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"Zelda and the greatest game of all time!!!"

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Sun 09/09/01 at 23:02
Regular
Posts: 787
Ok a Review of sorts, but in some way I Have to fufil my desire to explain and inform to those of the greatest game of all time.....
Zelda 64 starts off with the usual legend. Ganondorf seeks the Triforce, and as the hero of legend, you, Link, have the duty of stopping him. This time, however, a lot more details are supplied. Link is a little child and is also member of the Kokiri, child-sized elves who live eternally in the Lost Woods, protected by faeries and the "Great Deku Tree". Princess Zelda is, of course, the Hyrulian princess, but she's also a youngster, just like Link. Impa, whose first mention was in Zelda: Adventures of Link (NES), is Zelda's keeper. And Ganondorf, besides being the pre-destined "bad guy", is also the King of the Gerudos.
The adventure starts out with Link in Kokiri Forest. After Link awakens from a prophetic nightmare (in which he sees Zelda abducted and Ganondorf on a black horse), he's asked by a faerie to visit the Great Deku Tree. For reasons explained later in the adventure, Link is the only Kokiri without a faerie. Now, at the request of the Deku Tree, a faerie named Navi is sent to find Link and be his companion. This is initially great, but the Deku Tree tells of a horrible legend. Getting to the Deku Tree is an adventure in its own, because the leader of the Kokiri won't let Link pass until you at least acquire a sword and shield.

Apparently, Ganondorf had cursed the Deku Tree when it would not relinquish possession of its "Spiritual Stone", and the Deku Tree needs healing. This serves as your first dungeon. After acquiring the Deku Slingshot and defeating the boss, the Deku Tree tells Link more of the legend (placing emphasis on never allowing Ganondorf to acquire the Triforce), gives Link the Spiritual Stone of the Forest, and tells him to seek out Princess Zelda. Upon leaving the forest, Link is given an ocarina by his Kokiri friend, Saria, and meets a wise old owl (who first appeared in Zelda: Link's Awakening) who directs him from there on out.
Zelda 64's graphics do have some minute flaws, but these appear to be caused by the N64 hardware (because similar flaws could be found in Mario 64). As is indicative of N64 hardware, every texture is filtered (smoothed) and the character 3D-models display much better than they could on PSX hardware.
The 3D character models are an ideal mix of "hard-skin" and "soft-skin" techniques. Gandondorf's flowing cape is the best example of this; if you've been raised on PSX games, then you have never seen this technique used to maximum effect.
Another merit of Zelda 64's graphics are reflections. Whether metallic armor or a blob of water, the creators behind Zelda 64 most certainly did their homework. The Mirror Shield is most impressive, and so are the fully-metalclad Iron Knuckles, whose armor reflects every glint of nearby light. Even the Kokiri and Master Sword are fully reflective.

The one technical challenge that Zelda 64 does not fully meet is real-time 3D lighting--however, they compensate for it with cinematic effects. For example, if you light a bomb at night, the fuse alone won't illuminate a dark room, but its explosion sure will!

Which brings to mind the day - night cycles in Zelda 64. Link's shadow points away from the direction of the sunlight (or other nearest light source), as if light was actually being cast from the source and Link outlining a shadow. And because the sun moves across the sky as time passes, so does Link's shadow. Face north, and you can identify the time of day like a sundial. The setting Hyrulian sun is very well done; looking quite natural as it casts a golden glow across the landscape before ducking down beyond the horizon. At night, a full moon travels across the sky, and you can similarly tell time by the shadow Link casts upon the ground from the moonlight. Sunrise is equally spectacular as sunset, with a pinkish glow reverberating throughout the scenery as the sun lifts up into the air.

Perhaps the best first-time graphical cinema is the collapse of Ganon's castle. The dust it lifts up, the appearances of its six towers collapsing in on itself, the extreme debris it leaves behind, and not-to-mention the three minutes you have to escape from it cannot be compared to in terms of effectiveness. Plug in your rumble Pak for this too.

