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Released on November 21, 1998 by Nintendo and developed by Nintendo
EAD, The Legend of Zelda: Ocarina of Time brings the storied action
adventure game to the third dimension
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I used to think Zelda was for nerds. As a kid in the 80s, plenty of my
friends had the two Zelda NES games, and I didn't understand how to play them.
In the mid-90s, when I picked up a SNES, I didn't touch the pack-in copy of
The Legend of Zelda: A Link to the Past for the first two weeks, instead
playing nothing but
Street Fighter II. My cousin, who was getting tired
of playing
Street Fighter II, asked "Why don't we play that Zelda game?"
The rest is history. The opening sequence of
A Link to the Past mesmerized us, immersed us in an entirely new world of
wonder, imagination, and incredible gameplay. From there, everything changed.
Not only was I more open to new experiences (and nicer to my cousin), but I felt
like I had just played the greatest video game ever made. When the Nintendo 64
was released, I dreamed (literally!) of a new, 3D Zelda game. When that game,
1998's
The Legend of Zelda: Ocarina of Time, was announced, I pre-ordered
it at Wal-Mart, then picked up my copy on the day of its release, 11/23/98.
pulled an all-nighter, and beat the game in a magnificent six-day fever dream. I
felt then that the game was perfect, but not quite as good as
A Link to the Past. Now, 25 years later, I've just played through my
original copy of the game again. Has it fallen in my estimation...or do I now
think it is even better than
A Link to the Past?
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DOPAMINE INJECTION
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As soon as I switch on my Nintendo 64, I feel surrounded by magic. The
high, yet gentle sound of a flute-like instrument plays a comforting melody
under the light clomping of a horse's hooves. The sun rises and Link, the
Zelda series' protagonist, rides past on his horse, Epona. This is the kind of
moment one feels nostalgia for while it is still happening. I press start,
type out my name, and the game begins. Link, now ten, is having a nightmare,
of a stormy night, a princess on a horse, an evil man in pursuit. He wakes up
and he's ten, living in a forest in the Kingdom of Hyrule, with a bunch of
fairy children, the Kokiri, who never grow old, though Link is clearly already
outgrowing them. The game presents a quick tutorial in the guise of a tour
around Kokori Village, granting Link a sword and shield, and the player a firm
grasp on the game's controls. Link then heads to the massive Great Deku Tree,
a sort of father of the forest, and finds the tree has been cursed by the same
evil man from his dream. The Deku Tree opens it mouth wide, and Link enters
Ocarina of Time's first dungeon.
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Drown me in memories
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I immediately feel immersed in this new environment. The Nintendo EAD
team has maximized the potential of the Nintendo 64's soundchip, as the video
game maestro, Koji Kondo, utilizes a deep drone score that comes through my
tube TV's speakers, along with the sounds of shifty spiders and billowing
torches. The Great Deku Tree essentially acts as a primer for the game's wide
assortment of remaining dungeons, gently guiding the player in block-pushing,
torch-lighting, key finding, and enemy-fighting. The game's combat system is
ingenious, allowing players to target enemies with the 64 controller's
Z-button, whereupon the player's movement will center around that enemy until
the enemy is defeated or the player stops targeting them. The B-button swings
Link's sword, with the joystick controlling the direction of the swing, and
the R-shoulder button bringing out Link's shield. Most ingeniously,
Ocarina
makes the best use of the N64 controller's C-buttons of any 64 game, as
the player can assign any item from their inventory to any C-button they
choose, i.e. the bow, ocarina, etc.
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The fights in this game are awesome!
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In each dungeon, the player will have to find that specific dungeon's
new item (in the Deku Tree, it's a slingshot), which not only allows them to
complete that dungeon, but can be used throughout the rest of the game (except
for age-specific items). In every dungeon, the player can also find a map, a
compass that reveals the location of dungeon treasures and helps with
direction, and a master key to reach the final boss. The Deku Tree also
introduces players to their first dungeon boss, Queen Gohma, a massive,
murderous spider. Bosses have to be beaten through skill with the game's
controls and player ingenuity in the use of items (often the item found in
that dungeon). All later dungeons have a mini-boss at their halfway point too.
