs/interviews/eidosjh.shtml |publisher=IASIG |title=Interactive Composition Column 1.2 |access-date=October 31, 2012 |archive-date=February 14, 2012 |archive-url=https://web.archive.org/web/20120214185917/http://www.iasig.org/pubs/interviews/eidosjh.shtml |url-status=live}}</ref> | |||
<ref name="Iwata Asks OoT 3D Original">{{cite interview|url=http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/1/4 |title=Iwata Asks : The Legend of Zelda: Ocarina of Time 3D : What We Couldn't Do with The Legend of Zelda: Ocarina of Time |interviewer=] |first1=Toshio |last1=Iwawaki |first2=Eiji |last2=Aonuma |subjectlink2=Eiji Aonuma |first3=Takumi |last3=Kawagoe |first4=Yoshiaki |last4=Koizumi |subjectlink4=Yoshiaki Koizumi |first5=Toru |last5=Osawa |publisher=] |accessdate=February 4, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/ |archivedate=July 25, 2015 |df= }}</ref> | |||
'']'' creator ] (]) said that "''The Legend of Zelda'' became a sort of textbook for 3D ]s".<ref name="RollingStone">{{cite magazine|last1=Mielke|first1=James|title='Dark Souls' Creator Miyazaki on 'Zelda', Sequels and Starting Out|url=https://www.rollingstone.com/culture/news/dark-souls-creator-miyazaki-on-zelda-sequels-w443435|archive-url=https://web.archive.org/web/20161005123700/http://www.rollingstone.com/culture/news/dark-souls-creator-miyazaki-on-zelda-sequels-w443435|url-status=dead|archive-date=October 5, 2016|magazine=]|access-date=October 6, 2016}}</ref> '']'' director ] (]) cited ''Zelda'' as an influence on '']''.<ref>{{cite web|title=Shadow of the Colossus|last=Rogers|first=Tim|website=Insert Credit|url=http://archives.insertcredit.com/reviews/wanda/|date=October 25, 2005|access-date=October 21, 2021|archive-date=February 21, 2017|archive-url=https://web.archive.org/web/20170221110345/http://archives.insertcredit.com/reviews/wanda/|url-status=dead}}</ref> '']'' director ] (]) cited ''Zelda'' as an influence on his work.<ref name="gamespot-legacy">{{cite web|url=http://www.gamespot.com/articles/the-legacy-of-zelda/1100-6434921/|title=The Legacy of Zelda|first=Mike|last=Mahardy|website=]|date=February 19, 2016|access-date=October 21, 2021|archive-date=October 24, 2021|archive-url=https://web.archive.org/web/20211024135923/https://www.gamespot.com/articles/the-legacy-of-zelda/1100-6434921/|url-status=live}}</ref> ] ('']'', '']'') cited ''Zelda'' as an influence on ''The Witcher'' series, including '']'' (2015).<ref> {{Webarchive|url=https://archive.today/20170611125104/http://www.gamertagradio.com/2015/04/episode-478-the-witcher-3-wild-hunt-interview-with-cd-projekt-red/ |date=June 11, 2017}} (48:45)</ref> '']'' and '']'' director ] (]) cited ''Ocarina of Time'' as inspiration for the seamless ] of '']''.<ref>{{Cite web|url=https://www.psu.com/news/final-fantasy-xv-inspired-by-zelda-ocarina-of-time/|title=Final Fantasy XV inspired by Zelda: Ocarina of Time|last=Harradence|first=Michael|website=PlayStation Universe|date=April 1, 2016 |access-date=October 21, 2021|archive-date=August 15, 2022|archive-url=https://web.archive.org/web/20220815165735/https://www.psu.com/news/final-fantasy-xv-inspired-by-zelda-ocarina-of-time/|url-status=live}}</ref> | |||
<ref name="releaseMQIGN">{{cite web|url=http://www.ign.com/games/the-legend-of-zelda-ocarina-of-time/gcn-495087 |title=The Legend of Zelda: Ocarina of Time / Master Quest |work=] |publisher=] |accessdate=March 10, 2010 |deadurl=no |archiveurl=https://web.archive.org/web/20120531052405/http://www.ign.com/games/the-legend-of-zelda-ocarina-of-time/gcn-495087 |archivedate=May 31, 2012 |df= }}</ref> | |||
== Notes == | |||
