Games Nintendo N64 The Legend Of Zelda - Ocarina Of Time
|
|
Bookmark Games Nintendo N64 The Legend Of Zelda - Ocarina Of Time |
The Legend of Zelda: Ocarina of Time [Nintendo 64 Game]Developed by Nintendo EAD - Nintendo of America (1998) - Third-Person 3D Action RPG - Rated Everyone
Nintendo's acclaimed action role-playing series makes its Nintendo 64 debut as a 3D adventure that transforms the pastoral land of Hyrule into a dynamic, fully interactive world. Ocarina of Time is the first Zelda game to be played from a third-person view set directly behind the elfin character of Link, necessitating a new control scheme. Link can now lock onto his targets, allowing him to move freely around while the camera remains trained on the selected enemy. Jumping is automatic whenev... Read more
Details
Platform: Nintendo 64
Developer: Nintendo EAD
Publisher: Nintendo of America
Release Date: November 23, 1998
Controls: Joystick/Gamepad
UPC: 045496870041
[ Report abuse or wrong photo | Share your Games Nintendo N64 The Legend Of Zelda - Ocarina Of Time photo ]
Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
Download
(English)Games Nintendo N64 The Legend Of Zelda-ocarina Of Time, size: 2.0 MB |
Games Nintendo N64 The Legend Of Zelda - Ocarina Of Time
User reviews and opinions
| carsch |
4:08am on Wednesday, September 22nd, 2010 ![]() |
| I have been a major Mario fan for all my life, I think it is the best game out there! I really like this game. It is good for "kids" of any age, and provides hours and hours of entertainment. At first. Super Mario 64 by far has to be one of the best Mario games ever made to date. | |
| Jallan |
4:13am on Sunday, August 15th, 2010 ![]() |
| the ultimate game i dont really know where to start. im so glad this game was in my childhood, and a hell of a long time aswell! ocarina of time I bet you are thinking what on earth is a kid doing reviewing a game older than them? | |
| unpraghavendra80 |
1:29am on Monday, August 9th, 2010 ![]() |
| this game just plain rocks. even if you arent a zelda fan, nintendo fan or even just a video game fan, you should pick this title up. I think that Link is the best hero to be made. I know it was made for Nintendo 64 but i got it 4 gamecube. | |
| msmusso |
5:18pm on Wednesday, June 30th, 2010 ![]() |
| Zelda: Ocarina of Time is a magnificent game which has single-handedly boosted the reputation of Nintendo. It is the best in the Zelda series. Great music good story good challange This is the PERFECT game. EVERYTHING in it is just perfection. I write this Review ca. 10 years after it came on the N64, and i still talks about it. | |
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
Documents

Nintendo 64 Games
Title:
1080 Snowboarding Aero Fighters Assault Aerogauge Aidyn Chronicles: The First Mage All-Star Baseball 2000 All-Star Baseball 2001 All-Star Baseball '99 All-Star Tennis 99 Armorines: Project SWARM Army Men: Sarge's Heroes Army Men: Air Combat Army Men: Sarges Heroes 2 Asteroids Hyper Automobili Lamborghini Banjo-Kazooie Banjo Tooie Bass Masters 2000 Batman Beyond: Return of the Joker BattleTanx Battletanx 2: Global Assault Battlezone: Rise of the Black Dogs Beetle Adventure Racing BioFreaks Big Mountain 2000 Blast Corps. Blitz 2000 Blues Brothers 2000 Body Harvest Bomberman 64 Bomberman 64: Second Attack Bomberman Hero Brunswick Circuit Pro Bowling Buck Bumble Bust A Move 2 Bust A Move 99 California Speed Carmageddon 64 Castlevania Castlevania: Legacy of Darkness Chameleon Twist Chameleon Twist 2 Charlie Blast's Territory Chef's Luv Shack Chopper Attack Clay Fighter 63 1/3 Clay Fighter: Sculptor's Cut Command and Conquer Conker's Bad Fur Day
Licensee
Nintendo Video System Ascii THQ Acclaim Acclaim Acclaim Ubi Soft Acclaim 3DO 3DO 3DO Crave Entertainment Titus Nintendo Nintendo Take 2 Interactive Kemco 3DO 3DO Crave Entertainment EA Sports Midway South Peak Interactive Nintendo Midway Titus Midway Nintendo Vatical Entertainment Nintendo THQ Ubi Soft Acclaim Acclaim Midway Titus Konami Konami Sunsoft Sunsoft Kemco Acclaim Midway Interplay Interplay Nintendo Nintendo
Released
