As far as I can hear, there is that 'signature secret chime' in this game when you, say, solve a puzzle or reveal a chest as in past Zelda titles. However, in this case, it's when you defeat a Bokoblin camp or solve a Shrine puzzle, and it's been transposed into a beautiful little piano melody.

As I said before in my earlier post on how to make a two-tone doorbell, sound is more than just music. Note blocks can create a wide variety of notes and sounds, and those can be used for more than just making a stirring rendition of "Still Alive" from Portal.


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That's really all there is to it, just a straight line of redstone wire with repeaters between each note so they don't play at the same time. It's important to note (no pun intended) that note blocks will play their note when any block next to them is powered. In this way, they operate just like pistons. Here's a better shot of the layout I made. I left myself a little extra space between notes because I didn't know in advance how much delay I would need. In this case, I found that one or two delay sounded the best.

So really, all you need to know then is the notes in the Zelda secret chime. For Minecraft, the notes are G, F#, D#, A, G#, E, G#, and C. This means that the number of right-clicks necessary for the notes are 13, 12, 9, 3, 2, 10, 14, and 18.

Yeah, as I said in the article, I found that one or two delay between notes sounded best.


However, that's on a multiplayer server. If you're in singleplayer, there's no extra lag, so you may find that just placing a repeater between each note is plenty.

From the original Legend of Zelda, to Ocarina of Time, to Breathe of the Wild, Link's adventures have been celebrated for their use of music. Few games sound better in their respective generations than The Legend of Zelda's scores, but these beautiful tracks only tell half the story. Rarely scrutinized by itself, sound design - specifically that pertaining to rewarding feedback or mechanical cues - is a crucial aspect of establishing satisfying game loops. In many respects, sound effects are the unsung heroes of game design, and that is especially true for Zelda.

While the technology behind Zelda's soundscapes has evolved by leaps and bounds, Nintendo has maintained a pleasing sense of continuity that unifies Link's varied chronicles across Zelda games. The swoosh of a sword (later augmented by Link's equally recognizable cries), the clink of rupees, the "puzzle solved" tune, and the celebratory "key item discovered" ditty immediately let players know that they're in a Zelda game. Hearing these familiar noises is not only intrinsically pleasing; it affords the series a sense of continuity while reinventing itself with every installment.

In terms of nostalgia, the original Zelda's "puzzle solved" sound effect is one of the most iconic in all video gaming. Long before designers were consciously concerned with things like reward loops and dopamine cycles, the original Legend of Zelda's sound designer Koji Kondo came up with a way to provide players valuable contextual feedback, while also making them feel like heroes. The quick tune that plays when Link solves a puzzle or uncovers a secret room has become synonymous with a sense of discovery and triumph.

Shuffling feet, monster growls, and other ambient or reactive noises make a game world feel more like the real one, and designers have chased that goal since early on. Different genres rely more heavily on ambient and reactive sound than others. Atmospheric noise is especially important for horror titles, but Zelda's "puzzle solved" tune is truly remarkable because it gives sound to an idea. It is a sort of mechanical synesthesia without direct analog in the real world; a magical inherent quality that only video games can possess.

The original Legend of Zelda on NES made all its noises using the Ricoh 2A03 chip. Though the Ricoh has five sound channels, earlier NES cartridges like the first Zelda only made use of four channels due to technical constraints. Comparing the Ricoh to the PS5's Tempest Engine - a dedicated audio chip that is capable of producing literally hundreds of distinct three-dimensional sounds at once - is like comparing the paintings on a cave wall to a gallery in the Louvre. Given this huge gulf in complexity, it is easy to imagine a world where Nintendo decided to start from scratch with each Zelda installment to leverage new technologies.

Fortunately, Nintendo recognized the value of continuity for establishing a series' identity. Zelda's puzzle solved sound effect is still being used nearly forty years after the original game. Since then, sounds have steadily evolved to become more elaborate and crisp, and new "conceptual" sound effects - like the unique tunes that plays when Link finds rupees - form the core of the game's sound design. This distinct identity may explain why the Zelda series has gone on to inspire a genre of Zelda-like spiritual successors.