<ref name="releaseGB">{{cite web|url=http://www.giantbomb.com/the-legend-of-zelda-ocarina-of-time/3030-12572/releases/ |title=The Legend of Zelda: Ocarina of Time International Releases |work=] |publisher=] |accessdate=March 10, 2010 |deadurl=no |archiveurl=https://web.archive.org/web/20130526015414/http://www.giantbomb.com/the-legend-of-zelda-ocarina-of-time/3030-12572/releases/ |archivedate=May 26, 2013 |df= }}</ref> | |||
{{notelist}} | |||
== References == | |||
<ref name="releaseIGN">{{cite web|url=http://www.ign.com/games/the-legend-of-zelda-ocarina-of-time/n64-437 |title=The Legend of Zelda: Ocarina of Time |work=] |publisher=] |accessdate=March 10, 2010 |deadurl=no |archiveurl=https://web.archive.org/web/20120520171105/http://www.ign.com/games/the-legend-of-zelda-ocarina-of-time/n64-437 |archivedate=May 20, 2012 |df= }}</ref> | |||
{{Reflist|refs= | |||
<ref name="Iwata Asks OoT 3D Miyamoto">{{cite interview|url=https://iwataasks.nintendo.com/interviews/3ds/zelda-ocarina-of-time/4/4/ |interviewer=] |subject-link=Shigeru Miyamoto |first=Shigeru |last=Miyamoto |title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D: Mr. Shigeru Miyamoto |publisher=] |access-date=September 12, 2024 |url-status=live |archive-url=https://web.archive.org/web/20230224033509/https://iwataasks.nintendo.com/interviews/3ds/zelda-ocarina-of-time/4/4/ |archive-date=February 24, 2023 |quote=And I was really happy that we here in Japan could make a medieval tale of sword and sorcery liked by the people of the world. Despite using a historical drama at Toei Kyoto Studio Park as reference! (laughs) It was received well overseas.}}</ref> | |||
<ref name="Iwata Asks OoT 3D Original">{{cite interview|url=https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Ocarina-of-Time-3D/Vol-2-Original-Development-Staff-Part-1/5-What-We-Couldn-t-Do-with-Ocarina-of-Time/5-What-We-Couldn-t-Do-with-Ocarina-of-Time-231818.html |title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D: What We Couldn't Do with Ocarina of Time |interviewer=] |first1=Toshio |last1=Iwawaki |first2=Eiji |last2=Aonuma |subject-link2=Eiji Aonuma |first3=Takumi |last3=Kawagoe |first4=Yoshiaki |last4=Koizumi |subject-link4=Yoshiaki Koizumi |first5=Toru |last5=Osawa |publisher=] |access-date=September 12, 2024 |url-status=live |archive-url=https://web.archive.org/web/20240913015631/https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Ocarina-of-Time-3D/Vol-2-Original-Development-Staff-Part-1/5-What-We-Couldn-t-Do-with-Ocarina-of-Time/5-What-We-Couldn-t-Do-with-Ocarina-of-Time-231818.html |archive-date=September 13, 2024}}</ref> | |||
<ref name="releaseZD">{{cite web|url=http://www.zeldadungeon.net/The_Legend_of_Zelda:_Ocarina_of_Time |title=The Legend of Zelda: Ocarina of Time |website=Zelda Dungeon |accessdate=March 10, 2010 |deadurl=no |archiveurl=https://web.archive.org/web/20111206042837/http://www.zeldadungeon.net/The_Legend_of_Zelda%3A_Ocarina_of_Time |archivedate=December 6, 2011 |df= }}</ref> | |||
<ref name="Wii U VC">{{cite web|last1=Ronaghan|first1=Neal|title=This Week in the Nintendo Downloads|url= |
<ref name="Wii U VC">{{cite web|last1=Ronaghan|first1=Neal|title=This Week in the Nintendo Downloads|url=https://www.ign.com/articles/2015/07/02/this-week-in-the-nintendo-downloads|website=]|publisher=]|access-date=July 3, 2015|archive-url=https://web.archive.org/web/20150703040944/http://www.ign.com/articles/2015/07/02/this-week-in-the-nintendo-downloads|archive-date=July 3, 2015|url-status=live|date=July 2, 2015}}</ref> | ||
<ref name="eijidungeon">{{cite web|url= |
<ref name="eijidungeon">{{cite web|url=https://iwataasks.nintendo.com/interviews/ds/zelda/0/0/ |title=Iwata Asks: The Legend of Zelda: Spirit Tracks: The Previous Game Felt As Though We'd Given Our All |publisher=] |access-date=September 12, 2024 |quote='''Eiji Aonuma''': Our first 3D ''The Legend of Zelda'' game for the N64 turned out to be ''The Legend of Zelda: Ocarina of Time''. I did some direction on that one, although it was only partial: I was in charge of dungeon design. |url-status=live |archive-url=https://web.archive.org/web/20240818005331/https://iwataasks.nintendo.com/interviews/ds/zelda/0/0/ |archive-date=August 18, 2024}}</ref> | ||
