It was the first time that many gamers experienced a wide open and explorable world; one that felt rich with atmosphere and character. Link's quest to save Princess Zelda and defeat the evil Ganondorf is nothing short of an epic masterpiece, and it still stands the test of time.
Nearly 20 years since its release, Ocarina of Time is still just as fun to play. The main quest of Ocarina of Time is spread across two time periods; one where Link is a young boy, and another that takes place seven years later. After you complete the initial three dungeons of the game based around the elements of earth, fire, and water , you are free to travel back and forth through time. The world is different depending on which Link you are playing as. Young Link enjoys a spotless and vibrant countryside, ripe with incredibly interesting environments and areas.
Adult Link has to deal with a Hyrule in ruin, as the land suffers from the evil scourge of Ganondorf and his minions. The time travel element is an interesting dynamic, and while it's not forced onto the player too much, it's smartly woven into a handful of puzzles. A random number of trials within Ganon's Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below.
If a number of trials other than 0 or 6 is chosen and hints are enabled,hints will be added to the hint pool informing the player which trials are present if 1 to 3 trials or which are missing if 4 or 5 trials.
This option will set the logic to try to ensure Link can reach every item location in the game with the exception of 'key for key' item locations a singleitem spot behind a locked door containing the key to open the door.
If this option is not used, the logic will allow some items to be in impossible locationsso long as the set of reachable items is sufficient to complete the game. This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate asa form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus willbe considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops.
With this option off, randomly found Bombchuitems are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, andfinding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited. This option places one 'major item' and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons thatcontain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon's Castle.
However, Small Keys and Boss Keys are considered majoritems if the appropriate 'keysanity' settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does considerthe hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.
This option specifies the form dungeons will take. The item pool will be updated to reflect the items originally found in the dungeons used. Dungeons will have the same internal layout as they did in the original The Legend of Zelda: Ocarina of Time. Dungeons will each have a random internal layout chosen between the vanilla and Master Quest forms.
This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest. This flag adds the Weird Egg given by child Malon to the shuffle.
With this flag on, child Malon will give a random item and the Weird Egg must be locatedto do the events at Hyrule Castle with Zelda and Impa. This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are a progressive item; the first found will always be the FairyOcarina with the second being the Ocarina of Time even though the two are functionally identical.
Without this flag on, leaving the Kokiri Forest to theLost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town as a child when all three SpiritualStones are in the player's possession. This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game willsimply give Link a random item, and the songs can be found as items freely.
Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow's Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.
This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it doesnot have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events.
Without this flag, the GerudoCard is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game,the player starts the game with the Gerudo Card and this setting is voided. This flag makes every Deku Scrub Salesman in the world sell a random item instead of only the three that sold permanent upgrades in the original game.
Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with RecoveryHearts for Red Potions and blue rupees for Green Potions. If this is set, once a Deku Scrub Salesman is used, it will disappearfrom the world forever. The individual settings in the dropdown can be used to set the price of each Deku Scrub Salesman to 10 rupees, leave the pricesas what they were in the original game, or set each price to a random value from 0 to 99 rupees.
In all cases, the text for the Deku Scrub Salesmenwill not update. This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game's shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult KakarikoVillage to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain arethe same shops as both ages.
This setting overrides the 'Bombchus considered in logic' editing of the shop item pool. This not only causes all of the Shopsanity features described above, but it also adds depending on the exact setting items from the generalitem pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk itemsare added to the item pool to fill the extra empty chests this will implicitly create.
Using this feature will also replace several of the rupeeitems found throughout the seed with higher value rupees and will add a third Wallet upgrade, the 'Tycoon's Wallet', to the item pool which can holdup to rupees.
The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items canalways be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.
This is similar to the items variant but gives each shop a random number of new items from Each shop can have a different amount of uniqueitems with this setting. This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons,spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in theitem pool with an assortment of various low tier junk items.
If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keysare left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normallocation of the Boss Key will be removed. This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information aboutthe location of the Medallions and Spiritual Stones.
Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon haswhich reward. If the dungeon quest is set to mixed, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Questform. This setting removes the Boss Key lock from Ganon's Tower.
This removes the need to locate the Ganon's Tower Boss Key to finish the game. This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulasfound in dungeons for a more mild version of this setting.
This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game. This setting causes the logic to expect the player to have an ocarina and the Sun's Song to get Gold Skulltula locations that are only found atnighttime. This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must playon Bizhawk.
This setting will guarantee that the reward from adult fishing is not an important item. This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item. This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item. This setting will guarantee that the item obtained from scoring points at the horseback archery challenge at Gerudo Fortress is not animportant item.
This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item. This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.
This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item. This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool.
Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities. This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:. This is possible in both versions but can only be required in Forest Temple MQ. The logic normally guarantees one of the Bow, Hookshot, orHover Boots to help navigate the 'kitchen'. Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level.
These can then beedited as the player desires if the given configuration isn't desired. This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on therooftop with no items.
A ROM is essentially a virtual version of the game that needs to be loaded into the emulator. Navigate to the downloaded. The game will now run on the emulator and you can play the game freely. Tip: Saving games on an emulator functions a little differently.
The integrated save system will not save your progress. Atmosphere: incredible. Is it the finest game ever made? Quite possibly. Only Miyamoto seems to be able to bring out the kid that lives deep down inside everyone, allowing you to enjoy his games exactly as he intended. It's an incredibly enjoyable experience, impossible to play for short periods of time With development headed up by Shigeru Miyamoto, it probably packs more gameplay innovations than the rest of the games in this feature put together.
If you've been reading recent issues of EGM, you're up to speed on much of the information that has gently trickled from Nintendo. Many of the specific details are still shrouded in secrecy.
Yet we have been able to track down some new screen shots and information. As we've said before, it's Zelda's subtleties--aside from the obvious graphical excellence of the game--that will truly set this apart from any other action RPG. The oft-reported horse scene is unique in itself, but most importantly it's the control system that will become a milestone in RPG history. The simplicity of its design, allowing action buttons to be context sensitive while also allowing a camera "lock-on" to make viewing the battles easier will no doubt be copied in other "Zelda wanna-bes" before the end of the year.
Since we last reported on the game in issue , we've seen that there are now weapons unique to the differently aged Links. While the older Link makes use of his sword and shield, as well as a bow and arrow, young Link has a boomerang weapon that only he can use. We've also found that the variety of attacks Link can perform on his enemies will have differing effects on what object is revealed once the assailant is destroyed. We have also learned that the Rumble Pak will be used to startling effect throughout the game.
Rather than simply throbbing away and occasionally jolting you during fights, it will be used to convey Link's surroundings in a way similar to " Snowboarding previewed on page 30 this month. Differences in the terrain texture will be passed through to the player via subtle changes to the hummings that emanate from the Pak. If any RPG can be described as "revolutionary" then this is it. While other games in this feature are here because of their different approaches to story, setting and combat, Zelda takes a tried, tested and familiar formula and turns it on its head.
Now, if only they'd announce the official U. The playable version at the show featured many areas never seen before, as well as some new items and Bosses. Take a look at the first screens of the Hook Shot right , as well as Phantom Ganon below , one of the new Bosses revealed at the show.
The game is due for release on Nov. To the left here are several screens of one of the areas of the game that apparently obviously takes place inside a giant monster of some sort.
Below we see the Tree of Deku, where the game's first main objective lies. As you can see, the graphics in Z64 are just phenomenal. Without a doubt this is going to be THE game to own in Was I right to be worried that Zelda wouldn't live up to its hype? I should have had more faith. This heady concoction of fairies, time travel and chickens is everything I expected it to be, and more.
The only problem is that it's so good you'll probably finish it far quicker than you wanted to. Playing this at ECTS was enough to convince me that Zelda is up there with Mario as one of those sensational games you only ever see on the N The control system, the graphics, the vast amount of incredible new ideas People will be talking about it for years.