April 1998 November 1997 April 1998 March 2001 April 1999 March 2000 May 1998 September 1999 November 1999 September 1999 July 2000 September 2000 December 1999 November 1997 June 1998 November 2000 December 1999 December 2000 January 1999 October 1999 March 2000 March 1999 May 1998 October 2000 March 1997 August 1999 November 2000 October 1998 December 1997 May 2000 August 1998 December 1999 November 1998 May 1998 April 1999 March 1999 July 2000 January 1999 December 1999 December 1997 May 1999 April 1999 December 1999 June 1998 October 1997 May 1998 June 1999 March 2001
Cruis'n Exotica Cruis'n USA Cruis'n World Cybertiger 2000 Daikatana 64 Dark Rift Deadly Arts Destruction Derby 64 Diddy Kong Racing Disney's A Bug's Life Disney's Toy Story 2: Space Invaders Donald Duck's Quack Attack Disney's: Tigger's Honey Hunt Donkey Kong 64 Doom 64 Dr Mario Dual Heroes Duke Nukem 64 Duke Nukem: Zero Hour Earthworm Jim 3D ECW Hardcore Revolution Elmo's Letter Adventure Elmo's Number Journey Excitebike 64 Extreme G Extreme G II F-1 Pole Position F1 World Grand Prix FIFA Soccer 64 FIFA Soccer '99 FIFA: Road To World Cup '98 Fighter's Destiny Fighter's Destiny 2 Fighting Force 64 Flying Dragon Forsaken 64 Fox Sports College Hoops '99 F-Zero X Gauntlet Legends Gex 3: Deep Cover Gecko GEX 64: Enter the Gecko Glover Goemon's Great Adventure Golden Nugget 64 GoldenEye 007 GT 64: Championship Edition Harvest Moon Hercules: The Legendary Journeys
Nintendo Nintendo Nintendo EA Sports Kemco Vic Tokai Konami THQ Nintendo Activision Activision Ubi Soft Ubi Soft Nintendo Midway Nintendo Electro Brain GT Interactive GT Interactive Interplay Acclaim Newkidco Newkidco Nintendo Acclaim Acclaim Ubi Soft Nintendo EA Sports EA Sports EA Sports Ocean South Peak Interactive Eidos Interactive Natsume Acclaim Fox Interactive Nintendo Midway Eidos Interactive Midway Hasbro Interactive Konami Virgin Interactive Nintendo Ocean Natsume Titus
October 2000 December 1996 September 1998 March 2000 November 2000 June 1997 September 1998 October 1999 November 1997 May 1999 November 1999 December 2000 November 2000 November 1999 April 1997 April 2001 November 1998 November 1997 August 1999 October 1999 February 2000 November 1999 November 1999 May 2000 October 1997 November 1998 October 1997 July 1998 March 1997 December 1998 December 1997 January 1998 June 2000 May 1999 October 1998 May 1998 November 1998 October 1998 September 1999 October 1999 August 1998 November 1998 September 1999 December 1998 August 1997 November 1998 December 1999 November 2000
Hexen Hey You, Pikachu! Hot Wheels Hybrid Heaven Hydrothunder Iggy's Reckin Balls Indiana Jones and the Infernal Machine Indy Racing 2000 In Fisherman Bass Hunter 64 International Superstar Soccer 64 International Superstar Soccer '98 Jeopardy! Jeremy McGrath Super Cross 2000 Jet Force Gemini Ken Griffey Jr's Slugfest Killer Instinct Gold Kirby 64: The Crystal Shards Knife Edge: Nose Gunner Knockout Kings 2000 Kobe Bryant in NBA Courtside Kobe Bryant in NBA Courtside 2 LEGO Racers Lode Runner 3D Looney Tunes: Duck Dodgers Starring Daffy Duck Mace: The Dark Age Madden 64 Madden NFL 2000 Madden NFL 2001 Madden NFL 2002 Madden NFL '99 Magical Tetris Challenge featuring Mickey Major League Baseball Featuring Ken Griffey Jr. Mario Golf Mario Kart 64 Mario Party Mario Party 2 Mario Party 3 Mario Tennis 64 Mia Hamm Soccer 64 Mega Man 64 Midway's Greatest Arcade Hits Volume 1 Mickey's Speedway USA Micro Machines 64 Turbo Mike Piazza's StrikeZone Milo's Astro Lanes Mischief Makers Mission Impossible MLBPA Bottom of the 9th
GT Interactive Nintendo EA Sports Konami Midway Acclaim Lucas Arts Infogrames Take 2 Interactive Konami Konami Gametek Acclaim Nintendo Nintendo Nintendo Nintendo Kemco EA Sports Nintendo Nintendo LEGO Media Infogrames Infogrames Midway EA Sports EA Sports EA Sports EA Sports EA Sports Capcom Nintendo Nintendo Nintendo Nintendo Nintendo Nintendo Nintendo South Peak Interactive Capcom Midway Nintendo Midway GT Interactive Crave Entertainment Nintendo Ocean Konami
June 1997 November 2000 September 1999 August 1999 March 2000 August 1998 December 2000 June 2000 July 1999 July 1997 August 1998 March 1998 February 2000 October 1999 May 1999 November 1996 June 2000 November 1998 October 1999 April 1998 November 1999 October 1999 March 1999 September 2000 October 1997 October 1997 August 1999 September 2000 September 2001 September 1998 January 1999 May 1998 July 1999 February 1997 February 1999 January 2000 May 2001 August 2000 November 2000 February 2001 November 2000 November 2000 March 1999 June 1998 November 1998 September 1997 July 1998 April 1999