<ref name="miyastory1">{{cite web|url=https://www.nintendo.com/home/features/e3_98/mqna.html |title=Question and Answer Session with Mr. Miyamoto |publisher=] | |
<ref name="miyastory1">{{cite web|url=https://www.nintendo.com/home/features/e3_98/mqna.html |title=Question and Answer Session with Mr. Miyamoto |publisher=] |access-date=May 30, 2010 |archive-url=https://web.archive.org/web/19980530122635/http://www.nintendo.com/home/features/e3_98/mqna.html |archive-date=May 30, 1998 |quote='''Shigeru Miyamoto''': However, the scenario and game modes are only about 50% my idea.}}</ref> | ||
<ref name="miyastory2">{{Cite magazine|date=August 1998 |title=Interview mit dem Meister |magazine=Club Nintendo |publisher=Nintendo of Europe GmbH |issue=Ausgabe 4 |page=17 |language= |
<ref name="miyastory2">{{Cite magazine|date=August 1998 |title=Interview mit dem Meister |magazine=] |publisher=Nintendo of Europe GmbH |issue=Ausgabe 4 |page=17 |language=de |quote='''Shigeru Miyamoto''': Die komplette Story ist von mir. / The entire story is from me.}}</ref> | ||
<ref name="koistory1">{{cite web |first=Chris|last=Kohler |url=https://www.wired.com |
<ref name="koistory1">{{cite web |first=Chris|last=Kohler |url=https://www.wired.com/2007/12/interview-super/ |title=Interview: Super Mario Galaxy Director On Sneaking Stories Past Miyamoto |date=December 4, 2007 |website=] |publisher=] |archive-url=https://web.archive.org/web/20090615082049/http://www.wired.com/gamelife/2007/12/interview-super/ |archive-date=June 15, 2009 |url-status=live |access-date=September 12, 2024}}</ref> | ||
<ref name="koistory2">{{cite |
<ref name="koistory2">{{cite magazine|url=http://www.edge-online.com/features/interview-nintendo%C3%ADs-unsung-star |title=Interview: Nintendo's Unsung Star |date=February 6, 2008 |magazine=] |archive-url=https://web.archive.org/web/20120820032259/http://www.edge-online.com/features/interview-nintendo%C3%ADs-unsung-star|archive-date=August 20, 2012 |access-date=July 11, 2010}}</ref> | ||
}} | }} | ||
== External links == | == External links == | ||
{{Commons category}} | |||
{{Wikiquote}} | {{Wikiquote}} | ||
{{Wikibooks|The Legend of Zelda: Ocarina of Time}} | |||
* {{Official website|http://www.zelda.com/universe/game/ocarinatime/}} | |||
* {{official|https://www.nintendo.co.jp/n01/n64/software/zelda/index.html}} {{in lang|ja}} | |||
* {{MobyGames|id=/legend-of-zelda-ocarina-of-time}} | |||
* {{IMDb title|0184666}} | |||
{{The Legend of Zelda}} | {{The Legend of Zelda|state=expanded}} | ||
{{Shigeru Miyamoto}} | {{Shigeru Miyamoto}} | ||
{{BAFTA Games BG}} | {{BAFTA Games BG}} | ||
{{DICE GOTY}} | {{DICE GOTY}} | ||
{{JGA GOTY}} | {{JGA GOTY}} | ||
{{Portal bar|Video games|1990s|Japan|Fantasy}} | |||
{{Metacritic GOTY}} | |||
{{Authority control}} | {{Authority control}} | ||
{{Portal bar|The Legend of Zelda|Nintendo|Video games|1990s|Japan}} | |||
{{Featured article}} | |||
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Revision as of 19:33, 15 December 2024
1998 video game "OoT" redirects here. For other uses, see OOT.1998 video game
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) |
|
Writer(s) |
|
Composer(s) | Koji Kondo |
Series | The Legend of Zelda |
Platform(s) | |
Release | November 21, 1998 |
Genre(s) | Action-adventure |
Mode(s) | Single-player |
The Legend of Zelda: Ocarina of Time is a 1998 action-adventure game by Nintendo for the Nintendo 64. It was released in Japan and North America in November 1998 and in PAL regions the following month. The game is the first in The Legend of Zelda series with 3D graphics.