Ocarina of Time does such a great job, even with the third-person
perspective, of making the player feel like they
are Link, so
for me, this fight against Gohma (and all of the game's bosses) feels
personal.
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Plus, the presentation in the boss introduction cinematics is of the
highest possible tier
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Once the dungeon is completed,
Ocarina fully absorbs me in its
story, as The Great Deku Tree, before dying from the evil man's curse,
explains that the man, named Ganondorf, wants to conquer the world. Link most
find and talk to the Kingdom's young princess, Zelda, the same young girl from
Link's dream. As Link leaves his childhood home, and says goodbye to his early
childhood, he reaches the vast (for 1998) Hyrule Field, and is suddenly
approached by a massive owl. I feel like this deepens the game's fitting
autumnal atmosphere (it
was released in late November!), as the
mysterious and mystical owl speaks to Link and gives him advice about the
journey ahead. It's important to note that Link NEVER speaks in this or any
other game outside of cries and grunts, furthering the player's ability to
empathize and put themselves in his shoes. As the owl flies away and Link if
left to his adventure, the game introduces its revolutionary day to night
cycle, with a constantly moving sun overhead that eventually dips below the
horizon, as night falls on Hyrule field, the music fades, and the moon
rises.
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I love this game
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Link finally reaches Hyrule Castle town, a triumph of design and 1998
video game console technology, using 3D models for the village's citizens,
while employing the kind of pre-rendered backgrounds the Sony Playstation made
its hay with, and the Nintendo 64's catalogue probably didn't utilize enough.
The town is festive and fun, home to numerous mini-games and shops. Link
becomes embroiled in a bit of Hyrule drama, as the local milkman/rancher from the nearby Lon Lon Ranch hasn't yet completed his castle delivery, and his daughter, Malon, the same
age as Link, is nervously awaiting his return in town. Link agrees to help,
finds Malon's father, then sneaks into the castle, where he has a fated
meeting with Princess Zelda. He learns about the Triforce, a sacred object
left behind by the creating goddesses of Hyrule, which will grant the wish of
any who touch it. Apparently, Ganondorf is trying to acquire three sacred
stones (one of which the Deku Tree has already given to Link), so that he can
enter the Sacred Realm and access the Triforce, then make his dreams of
dominion come true.
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An iconic N64 moment
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The game now begins to gain thematic depth. First of all, Link is taking
on an incredible burden for a child, and that's a theme that becomes even more
heightened as the game progresses. However, through this epic quest, Nintendo
is also able to metaphorically present the stages of life. For instance, Link
must now travel through Kakariko Village to Death Mountain, to retrieve
another sacred stone. To do so, he must venture into Dodongo's Cavern, the
local dungeon, but first, he'll have to befriend Darunia, leader of the local
race of people, the rock eating behemoths, the Gorons. Friendship is one of
the earliest stages of life. The first stage is essentially all nurture, spent
almost entirely with parents or guardians, until the child has matured enough
to begin connecting with the outside world. That first stage of life is
perfectly represented by the opening of the game in the womb-like forest, with
the Deku Tree as childhood guardian, among the Kokiri, who remain children
forever. After Link strikes up a friendship with Darunia, conquer's Dodongo's
Cavern, and acquires the second spiritual stone, he must head to Zora's Domain
to interact with the aquatic race, the Zoras. From there, he'll have to
venture into the belly of Jabu Jabu, a giant, mystical fish, and spiritual
icon of the Zoras, in order to assist the Zora princess, Ruto. Here is the
next stage of life, where Link must learn to interact with the opposite sex.
Rather amusingly, so must the bossy young Ruto, who somehow becomes betrothed
to Link in the process (due to later events in the game, that betrothal never
comes to fruition).
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Somehow, the game also thematically explores the power of music
(fitting, since there's an instrument in the title), and yes...even
depression. Nintendo's stated goal in creating these Zelda games
(according to interviews) is to foster empathy in children. That's
about as noble a goal as I can think of.