Monaco Grand Prix Monopoly Monster Truck Madness Mortal Kombat IV Mortal Kombat Mythologies: The Adventures of Sub-Zero Mortal Kombat Trilogy Ms Pac Man: Maze Madness Multi Racing Championship (MRC) Mystical Ninja Starring Goemon Nagano Winter Olympics '98 Namco Museum 64 NASCAR 2000 Nascar '99 NBA Hang Time NBA In The Zone 2000 NBA In The Zone 98 NBA In the Zone 99 NBA Jam 2000 NBA Jam '99 NBA Live 2000 NBA Live 99 NBA Showtime NFL Blitz NFL Blitz 2000 NFL Blitz 2001 NFL Quarterback Club 2001 NFL Quarterback Club 2000 NFL Quarterback Club 98 NFL Quarterback Club '99 NHL '99 NHL Blades of Steel 99 NHL Breakaway 98 NHL Breakaway '99 NHLPA and NHL Present Wayne Gretzky's 3-D Hockey '98, The Nightmare Creatures Nuclear Strike Offroad Challenge Ogre Battle 64: Person of Lordly Caliber Olympic Hockey Nagano ' 98 Paperboy 64 Paper Mario Penny Racers Perfect Dark PilotWings 64 Pokemon Puzzle League Pokemon Snap Pokemon Stadium Pokemon Stadium 2
Ubi Soft Hasbro Interactive Take 2 Interactive Midway Midway Midway Namco Ocean Konami Konami Namco EA Sports EA Sports Midway Konami Konami Konami Acclaim Acclaim EA Sports EA Sports Midway Midway Midway Midway Acclain Acclaim Acclaim Acclaim EA Sports Konami Acclaim Acclaim Midway Activision THQ Midway Atlus Software Midway Mindscape Nintendo THQ Nintendo Nintendo Nintendo Nintendo Nintendo Nintendo
September 1999 December 1999 July 1999 June 1998 December 1997 November 1996 November 2000 August 1997 April 1998 January 1998 November 1999 September 1999 September 1998 January 1997 February 2000 February 1998 April 1999 November 1999 December 1998 November 1999 November 1998 November 1999 September 1998 August 1999 September 2000 August 2000 September 1999 October 1997 November 1998 October 1998 March 1999 February 1998 December 1998 December 1997 November 1998 December 1999 June 1998 October 2000 February 1998 October 1999 February 2001 February 1999 May 2000 September 1996 September 2000 July 1999 March 2000 March 2001
Polaris Snocross Powerpuff Girls: Chemical X Traction Power Rangers Lightspeed Rescue Quake 64 Quake II Quest 64 Rainbow Six Rally Challenge 2000 Rampage 2: Universal Tour Rampage World Tour Rat Attack Rayman 2 Ready 2 Rumble Ready 2 Rumble 2 Resident Evil 2 Re-Volt Ridge Racer 64 Road Rash Roadsters Robotron 64 Rocket: Robot on Wheels Rugrats: Scavenger Hunt Rugrats in Paris: The Movie Rush 2049 Rush 2: Extreme Racing San Francisco Rush: Extreme Racing SCARS Scooby Doo: Classic Creep Capers Shadow Man Shadowgate 64: Trial of the Four Towers Snowboard Kids Snowboard Kids 2 South Park South Park Rally Space Invaders Space Station: Silicon Valley Spider-Man Star Fox 64 Star Fox 64 Star Soldier: Vanishing Earth Star Wars Episode One: Battle for Naboo Star Wars Episode One: Racer Star Wars: Rogue Squadron Star Wars: Shadows of the Empire StarCraft Starshot: Space Circus Fever Super Bowling Super Mario 64
Vatical Entertainment Bay Area Mutimedia THQ Midway Activision THQ Red Storm South Peak Interactive Midway Midway Mindscape Ubi Soft Midway Midway Capcom Acclaim Nintendo EA Sports Titus Crave Entertainment Ubi Soft THQ THQ Midway Midway Midway Ubi Soft THQ Acclaim Kemco Atlus Software Atlus Software Acclaim Acclaim Activision Take 2 Interactive Activision Nintendo Nintendo Electro Brain Lucas Arts Nintendo Nintendo Nintendo Nintendo Ocean UFO Nintendo
December 2000 November 2001 October 2000 March 1998 June 1999 June 1998 November 1999 June 2000 March 1999 March 1998 March 2000 November 1999 November 1999 November 2000 November 1999 August 1999 February 2000 September 1999 December 1999 January 1998 November 1999 June 1999 November 2000 September 2000 November 1998 November 1997 December 1998 December 2000 August 1999 June 1999 February 1998 March 1999 December 1998 February 2000 December 1999 October 1998 November 2000 June 1997 June 1997 December 1998 December 2000 May 1999 December 1998 December 1996 June 2000 June 1999 February 2001 September 1996
