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The Legend of Zelda: Ocarina of Time: Difference between revisions

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→‎Gameplay: button temp
(→‎Masks: ooT)
(→‎Gameplay: button temp)
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==Gameplay==
==Gameplay==
[[File:Inside the Deku Tree gameplay.png|thumb|250px|Link exploring the first dungeon, Inside the Deku Tree]]
[[File:Inside the Deku Tree gameplay.png|thumb|Link exploring the first dungeon, Inside the Deku Tree]]
''The Legend of Zelda: Ocarina of Time'' is set within an expansive 3D environment where the player moves Link around. Like ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'', the game introduced a few mechanics that were reused in subsequent games of its type; in ''Ocarina of Time'''s case, it is context-sensitive actions and [[targeting]]. Much of the gameplay was later reused in the sequel, ''The Legend of Zelda: Majora's Mask''.
''The Legend of Zelda: Ocarina of Time'' is set within an expansive 3D environment where the player moves Link around. Like ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'', the game introduced a few mechanics that were reused in subsequent games of its type; in ''Ocarina of Time'''s case, it is context-sensitive actions and [[targeting]]. Much of the gameplay was later reused in the sequel, ''The Legend of Zelda: Majora's Mask''.


With context-sensitive actions, this allows for numerous actions to be assigned to one button, which varies based on Link's location and action in the game. For example, if Link draws out his [[sword]], the HUD display instructs the player to holster it by pressing A. Another example is if Link is standing at a door, causing the HUD's A button to read "Open", which directly instructs the player to press the button to open the door. Targeting causes the camera to directly focus on an object or enemy. During this mode, when the player presses a button, Link automatically performs the corresponding action (such as striking his sword) on the target without the player having to move the Control Stick.
With context-sensitive actions, this allows for numerous actions to be assigned to one button, which varies based on Link's location and action in the game. For example, if Link draws out his [[sword]], the HUD display instructs the player to holster it by pressing {{button|n64|A}}. Another example is if Link is standing at a door, causing the HUD's {{button|n64|A}} button to read "Open", which directly instructs the player to press the button to open the door. Targeting causes the camera to directly focus on an object or enemy. During this mode, when the player presses a button, Link automatically performs the corresponding action (such as striking his sword) on the target without the player having to move the Control Stick.
[[File:Hyrule Field OoT exploration.png|thumb|left|250px|Adult Link exploring around [[Hyrule Field]]]]
[[File:Hyrule Field OoT exploration.png|thumb|left|Adult Link exploring around [[Hyrule Field]]]]
The player controls Link as an adult or a child in different parts of his adventure. From the [[Door of Time]], when Link pulls the [[Master Sword]], he travels seven years in the future and becomes an adult. Link has different abilities as both a child and an adult, both of which are key to solving puzzles. For example, Link can only use the [[Fairy Bow]] as an adult, while only young Link can crawl through small passages.
The player controls Link as an adult or a child in different parts of his adventure. From the [[Door of Time]], when Link pulls the [[Master Sword]], he travels seven years in the future and becomes an adult. Link has different abilities as both a child and an adult, both of which are key to solving puzzles. For example, Link can only use the [[Fairy Bow]] as an adult, while only young Link can crawl through small passages.


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