塞尔达传说 时之笛（日语：ゼルダの伝说 时のオカリナ，英语：The Legend of Zelda: Ocarina of Time）为任天堂64第一款的《塞尔达传说》系列作品，同时也是该系列作中第一个全3D化的作品。
|Legend of Zelda: Ocarina of Time
IGN64 reviews the biggest game of the decade. Does Zelda 64 live up to the hype?
November 25, 1998
The new benchmark for interactive entertainment has arrived. The Legend of Zelda: Ocarina of Time, the fifth official installment in Nintendo's popular action-RPG series is finally here, and like its NES predecessor in 1987 it is a game so enjoyable, it has the power to pull videogame players into its imaginative worlds -- and refuse to let go for days. Call us crazy, but when the final version of Zelda 64 arrived in the IGN64 offices, we stopped working, locked ourselves into a room with a big-screen TV and a surround system and played 17 hours straight. After only a few hours of sleep, we were back for more and we couldn't stop until we finished the game. Then, we started over again to find all the secrets.Rarely is there such a perfect mixture of graphics, sound, and gameplay that even the most cynical players will admit that Zelda 64 is poised to shape the action RPG genre for years to come.
As soon as you pick up the controls for the first time and start to explore the vast universe that makes up this latest creation from the hands of Shigeru Miyamoto and team, you know you're in for a treat. At first, the control is very reminiscent ofSuper Mario 64, the game that single-handedly invented 3D platformers as we know them. But Ocarina of Time is not a platformer, a fact that takes some getting used to when trying out Link's various actions. There is no jump button. You can still jump at certain points in the game, but it is not integral to the gameplay that players actually control the jump themselves. Instead, Ocarina of Time introduces an auto-jump feature where Link will jump the last possible moment when running toward a ledge. It sounds annoying in theory, but it works very well for this type of game.
The gameplay objectives will be instantly familiar to friends of the series. Push walls to find hidden rooms, use bombs to uncover secret passages, shoot arrows at certain objects to open doors, and so on. But Ocarina of Time doesn't only imitate its predecessors, it innovates at every corner. With the use of the ocarina (a clay flute), players need to play certain melodies to solve riddles or warp to new places, and even engage in numerous games of "Simon Says". When you bring out the ocarina, the controller's button layout actually mirrors a real ocarina, with the Z button acting as the bottom hole on the flute. To allow for a little more fun, the designers also added a pitch bend and modulation option via the analog stick. Compare Zelda 64 to other titles and you will find that even one single dungeon has more puzzles than all the levels in many other games combined.
Things really take off once Ocarina of Time introduces the ability to travel back and forth in time (very much like light world/dark world gameplay). Without giving too much away, consider this one: at one point in the game, you talk to a character as adolescent Link, who tells you that a young boy with an ocarina did something seven years ago. Then you go back in time and actually do it. Or how about a fully functional fishing game, with Rumble Pak support and realistic fish behavior? This mini-game is so good, any other company would have released it as a game of its own. Then there is the ability to ride a horse -- it's so addictive, you'll catch yourself just galloping around and jumping fences. Or how about involving sword fights with a multitude of enemies that block your attacks with their shields? A shooting gallery? A super-cool hookshot that lets you traverse deep ravines? Secrets involving the use of sunlight and mirrors? Want to light some torches? How about catching the spirit of a slain ghost in a bottle? Changing daylight and weather conditions that affect the gameplay? The ability to wear different masks? Rumble Pak vibrations that give away the locations of hidden caves? It's all there. Oh, and let's not forget about teasing chickens... No matter which way you look at it, Ocarina of Time is simply unmatched when it comes to the variety and diversity of actions and puzzles. Do yourself a favor and play this game without the use of a guide! It's a lot more rewarding when you finally get your hands on something that you've been looking for for days than to read about it in a guide.
The camera follows Link in a style similar to Mario 64. Like in Mario, the camera also zooms out to reveal Link's surroundings at times -- but that's where the similarities end. In order to give players more control over the viewpoint and enable better, more focused 3D fighting, Nintendo reached deep into its bag of tricks and came up with an innovative feature. First of all, tapping the Z button will force the camera behind Link, no matter where you are. Incredibly, clipping is kept to a minimum and the camera logic almost always guarantees a good view of the action. But there is more.
When you see a character or an object that interests you or you're being attacked by an enemy, press the Z trigger. This will bring up a rotating yellow cursor that locks onto your target. Now, as long as you don't press the Z button again (or turn away to break your lock), the camera will stay on your target, retaining its over the shoulder position. This allows you to circle your enemies and slash at them while side-stepping, back-flipping and shielding yourself from the onslaught. While you are locking on to a target, the screen will become slightly letterboxed to let you know that the target mode is active. To additionally help you keep track of your attackers, your fairy Navi will hover over the target's head. There is also an alternate camera setting that requires you to hold down the Z button to keep a lock, but your fingers will probably get tired after a while. Needless to say that the Z button feature works impressively well and is sure to find its way into future 3D games. Ingenious.
The upper C button will let you either switch to an alternate camera angle (inside houses or towns), or zooms in to let you look around.
