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The Legend of Zelda: Ocarina of Time

The Legend of Zelda - Ocarina of Time BoxThe Legend of Zelda: Ocarina of Time is the fifth installment in the Legend of Zelda series and is the first game in the series to transition to 3D graphics. The game started development on the Nintendo 64 addon peripheral the 64DD but would later move to Nintendo 64 utilizing a 256-megabit (32 megabyte) cartridge. The move from the 64DD to the Nintendo 64 was due to the limitation of the read speed of the disk-based media. The Nintendo 64’s cartridge-based media had much faster read speeds and was able to keep up with the continuous reading of 500 motion captured character animations throughout gameplay. This was the largest capacity cartridge Nintendo produced at the time until Capcom released Resident Evil 2 the following year on a 512-megabit (64 megabyte) cartridge.

Development of Ocarina of Time started in 1995 and was being developed concurrently with Super Mario 64 by Nintendo’s Entertainment Analysis & Development (EAD) division. Shigeru Miyamoto was in charge of several directors who all handled different parts of the game development. Each director had teams working on different concepts and experiments such as scenario planning, character actions, transforming 2D items into 3D, camera control, motion capture, sound, and special effects. The development team involved more than 120 people, including stunt performers used to capture the movement of sword fighting to be used for Link’s movement.

The game was first shown as a technical demonstration at Nintendo’s Shoshinkai trade show in December 1995. Originally the game was running on the same engine as Super Mario 64, but was so heavily modified that Miyamoto considers the final product a different game engine. One major difference between the two game engines is the camera control. In Super Mario 64 players had full control of the camera with the use of the C buttons which was centered on Mario. In Ocarina of Time the camera was controlled by the game’s AI which were focused on the game’s world opposed to the character.

Ocarina of Time became the most anticipated game of 1998, setting records for preorders. Over 500,000 copies were preordered in North America alone, more than tripling the number of preorders for any previous video game. Upon release the game was a worldwide success selling over 2.5 million copies in the first six weeks of release. During this time, it earned over $150 million in revenues which was higher than any Hollywood film during the same time period. Ocarina of Time was setting record reviews with many publications providing a perfect rating. Over the lifespan of it’s release, 7.6 million copies have been sold worldwide.

Ocarina of Time Logo
Developer(s)Nintendo EAD
SeriesThe Legend of Zelda
PredecessorThe Legend of Zelda: Link’s Awakening
SuccessorThe Legend of Zelda: Majora’s Mask
Platform(s)Nintendo 64
Media TypeCartridge
ReleaseJP: November 21, 1998
NA: November 23, 1998
EU: December 11, 1998
Development Time3 Years
RatingCERO: A
PEGI: 12
Rereleased Platform(s)Ports
GameCube (Collect’s Edition Compilation) – 2003
iQue Player – 2003

Virtual Console

Wii -2007
Nintendo 3DS -2011
Wii U -2015

Game Screenshots:

The History of Zelda: Ocarina Of Time (Documentary)

