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.


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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]

Throughout the late 1990s, the Nintendo 64 was said to lack hit first-party games. Next Generation wrote that "Nintendo absolutely can't afford another holiday season without a real marquee title" and that Zelda was "one of the most anticipated games of the decade", upon which the Nintendo 64's fate depended.[54] Nintendo spent $10 million on Ocarina of Time's marketing.[55] In March 1998, it was the most anticipated Nintendo 64 game in Japan.[56] Chairman Howard Lincoln insisted at E3 1998 that Zelda ship on time and become Nintendo's reinvigorating blockbuster, akin to a hit Hollywood movie.[54]

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

Upon its initial Nintendo 64 release, Ocarina of Time received critical acclaim. It garnered perfect review scores from the majority of gaming publications that reviewed it,[87][115] including AllGame,[89] Famitsu,[92] Next Generation,[95] Edge,[90] Electronic Gaming Monthly,[91] GameSpot,[94] and IGN.[46] The review aggregator websites Metacritic and GameRankings both rank the original Nintendo 64 version as the highest reviewed game of all time,[127][128] with average scores of 99/100 from Metacritic[e] and 98% from GameRankings.[88][87] The reviews praised multiple aspects of the game, particularly its level design, gameplay mechanics, sound, and cinematics. GameSpot reviewer Jeff Gerstmann wrote that Ocarina of Time is "a game that can't be called anything other than flawless",[94] and IGN called it "the new benchmark for interactive entertainment" that could "shape the action RPG genre for years to come".[46] Editors of GameTrailers called it a "walking patent office" due to the number of features it contains that became "industry standard".[129] Scott Alan Marriott of AllGame described it as "completely unforgettable" and "an incredible adventure".[89]

Gameplay was generally praised as detailed, with many side quests to occupy players' time. IGN said players would be "amazed at the detail" of the environment and the "amount of thought that went into designing it". IGN praised the cinematics, citing great emotional impact and "flawless camera work".[26] EGM enjoyed that Nintendo was able to take the elements of the older, 2D Zelda games and "translate it all into 3D flawlessly".[91] Nintendo Power cited Ocarina of Time, along with Super Mario 64, as two games that "blazed trails" into the 3D era.[131] The context-sensitive control system was seen as one of the strongest elements of the gameplay.[46] Reviewers noted that it allowed for simpler control using fewer buttons but that it occasionally caused the player to perform unintended actions.[3][46] The camera control was quoted as making combat "second nature",[46] although the new system took time for the player to get used to.[46][91]

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,[107][108] Edge,[109][110][111][112] Entertainment Weekly,[108] GameTrailers,[108] IGN,[113][114] Next Generation,[108] Nintendo Power,[115][116][117] Game Informer,[122] Slant,[123] FHM,[124] and PALGN.[126] It also appeared on other lists of greatest games including those of Electronic Gaming Monthly[147] and IGN.[113][114][148][149] The game was placed second in Official Nintendo Magazine's "100 greatest Nintendo games of all time", behind only Super Mario Bros.[150] Game Informer ranked it as its 11th favorite game of all time and described it as "untouchable".[151] 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.[152] Ocarina of Time has consistently been placed at number one in Edge's "top 100 games" lists: a staff-voted list in January 2000,[109] a staff- and reader-voted list in July 2007,[110] a list of "The 100 Best Games to Play Today" in March 2009,[111] and a 2013 readers' poll selecting the 20 best games released since the magazine's launch in 1993.[112] 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".[153] In 2022, The Strong National Museum of Play inducted Ocarina of Time to its World Video Game Hall of Fame.[154] e24fc04721

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