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At this point in the game, I am having a great time, but also, Adult
Link is on the box, and I want to play as him. Link takes the three spiritual
stones to the Temple of Time, which appears as an enormous church, towering
over the Hyrule Castle Village town square. On the way to Hyrule Castle Town,
Link's nightmare comes true, as Princess Zelda races past on the back of a
horse driven by her handler, Impa, chased by the evil Ganondorf. Young Link
tries to stop Ganondorf and fails miserably, though after Ganondorf rides off
in chase of Zelda, Link finds a mysterious ocarina that Zelda tossed into the
castle moat as she rode past. Link runs to the Temple, places the spiritual
stones in their proper location, plays Zelda's ocarina, and the Sacred Realm
opens. Beyond the door to the Realm, Link sees a sword set in a pedestal,
pulls it, and wakes up seven years later. He's suddenly 17 years old, and you
know who else turned 17 in 1998 while playing this game? I've never felt more
connected to or immersed in a video game than I did
Ocarina of Time in
1998.
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I don't think there's a cooler sound in a video game than the one
when Link cuts through the air the moment after he pulls the Master
Sword from its pedestal
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Link has awakened in the Sacred Realm with one of the seven Sages, who
tell Link he has been sealed there until this very moment, as he is now old
enough to wield the Master Sword and defeat Ganondorf (there's probably some
Freudian subtext there with Link having to reach a certain age before he can
proper "wield his sword"). Link must now leave the Sacred Realm and travel
across Hyrule, to awaken five of the sages who don't yet know their true
identity, and then meet up with the final sage, so that the united seven can
seal Ganondorf, who currently reigns supreme over Hyrule, away in the Sacred
Realm. The moment Link first runs out of the Temple of Time is shocking. He
finds that Castle Town is not only destroyed, but that the people left behind
have been transformed into bloodthirsty zombies. This is a moment of pure
horror, and it won't be the last time
Ocarina of Time ventures into
that territory.
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Just a reminder that this game is rated "'E' for Everyone"
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Rather fittingly, Link is first sent to the Kokiri Forest. None of the
Kokiri recognize Link, but they are worried that Saria, Link's childhood
friend, has suddenly vanished. Link makes his way through the Lost Woods to
the Forest Temple, and suddenly
Ocarina of Time finds some way to kick
into a higher gear. The Forest Temple feels ancient, holy, huge, Koji Kondo's
theme a brilliant, haunting mix of native chants and urgent atmospherics.
Ocarina of Time covers another stage in life here, when Link realizes
that other adults can be deceitful and untrustworthy, as the Temple's boss is
literally a duplicitous phantom of Ganondorf himself (this battle also
elevates the imaginative nature of the boss fights, as the phantom rides out
from a Temple wall painting). Boss defeated, it is revealed Saria is a Sage,
she awakens, and the first portion of Link's quest is complete.
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It's now time to investigate the second most shocking reveal after
adult Link awakens, that Death Mountain is now ringed by a halo of
fire
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Link then heads back to Death Mountain, as who else could be the Sage of
Fire but Darunia? Link makes it to Goron City, only to find it empty of all
but one young Goron, Darunia's son. From Darunia's son, Link learns that
Ganondorf has awakened an ancient evil dragon named Volvagia. He has set
Volvagia over Death Mountain's Fire Temple, and sent the entirety of the Goron
race there to be eaten by the fiery beast, as a message to anyone who would
oppose him. Darunia, who survived capture, has set off to save his people from
the dragon, and hasn't returned. Thus, the Gorons have only one last hope:
you.
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The foyer to the Fire Temple is, for me, the most holy moment
in my video gaming life
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It's the Thanksgiving break of my junior year of high school. I'm barely
sleeping. All I am doing is playing
The Legend of Zelda: Ocarina of Time on my Nintendo 64. My mom tells me
to do something else for a little while. I tell her I'll go pick some pecans,
but I'm in the middle of the Fire Temple, so I pause, turn off the TV, but not
my Nintendo 64. I also don't power down my precious stereo system (for which I
worked as a farmhand for an entire summer) that I've connected to my TV, and
the windy ambiance of the Fire Temple rumbles so hard, it's blowing a steady
wind from my subwoofer. I leave to pick pecans, neglecting to tell my mom that
I
did take a very late break from Zelda the night before to watch a
movie because that movie was 1985s
Lifeforce. I think about how the
zombies from that movie remind me of the zombies in my real life in Zelda,
then I think about Mathilda May, pick some pecans for 85 cents a pound, make
about $16 from a couple hours work, then get right back into the Fire Temple.