The Zelda series is full of classic themes and melodies... some of which go all the way back to that original game I played as a kid. Like the Secret Unlocked Sound... [sfx: LoZ - Secret Unlocked] the Treasure Chest sound... [LoZ - Treasure Chest] And of course, the iconic Zelda theme.

The Super Nintendo was a big step forward in terms of both graphics and sound. This allowed Koji Kondo to move away from the simple 8 bit sounds of the first game. In A Link to the Past, the Secret Unlocked melody has more of a bell chime sound.

And the Treasure Chest sound is once again played with two notes, separated by a major third. But this time, Kondo used a triumphant horn tone, and added a drum roll to the end. [sfx: LttP - Treasure Chest]

Thomas: Koji Kondo uses kind of weird, strange noises mixed in with like, pad sounds. And yet the secret unlocked sound effect is much more abrasive and synthesizer-y, [OoT Secret Unlocked] and it doesn't really feel like it belongs with the rest of the music from the game.

But while Ocarina didn't change much about the Secret Unlocked sound, it marked a big evolution for the Treasure Chest melody. When you open a large chest in the game, there's a whole animation sequence where Link pushes open the lid. [OoT chest open] The chest is so big that young Link has to hoist himself up and reach down inside. [OoT Link hops + Treasure Chest melody] You can't see what's in it, but the light shining out of it tells you it's something awesome. Finally, Link reaches in and pulls it out.

Thomas: For a long time, higher ups at Nintendo had put their foot down and requested that no real orchestra sound should be used in games because they felt that it wasn't gamey. They said it felt like listening to a CD while you play a game.

Early on, Yokota wrote a demo song and played it for Kondo. It was a playful piece that used Latin American instruments, [sfx: percussion] and a kind of sci-fi theremin sound to match the spacey theme.

For Yokota, this confirmed that Kondo really knew the sound of Mario. So after that, he changed direction, and started writing grand, orchestral pieces for Mario Galaxy. Koji Kondo also wrote a few of his own. And for the first time in a Mario or Zelda game, the entire soundtrack was recorded with a live, fifty piece orchestra.

In 2007, Mario Galaxy became the first Mario or Zelda game to use a live, fully orchestrated soundtrack. Like so many Mario games, Galaxy was a smash hit. And for the next Zelda game, Shigeru Miyamoto insisted they use a live orchestra for the entire score. That game was Skyward Sword. And while Zelda has always sounded great, the addition of an orchestra gave Skyward Sword a new cinematic vibe.

Kirk: This sounds like an actual harp player playing it. And they're adding some mustard to the original. There are some extra notes in there. They kind of go up a longer arpeggio. [sfx: SS - Secret Unlocked]

After Skyward Sword, lots of people expected the next Zelda game to sound even bigger. And with the huge, open map of Breath of the Wild, you might think that it would have the most bombastic soundtrack ever. But the composers decided to go in a completely unexpected direction.

Kirk: Breath of the Wild is such an interesting Zelda soundtrack because it uses a lot of the same musical themes, but they're much more sparse. A lot of the soundtrack for Breath of the Wild is just solo piano.

Breath of the Wild was followed by a direct sequel, called Tears of the Kingdom. Overall, the game's musical palette is pretty similar to Breath of the Wild, and it reuses the same Treasure Chest and Secret Unlocked sounds.

Here's the link to the complete catalog, you'll have to search there if you want one from another game. I don't think they have Twilight Princess tunes yet.

Zelda MP3 - Zelda Music - Download Zelda OST and other soundtracks for FREE!

As some people may remember from a previous blog entry, I'm a self confessed Gachpon addict, no matter how many little toys, mobile phone accessories and figurines I have, I can't resist picking up any Nintendo themed one I pass by!


Today however I was passing through the chocolate and candies section of a local supermarket and saw a box with Link on the bottom shelf mixed in with other sweets. (cue Zelda "found secret" sound effect)


The box read "Zelda Spirit Tracks Figurine Collection - eleven characters plus 1 secret to collect! I looked on the back of the box and saw a cool looking Link and Zelda, how could I resist getting an awesome figurine and a delicious choclate snack?


As with any randomised thing, there is always some trepidation that I might get something crappy like Anjean, but I might get Link or a mini train! Oh the excitement, let's see how it went: e24fc04721

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