Ocarina of Time was developed by Nintendo's Entertainment Analysis & Development division. It was led by five directors, including Eiji Aonuma and Yoshiaki Koizumi, produced by series co-creator Shigeru Miyamoto, and written by Kensuke Tanabe. Series composer Koji Kondo wrote its soundtrack. 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. It has been ranked by numerous publications as the greatest video game of all time and is the highest-rated game 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 sequel, The Legend of Zelda: Majora's Mask, was released in 2000. 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
Gameplay examplesThe 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. The game world is mostly rendered in real-time polygonal 3D, while a few areas make use of pre-rendered backgrounds. 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. The control scheme introduced techniques such as context-sensitive actions and a targeting system called "Z-targeting", which allows the player to have Link focus on enemies or objects. 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. 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.
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. 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. 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.
Plot
Setting
Further information: Fictional chronology of The Legend of ZeldaOcarina 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. On the outskirts of Hyrule are the Kokiri, a race living as children with fairies, and the Zora, fish-like creatures in the middle of a crisis. North is Kakariko Village and Death Mountain, home of the Gorons, rock-consuming creatures. The secluded desert belongs to the Gerudo, a population mostly consisting of women who serve the king, a man that is born once every century, and Lake Hylia serves as a touristic fishing attraction where the Water Temple resides.
Characters
Players control Link, a young boy living in the Kokiri Forest, at the outskirts of Hyrule, guarded by the ill-fated Great Deku Tree. Unknown to him, Link is not given a fairy similar to the other Kokiri, such as his friend Saria. Given the fairy Navi as a guide, the fairy is used to explain the player the gameplay mechanics. Later on his quest, Link befriends Malon, daughter of the Lon Lon Ranch's owner, and Zelda, Hyrule's princess, and learns of the King of the Gerudo, Ganondorf, serving as the game's main antagonist. Darunia, the leader of the Gorons, and Ruto, Zora's princess, later assist Link in various ways. During his adulthood, Link learns that his childhood friends are "Sages", powerful beings holding mysterious powers. Aside from Saria, Darunia, and Ruto, Link encounters Rauru, Zelda's caretaker Impa, Gerudo's new leader Nabooru, and Ganondorf's servant Twinrova. On his ways, Link is aided by the mysterious Sheik.
Story
Navi awakens Link from a nightmare in which he watches a man in black armor pursuing a young girl on horseback, and is brought to the Great Deku Tree, who has been cursed by a "wicked man of the desert" and that Link must stop him. Before dying, the Great Deku Tree gives Link the Spiritual Stone of the Forest and sends him to Hyrule Castle to speak with Hyrule's princess. 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. 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. Inside the Temple of Time, he uses the Ocarina of Time, a gift from Zelda, and the Spiritual Stones to open a door. 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. Ganondorf reveals that when Link pulled the Master Sword, he opened the Sacred Realm, allowing Ganondorf to take the Triforce.