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Forget Daenerys, Link is the breaker of chains, and he KILLS
dragons
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The Fire Temple is the pinnacle of
Ocarina of Time's epic,
Tolkienesque atmosphere, particularly on the GOLDEN CARTRIDGE VERSION. Koji
Kondo's original instinct in soundtracking the Fire Temple was to employ
Islamic Chants over hand drums, underscored by a darkly chiming melody. This
instinct was absolutely perfect. This is the moment in the game where things
get real, where Link goes from a kid shouldering a heavy burden to a legendary
hero who will be spoken of in myth and song for eons. The epic chanting and
the dungeon's billowing flames, ancient architecture, and demonic evil conjure
Tolkien's Moria, Mount Doom, the Lonely Mountain, Smaug, the dwarves. The
chants feel like they are coming from the Goron, as the meek stone men pray
for a savior, and the player, as Link,
is that savior. Kondo took
something that was already epic, something that felt like the interactive
realization of an ancient heroic poem, and made it transcendent.
Unfortunately, Nintendo, who has always been averse to including any allusion
to religion in their games in the West, decided that this music needed to be
removed, and in every release of the game after the pre-order (the post
pre-order Nintendo 64 cartridges are grey), the music for the Fire Temple is
just a bland remix of the composition from the later Shadow Temple.
Unfortunately, the Zelda franchise hasn't used any type of field-recording
chanting music for any game since, despite the fact that a temple is supposed
to be a holy place or a place of worship. I hope they go back to it one
day.
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The fact that you get to use a legendary Goron weapon, already set
up through the game's lore, makes the Fire Temple's final boss fight
even more special
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As 17-year-old me controlled 17-year-old Link throughout the Fire
Temple, rescuing the enslaved Gorons from their cages, defeating the evil
Volvagia with the ancient Goron Hero's hammer, and reuniting with Darunia
before he leaves for the Sacred Realm to take his place as a Sage, I felt a
feeling I haven't quite felt since, as if I wasn't playing a video game, but
was living inside of it. Playing through now at nearly 42, I feel as close to
that as my less-hormonal brain can. Some may knock the Nintendo 64's dated
graphics, but the sometimes brown color tones and jagged edges only make the
game feel even more Tolkienesque, even more so than the later released
Nintendo 3DS version, which includes upgraded, smoother looking graphics. The
full, pure
Ocarina of Time experience is on a golden cartridge in a
Nintendo 64, plugged into a CRT.
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Scanlines and blurry textures aren't defects
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I guess I've digressed long enough. Like has to revisit the Zoras and
the subject of the opposite sex is revisited, as Link must work with a matured
and wizened Ruto, who discovers after Link completes the Water Temple that she
is also a Sage. The Water Temple is famed for its difficulty, though I've
always found it quite easy, and ended up being the go to person to complete it
for all my friends who got stuck there. Around this time, Roget Ebert famously
said that video games could not be art, but the mini-boss room in the Water
Temple makes that argument mute.
Ocarina of Time features a great
story, an epic adventure, and thematic depth up to this point, but this
mini-boss battle not only exists in an artistically stunning room (a
metaphysical indoor lake with a dead tree in the center), but furthers the
game's themes of growing up, as Link must fight himself. Yes, somehow, the
game's unimpeachable quality levels up again. The Water Temple's lute-based
theme, evoking ancient Greece, heightens the greatness of the dungeon all the
more.
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Any talk against the Nintendo 64's graphical prowess is slander
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There is no game like this one. Also, I love the solution to this
fight.