Super Smash Brothers Supercross 2000 Superman Tetrisphere The Legend of Zelda: Ocarina of Time The Legend of Zelda: Majora's Mask The New Tetris The World Is Not Enough Tom and Jerry: Fists of Furry Tonic Trouble Tony Hawk's Pro Skater Tony Hawk's Pro Skater 2 Tony Hawk's Pro Skater 3 Top Gear Hyper-Bike Top Gear Overdrive Top Gear Rally Top Gear Rally 2 Tranformers Beast Wars: Transmetals Triple Play 2000 Turok 2: Seeds of Evil Turok 3: Shadow of Oblivion Turok: Dinosaur Hunter Turok: Rage Wars Conker's Bad Fur Day Twisted Edge Snowboarding Vigilante 8 Vigilante 8: Second Offensive Virtual Chess 64 Virtual Pool 64 V-Rally Edition 99 Waialae Country Club: True Golf Classics War Gods Wave Race 64 Kawasaki Jet Ski Wayne Gretzky's 3D Hockey WCW Mayhem WCW Backstage Assault WCW vs NWO: World Tour WCW vs NWO: Nitro WCW/NWO Revenge Wetrix Wheel of Fortune WinBack Wipeout 64 World Cup '98 World Driver Chamionship Worms: Armageddon WWF Wrestlemania 2000 WWF: War Zone
Nintendo EA Sports Titus Nintendo Nintendo Nintendo Nintendo Electronic Arts NewKidCo Ubi Soft Activision Activision Activision Kemco Kemco Midway EA Sports Bay Area Multimedia EA Sports Acclaim Acclain Acclaim Acclaim Nintendo Midway Activision Activision Titus Crave Entertainment Infogrames Nintendo Midway Nintendo Midway Electronic Arts Electronic Arts THQ THQ THQ Ocean Gametek Koei Psygnosis EA Sports Midway Infogrames THQ Acclaim
April 1999 December 1999 May 1999 August 1997 November 1998 October 2000 July 1999 October 2000 December 2000 September 1999 March 2000 August 2001 August 2002 March 2000 November 1998 October 1997 December 1999 November 2000 March 1999 December 1998 August 2000 February 1997 November 1999 March 2001 November 1998 March 1999 February 2000 June 1998 November 1998 September 1999 July 1998 May 1997 November 1996 November 1996 September 1999 December 2000 November 1997 February 1999 October 1998 June 1998 December 1997 October 1999 November 1998 May 1998 June 1999 March 2000 November 1999 August 1998
WWF: Attitude WWF: No Mercy Xena Warrior Princess: The Talisman of Fate Yoshi's Story
Acclaim THQ Titus Nintendo
August 1999 November 2000 December 1999 March 1998

The Legend of Zelda: Ocarina of Time Timely Flagship for the N64.
Onno Koelman Imagine the year is 1997. You are a (worried) marketing director at Nintendo of America. Why are you worried? You have little market share and system sales are plummeting. Your initial strides into the next generation gaming market were well met (with the help of Mario 64 you sold as many Nintendo 64s in the opening week as Sony sold Playstations in first 13 months). However, software support is currently severely lacking. Sony now has over 100 games for their console. You have a measly 25. Granted, your games are of a higher caliber, but none of them are strong enough to sell a platform by themselves. The Nintendo giant, which is accustomed to commanding the market from above, not begging at its feet, is a sinking ship. There is, however, one small glimmer of hope. You get one chance to save this system and the name of Nintendo from disgrace. You need to make a game so engrossing, so revolutionary, so magical that people will buy your entire system just to be able to play it. You are going to make the game of the Millennium, because you have to. You are going to make the fifth game in the second most popular series alive. You are going to make The Legend of Zelda: Ocarina of Time.
The release of this game (Zelda 64) was not only timely, it was crucial. A below-par game that tried to ride on the shoulders of an icon was not going to solve the Nintendos problem. The game had to be a winner, and head game designer, Shigeru Miyamoto, knew it. For decades he has been designing smash-hit games (all the Marios and all the Zeldas). Each time Nintendo releases a new system they rely heavily on Miyamoto to produce a new Mario and a new Zelda in order to give the customers the security that there will be at least two phenomenal games for their new system. This pattern has repeated itself for the NES, SNES and N64. Nintendo boxes the system with the newest Mario Bros. and then a little further down the track releases a spectacular Zelda. It worked with the NES, it worked with the SNES (even though Zeldas presence was not vital for the survival of the SNES) and hopefully it would work again with the N64. Mario 64 started the system off to a record-breaking sales pace and now, two years later, Zelda would have to put in a repeat performance.