Seven years later, an older Link awakens in the Sacred Realm and is met by Rauru, one of the seven Sages who protect 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. 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. 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 Gerudo in Ganondorf's absence, the Sage of the Spirit Temple. After the five sages awaken, Sheik reveals himself to be Zelda in disguise and the seventh sage. Zelda explains 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.
Ganondorf appears and captures Zelda, imprisoning her in a large crystal in his castle. The other six sages help Link enter 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 Sacred Realm, but he vows revenge on their descendants using the Triforce of Power. 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.
Development
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, for more than $12 million with a staff of more than 200.
Development was migrated from the 64DD disk drive peripheral to cartridge due to the high data throughput of streaming 500 motion-captured character animations throughout gameplay. Initially targeting 16-megabytes, it was increased to 32 megabytes, as Nintendo's largest game ever. 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. 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.
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. 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. The dungeons were designed by Eiji Aonuma.
Miyamoto drew inspiration for the market around Hyrule Castle from half-timbering in Lower Franconia.Although the development team was new to 3D games, assistant director Makoto Miyanaga recalled a "passion for creating something new and unprecedented". The towns in Ocarina of Time were based on medieval Europe. When creating Hyrule Castle's market, Miyamoto traveled to Germany for inspiration of its half-timbered architecture in Lower Franconia, spending a few weeks in northern Bavaria. 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. The development involved more than 120 people, including stunt performers used to capture the effects of sword fighting and Link's movement. Miyamoto initially intended Ocarina of Time to be played in a first-person perspective 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. 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.
Miyamoto wanted to make a game that was cinematic yet distinguished from films. Takumi Kawagoe, who creates cutscenes for Nintendo, said that his priority was to have the player feel in control of the action. 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. 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. Toru Osawa created the scenario for the game, based on a story idea by Miyamoto and Yoshiaki Koizumi. He was supported by A Link to the Past and Link's Awakening script writer Kensuke Tanabe. 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.
Some of Miyamoto's ideas were instead used in Super Mario 64, since it was to be released first. Other ideas were not used due to time constraints. A storytelling shopkeep character named "Hobbit" that was initially to be cut was eventually repurposed as the Deku Scrubs later in development. 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. 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. 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.
Music
Ocarina of Time's music was written by Koji Kondo, the composer in charge of music for most of the games in The Legend of Zelda series. In addition to characters having musical themes, areas of Hyrule are also associated with pieces of music. This has been called leitmotif in reverse—instead of music announcing an entering character, it now introduces a stationary environment as the player approaches. In some locations, the music is a variation of an ocarina tune the player learns, related to that area.
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, 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. Kondo said that creating distinct themes on the limited scale was a "major challenge" but feels that the result is very natural. The popularity of Ocarina of Time led to an increase in ocarina sales.
The official soundtrack of Ocarina of Time was published by Pony Canyon and released in Japan on December 18, 1998. It comprises one compact disc with 82 tracks. 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. In 2001, three years after the initial release of Ocarina of Time, GameSpot labeled it as one of the top ten video game soundtracks. 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 for later revisions 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.
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. It was nominated for "Best Game Music Cover/Remix" at the 16th Annual Game Audio Network Guild Awards.
Release
Ocarina of Time was first shown as a technical and thematic demonstration video at Nintendo's Shoshinkai trade show in December 1995. 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. Issues regarding performance of the 64DD peripheral led to development being moved from disk to cartridge media, and thus the game would miss its scheduled 1997 holiday season release and was delayed into 1998. They planned to follow its release with a 64DD expansion disk. Miyamoto additionally attributed the delay to Nintendo prioritizing development efforts to Yoshi's Story after that game missed its planned second quarter release slot.
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. Nintendo spent $10 million on Ocarina of Time's marketing. In March 1998, it was the most anticipated Nintendo 64 game in Japan. Chairman Howard Lincoln insisted at E3 1998 that Zelda ship on time and become Nintendo's reinvigorating blockbuster, akin to a hit Hollywood movie.
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, 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.
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. 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, and the altered versions of Ocarina of Time were made prior to the original release.
Rereleases
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. 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 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. In November 2003, Ocarina of Time was ported to China's iQue Player as one of the five games available on its release.