Zelda 64's musical score is very well implemented. You'll recognize the Kakariko Village theme and Zelda's Lullaby if you've played Zelda: Link to the Past, but otherwise, Zelda 64's soundtrack is unique from previous Zelda games. The most unique characteristic is, interestingly, the only flaw in Zelda 64's soundtrack, where did the good ol' "Legend of Zelda" overworld theme go? It has been left out for the most, giving us a theme which sounds familiar to it but just as great, making Zelda 64 the second title of the series (Zelda: Adventures of Link was the first) to not have any incarnation of the familiar, recognizable theme song otherwise present in the series.

Out in the wildernesses known as Hyrule Field, the musical score changes randomly, depending on what is happening. It changes to a "combat tune" of sorts whenever danger roams near, and changes back when you're safe again. It also seems to vary between "active" and "passive" tunes depending on how much action you're performing--i.e., come to a stop and look around for awhile, and the soundtrack will seem to "slow down" with you. There is no music at night; and a dull-sounding "buzz" of a combat tune that starts up whenever enemies are near. Although nondescript, this "buzz" helps you to identify incoming danger and is MIGHTY fantastic at generating a sense of atmosphere.

In specific locations like Hyrule Castle City, Kakariko Village, and many other places, the music is equally fitting. Goron Village sounds pretty cavernous (which it is), and Zora's Domain sounds as breathtaking as it looks. Kokiri Forest sounds pretty happy to say the least, (quite fitting considering who lives there), and many other locations have very fitting themes.

The dungeons of Zelda 64 have no recognizable "music", but instead a myriad of "ambient sounds"; wind, rocks tumbling, echoes of voices and other native fauna, but no plain-as-sheet-music melody. This is good, though, because each dungeon has a different set of ambient sounds, thus giving each of them a unique "presence". The Spirit Temple probably has the best music of the dungeons, since it does seem to have a melody to it, and sounds quite Egyptian, a good mix since it is located at the far side of the desert.

Two minor demerits in the music are the boss tunes. There are eight "big bosses" between you and Ganondorf, but for some reason, six of them use the same background music. The other two (King Dodongo and Volvagia) use a second tune, which in my opinion is by far the best boss tune in Zelda 64--it gives a definite impression of impending danger and fear. The end result is that the bosses have hardly any sort of "unique" music for each of them.

Zelda 64's sound FX are quite fitting as well. This time around, Link has been granted a voice; and although he doesn't actually TALK to people, he does make a lot of shouts and yells. One thing that takes adjusting is the battle-cry that Link shouts virtually every time you swing your sword during combat. However, every time you get knocked off a ledge, Link's scream as he plummets down is quite believable--and so is the muffled "uggggh..." he lets out when he impacts against the ground after being knocked off. The sound FX used by the monsters are largely synthesized, but at the same time, they're quite believable. The howls let out by the Wolfos can be unnerving should they appear suddenly, and the sounds made by Tektites (especially when you slay one) seem quite unearthly.

Zelda 64's controls are easy to learn and master, as any Zelda game should be--and if you haven't read the manual, use the Kokiri Training Grounds to learn them. The Control Stick moves Link about on-screen 'a la' Mario 64 (and unlike Mario 64, the camera follows Link extremely well). The A button is your generic "Action" button, serving functions like "Talk", "Open", "Climb", "Attack", and "Grab". The B button is your sword, and always will be your sword. Like previous Zelda games, it is nice to have a button that uses your sword exclusively.

The lower three C buttons are your "C-Item" buttons, and like previous Zelda games, you can assign any weapon in your inventory to them. The upper C button is your "free look" button--tap it once for a first-person view of the scenery, tap it again to return. Or, if a blinking "Navi" icon appears onscreen, the upper C button will let Navi, your companion faerie, tell you something. The Z trigger button activates "Z targetting", in which Link automatically aims at his foe. While "Z targetting", the camera adjusts slightly to the side so that you can see both Link and your opponent in equal clarity.

