I understand he utilized the famicom for earlier game music. But I can't find anything on how he created music for OOT or MM. I wanna know what program he used and what he used for virtual instruments.

Link will learn Zelda's Lullaby shortly after meeting up with Princess Zelda in Hyrule Castle. It is taught to Link by Impa and is the song of the Royal Family of Hyrule. It's primarily played whenever a Triforce symbol is found, including within Goron City, at the entrance of Zora's Domain, when changing the water level in the Water Temple, and at other times within some of the other dungeons.


Ocarina Of Time Music Download


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Throughout Link's quest, he can play Saria's Song and speak with Saria, who will provide Link with some hints on what he needs to accomplish next. Other times playing the song will just cause Link to chat with Navi.

Well, Majora's Mask contained a whole lot of OoT's music, like the Song of Storms, Lost Woods theme, Lon Lon Ranch, the owl's theme, the Koume and Kotake's theme, Zora's Domain, etc. without any alterations whatsoever. So what we're looking at are the songs that didn't make MM from OoT and MM's new songs. To be honest, I can't think of many songs in OoT that I liked that wasn't in MM too. There was the Gerudo's Valley theme and...the Water Temple?

I'd have to say OoT, simply because so many of OoT's themes are used in MM. MM has some great music, and its themes are appropriately edgy, but OoT gave us all the great music that most of MM's was based off of. Overall, OoT's melodies are more memorable than MM's, many of which are more atmospheric, in my opinion.

My vote goes to MM. The music for this game is more memorable to me. 

Though I love the Gerudo-theme and Bolero of fire from OoT, But that's it. Now when I think about it, I can't even remember any other OoT-music (not songs) besides forest temple, shadow temple, market and castle courtyard.

If I take into account how the music actually plays out in the game itself, then I'd say OoT wins. The entire top row of Ocarina songs was simply brilliant; they gave you a taste of the song by using it as an area theme so you are already familiar with the song when you learn it, and that's an awesome feeling.

For MM, I didn't feel like the music always fitted the situation, like with Woods of Mystery, Romani Ranch, and Goron Village themes. Also, besides the Song of Healing and the New Wave Bosa Nova, the new ocarina songs (especially the Song of Time variants) sounded really forced, like if the 5-note limitation really restricted the melody (to be fair, the Prelude of Light and Nocturne of Shadow felt the same to me). Finally, MM seemed to use a lot of silence/ambient noise, which I did not appreciate. All in all, I thought OoT handled in-game music better, and MM had the better soundtrack.

On the one hand you have OoT's music which hearing even the first few notes instantly bring back memories of the game. Plus like others have said OoT did them first. However after becoming an adult and a lot of the songs kinda blend together.

Then you have MM has a theme that gives all the songs a very distinct beat to them. More like exaggerated drum beat and I really like that. That being said I feel the MM music is like the rest of the game you like it or you hate it. Such as my brother he absolutely hates the games music. The other problem is much of the game has a similar problem to OoT is that they blend together not helped by the fact that a ton of the games music is mostly the same.

Well, Majora's Mask contained a whole lot of OoT's music, like the Song of Storms, Lost Woods theme, Lon Lon Ranch, the owl's theme, the Koume and Kotake's theme, Zora's Domain, etc. without any alterations whatsoever.

I'll have to go with Ocarina of Time on this one. Majora's Mask didn't really have the feel of music Ocarina of Time did for me, it wasn't catchy, it wasn't epic, and it was boring. Don't get me wrong, Majora's Mask had a few good songs in it such as Stone Tower Temple but the majority of the music just didn't have that feel too them.

Ocarina of Time by a long shot. Majora's had relatively few good songs next to Ocarina of Time. Besides Stone Tower, Clock Town first day, Deku Palace, and Song of Healing, I just didn't feel the music.

Tough choice, but for me it's Majora's Mask. It has songs that are cheerful and energetic (Clock Town Days 1 and 2 stand out, and well as Majora's Incarnation) to military, march style (Deku Palace), to dismal and depressing (Great Bay area and Ikana Canyon...not music box house lol). While most games have a good range like this, I think it's the nostalgia factor that bumps up a few of these to the level of love that I have for them. The majora's battle itself is a good tour of the musical stylings on the soundtrack all compressed into one "scene". Koji Kondo is a genius.

I can't really choose between the two. OoT has wonderful music, the overworld theme never gets old for me, dungeons are great (especially the Fire Temple and Spirit Temple original tracks, new ones aren't that great). At a certain point, the music gets kinda nostalgic, when Link goes into the future and travels through some of the old known locations.

The Ocarina of Time Official soundtracks was released in the United States to the public. It includes as good as every piece of music from the game, and satisfied all the Zelda fans who were hoping for orchestrated versions of the songs from their new favorite game.