Not many things were going Nintendos way at this point in time (1997). They knew they had released a superior system that was capable of handling flashy graphics and high quality games. But their software support was lacking. Nintendo has never been a company that produces mass quantities of average games. Their competition, however, did. The Playstation had almost four times as many games as their N64 which means they catered to a wider audience of gamers. Compound this problem with the devastating blow that Square was leaving Nintendo and would not be producing any more best selling Final Fantasy games for them, but would produce them for the Playstation instead. Square had produced several brilliant Role Playing Games (RPGs) for the SNES including ChronoTrigger, Secret of Mana and Final Fantasy III. Now, however, they claimed that since their games were using more and more full motion video (FMV) they couldnt fit their game onto a cartridge they needed a CD format, the Playstation. When gamers heard this argument we all nodded our heads, fair enough, they needed the storage space, and RPG fans went out and bought a Playstation in anticipation of Final Fantasy VII (released mid1997). Squares departure from Nintendo hurt Nintendos fan base. As gamers we lost a little confidence. The N64 probably wasnt going to have great RPGs, we thought, because its in cartridge format and the system just isnt good enough to produce great games for. We were wrong. How were we to know what a 3-D exploration/RPG game was going to be like? And that using programming tricks Miyamotos team could put it all into a cartridge format? Wed seen 3-D Mario but as Miyamoto says, that game didnt use all of the N64s potential. In contrast: I think Zelda 64 is utilizing about 90 percent of the N64 potential, says Miyamoto. When we made Mario 64 we were simply utilizing 60 to 70 percent.1 The Zelda cartridge is the biggest cartridge ever made at 256-megabits (most games compare at 100-megabits). A quote from an article on project reality addresses the storage problem Storage will be based on a revolutionary Mega-memory silicon-based cartridge format which will allow the system to access a minimum of 100 megabits of data for each game, which is five to six times the memory of the current 16-bit games. The silicon-based cartridge format will have an access time two million times faster than that of current CD-ROM technology, providing a speed video users have so far only been able to dream about. 2 The N64 may not have been right for Final Fantasy, but it was perfect for a new Zelda. The next generation console was designed in part through a partnership with Silicon Graphics. It had 64-bit, fast-access graphics, CD-quality sound, and was capable of real-time rendering and awesome anti-aliased graphics at a blistering 93.75 MHz3. What this means is that the system was designed for processing polygon-graphics at high speeds, exactly what is necessary to have a real-time interactive 3-D world. But Nintendo had already shown they could give their gamers a 3-D world. How were they going to build on this and show us all what the N64 could really do? They inserted combat. Fighting in three dimensions can be quite a nerve-wracking experience. You have a limited field of view, and an enemy could sneak up from behind you or climb on the roof and drop on you. In 2-D there arent any surprises you can see the whole screen. The extra realism of 3-D added so much to the game. The sense of fear and excitement is heightened and freedom for action is simultaneously increased. In general you as a player are tested more thoroughly how well can you keep track of targets in a 360 field of view? How fast can you turn and aim? Run and jump?
Because of this extra freedom your success in the game better reflects you as a player. And since the vast majority of gamers play games for the challenge, you have a winner in Zelda. Not only does Ocarina of Time make full use of the N64, it uses the entire control pad as well. With the new analog control stick comes better handling and hence better feel. If you need to tip-toe to lean over a ledge you can. If you need to spin and run, you can. With better feel comes finer challenge and more freedom. The Z-button is there for quick access in the heat of battle, the analog stick helps you control direction and speed and the extra C-buttons are used for multiple items. When Nintendo made this Zelda it offered unprecedented character development and room for skill improvement. And while you need to achieve a certain skill level to complete the game, if you want to go beyond the basics and become an expert, you can. The mini-quests in particular are fun ways to test your skill (try shooting an arrow sideways from the back of a galloping horse!). So what were the game designers thinking when they came up with the game? In order to understand what was going through the minds of the development team we need to take more than just the pressure situation into account. Pressure wasnt something new to Nintendo staff in the 16-bit market (SNES/Mega-Drive) they were coming from behind as well, and they knew that with superior game design and careful attention to detail, they could surpass their competitors. So what did they want from Zelda this time? Certainly they wanted the revenues it would bring in, but upon asking Miyamoto it was discovered that they wouldnt be satisfied simply with sales, they wanted the game to be revolutionary. Miyamoto: While video games have always provided an interactive experience, they have never been truly immersive until now. New technology creates new opportunities. We can feel the danger and excitement of a main character while he battles an enemy. But with more life-like animations and complete 3-D worlds, for the first time we can also begin to feel the hero's fear, his frustration, his confusion and his elation as he journeys through a 360-degree world in service of his princess. Miyamoto continues: What I set out to create is an entirely new emotional experience for video game players.4 And he did. Right from the beginning of the game we are drawn in by the strong story-line, and awed at the magical world we now have at our fingertips, just waiting to be explored. So we run out the door of our little shack, negotiate a ladder (or we dont see it and fall off instead!) and meet the first non-player character in the game, Saria a Kokiri Elf. As we soon find out we are in an Elven village where each elf has his or her own personality (like people in a real village would) and their own advice to offer to our brand new gamer. Why am I spending so much time on the opening minutes of the game? Because first impressions last. The minute you start this game your jaw drops as you realize just how special this adventure is going