Now, if this is a 3D game, where's the "jump" button? There isn't one. One of the long-standing merits of the Zelda series (aside from Zelda: Link's Adventures, which was a side-scroller) is that you don't have to worry about things like jumping over pits or climbing ladders--those types of things are performed automatically. Simply run across a gap, and Link will perform a jump to reach the other side. If you fall slightly short, Link will grab the edge and pull himself up. Likewise, simply run up to a ladder to climb it, run up to a ledge to hoist yourself up to the top, swim to the edge of the pool to climb out, and etc. With the use of "automatic jumping", you don't have to worry about timing your jumps--just focus on the most important thing--movement and combat. So if you find yourself looking (in vain) for a jump button, remember--it's not a bug, it's a feature!

There is a bow & arrow that big Link can use, but even young Link gets an equivalent Kokiri Slingshot. There's the good old Hookshot from Zelda: Link to the Past for big Link (but it is really useful only after being upgraded into the "Longshot"), the Megaton Hammer, standard-issue Bombs, and bottles to hold things in. The boomerang makes a star appearance once again, and for young Link, is my favourite weapon.

There are a number of new Zelda items that you can assign to the C buttons as well. There's a "Lens of Truth" that allows you to see things like holes, walls, and enemies otherwise invisible to the naked eye; you can throw Deku Nuts to temporarily stun (or even damage) your foes--and for electrified enemies like the ones in the third dungeon--may be the only way that you can safely slash away at them with your sword. Remember the electrical enemies in Zelda: Link to the Past? There are small jellyfish in the third dungeon that, in spite of killing them with the boomerang, you can attack only by throwing Deku Nuts and slashing them while they're stunned. Deku Nuts also seem to double as the Sheikah's preferred method of escape.

There are also a number of Deku Sticks. Deku Sticks are flammable, and burn well. Whereas previous Zelda games gave you the "Candle" or "Lantern", in Zelda 64, you have Deku Sticks. Simply walk up to an existing torch to light them like a match, then carry the Deku Stick around to light other torches and solve puzzles.

The magic rods from Zelda: Link to the Past are back in the form of magical arrowheads that you can equip on your arrows. They come in fire & ice varieties; the Fire arrow is a useful way to light torches, but the Ice Arrow seems to be over-rated; it's nice to freeze enemies solid, but there are no puzzles that depend on freezing enemies to solve them. The trusty, Ganon-slaying Silver Arrow from the older games now appears as the "Light Arrow", and it's effective on not only Ganon, but also anything else that reeks of evil or undead. Unfortunately, magic arrows revert to normal arrows if you run out of magic power, and you do need physical arrows in order to use them.

There are many more C items available. My personal favorite are bottled faeries--I discovered their secret by accident while playing Zelda: Link to the Past, and they are still useful today. Bottled faeries can be freely used to restore Link's health significantly, but their true value is in combat. Fall in battle, and if you have a bottled faerie, it will automatically revive you so that you can keep fighting!

As with previous Zelda games, there are differing swords, shields, and other basic equipment that you can use. Young gets the Kokiri Sword; big Link gets the Master Sword and (if you complete a series of events) a two-handed Goron Sword. Each sword has a different range and inflicts different amounts of damage per swipe. Remember the B button? You can shape your attacks depending on how you're moving when you hit B. If you just plain hit B by itself, Link executes a horizontal swipe with it. If you're moving and hit B (or when "Z targetting"), Link performs a vertical swipe. if you approach an enemy while targetting and hit B, Link performs a quick thrust. And the good killer; if you target and enemy and press A, link performs a double-damage jumping attack! Don't forget the Hylian Technique, either--if you hold down B for a second and then release, Link executes a cool spin attack. Too bad the Spin Attack requires a (small) amount of magic to use for full effect.

There are a number of shields, too. Young Link gets a Deku Shield for starters--while good for basic defense, it burns to shreds if caught on fire. young Link can also purchase a adult-sized Hylian Shield, which in spite of being too large to use normally, young Link can still use it in combat. In fact, young Link seems extra cute when he equips the Hylian Shield over his back like a turtle shell. Big Link gets the trusty Mirror Shield to use, and it is even more useful now than ever.

You'll probably notice my repeated mentions of "young Link" and "Big Link". Similar to how Zelda: Link to the Past had the world of Hyrule and the "Dark World", Zelda 64 has two different worlds of Hyrule. One is in the present time; the other is set seven years into a future where Ganon rules all. The doorway between the two time periods is known, conveniently, as the Temple of Time; but you won't be able to open it until halfway through the game.