In February 2007, Ocarina of Time was released for the Wii Virtual Console service for 1000 Wii Points. 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. 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, this time including the original controller vibration. It was also released on the Nintendo Switch Online + Expansion Pack on October 25, 2021.
Nintendo 3DS remake
Main article: The Legend of Zelda: Ocarina of Time 3DIn June 2011, Nintendo released Ocarina of Time 3D, an enhanced port for the Nintendo 3DS handheld console. It was developed by Nintendo EAD with Grezzo, an independent Japanese studio headed by Koichi Ishii. The game includes Master Quest and adds features including touchscreen and gyroscope controls, a "Boss Challenge" mode, instructional videos to guide stuck players, and a modified version of the Water Temple with reduced difficulty.
Master Quest
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, commonly translated as "Another Zelda". Described as a second version of Ocarina with rearranged dungeons, it contains new content, some that had been cut from Ocarina due to time and storage constraints. In 1998, Ura Zelda was delayed indefinitely following problems with the development of the 64DD, and was canceled due to the 64DD's commercial failure. In August 2000, Miyamoto stated that Ura Zelda had been finished and that no online functions had ever been planned.
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. According to Miyamoto, Ura Zelda was simple to port as it used few of the 64DD features. Master Quest uses the same engine and plot of Ocarina of Time but with increased difficulty and altered dungeons and puzzles.
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. Zachary Lewis of RPGamer 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.
Reception
ReceptionAggregator | Score |
---|---|
GameRankings | 98% |
Metacritic | 99/100 |
Publication | Score |
---|---|
AllGame | 5/5 |
Edge | 10/10 |
Electronic Gaming Monthly | 10/10 |
Famitsu | 40/40 |
GamePro | 5/5 |
GameSpot | 10/10 |
IGN | 10/10 |
Next Generation | 5/5 |
Nintendo Power | 9.5/10 |
RPGamer | 5/5 |
Publication | Award |
---|---|
CESA Award, Edge, EGM, Games, GameSpot, 2nd Annual Interactive Achievement Awards, Japan Media Arts Festival, MMCA, VSDA Award | Game of the Year |
Computer and Video Games, Edge, Entertainment Weekly, GameTrailers, IGN, Metacritic, Next Generation, Nintendo Power, GameStats, GameFAQs, GamingBolt, VideoGamer, Game Informer, Slant, FHM, Joystik, PALGN | 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, including AllGame, Famitsu, Next Generation, Edge, Electronic Gaming Monthly, GameSpot, and IGN. The review aggregator websites Metacritic and GameRankings both rank the original Nintendo 64 version as the highest reviewed game of all time, with average scores of 99/100 from Metacritic and 98% from GameRankings. 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", and IGN called it "the new benchmark for interactive entertainment" that could "shape the action RPG genre for years to come". Editors of GameTrailers called it a "walking patent office" due to the number of features it contains that became "industry standard". Scott Alan Marriott of AllGame described it as "completely unforgettable" and "an incredible adventure".
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". IGN believed that Ocarina of Time improved on the graphics of Super Mario 64, giving a larger sense of scale. Impressive draw distances and large boss characters were also mentioned as graphical highlights. 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, 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".
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". EGM enjoyed that Nintendo was able to take the elements of the older, 2D Zelda games and "translate it all into 3D flawlessly". Nintendo Power cited Ocarina of Time, along with Super Mario 64, as two games that "blazed trails" into the 3D era. The context-sensitive control system was seen as one of the strongest elements of the gameplay. Reviewers noted that it allowed for simpler control using fewer buttons but that it occasionally caused the player to perform unintended actions. The camera control was quoted as making combat "second nature", although the new system took time for the player to get used to.
The game's audio was generally well received, with IGN comparing some of Koji Kondo's pieces to the work of Philip Glass. 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; others considered this a benefit, calling them "retro". 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". Pitchfork gave the official soundtrack album a 9 out of 10.