to be. When you hear water splashing, birds chirping, wolves howling out on the plains, when you feel a rumble in your controller as you are dealt a blow, when you see the sun go down and the moon come up and the color of the sky and your shadow change accordingly you cant help but feel a sense of wonder. Miyamoto: when we went from 2-D to 3-D it was really exciting it had a lot of appeal for the customers too, to be able to experience these brand new lush worlds.5 Hyrule is a world so detailed you feel in a strange way that the game designers care about you. They took the extra time to put all these details in so that you could experience something magical, and as a result you cant help but become (emotionally) drawn into the game. How else does Miyamoto create the emotional experience he desired? Non-player characters, cinematics and old school sound effects all contribute to drawing us in. The depth of personality and sheer number of NPCs makes the world seem almost real. Through your interactions with the NPCs you begin to care about their fate, and the fate of Hyrule. Furthermore, the world changes directly based on your actions, which gives you a sense of both importance and duty. The music is atmospheric and the sounds effects are also worth noting many of them are identical to the original Zelda. This rekindles a warm feeling of nostalgia in us. We remember playing the original game and how much pleasure we derived from it (and on the other hand we marvel anew at the game we are now playing and instantly appreciate how much more advanced this version is). Many of the side quests (i.e. finding quarter hearts) have also been retained and they give not only a consistency to the land of Hyrule, but an optional extra level of difficulty or interest, that keeps players hooked on the game long after they have completed it. Re-playability has always been a fundamental tenet of Miyamotos games and this game was no exception. Discussing the effect of cinematics warrants its own paragraph. Traditionally Zeldas rival RPG has been the Final Fantasy series (FF). Both games are roughly in the same genre but have some key differences the main two are combat style and movie sequences. Zelda always had a fight for yourself type interface, whereas FF was more abstract. The way that FF made up for this level of abstraction and drew you into the game was through the high level of realism in its cinematics. Final Fantasy VII was released a year before Ocarina of Time and contained several hours of full-motion video. A cartridge cannot hold this much information. This left Miyamoto with a considerable challenge. How do you create realistic characters without realistic cinematic sequences? In general FMV is used for advancing the plot and giving us insight into the nature of, and the relationships between, characters. Zelda does in fact contain just under an hour of cinematics, but they are not realistic as they are in FF. This lack of realism means that we arent as emotionally drawn in to what happens it is easier to say thats not real, it never happened. To counter this effect Miyamoto gives the non-player characters a more in-depth personality during the gameplay. And through the strong story-line and plot, he creates a sense of duty towards saving the characters and defeating the evil Ganondorf. When Miyamoto was asked about what he hoped Ocarina of Time would achieve, he replied: We wanted to make a virtual, three-dimensional world that would be a very dynamic place where Link could live. The story was more of a supplemental element we incorporated into the latter part of the design6. When asked what shaped his vision of what the game should be he responded: Throughout the Zelda series I've always tried to make players feel like they are in a
kind of miniature garden. So, this time also, my challenge was how to make people feel comfortable and sometimes very scared at the same time.7 His inspiration? According to an official Zelda website His inspiration came from the fields, woods, and caves outside Kyoto that he had explored as a boy, and he has always tried to impart this sense of exploration and limitless wonder to players through his Zelda titles.8 As a result of this desire the concept of a fully-explorable world which fascinates us and presents us with minute details is carefully incorporated into all the Zelda games. Like a garden, too, the games always contain any number of secrets: hidden treasure, hidden objects, hidden entrances etc. Almost every time we venture into the garden there is something new (and exciting) for us to discover. For many people these extras are what make the game so worthwhile. Once they finish the main quest they can go back and spend hours trying to find all the secrets, and then tell their peers how much theyve found. it's my job to surprise people. [laughs]9 says Miyamoto. The sheer depth of world development in this game is what awes everyone who plays, and the players then go and tell their friends what a fabulous game it is. The initial marketing of the game only is responsible for getting a critical mass of