[Zelda Ocarina Of Time Mac Download

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Saija Grzegorek

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Jun 13, 2024, 5:00:58 AM6/13/24
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The Legend of Zelda: Ocarina of Time[a] is a 1998 action-adventure game developed and published by Nintendo for the Nintendo 64. It was released in Japan and North America in November 1998 and in PAL regions the following month. Ocarina of Time is the first game in The Legend of Zelda series with 3D graphics.

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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.

At the Hyrule Castle garden, Link meets Princess Zelda, who believes Ganondorf, the evil Gerudo king, is seeking the Triforce, a holy relic that gives its holder godlike power. Zelda asks Link to obtain the three Spiritual Stones to enter the Sacred Realm and claim the Triforce before Ganondorf reaches it.[8] Link collects the other two stones: the first from Darunia, leader of the Gorons, and the second from Ruto, princess of the Zoras. Link returns to Hyrule Castle, where he sees Ganondorf pursue Zelda and her caretaker Impa on horseback, like in his nightmare, and unsuccessfully attempts to stop him.[9] Inside the Temple of Time, he uses the Ocarina of Time, a gift from Zelda, and the Spiritual Stones to open the door to the Sacred Realm. There, he finds the Master Sword, but as he pulls it from its pedestal, he is incapacitated. Ganondorf, who snuck into the Temple after Link, appears and claims the Triforce.[10]

Seven years later, an older Link awakens in the Sacred Realm and is met by Rauru, one of the seven Sages who protects the entrance to the Sacred Realm. Rauru explains that Link's spirit was sealed for seven years until he was old enough to wield the Master Sword and defeat Ganondorf, who has taken over Hyrule.[11] The seven sages have the ability to imprison Ganondorf in the Sacred Realm, but five are unaware of their identities as sages. Link is returned to the Temple of Time and meets the mysterious Sheik, who guides him to free five temples from Ganondorf's control and allow their sages to awaken.[12] Link befriended all five sages as a child: his childhood friend Saria, the Sage of the Forest Temple; Darunia, the Sage of the Fire Temple; Ruto, the Sage of the Water Temple; Impa, the Sage of the Shadow Temple; and Nabooru, leader of the Gerudo in Ganondorf's absence, the Sage of the Spirit Temple. After the five sages awaken, Sheik reveals herself to be Zelda in disguise and the seventh sage. She explains that Ganondorf's heart was unbalanced, causing the Triforce to split into three pieces. Ganondorf acquired only the Triforce of Power, while Zelda received the Triforce of Wisdom and Link the Triforce of Courage.[13]

Ganondorf appears and captures Zelda, imprisoning her in a large crystal in his castle. The other six sages help Link enter the stronghold, where he frees Zelda after defeating Ganondorf, who destroys the castle in an attempt to kill Link and Zelda. After they escape the collapsing castle, Ganondorf emerges from the rubble and transforms into a boar-like beast named Ganon using the Triforce of Power. He knocks the Master Sword from Link's hand, but with Zelda's aid, Link retrieves the Master Sword and defeats Ganon. The seven sages seal Ganondorf in the Dark Realm, but he vows revenge on their descendants using the Triforce of Power.[14] Zelda uses the Ocarina of Time to send Link back to his childhood. Navi departs and young Link meets Zelda in the castle garden once more, where he retains knowledge of Hyrule's fate, preventing its decline.[15]

Development was migrated from the 64DD disk drive peripheral[18][19] to cartridge due to the high data throughput of streaming 500 motion-captured character animations throughout gameplay.[20] Initially targeting 16-megabytes, it was increased to 32 megabytes, as Nintendo's largest game ever.[21][22] Early in development, the team had concerns about the data storage constraints of the cartridge; in the worst-case scenario, Ocarina of Time would follow a similar structure to Super Mario 64, with Link restricted to Ganondorf's castle as a central hub, using a portal system similar to the paintings that Mario uses to traverse the realm.[23] An idea that arose from this stage of development, a battle with a doppelganger of Ganondorf that rides through paintings, was used as the boss of the Forest Temple dungeon.[23]

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] The dungeons were designed by Eiji Aonuma.[27]

Although the development team was new to 3D games, assistant director Makoto Miyanaga recalled a "passion for creating something new and unprecedented".[28] When creating Hyrule Castle's market, Miyamoto traveled to Germany for inspiration of its half-timbered architecture in Lower Franconia, spending a few weeks in northern Bavaria.[29] Despite the setting being a "medieval tale of sword and sorcery", Miyamoto used the chanbara (samurai) genre of Japanese sword fighting as a model for the game's combat and was content with the positive worldwide reception.[30] The development involved more than 120 people, including stunt performers used to capture the effects of sword fighting and Link's movement.[31] Miyamoto initially intended Ocarina of Time to be played in a first-person perspective[32] to enable players to take in the vast terrain of Hyrule Field better and let the team focus more on developing enemies and environments. The concept was abandoned once the idea of a child Link was introduced, and Miyamoto believed it necessary for Link to be visible on screen.[33] Originally Z-targeting involved a generic marker, but Koizumi changed the design to that of a fairy to make it less "robotic". The fairy gained the name of the "Fairy Navigation System" amongst staff, and ultimately, this turned into the nickname "Navi", which in turn resulted in the "birth" of Navi's character. The "birth" of Navi was a pivotal point in the story's development.[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]

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] A storytelling shopkeep character named "Hobbit" that was initially to be cut was eventually repurposed as the Deku Scrubs later in development.[42] 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.[43] 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.[44]

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,[48] 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.[48] Kondo said that creating distinct themes on the limited scale was a "major challenge" but feels that the result is very natural.[45] The popularity of Ocarina of Time led to an increase in ocarina sales.[49]

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