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At this point, it's tough to resist Hyrule's allure, especially
considering the player can bounce back-and-forth between child and adult Link within each's timeline whenever they want. While the other Temples beckon, and they promise even more
thrilling experiences, there's so much to do in this magical kingdom, they can
wait. While all of
Ocarina of Time's world map might fit into an area
roughly 15% the size of the later Nintendo Switch Zelda games' maps, the
Ocarina of Time map is
perfect. It's easy to argue that the hundreds of hours needed to complete all
the tasks on those mammoth Switch game maps make those tasks far less
memorable.
Ocarina of Time, like all of the great games from this era,
but on the highest level possible, presents just enough optional activities to allow the player to live in
its world for 30 or so hours, where everything is memorable and feels full of
personality, and never feels like a mindless task. I love those Switch games,
but in my opinion, the Nintendo 64 version of Zelda, with an intentional,
linear story, within a large world that is fun, but not overwhelming to
explore, is the best version. Link can go fishing in the most relaxing pond
for prizes and get in some chats with the pond manager. He can collect heart
pieces, and bottles, and poes, and golden skulltula tokens (to break a curse
on a Kakariko village family), and complete a mask quest, and a quest for a
better sword, along with a few other tasks...but that's it. The goals are
attainable. Hyrule can be mastered...and the player can still have a life.
There's fast travel to Temples you've already visited, and you can even
acquire a horse (through your burgeoning relationship with Malon, who I am
sure Link eventually marries, and has the Link from the later
Twilight Princess game as a descendent), but you can also run from one
end of Hyrule to the other in a fairly reasonable amount of time. You can even
effect change in the adult Link's world by doing things in child Link's world,
but even that doesn't cover enough gameplay territory to be overwhelming. It's
perfect.
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YEAH, I DO!!!
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Once Link is through wandering around Hyrule, he must then learn about
about its dark secrets, as he journeys into the disturbing and evil Shadow
Temple, a place where those who opposed the Kingdom were once tortured,
interrogated, and killed. Bloodied torture devices litter the temple, along
with some of the game's most wicked enemies. Both the Water and Shadow Temples
are preceded by mini-dungeons, an ice cavern before the former, and the Bottom
of the Well below Kakariko Village for the latter, which must be visited by
young Link. After destroying the evil beating heart of the Shadow Temple, and
awakening its Sage, Impa, Link must again revisit his childhood at the fifth
and final dungeon before the game's climax, The Spirit Temple, housed in the
realm of Ganondorf's birth, among the Gerudos. Rather fittingly, there are
undercurrents of returning to the mother here, as the temple is housed within
the giant colossus of an ancient goddess, and not to get too graphic (and
Freudian again), but the entrance to the Temple is between her legs. After
gaining an item that makes his adult version stronger, Link returns to the
Temple as a 17-year-old to complete the second leg of the Spirit Temple,
defeating the evil witches at its core. This is perhaps the game's most
poignant moment of thematic depth: the evil and narcissistic witches use black
magic to keep themselves young, while the selfless Link has literally given up
his childhood in order to save Hyrule. Kondo soundtracks this Temple with an
ancient Egyptian-scaled and toned theme that gives a sense of spiritual
exhaustion.
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Fitting that the final dungeon before Ganon's Castle is in the
desert
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Nintendo also changed the symbols on the blocks in later versions
of the game, as they also had some religious connotations. GET THE
ORIGINAL GOLD CARTRIDGE (It should say NUS-CZGE-USA on the
front!).
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Link awakens the Temple's sage, a Gerudo woman named Nabooru, then
defeats these witches who had once fittingly acted as Ganondorf's surrogate
mothers. Throughout his short adulthood, Link has been aided by a mysterious
masked androgynous figure named Sheik. As Link returns to the Temple of Time,
Sheik reveals herself to actually be Zelda, long in disguise to hide from
Ganondorf, in order to help Link. Ganondorf then reveals himself, takes Zelda
to the top of his castle (a floating, perverted version of the old Hyrule
Castle), and beckons Link to come try to save her. A now fully powered Link,
far more formidable than the child Ganondorf easily knocked to the ground
seven years before, heads to the Castle, and with the aid of the Sages, gains
entrance. Ganon's Castle combines aspects of all the game's Temple's together,
culminating in a bunch of escalating, epic duels with some of the game's most
powerful foes. The swordfights in this game are great, as Link can jump to the
side and flip backward to dodge attacks. I prefer to go shieldless and fight
more aggressively, as a series of optional fetch quests allow Link to gain the
massive Bigorron two-handed broadsword, the game's most powerful weapon, which
I prefer to wield.