games out there. The quality of the game is relied upon to spread the word after its release. In order to ensure that there would be enough interest in the game on its release date Nintendo did more advertising than it ever had before. TV ads, magazine articles, promotional tours, inside scoops the lot. You name it and Nintendo did it. Fortunately for them they also got a lot of free advertising via the World Wide Web. The Zelda series has been so exceptionally good that over the years it has built up a terrific fan-base. Thousands of Zelda fans with time on their hands and access to web pages began making predictions on how good the game would be, and speculating on what it might contain. These speculations were augmented by screen shots and information leaked from Nintendo and shown at game expos, and peoples imagination of what a 3-D Zelda world could be like, based on their experience with Mario 64. All this extra hype was coming from people very passionate about the game, and coming for free via the web. A good deal for Nintendo. However, promoting the game was not as easy as I just made it seem. One source from Nintendo stated The main problem that we've had is, basically, how do we get across simply how good a game it really is. It's so much more than a great looking game.10 This may seem like a good position to be in, but Nintendo couldnt afford to take any risks and rest on anticipated demand. They had to keep working this game would make or break their sojourn into the next generation of gaming machines. As a result they poured approximately $10 million into their advertising campaign (their largest campaign for a single title to date) with most of this money going to movie trailers, TV ads and magazine ads11. And it worked. They were flooded with pre-orders for the game up to their
maximum tolerance 350,000 units. They sold out of the special Gold cartridges before the game was even released. When Nintendo Executive Vice President Peter Main made a bold prediction in early November, 1998 about the most anticipated videogame in history12 he wasnt blowing smoke. We estimate that the best selling game for any dedicated platform or PC, for all of 1998, will be Zelda 64, by a comfortable margin, he said. And it will only be on sale for the last 39 days of this year.13. Steven Kent, author and historian also commented on the phenomenon: Based on sales of Zelda 64, I think it gives Nintendo the potential to outsell Sony in hardware for the first Christmas ever.14 That Christmas Nintendo sold 7.5 million N64s. Sony sold fewer than 3 million Playstations15. Even more unbelievable than almost doubling their hardware base was the massive scope of their software sales. The Legend of Zelda: Ocarina of Time sold 6 million copies worldwide by January 12, just 51 days on the shelves16. No other game in history has sold so fast (then or since) and the revenue from these sales during the last six weeks of 1998 totaled more than any box-office smash Hollywood feature film, a historic landmark in the history of video games. This was no ordinary game. Internationally, In Japan on the release day alone 500,000 copies of the game were sold (5.8 copies per second). As a by-product of the success of the game sales of the N64 system also increased. Holiday season 1997 Nintendo sold 6 million systems, and in 1998 that number increased to 7.5 million (despite the age of the system). Ocarina of Time was so good that people bought the system just to be able to play it. An aspect of the video game phenomenon that I have not mentioned yet is that of franchise and merchandise. Some of the products Nintendo sold alongside the game include: action figures, coloring books, game-play manuals and strategy guides, t-shirts, hats and other such apparel. The income from these products totals easily over $200 million dollars. All told Ocarina of Time generated over a billion dollars. Not a bad return for a three year project17. Money, however, wasnt the sole by-product of Zeldas success. Arguably it wasnt even the most important by-product. The market penetration was the really valuable result of the Christmas season. Now that so many more people have an N64 in their home, Nintendo regains the prestige of its name, and new software developers come knocking on Nintendos door. No one wants to make a game for the number two system in the console market, they want to make it for the dominant system. It was here that the full impact of Zelda is most evident. The way the game turned the tide of the next-generation console market and re-invigorated interest in the N64 brought in uncountable future interest and profit. Without Ocarina of Time we would probably have seen the end of the N64, almost certainly missed out on a lot of good games since Zelda. It is even possible that the Game Cube might never have been realized. Just as well Nintendo had a game-designing genius up their sleeve. So where does Nintendo go from here? They have just released a new system the Game Cube that broke all the fast-selling records the N64 held. They released a version of Mario (with Luigi as the star) to help the initial launch, and a new and improved Zelda is imminent. However, reports from the Spaceworld 2001 show suggest that the gaming community is divided over the upcoming Zelda. Having caught a glimpse of the cartoony graphics, some gamers worry about
their ability to really get into the game and take it seriously (the whole reason most people play RPGs is for the immersion into another world). In almost every other genre (and especially Zeldas rival series, Final Fantasy) realism is on the increase as better technology makes it possible. Is Nintendo deliberately trying to go the other way to perhaps create a unique experience for gamers? Will the next Zelda be as revolutionary as Ocarina of Time was? Nobody but Shigeru Miyamoto knows. But have faith. He has produced the best before, perhaps he will do it again. We can only hope.
