Now, onto stuff about Zelda 64.  The official title is The Legend of Zelda:  The Ocarina of Time.  I am not sure if the number 64 will be put on there or not, but it wont mater a whole lot.  The game is destined to come out on a 32 MB cart (256 bytes), Nintendo's biggest cartridge thus far.  Form what I have heard, the game will be released on a gold cartridge.  This will definitely be Mr.  Shigero Miyamoto's greatest game so far.  This game is going to be just amazing, if the pictures aren't convincing,  wait till you see it in action.  The game is scheduled for a November 23, 1998 release date.

The games controls should be very tight.  Probably the best that has ever been implemented into a 3D environment.  The game in running on an engine similar to the Mario 64 designe but with so many improvments that the Mario 64 wont even be detected.  The Camera problems that were in Mario 64 dont exist either.  The camera, from what I have heard, is automatic so it adjust when it is necessary.  The Z button also modifys this problem too; You can lock on to any thing that you r heart desirers and the camera will stay focused on that object.  Link wil of course still be in your view but the it will make it easier to attack your advasary.

Another thing about the controls is that Link will be able to jump.  This feature will be automatic, like the camera, but you can control it too.  There are many other features of the game that I am not sure about but when I do, I will update with more information.

(P.S.  I will try not to let any of tis information be based on rumors.  I will only use information here from Nintendo Power or IGN64.com)

This information below is recent information from IGN64.com. I didnt want to re-write their information or anything because they got to play Zelda at the Nintendo Zelda Summit. This information was taken from their site September 2, 1998.

"On the second day of Nintendo's three-day Zelda Gamer's Summit '98 in Seattle, IGN64 finally got to play the latest version of Miyamoto's upcoming masterpiece, The Legend of Zelda: Ocarina of Time. The event marked the first time that the game was shown in coherent form and in English -- no longer was the play experience restricted to trying out single areas or fighting a few boss creatures. This was the real deal. The much hyped Zelda 64, at last.

Even though the current game has a few glitches and lock-ups here and there and the programmers still have more than a month of work left before the game is complete, Nintendo could have easily shipped the game today and still gotten awards for Game of the Year. Seriously, it's that good.

Picture this: More than a dozen journalists from magazines, newspapers and online sites sat down in comfy chairs in the lounge of a Seattle hotel, each with a big-screen TV, an N64, one controller with Rumble Pak, and a 256-megabit (32MB) flash ROM (development cartridge) with The Legend of Zelda: Ocarina of Time. Seconds later, the classic Zelda start-up chimes fill the room and one of the most impressive games ever made for a console system kicks off. You know the feeling when you finally get to play a game that you have been waiting for forever -- there is nothing that can distract you. Our hands were glued to the controllers for hours on end, and if Nintendo hadn't insisted that human bodies need food at least twice a day to survive, we wouldn't have left for lunch or dinner.

The fact that so much has already been revealed of Zelda 64 is actually quite a shame. We can only imagine how it might feel to not know what a Dodongo is and haplessly drop in on the fellow while he is sitting in a corner roasting marshmallows. Nevertheless, even with the knowledge of several areas shown at Nintendo's booth at E3 and at the Nintendo Space World in Tokyo last year, once you walk into the world of Zelda 64, you will be overwhelmed by its size, by the many familiar -- and unfamiliar -- locations, by the characters, and the sprawling storyline that spans from Link's childhood days to his early adulthood.

We want you to enjoy the game as you were intended to, so if you're looking for more story details, explanations of the game's areas or hints at secrets and tricks in the game -- you came to the wrong place. Don't worry, we will give Zelda 64 the coverage it deserves in the two months before its release, but don't expect us to give away key locations and features or some of the more amazing plot elements before the game's release. The world of Zelda and the use and meaning of its tools, items and creatures is meant to be discovered, not explained.

With that in mind, read on for some impressions of what we believe will be another genre-defining title that will remain unmatched for many years to come.

Scale

Gamers worrying about Zelda 64's length after playing recent N64 releases such as Yoshi's Story or Quest 64 need not worry. This game is huge. Even after playing nothing but Zelda for a whole day, it looks like we have barely scratched the surface of this title. A quick look at the item screen after nine hours of gameplay reveals more empty spots than anything else. There are tons of things to collect, lots of melodies to learn, and plenty of items and weapons to boot. Yes, we've all seen the horse. Did we get to ride it yet? Nope. There are so many moves to learn, things to discover and objectives to fulfill, that Zelda will even keep expert-gamers playing for a long time. Scope Remember how impressive it was when you jumped around in the 3D environments of Super Mario 64 for the first time back in 1996? With Zelda 64, Nintendo is raising the stakes considerably. Once you step into the Hyrule fields, blinded by the early morning sun, you will be mesmerized by the incredible scale and depth of the landscapes. Rolling hills extend all the way to the far horizon, with Hyrule Castle barely visible in the hazy distance. After a few minutes, the sun will set, it will get dark, and the moon slowly rises in the sky. Far, far away, a wolf houls.

Graphics

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, Navie, and the beautiful day/night changes. Characters animate fluidly and display several different expressions on their faces. While the texture resolution and design is not always up to par with Rare's Banjo-Kazooie, the polygonal environments, colors, and visibility are the best yet seen on the system. There wasn't a person in the room who wasn't surprised and impressed over the style and atmosphere in this game.

Sound

Zelda fans will be happy to hear that the 64-bit sequel sounds a lot like its Super NES predecessor. All new compositions are mixed in with tunes from the original Zelda games to create a warm fuzzy feeling of "hey, I'm back!" Like with most Nintendo in-house titles, the sound effects are right on target.

Puzzles

Miyamoto again pulled out all the stops to bring gamers puzzles unlike in any other game. Zelda veterans will be pleased to see some of the traditional stuff return, but this game screams innovation when it comes to brainteasers. We don't want to spoil anything for you, so wait till you get your hands on the game. You will not be sorry.

Overall, we walked away from the Nintendo Zelda Summit angry and disappointed. Disappointed, because Nintendo's reps couldn't be bribed into selling us a copy of Zelda. Angry, because we won't be able to play the game for a while. Seriously, though, if you had any doubts that Nintendo could pull off a sequel to Legend of Zelda in 3D on N64 that would top any other console RPG and adventure game out there -- take it from us -- they just did.

Look for The Legend of Zelda: Ocarina of Time in stores on November 23. Don't forget to reserve your very own copy in your local videogame store in late October, or you will miss out on a piece of videogame history."

Thanks to IGN64.com for that information.

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