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The Sheik encounters' cinematics are excellent
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The first moment the "Ganon's Castle" overlay comes up instead of
"Hyrule Castle" is just as shocking as the moment adult Link first
runs out of the Temple of Time
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The endless stairs to the final boss fight are atmospherically awesome! Also, Biggoron's Sword for life!
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Up to this point, the game has been incredibly cinematic, not because of
hour-long cutscenes (the game's cutscenes are all tastefully short), but
simply because of the perfect artistry of its presentation. Now that's amped
up to 11, as Link must run up a seemingly endless stairway lined with torches,
until he reaches one lined with stained glass, as the sound of a harpsichord
grows louder, playing Ganondorf's theme. As Link reaches the candle-lit
chamber at the top, he discovers it is Ganondorf himself sitting at and
playing the melody on an enormous harpsichord, while an enslaved Zelda floats
overhead. It turns out that because Ganondorf lacks purity of heart, when he
touched the Triforce seven years before, it splintered into the essence of its
three core parts, with the Triforce of Power imbuing itself in Ganondorf,
Wisdom to Zelda, and Courage to Link. Now, the parts are reunited, and Link
and Ganondorf must battle for the completed Triforce. The fight is suitably
epic, multi-tiered, and ends before the ruins of the castle, between a now
enraged beast form of Ganondorf, and Link and the now freed Zelda. If the
player has the original GOLD CARTRIDGE, the killing blows landed on Ganondorf
result in sprays of red blood, changed to green blood in later versions.
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The Malon in this version will be waiting for Link to return for a very long time |
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I love this game |
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...I really, really love this game |
I should point out, I'm not saying
Ocarina of Time is my favorite game of all time...but it's probably second. With that said, there are so many games in existence, too many for any one person to ever play, the statement "this game is the greatest of all time" is almost as subjective as saying "this game is my favorite." However, any argument against
Ocarina of Time's greatness should meet hard resistance. I haven't yet mentioned the game's most divisive element, Navi, Link's fairy. Navi gives Link advice throughout the game, helps him target enemies, and helps him converse with NPC's. The truth is, any divisiveness back in 1998 was nothing more than an affectionate nitpick at the high-pitched way Navi yells out "HEY!" when she wants to get the player's attention. I love Navi. Some gamers pick on the Nintendo 64's polygonal graphics, pointing out that as an early console attempt at 3D, they haven't aged well. First of all, we don't say that about the NES' 2D graphics, even though modern 2D platformers are in another technological stratosphere. The fact is, the N64 has a certain graphical style. Some games utilized that style well, and while those graphics might not compare to today's 3D graphics, they are a great representation of that style.
1999's Armorines for the Nintendo 64 is an ugly game.
Armorines' graphics haven't aged well because they were already bad when the game was released. 25 years after it was released,
The Legend of Zelda: Ocarina of Time isn't an ugly game. Its graphics are a charming, lovely representation of the best 64-bit graphics could be, a perfect complement to
Ocarina of Time's timeless gameplay, impeccable soundtrack, and flawless presentation. If there's a better game, I haven't played it, 25 years ago, or 25 years since.
SCORE BREAKDOWN
Graphics: 10.0/10
-- Superior design, presentation, and performance, without the need for an expansion pack...AND the game runs smoothly.
Music and Sound: 10.0/10
-- Koji Kondo's final solo soundtrack is his brilliant masterwork, evocative, imaginative, and infinitely memorable.
Gameplay: 10.0/10
-- Timeless adventure at the service of a timeless story, carried out through a timelessly perfect control system.
Lasting Value: 10.0/10
-- 25 hours to beat, 35 hours to do everything, and still just as fun 25 years later.Final Score (Not an Average): 10.0/10
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