Video game players will finally be able to venture back
to the fantastic realm of Hyrule in The Legend of Zelda
for Nintendo 64. Like Super Mario 64, Mr. Miyamoto's
development team aimed to create a virtual world to
explore in The Legend of Zelda: The Ocarina of Time.
But even though Hyrule is a fantasy world, the layout
and look of the world is much more realistic. From a rocky
mountain pass to a quaint medieval village, The Legend of
Zelda: The Ocarina of Time transports you to a land far,
far away, but real enough to be in your own backyard.
Zelda 64 displays a rich and detailed world that evokes
emotion just from the look of it. Dark forests crawl with
spider-like creatures and massive mountains loom in the
distance. You can almost feel the slime on the walls of
the dank dungeons. Link's movements are sharp and quick,
as befitting a warrior. Enemy animations are also
life-like and evocative. For example, the spider-like
Ghoma gracefully approaches in the tree branches overhead,
and then suddenly drops to the ground with a screen-shaking
thud. Through this simple graphical technique, what looked
like a small spider suddenly becomes a huge, menacing
adversary.
Atmospheric lighting effects are also used to heighten the
ambiance of the environments. Underground locations are
dimly lit, while the lighting outdoors changes depending
on the weather and time of day. Camera views also
automatically switch to capture the action from the most
dramatic angle possible. When the giant dinosaur-like
Dodongo lumbers towards Link as he enters the creature's
lair, the camera switches to the Dodongo's perspective.
Soon you are looking down on a tiny, pitiful elf; fit only
to be squashed under the Dodongo's scaled foot. Of course,
once the action begins, the view again switches to Link's
perspective, and this time you'll be in awe of how huge
the Dodongo is as you look up into his fire-breathing maw.
He makes Bowser from Super Mario 64 look like a pet turtle!
In typical Zelda series fashion, Link will collect many
items and weapons during his travels, upgrading his sword,
shield, clothes and footwear. Zelda 64 has a easy-to-use
menu system for swapping out items. Using different weapons
and items is a snap, too. The yellow C Buttons can be
assigned to items or weapons. In addition to using the C
Buttons to control some of the weapons, you can use the
A Button in conjunction with Link's sword to perform feats
of outstanding swordsmanship. Even with all these weapons
and items, the game wouldn't be much fun if it was too
difficult to hit your intended target. When Link encounters
an enemy, you can press and hold the Z Button to "lock on"
to the enemy. While holding the Z Button, Link will always
face the enemy, making it easy to circle the creature as
you search for its weak point, and to move in for the kill
once you've found it. You'll also be able to easily track
the enemy with a missile weapon as it moves about.
In addition to the weapon targeting system, Link will
automatically perform certain actions depending on his
surroundings. For example, when approaching a gap in a
walkway, he will automatically jump. When approaching a
ladder, Link will automatically grasp the rungs and climb.
Unlike some 3-D adventure games, where getting the
character to do anything you want her to do is a
challenge, in Zelda 64, the action is meant to be smooth
and seamless, which enables players to concentrate more
on the drama and story. There will still be plenty of
challenge in solving the game's puzzles, exploring
everywhere, and in combat.
Link gets to ride a large warhorse. Although in the current
version the horse could only be ridden around in fairly
open plain, it's easy to extrapolate on how it might be
used to complicate game play. By whipping the horse, Link
can make it gallop fasterand faster. At top speed, it will
easily vault over obstacles thatmight be impassible for
Link on foot.
In addition to the sound, the game's magic system was
also not implemented yet in the Space World game sample.
Based on the impressive graphics in other areas of the
game, we can expect to see some gorgeous and dramatic
magic effects!
Zelda 64 will initially be released as a cartridge-based
game, although it is possible that future Nintendo 64 Disk
Drive expansions will be released. The Japanese version
of the game is still in development, and is slated to be
released later in 1998. A US release will follow as soon
as the translation can be completed-- probably in the
winter of 1998.