The attack system is equally impressive. Pressing B will make Link draw his sword. Press it again to slash at your enemy once. Press it three times to swing the blade from the bottom to the top. Press forward and B to slash downward. Turn the 3D Stick in a circle to do a roundhouse slash. And once you found the proper "power-up", press and hold B to charge your sword and make it glow, then unleash a nice helicopter slash that's sure to turn any stinking skeleton into a heap of bones. Similar controls are available for the other items, which can be distributed over any of the lower three C buttons. Press the corresponding key once to draw the weapon or item, then press it again to attack. For the projectile weapons (such as the bow or the boomerang), the designers also added an optional first-person perspective, kind of like the sniper mode inGoldenEye.
But the crowning feature is the context sensitive A button. If you stand close to a ladder, the A button display at the top of the screen will change to climb or descend, if you run around freely, it will change to jump, stand next to a sign and it turns into read, and so on. Simply pressing the button will activate the function. Some of the available functions include open, pull, push, dive, check, talk and crawl. This A button feature is Nintendo's way to keep things simple and to deal with the limited selection of buttons on a standard console controller. Once in a while, the automatic selection will cause you to do something you weren't trying to, but 99% of the time it works perfectly fine.
Once you get used to the radically different camera system and button control, navigating the environments and fighting against enemies becomes second nature. Many of the problems that plagued Mario 64 in the camera and control department are a thing of the past, and there is virtually nothing that distracts from Zelda 64's immersive gameplay. Being able to explore the wide environments, climb hills, fight monsters, pick up and use items and discover new areas becomes second nature fairly quickly and soon you will feel right at home Hyrule. Add to that an interesting quest, tons of mini-games, hidden items (how about a two-fisted sword that doesn't break?) and enemies (100 hidden spiders, anyone?) and a compelling storyline with plenty of time travelling. Sure, you can probably blast through the title in around 30 hours, but it's easy to see why some gamers are spending in excess of 80 hours to complete the title.
There is absolutely no question about it. Ocarina of Time is the best game on the N64 and we can't think of any game that we'd rather play on any other system.
The graphics are incredible. Whereas Nintendo concentrated on framerate and speed with F-Zero X, Zelda 64 is all about detail and visibility. There is no fog. The towns are highly detailed with elaborate wall textures that are directly affected by Link's glowing fairy, Navi, and the beautiful day/night changes. Characters animate fluidly and display several different expressions on their faces. While the framerate and texture design is not always up to par with Rare's Banjo-Kazooie (the blurry marketplace scene comes to mind), the polygonal environments, colors, and visibility are the best yet seen on the system.
In addition to the many wonderfully designed enemy characters roaming the dungeons and levels, Zelda 64 also pushes the limits of the console with oversized bosses. If you heard a loud thud on Monday, November 23, then it was our jaws hitting the floor when we first laid eyes on Ganon. Stick with this title and you will see temples and dungeons that seem to have jumped right out of an Indiana Jones movie. Add to that minutes of real-time rendered cutscenes that shape the story and you have one of the best looking console games ever made.
I don't know how many games I have played in my life where you see some cool scenery in the background and you're thinking "wow, wouldn't it be great if you could actually go there?" That's what Zelda is all about. You see something and you're thinking "wouldn't it be cool if you could..." -- and you can. The fighting system is fantastic, the new camera system unlike anything you have ever seen. Apart from a little slowdown and a few blurry textures here and there, the graphics are insanely beautiful. The sunsets and rain sequences, the projectile and smoke effects, everything is displayed in vibrant colors and with much attention to detail. Although the lack of the overworld theme is a bummer, the many returning Zelda melodies (such as the glissando announcing a secret or the fanfare when finding an item) and the moody dungeon scores are only outdone by the amazing surround ambient effects.
In the gameplay department, the gap between Nintendo's in-house development and third party titles becomes painfully clear. The Legend of Zelda: Ocarina of Time should be recommended playing for ever aspiring videogame designer and programmer out there. If you're making games and you haven't played this game, then you're like a director who has never seen Citizen Kane or a musician who has never heard of Mozart. If you're a gamer looking for your next title to buy, then take it from me, this is as good as it's going to get for a looooong time.
A break-through title from Nintendo that deserves all the hype and praise it's gotten. The limited gold edition is just the icing on the cake. My highest possible recommendation.
And then there's Zelda.
It's a game that enables players to go anywhere and do just about anything in an immense 3D world. A world so vast that it takes literally minutes to walk across a tiny portion of it. It's huge. In fact, in the history of videogames, I've never played a piece of software that compares with Zelda's raw depth.
But there's much more to Zelda than size. Spanning a period of three years, Miyamoto and his 200-man development team had molded a game with so many details -- subtle and otherwise -- that it's almost mind-boggling. Zelda's fishing game, for example, is so well executed that it could have been released separately as a game of its own. There are tons of little extras like that, whether it be the title's endless secrets or enormous selection of characters, weapons, items, spells, and the like. And there's always something new. Trust me, the first time you ride the horse you'll be absolutely overjoyed. If your anything like me, you'll spend an hour just riding around Hyrule in awe.
Everything, from Zelda's Z-trigger lock-on system to the game's in-game cut-scenes and well-balanced story advancement, is perfect. Zelda 64 is well worth the wait. It is a game that comes along once a decade; it's the crowning achievement of Nintendo 64's life-span. To sum things up, if you own a Nintendo 64 you must own Zelda. It's that simple. And if you don't own the system, Zelda is reason enough to make your purchase -- right now.
Well done Nintendo. Nobody does it better.
On to the ratings. As always, the final score is not an average.