Big Link gets exclusive use of two other pieces of equipment. There are coloured tunics that you can wear. Unlike the Blue/Red Mail from Zelda: Link to the Past, the red and blue tunics in Zelda 64 don't give you extra protection. Instead, they give you environmental protection. The red Goron Tunic protects Link from extreme heat (even allowing him to walk through hot lava relatively unscathed), while the Zora Tunic allows Link to swim underwater without the usual risk of drowning.

The last remaining equipment piece is boots. Big Link can wear two different boots. The Iron Boots must weigh a ton, for Link can barely move around while wearing them. Conveniently, though, he can't swim in them either, which when combined with the Zora Tunic, allows you to explore underwater. The Hover Boots are a different matter. They allow Link to walk across sand and other "sinking" surfaces without sinking, and they even allow Link to literally walk on air for a limited time, allowing him to cross gaps that are 50% wider than normal. The catch is that the Hover Boots offer almost no traction, so wearing them yields an effect akin to walking on slick ice.

And as for the dungeons? No good Zelda game would be complete without its maze-like dungeons! Their basic patterns follow in the footsteps of Zelda: Link to the Past and Zelda: Link's Awakening. Collect the trusty Dungeon Map to see the entire dungeon; collect the Compass to not only pinpoint your exact location in the Dungeon, but also to help locate treasure chests and the dungeon boss. Collect the Big Treasure to help you progress further into the dungeon, then collect the Boss Key to open up his lair. Find the Boss's Lair, defeat him in a round of combat, and your trip through the dungeon is done.

Sounds easy, right? However, there's a lot more to it than just running around. There are locked doors that require basic keys to open. There are blocks to be moved and puzzles to be solved. There are switches, timed switches, and the nefarious "pressure switches" which require you to set something heavy upon them (otherwise they will reset). Torches, when lit, usually burn out after awhile, giving rise to the old "light four torches and run" types of puzzles. There are one-way doors and passages, and monsters up the wazoo. There are also a number of mid-bosses (usually guarding the Big Treasure).

Those who have played previous Zelda games will undoubtably recognize many enemies. The stone-spitting Octorocs are now aquatic creatures, and they disappear if you get close. The jumping Tektikes are annoying as ever. The good old bats, known as Keese, are back and in large numbers, too. The Dodongos now breathe fire, come in varying sizes, and explode upon their defeat; and don't forget the flying birds who first appeared in Zelda: Link to the Past. There's a blob-like monster known as the "Like Like" with an annoying tendency to eat shields & tunics for lunch (there were similar monsters in Zelda: Link to the Past and original Zelda). The Wallmasters from previously are back, and if one lands on top of you, you'll find yourself whisked away back to the start of the dungeon.

There are mummy-like Gibdos who first appeared in the original Zelda; but this time around, if they look right at you, they'll paralyze you for a few precious seconds. You'll likely recognize the Stalfos soldiers, because there were similar skeletons in previous Zelda games. The desert-dwelling Leevers are back and more dangerous than ever. And then don't forget the Poes of the graveyard, either. There's also a large Octorok who can only be damaged from behind (there were similar mid-bosses in Zelda: Link to the Past), as well as the Iron Knuckle who, this time around, is armed with an extremely large axe (which you can't block). And don't forget the skull-like Bubbles, who previously appeared in the original Zelda and then again in Zelda: Link to the Past.

Some of Zelda 64's bosses are even more familiar. Those who have played the original Zelda will likely recognize the large, spider-like Gohma boss; King Dodongo looks quite familiar; there's a Phantom Ganon whose battle plays much like the fight against Aganhim of Zelda: Link to the Past (although this time, simply rebounding his shots with your sword isn't enough, for he'll do the same). Fire-breathing Volvagia (another boss who is quite visually impressive) is one that first appeared in Zelda: Adventures of Link. And don't forget Ganon, who himself is a character from older Zelda games, and who, during the final battle, looks horrifyingly familiar.