http://www.cnn.com/TECH/computing/9812/04/nintendo.zelda http://www.ibiblio.org/GameBytes/issue21/flooks/preality.html 3 For full technical specs, please visit http://www.nintendo.com/print/n64_specs_print.jsp 4 Miyamoto, www.Zelda.com/ocarina >> Hyrule news 5 http://www.gamesradar.com/features/game_feature_page_501_2.html 6 http://nintendo.com/games/gamepage/developerinfo.jsp?gameId=http://www.cnn.com/TECH/computing/9812/04/nintendo.zelda 8 http://videogames.gamespot.com/features/universal/zelda 9 http://www.nintendorks.com/news.php?ContentID=http://www.rpgamer.com/news/Q4-1998/111998a.html 11 http://www.rpgamer.com/news/Q4-1998/110498b.html 12 Main, Peter: www.Zelda.com/ocarina >> Hyrule news 13 http://www.rpgamer.com/news/Q4-1998/110498b.html 14 http://www.cnn.com/TECH/computing/9812/04/nintendo.zelda 15 from my own memory of the magazines I read at the time 16 http://www.thegia.com/news/n990128c.html people worked on this game for three years. They spent at least 1.5 years making the engine
Bibliography
CNN.com article: Steve Baxter, Zelda: A tale of two video game legends http://www.cnn.com/TECH/computing/9812/04/nintendo.zelda Nintendo/Silicon Graphics, Nathan Cochrane: Project Reality Preview (Taken from Vision, the Silicon Graphics newsletter) http://www.ibiblio.org/GameBytes/issue21/flooks/preality.html Official Nintendo site: technical specs for N64 gaming console: http://www.nintendo.com/print/n64_specs_print.jsp Official Zelda site: game information and Interview with Miyamoto: www.Zelda.com/ocarina >> Hyrule News Gaming Magazine: Games Radar: Daniel Griffiths, Shigeru Miyamoto - The Full Unedited Interview: http://www.gamesradar.com/features/game_feature_page_501_2.html Gamespot Videogames: Andrew Vestal, Zelda Universe: The History of Zelda: http://videogames.gamespot.com/features/universal/zelda Nintendo fan site Nintendorks: Carl Johnson, Interview with Shigeru Miyamoto: http://www.nintendorks.com/news.php?ContentID=54 RPG Gamer.com: News Issues 4th and 19th November 1998: Nintendo to ship 5 million Zeldas, and Fast Selling Zelda: http://www.rpgamer.com/news/Q4-1998/111998a.html http://www.rpgamer.com/news/Q4-1998/110498b.html Gaming Intelligence Agency: Zelda 64 reaches 6 million sales worldwide: http://www.thegia.com/news/n990128c.html Chris Crawford, Art of Computer Game design: 1982 http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html Arcade, 2000: Steven Poole, Trigger Happy: Videogames and the Entertainment Revolution. GamePress, 1999: David Sheff and Andy Eddy, Game Over: Press Start to Continue
Technical specifications
Full description
Nintendo's acclaimed action role-playing series makes its Nintendo 64 debut as a 3D adventure that transforms the pastoral land of Hyrule into a dynamic, fully interactive world. Ocarina of Time is the first Zelda game to be played from a third-person view set directly behind the elfin character of Link, necessitating a new control scheme. Link can now lock onto his targets, allowing him to move freely around while the camera remains trained on the selected enemy. Jumping is automatic whenever Link approaches a ledge, and weapons or items can be freely assigned to the controller's yellow buttons for quick access.
Tags
WA11V9 PB8250 Sinio A1 Hands-free KIT Singer 367 AVR 7000 TX-PF37x20 ASD 12U SF560R-XET CG6200 VSX-806RDS DKT-710 10270 UP-600 Kx-t7750 DFL-500 37LG7000 YST-SW030 T910B Box Mk3 Fish 4430 FAX-L2000IP 157-1 D2151-A2 Mcd288 PB-G03 LX-M140D BT110 LX9000R Casablanca MP54 EQ-3000 R-D1S All-IN-ONE DMC-FS3 GT-S5230N KD-DV7401 DVC5935 DVC6531 T5200 PV-S660 MW-20 TH-22E VLS517 Carlo 28 Coolpix 300 KD-G161 Ryobi 132R EMX5014C ABT35-USB Touch Plus P4GD1 LX-U150D Primare I21 32LG5600 AEU FM-8800S Fatal1TY DEH-2020MPB Review FR114P Lbp3010 D-EJ825 KDC-PSW9521 Ware DIY LE26R51B St 1200 EW1200I Moov 500 PSR3000 EVA 9150 Digital 62DC1DA CDM-9803R Polyglass 30 DSP ML-2010-XSG S18AWN-u58 941MW Curvy DVB313C Edition TIN CDA-9856R B2430H Locator PS-42E71H Detector DWL-520 SV-AV10 MM535 17WLT46 P3600 AG-RT600A WF6520N7W NX 8 ESF6100 7415 EV1 CS6X-cs6R UX-P100 HD081GJ CCD-FX510 T 5 Z5240
manuel d'instructions, Guide de l'utilisateur | Manual de instrucciones, Instrucciones de uso | Bedienungsanleitung, Bedienungsanleitung | Manual de Instruções, guia do usuário | инструкция | návod na použitie, Užívateľská príručka, návod k použití | bruksanvisningen | instrukcja, podręcznik użytkownika | kullanım kılavuzu, Kullanım | kézikönyv, használati útmutató | manuale di istruzioni, istruzioni d'uso | handleiding, gebruikershandleiding
Sitemap
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101








1. The Legend Zelda: Ocarina of Time Original Soundtrack (US)
2. The Legend of Zelda: Ocarina of Time
3. New AV Video Cable Cord for Nintendo 64 N64 TV Game