Both times, Miyamoto's three year opera of pointy hats was enough to convince me of one thing: Zelda is the best game on the N I first played a version of the game at last year's Tokyo Space World show and even back then it looked amazing.
I've not played the finished cart yet, but I'm prepared to take Wil's word for it. Can't wait. Well, I've never had the chance to play it but who couldn't be pulled in by the hype. Never has a game been so eagerly anticipated and I'm certain that Miyamoto and his team'll deliver an absolute masterpiece. Oh, come on. If you think that this isn't going to be the best thing since, will, Super Mario 64 , then you're quite possibly mad.
Having annoyed the punters at ECTS by refusing to budge from the one machine that it was playing on, I can confirm that it's No, stop shaking your head, it's here. It's really here. But can it possibly be The Best Came Ever? Oh, now there's a question. Legend and an interview from a couple of years back would have us believe that Nintendo's star game designer and Mario's dad - Shigeru Miyamoto - always Intended Zelda to be a 3D game.
Only technology had ever prevented him from realising his grand vision in hree dimensions. But now the crunch has come. With a whopping Mbit cart to play around with, and everyone bar the office sushi lady chucking in their ten yen's worth.
Shigs finally has the chance to show the world just what his fevered imagination is capable of - and prove that Super Mario 64 won't be his only great technical and gaming milestone. Has he done it? Can you still hold your head high, safe in the knowledge that, despite all the delays and hype, your faith in Nintendo making the best games in the world has been thoroughly justified?
The only way to find out is to turn the page, sit back and prepare to enter a world of magic, danger, fairies and plenty of chickens.
Okay, so how many of you have already skipped six pages ahead to see the final score? Feel cheated that there are none of our usual magical numbers and percentages to base that all important purchasing decision on as if you aren't going to buy it anyway? Fear not, there's a reason for this, and for the frst time in N64 Magazine's history it involves us splitting a review over two issues. Courtesy of Nintendo Europe, and live from their base deep in the German countryside it's okay, though, we were allowed to sit inside , we frantically tried to experience as much of the game as possible.
And while we obviously didn't feel it was fair to write a review and give a final score based on only one day with Link and co. Next month the whole team will be getting in on the act and we'll have had long enough in Hyrule to give you the definitive review.
You also won't find any of the 'go here, get this' style playing tips that we often print in N64 Magazine reviews: we're deliberately keeping everything as much under wraps as possible Apart from the fact that even at the time of writing Miyamoto and his many minions were still busy finalising the placement of the game's many items. Zelda is very much a game of discovery And after waiting as long as we all have, the last thing we want to do is spoil anyone's fun, even before you've slotted the cartridge in for the first time.
Return To Follyfoot: You may not be able to ride Epona the horse until later in the game but Zelda's title sequence gives you a tantalising glimpse of the equestrian treats that await would you believe they actually built a mock-up pony to help with motion capture?
See Link as he gallops majestically across the Hyrulian landscape. See Epona rear up triumphantly like something out of an old Lloyds Bank advert. Don't, however, see link knee-deep in horsey poop at the end of the day after a particularly strenuous canter. Mistily atmospheric rather than togged to save on processor power , Kokiri Forest has been home to Link for a good many years, even though he's Hylian rather than a native Kobold it's all explained in the story, see. It's here that you start your adventures and where you're gently introduced to the controls and techniques that you'll need to play the game.
You should make the most of this training' level, and talk to everyone. You won't be able to leave until you've discovered certain important items. The single most important addition to Zelda's first N64 adventure has got to be fairies.
Previously relegated to life-giving extras, they now play a significant part in the legend and you don't even need to beep them in a bottle. If you've been following our coverage in previous issues you'll know that the most important fairy of all is Link's very own Tinkerbell - Navi.
Not only does she show whether or not there's danger nearby by glowing different colours but she's a constant source of information and hints, attracting your attention with a chirpy "Hey listen!
A quick tap on Top-C will then bring up whatever she's got to say.
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