Sales
Assisted by a large marketing campaign, Ocarina of Time was a commercial success. In the United States, over 500,000 pre-orders were placed, more than tripling the number of pre-orders for any previous game, for which it was awarded the Guinness World Record for Most Advance Orders for a Game. Upon release, more than 1 million copies were sold there in less than a week. 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 $280,000,000 in 2023) in U.S. revenues, higher than any Hollywood film in the last six weeks of 1998. It was the best-selling video game of 1998 in the United States. In Japan, 920,000 copies were sold in 1998, becoming the eighth best-selling game of that year; a reported 386,234 copies were sold in its first week there, surpassing the 316,000 first-week sales of Metal Gear Solid.
In Europe, Ocarina of Time was the fifth-bestselling game of 1998, grossing more than €39,000,000 or $44,000,000 (equivalent to $82,000,000 in 2023). In the UK, it was the fastest-ever-selling game until the release of Gran Turismo 2 in 2000, selling 61,232 copies during its first weekend. 1.14 million Nintendo 64 copies were sold in Japan and 7.6 million copies worldwide. By 2000, Ocarina of Time had sold 7 million cartridges and grossed about $400,000,000 (equivalent to $750,000,000 in 2023) worldwide.
Awards
In 1998, Ocarina of Time won the Grand Prize in the Interactive Art division at the Japan Media Arts Festival. 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". 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. 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).
Legacy
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, Edge, Entertainment Weekly, GameTrailers, IGN, Next Generation, Nintendo Power, Game Informer, Slant, FHM, and PALGN. It also appeared on other lists of greatest games including those of Electronic Gaming Monthly and IGN. The game was placed second in Official Nintendo Magazine's "100 greatest Nintendo games of all time", behind only Super Mario Bros. Game Informer ranked it as its 11th favorite game of all time and described it as "untouchable". 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. Ocarina of Time has consistently been placed at number one in Edge's "top 100 games" lists: a staff-voted list in January 2000, a staff- and reader-voted list in July 2007, a list of "The 100 Best Games to Play Today" in March 2009, and a 2013 readers' poll selecting the 20 best games released since the magazine's launch in 1993. 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". In 2022, The Strong National Museum of Play inducted Ocarina of Time to its World Video Game Hall of Fame.
Reception for the Master Quest and Virtual Console rereleases was positive; while some considered aspects of the graphics and audio to be outdated, 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. IGN said in their review that "Ocarina of Time has aged extremely well", 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. 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".
In November 2021, enthusiasts fully decompiled Ocarina of Time's ROM into human-readable C code. In March 2022, a group called "Harbour Masters" publicly released a PC port under the name "Ship of Harkinian", which includes widescreen support and an increased framerate, among other features.
Impact
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.
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 is lying". Rockstar founder and Grand Theft Auto director Sam Houser also cited the game's influence, describing Grand Theft Auto III as "Zelda meets Goodfellas". Ōkami director Hideki Kamiya (Capcom, PlatinumGames) said that he had been influenced by Zelda when he developed Okami. 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.
Dark Souls creator Hidetaka Miyazaki (FromSoftware) said that "The Legend of Zelda became a sort of textbook for 3D action games". Ico director Fumito Ueda (Team Ico) cited Zelda as an influence on Shadow of the Colossus. Darksiders director David Adams (Vigil Games) cited Zelda as an influence on his work. CD Projekt Red (The Witcher, Cyberpunk 2077) cited Zelda as an influence on The Witcher series, including The Witcher 3: Wild Hunt (2015). 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.
Notes
- 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.
- 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.
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...the boy hero, now grown into a young man... will continue his quest——riding on horseback, gaining new items....
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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!'
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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.'
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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 ...'
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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.'
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Koizumi: So anyway, this time the focus was on where to show how the game was different from Ocarina of Time. Even if this is the same grassy field, we wanted to do something different with it... Something like using a more vibrant color palette or making strangely shaped trees. The towns, which were inspired by medieval Europe in Ocarina of Time, have more of a Southeast Asian style this time.
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And I was really happy that we here in Japan could make a medieval tale of sword and sorcery liked by the people of the world. Despite using a historical drama at Toei Kyoto Studio Park as reference! (laughs) It was received well overseas.
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{{cite book}}
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External links
- Official website (in Japanese)
- The Legend of Zelda: Ocarina of Time at MobyGames
- The Legend of Zelda: Ocarina of Time at IMDb
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