Hiroshi YamauchiHiroshi YamauchiExecutive Producer
Shigeru Miyamoto Shigeru MiyamotoProducer
Toru OsawaToru OsawaScript Director
Yoichi YamadaYoichi YamadaGame System Director
Eiji AonumaEiji AonumaGame System Director
Yoshiaki KoizumiYoshiaki Koizumi3D System Director
Character Design
Toshio IwawakiToshio IwawakiProgram Director
Koji KondoKoji KondoComposer
Takumi KawagoeTakumi KawagoeCinema Scene Director
Naoki MoriCinema Scene Director
Profile PlaceholderShigeo KimuraMap Data Manager
Kenzo HayakawaKenzo HayakawaMain System Programmer
Yasunari SoejimaYasunari SoejimaDisplay System Programmer
Kazuaki MoritaKazuaki MoritaBoss Enemy Programmer
Profile PlaceholderMasumi TarukadoEnemy Programmer
Profile PlaceholderHiroshi UmemiyaEnemy Programmer
Profile PlaceholderMasaro SakakibaraEnemy Programmer
Shigeki YoshidaProgrammer
Prerendered Background Design
Takamitsu KuzuharaProgrammer
Profile PlaceholderSatoru TakahataProgrammer
Profile PlaceholderNobuo OkajimaProgrammer
Profile PlaceholderNobuhiro SumiyoshiProgrammer
Profile PlaceholderAtsushi NishiwakiProgrammer
Profile PlaceholderKenji MatsutaniTechnical Programmer
Yuichi YamamotoYuichi YamamotoTool Programmer
Profile PlaceholderMasatoshi OgawaCamera Progammer
Makoto SasakiMakoto SasakiCinema Scene Progammer
Profile PlaceholderKunihiro KomatsuCinema Scene Progammer
Yoji InagakiSound Effects Programmer
Profile PlaceholderTakuya MaekawaSound Effects Programmer
Yoshiki HaruhanaYoshiki HaruhanaCharacter Design
Satoru TakizawaCharacter Design
Jin IkedaJin IkedaCharacter Design
Satomi AsakawaSatomi MaekawaCharacter Design
Makoto MiyanagaField Design
Hiromasa ShikataHiromasa ShikataField Design
Hiromu TakemuraHiromu TakemuraField Design
Kenta UsuiKenta UsuiDungeon Design
Shinichi IkematsuDungeon Design
Profile PlaceholderTakeshi HosonoDungeon Design
Tomoaki KuroumeTomoaki KuroumeEffects Design
Profile PlaceholderRen UeharaItem Design
Daiki IwamotoDaiki IwamotoCinema Scene Assistant Director
Hiroshi MatsunagaHiroshi MatsunagaCinema Scene Animator
Daisuke KageyamaDaisuke KageyamaCinema Scene Animator
Shinya TakahashiCinema Scene MOCAP System Director
Tsuyoshi WatanabeTsuyoshi WatanabeCinema Scene MOCAP System Director
Fujiko TakimotoFujiko TakimotoVoice Actor (Young Link)
Nobuyuki HiyamaNobuyuki HiyamaVoice Actor (Adult Link)
Jun MizusawaJun MizusawaVoice Actor (Princess Zelda)
Takashi NagasakoTakashi NagasakoVoice Actor (Ganondorf)
Yayoi JingujiYayoi JingujiVoice Actor (Nabor, Great Fairy, Koume, Kotake)
Kaori MizuhashiKaori MizuhashiVoice Actor (Navi)
Profile PlaceholderYoshinori Tsujimoto Motion Capture Actor
Profile PlaceholderYuta Morokaji Action Coordinator
Yusuke NakanoYusuke NakanoCharacter Illustration
Wataru YamaguchiWataru YamaguchiIllustration Support
Minoru MaedaMinoru MaedaIllustration Support
Profile PlaceholderYushi OzekiManual Editors
Yasuhiro SakaiYasuhiro SakaiManual Editors
Jim WornellJim WornellManual Editors
Takashi TezukaTakashi TezukaSupervisors
Toshihiko NakagoToshihiko NakagoSupervisors
Yoshitaka NishikawaYoshitaka NishikawaSchedule Management
Mitsuhiro TakanoMitsuhiro TakanoCoordinator
Kensuke TanabeKensuke TanabeScript Support
Dan OwsenEnglish Text Writer
Hiro YamadaHiro YamadaEnglish Text Translation
Profile PlaceholderHironobu KakuiTechnical Support
Profile PlaceholderHirohito YoshimotoTechnical Support
Yoshinori TanimotoTechnical Support
Hideaki ShimizuHideaki ShimizuTechnical Support
Shin HasegawaShin HasegawaTechnical Support
Profile PlaceholderYasuki TawaraishiTechnical Support
Profile PlaceholderShingo OkamotoTechnical Support
Hiroshi MomoseHiroshi MomoseMotion Editor
Profile PlaceholderRui ShimamuraMotion Editor
Mike FukudaMike FukudaNOA Support
Gail TildenGail TildenNOA Support
Profile PlaceholderYoshio TsuboikeNOA Support
Profile PlaceholderKimiyoshi FukuiProgress Management
Profile PlaceholderKeizo KatoProgress Management
Mitsuhiro HikinoMitsuhiro HikinoSpecial Thanks
Profile PlaceholderYoshitaka TakeshitaSpecial Thanks
Profile PlaceholderGentaro TakagiSpecial Thanks
Profile PlaceholderAtsushi SakaguchiSpecial Thanks
Profile PlaceholderHajime KitagawaSpecial Thanks
Mario ClubSuper Mario ClubProduct Debug & Testing Unit

Nintendo 64 (North American Release)

Nintendo 64 (Japanese Release)

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