The Legend of Zelda: Ocarina of Time
The 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.

Developer(s) | Nintendo EAD |
Publisher(s) | Nintendo |
Series | The Legend of Zelda |
Predecessor | The Legend of Zelda: Link’s Awakening |
Successor | The Legend of Zelda: Majora’s Mask |
Platform(s) | Nintendo 64 |
Media Type | Cartridge |
Release | JP: November 21, 1998 NA: November 23, 1998 EU: December 11, 1998 |
Genre(s) | Action-Adventure |
Mode(s) | Single-player |
Development Time | 3 Years |
Budget | TBD |
Sales | 7.6m |
Rating | CERO: A ESRB: E 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)
- Credits
- Cover Art
- Manual
- Music
- Media & Promotional Material
Profile | Name | Role |
---|---|---|
![]() | Hiroshi Yamauchi | Executive Producer |
![]() | Shigeru Miyamoto | Producer Supervisor |
![]() | Toru Osawa | Script Director |
![]() | Yoichi Yamada | Game System Director |
![]() | Eiji Aonuma | Game System Director |
![]() | Yoshiaki Koizumi | 3D System Director Character Design |
![]() | Toshio Iwawaki | Program Director |
![]() | Koji Kondo | Composer |
![]() | Takumi Kawagoe | Cinema Scene Director |
![]() | Naoki Mori | Cinema Scene Director |
![]() | Shigeo Kimura | Map Data Manager |
![]() | Kenzo Hayakawa | Main System Programmer |
![]() | Yasunari Soejima | Display System Programmer |
![]() | Kazuaki Morita | Boss Enemy Programmer |
![]() | Masumi Tarukado | Enemy Programmer |
![]() | Hiroshi Umemiya | Enemy Programmer |
![]() | Masaro Sakakibara | Enemy Programmer |
![]() | Shigeki Yoshida | Programmer Prerendered Background Design |
![]() | Takamitsu Kuzuhara | Programmer |
![]() | Satoru Takahata | Programmer |
![]() | Nobuo Okajima | Programmer |
![]() | Nobuhiro Sumiyoshi | Programmer |
![]() | Atsushi Nishiwaki | Programmer |
![]() | Kenji Matsutani | Technical Programmer |
![]() | Yuichi Yamamoto | Tool Programmer |
![]() | Masatoshi Ogawa | Camera Progammer |
![]() | Makoto Sasaki | Cinema Scene Progammer |
![]() | Kunihiro Komatsu | Cinema Scene Progammer |
![]() | Yoji Inagaki | Sound Effects Programmer |
![]() | Takuya Maekawa | Sound Effects Programmer |
![]() | Yoshiki Haruhana | Character Design |
![]() | Satoru Takizawa | Character Design |
![]() | Jin Ikeda | Character Design |
![]() | Satomi Maekawa | Character Design |
![]() | Makoto Miyanaga | Field Design |
![]() | Hiromasa Shikata | Field Design |
![]() | Hiromu Takemura | Field Design |
![]() | Kenta Usui | Dungeon Design |
![]() | Shinichi Ikematsu | Dungeon Design |
![]() | Takeshi Hosono | Dungeon Design |
![]() | Tomoaki Kuroume | Effects Design |
![]() | Ren Uehara | Item Design |
![]() | Daiki Iwamoto | Cinema Scene Assistant Director |
![]() | Hiroshi Matsunaga | Cinema Scene Animator |
![]() | Daisuke Kageyama | Cinema Scene Animator |
![]() | Shinya Takahashi | Cinema Scene MOCAP System Director |
![]() | Tsuyoshi Watanabe | Cinema Scene MOCAP System Director |
![]() | Fujiko Takimoto | Voice Actor (Young Link) |
![]() | Nobuyuki Hiyama | Voice Actor (Adult Link) |
![]() | Jun Mizusawa | Voice Actor (Princess Zelda) |
![]() | Takashi Nagasako | Voice Actor (Ganondorf) |
![]() | Yayoi Jinguji | Voice Actor (Nabor, Great Fairy, Koume, Kotake) |
![]() | Kaori Mizuhashi | Voice Actor (Navi) |
![]() | Yoshinori Tsujimoto | Motion Capture Actor |
![]() | Yuta Morokaji | Action Coordinator |
![]() | Yusuke Nakano | Character Illustration |
![]() | Wataru Yamaguchi | Illustration Support |
![]() | Minoru Maeda | Illustration Support |
![]() | Yushi Ozeki | Manual Editors |
![]() | Yasuhiro Sakai | Manual Editors |
![]() | Jim Wornell | Manual Editors |
![]() | Takashi Tezuka | Supervisors |
![]() | Toshihiko Nakago | Supervisors |
![]() | Yoshitaka Nishikawa | Schedule Management |
![]() | Mitsuhiro Takano | Coordinator |
![]() | Kensuke Tanabe | Script Support |
![]() | Dan Owsen | English Text Writer |
![]() | Hiro Yamada | English Text Translation |
![]() | Hironobu Kakui | Technical Support |
![]() | Hirohito Yoshimoto | Technical Support |
![]() | Yoshinori Tanimoto | Technical Support |
![]() | Hideaki Shimizu | Technical Support |
![]() | Shin Hasegawa | Technical Support |
![]() | Yasuki Tawaraishi | Technical Support |
![]() | Shingo Okamoto | Technical Support |
![]() | Hiroshi Momose | Motion Editor |
![]() | Rui Shimamura | Motion Editor |
![]() | Mike Fukuda | NOA Support |
![]() | Gail Tilden | NOA Support |
![]() | Yoshio Tsuboike | NOA Support |
![]() | Kimiyoshi Fukui | Progress Management |
![]() | Keizo Kato | Progress Management |
![]() | Mitsuhiro Hikino | Special Thanks |
![]() | Yoshitaka Takeshita | Special Thanks |
![]() | Gentaro Takagi | Special Thanks |
![]() | Atsushi Sakaguchi | Special Thanks |
![]() | Hajime Kitagawa | Special Thanks |
![]() | Super Mario Club | Product Debug & Testing Unit |