And most infamously, there's Dark Link. If you've played Zelda: Aventures of Link, you'll recall this character as the final boss from that game. This time around, Dark Link is a mid-boss, but that doesn't make him any easier. Like a mirror image of yourself, Dark Link has all the sword techniques you do except for the Spin Attack, is difficult to damage, and very aggressive. In some respects, he could even be tougher than Ganon himself.

Fortunately, every enemy, every mid-boss, and every boss has their weakness. If you backflip away from a Wolfos instead of blocking their claws, they'll reveal their weak point and you can finish them off in record time with a sword to the tail. The Flare Dancers of the Fire Temple can't be harmed unless you first use something like bombs, the Megaton Hammer, or Hookshot to stun them. Many of the bosses are a bit puzzle-like, in the sense that once you discover their weak spot and form a strategy, you'll have no difficulty overcoming them. Half of the challenge, though, is discovering this strategy. Navi, your companion faerie, can usually offer you some hints, but for starters, you'll generally need whatever Big Treasure you found in the same dungeon in order to defeat the boss. Another interesting thing is that if you need arrows to defeat a boss, your Hookshot will generally work equally well against them.
Enough about combat, though. What about the "standard" elements of RPG / adventure games? You can talk to people, do business at the local shops, earn cash by defeating monsters or mowing grass, and many more familiar and new activities outside of combat and adventure.

Aside from the dungeons, and other events important to the story, there are a lot of side-quests and a few mini-games. Who remembers the archery range from Zelda: Link to the Past? There's an archery range here, too. There are also horse-races at Lon Lon Ranch, a diving game hosted by the Zoras, and if you need to kill some more time, you can go fishing at Lake Hylia, too!

Aside from the Kokiri, the people of Hyrule Castle, and Kakariko Village, there are two new tribes in the Zelda world. First off is the Goron Tribe. The Gorons are a tribe of mountainous rock-eaters who live near Death Mountain (yet another familiar locale). Gorons aren't human, obviously, but they're pretty novel. Their fastest method of transportation is to curl up into a ball and roll around.

The Zoras are back; but far from the non-descript "sea monsters" of the original Zelda, and instead of being the hostile fish-creatures of Zelda: Link to the Past, the Zoras have been given a 100% complete make over. Visually, the Zoras could be described as people wearing fish costumes. That, however, would not be entirely true; the Zoras, like the Gorons, aren't a human race; but this time around, they are humane. This time around, the Zoras are allies of the Hyrulian Royal Family. They're a friendly and sociable race, and combined with their visual representation, perhaps the only word to describe them with is, simply, beautiful.

As the fantasy/adventure/RPG genre goes, it's nice to see Nintendo creating some new races almost entirely from scratch. In fact, lately I have grown to dislike the goblins, orcs, ogres, and etc. humanoids that are so cliche in the fantasy genre; which to me makes the races of Gorons and Zoras an even more welcome break from the stereotype.

As far as side quests go, there is one major side quest for both young and big Link; young Link gets the Mask of Truth (which allows you to communicate with "gossip stones" placed repeatedly throughout the land of Hyrule), while big Link gets the two-handed Goron Sword. And then there are two large, optional side quest for both.

Pieces of Heart were introduced in Zelda: Link to the Past as items of a "scavenger hunt" of sorts. It's pretty simple--collect four Pieces of Heart to equal one full Heart Container. Link starts with but three hearts with which to endure whatever the monsters throw at you. You gain one Heart Container for each big boss defeated, and with eight big bosses in Zelda 64, this means 8 Heart Containers and, thus, 11 total Hearts. However, you may want to supplement this by finding the Pieces of Heart scattered about Hyrule. There are 36 Pieces of Heart scattered about, which means that you can gain an additional 9 Hearts, for a total of 20. Not only is it a fun side-quest, but it also makes the bosses marginally easier, because more hearts mean you can receive more damage while you figure out how to fight back.