The game was developed by Nintendo EAD, led by five directors, including Eiji Aonuma and Yoshiaki Koizumi, produced by series co-creator Shigeru Miyamoto, and written by Kensuke Tanabe. Veteran Zelda series composer Koji Kondo composed the musical score. The player controls Link in the realm of Hyrule on a quest to stop the evil king Ganondorf by traveling through time and navigating dungeons and an overworld. The game introduced features such as a target-lock system and context-sensitive buttons, which have since become common in 3D adventure games. The player must play songs on an ocarina to progress.

Ocarina of Time was acclaimed by critics and consumers, who praised its visuals, sound, gameplay, soundtrack, and writing, and won several awards and accolades. It has been ranked by numerous publications as the greatest video game of all time and is the highest-rated game of all time on the review aggregator Metacritic. It was commercially successful, with more than seven million copies sold worldwide. In the United States, it received more than three times more pre-orders than any other game at the time.

While series co-creator Shigeru Miyamoto had been the principal director and producer of Super Mario 64, he was involved in the game's production and now in charge of five directors by acting as a producer and supervisor of Ocarina of Time.[24][25] Different parts were handled by different directors, a new strategy for Nintendo EAD. Four or five initial teams grew over time, each working on different basic experiments, including scenario and planning, Link's actions, transforming classic 2D items into improved 3D form, camera experiments, motion capture, sound, special effects, and the flow of time.[26]

Some of Miyamoto's ideas were instead used in Super Mario 64, since it was to be released first.[16] Other ideas were not used due to time constraints.[24] Ocarina of Time originally ran on the same engine as Super Mario 64 but was so heavily modified that Miyamoto considers the final products different engines.[33] One major difference between the two is camera control; the player has a lot of control over the camera in Super Mario 64, but the camera in Ocarina of Time is largely controlled by the game AI. Miyamoto said the camera controls for Ocarina of Time are intended to reflect a focus on the game's world, whereas those of Super Mario 64 are centered on the character of Mario.[24] Miyamoto wanted the difficulty to be easy enough to make the game accessible to all players and said in particular that he wanted it to be easier than Super Mario 64.[34]

Miyamoto wanted to make a game that was cinematic yet distinguished from films.[24] Takumi Kawagoe, who creates cutscenes for Nintendo, said that his priority was to have the player feel in control of the action.[35] To promote this instantaneous continuity of cinematic gameplay, the cutscenes in Ocarina of Time are completely generated with real-time computing on the Nintendo 64 and do not use prerendered full-motion video.[24] Miyamoto's vision required this real-time architecture for the total of more than 90 minutes of cutscenes, regardless of whether the console had a vast medium like CD-ROM on which to store prerendered versions.[26] Toru Osawa created the scenario for the game, based on a story idea by Miyamoto and Yoshiaki Koizumi.[36][37][38][39][40] He was supported by A Link to the Past and Link's Awakening script writer Kensuke Tanabe.[40][41] Miyamoto said the real-time rendering engine allowed his small team of 3 to 7 cinematic developers to rapidly adjust the storyline and to focus on developing additional gameplay elements even up to the final few months of development, instead of waiting on a repeated prerendering process.[26] The dungeons were designed by Eiji Aonuma.[42]

Beyond providing a backdrop for the setting, music plays an integral role in gameplay. The button layout of the Nintendo 64 controller resembles the holes of the ocarinas in the game,[46] and players must learn to play several songs to complete the game. All songs are played using the five notes available on an ocarina, although by bending pitches via the analog stick, players can play additional tones.[46] Kondo said that creating distinct themes on the limited scale was a "major challenge" but feels that the result is very natural.[43] The popularity of Ocarina of Time led to an increase in ocarina sales.[47]

The official soundtrack of Ocarina of Time was published by Pony Canyon and released in Japan on December 18, 1998.[48] It comprises one compact disc with 82 tracks.[48] A U.S. version was also released, although with fewer tracks and different packaging artwork. Many critics praised the music in Ocarina of Time, although IGN was disappointed that the traditional Zelda overworld theme was not included.[46] In 2001, three years after the initial release of Ocarina of Time, GameSpot labeled it as one of the top ten video game soundtracks.[44] The soundtrack, at the time, was not released in Europe or Australia. In 2011, however, a 51-track limited edition soundtrack for the 3DS version was available in a free mail out through a Club Nintendo offer to owners of the 3DS edition, as an incentive to register the product. The original musical theme for the Fire Temple area was altered before release of the game, due to Nintendo's policy of not including real religious references in their products, with the altered theme simply removing the chanting samples.[49] e24fc04721

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