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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