New to the Zelda Series are the Golden Skulltulas, which are carried onto Majora's Mask. I won't give away all the details, but there are 100 of these nocturnal golden spiders hidden throughout Hyrule. Whenever you defeat one, it leaves behind a golden token. There is a family in Kakariko Village who will reward you if you can defeat a large number of Golden Skulltulas; I won't spoil how they will reward you, but suffice it to say that slaying Skulltulas is a worthwhile investment. Golden Skulltulas are hidden everywhere, from the desert to the mountains and waterfall; and even inside of the dungeons!

However, not even the Zelda series is completely immune to the damages of time. As with most games, the storyline is pretty much that--a line. Events are accomplished in a general, specific order for you to progress; there are no "alternate paths" from point A to point C or the like.
Zelda 64 is a wonderful continuation for the proud line of four previous Zelda games. Even though it has now been topped by its sequel, Zelda: Majora's Mask, Zelda 64 is still an impressive addition to any action/adventure/RPG collection. If you've played Majora's Mask but not Zelda 64 itself, then you have no idea what you missed. Or indeed, if your an avid Playstation fanatic like myself, go and purchase a relatively cheap N64 and experience the greatest game OF ALL TIME. So whats to come???
For the Future we have the Oracle series on Gameboy, interconnecting with each other through a unique password system.
And of course the highly contested Zelda Gamecube, with a style reminiscent of the Zelda's of old. It has to be remembered that Miyamoto San has witnessed according to CVG online that The New Zelda is'nt going down too well, he has apparently viewed forums like this one gathering information and critiscism. Leaving hot rumours circulating that he is ready to produce TWO games to cater for the Old and Young audiences. The Future is Bright, believe me.
Wed 12/09/01 at 20:17
Posts: 0
get out more
Wed 12/09/01 at 18:10
Regular
"Nasty Fat Hobbit!"
Posts: 1,193
Would this topic be classed as--'Sub-Standard'?????.
Tue 11/09/01 at 18:12
Regular
"Nasty Fat Hobbit!"
Posts: 1,193
Jeeper's, the length of time and hard effort it took me to write this.
Anyway, Congrats Turbonutter on your Win.
Mon 10/09/01 at 19:02
Posts: 0
Oh, maybe, Could I be bothered to vote though? and how many votes do you get? Then the SR staff would have to compile it all, it's a big job.
Mon 10/09/01 at 18:40
Regular
"Nasty Fat Hobbit!"
Posts: 1,193
Maybe Special Reserve should include a link, to a voting section of the site, such as--"The Greatest game of all Time".
It's a nice idea. Perhaps even a--"Special Reserve Top 100", could be compiled from the votes, with links to each game in the chart that would be available to buy online.
Hey, It's an idea, so who's up for it??
And as for someone calling me a 'Cheat', geez, I didn't think it was a big deal, I've seen longer in the forums, but im not a Cheat.
Mon 10/09/01 at 16:41
Regular
Posts: 9,848
It was the best when it was first released.

It's only natural that it's been bettered after 3 years.
It's still an untouchable "best of it's time" classic.
Mon 10/09/01 at 15:00
Posts: 0
Your Honour wrote:
I've done a 7,000 word post, and I think Ant and Grix
> have both done more for the Short Story Competition a few months
> ago.

You crazy fool. I wouldn't count stories anyway. Obviously people who think Zelda is the greatest game of all time need to play Fallout (or Fallout 2, that would be better), Freespace 2, Baldur's Gate (or 2 again), GTA (maybe 2), Shogun: Total War, Command & Conquer (any one, Red alert 2 is the newest I believe) or one of many other great games. What does Zelda have that makes it so special? I can't think of a thing. Yes it's good but it's not number one good.
Mon 10/09/01 at 14:32
Regular
Posts: 14,117
Gronti_v wrote:
> 4,446 words apparently, maybe this is too much. Probably get the
> biggest indiviual post record.


I've done a 7,000 word post, and I think Ant and Grix have both done more for the Short Story Competition a few months ago.
Mon 10/09/01 at 14:20
"High polygon count"
Posts: 15,624
Dan2k1 has some SERIOUS competition!
Mon 10/09/01 at 14:19
Posts: 0
If you wrote this yourself, you have my respect. But it´s most likely that you have cheated. Sorry.

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