The gameplay of The Legend of Zelda: Majora’s Mask is famously limited to three days. After three days the moon crashes into the town, destroying it. You have to go back in time before then (which also saves the game) and continue completing subquests in a non-linear, atemporal kind of way.
But as it turns out, there is a way around it, which puts the game into a sort of limbo. People who would ordinarily be moving around on their schedules are completely missing. Entering into some buildings crashes the game. In any event you’re stuck until you finally play the Song of Time and reset the world, getting events back on track.
But how does this happen? And how is the time system implemented internally? It turns out to be quite the interesting breakdown. Skawo (I imagine it said like the Daleks’ home world pronounced by Elmer Fudd or Homestar Runner), who is starting to seem almost like the PannenKoek of the Ocarina of Time engine games explains it in 15 minutes, here:
“Zelda Day” is a random thing over at Metafilter. One day long ago, on December 26th, there was a day in which three Legend-Of-Zelda-themed posts were made in one day. Since then I’ve commemorated the event by making another Legend of Zelda post on the same day each following year.
Here is this year’s post, but you don’t have to follow it because I’ve included the links in this post too.
They’re all videos this year. These first links are to videos by Skawo:
I think I mentioned this one before, but again, in Ocarina of Time, if you go back the way you came during the event in Kakariko Village, the world will become a glitchy mess (7 minutes):
Capsyst Animations made three fake commercials for early Zelda games, in the style of the evocative illustrations from the manual. There’s the original Zelda, Zelda II and Link to the Past (all 1 minute long):
Wow, Ocarina of Time has some bizarre glitches. There is one where if you talk to a character with a specific object in hand, you get absolutely the wrong item in return. I need to pin down the details so I’ll talk about that one later.
In the meantime, here’s another ridiculous glitch, explained by Skawo. (7 minutes) Skawo’s style is to use onscreen text to do the talking, which I can appreciate since I usually have subtitles on anyway.
In brief, due to the way the game handles weather, if you enter Kakariko Village during a certain story event, then leave it immediately, it starts raining heavily, then doesn’t have the chance to stop. The game handles lighting separately for each time of day and each kind of weather. Kakariko has a table for the specific kind of weather for that event, HEAVY_RAIN, but most places don’t, so the game refers to a table of garbage data to provide lighting for places. That causes Hyrule Field to take on a bright purple hue, among other places. Have a look!
The Legend of Zelda: Ocarina of Time has a reputation of being one of the “best” games ever made. Professor Brigands of VG101 recently spent around twelve hours making a video walkthrough of the whole thing, even finding every Heart Piece, and even every Gold Skulltula, despite the fact, as they say frequently, that the reward is in no way worth it. Each video is approximately three hours long; maybe you can have it playing in the background while doing other things.
First video (beginning to the end of the second dungeon + extras):
Second video (Jabu-Jabu’s Belly through to the end of the Forest Temple):
Third video (the Fire Temple, the Water Temple and the fetch quest to get Biggoron’s Sword):
Fourth video (The Shadow and Spirit Temples and the end):
Is that not enough? Rival channel U Can Beat Video Games has been churning through all of Final Fantasy VI (a.k.a. III, it’s complicated), having done five videos so far with one left to go, with videos ranging in length between 3⅓ to 4 hours: Part One – Part Two – Part Three – Part Four – Part Five.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
This week’s subject: The Legend of Zelda: Twilight Princess.
The first LoZ didn’t have much ROM space for whimsy, but every Zelda game afterward made sure to spare some space, and time, for goofy characters.
Zelda II had Error and Bagu (a.k.a. “Bug”). Link to the Past had that bat that “cursed” you with a doubled magic meter. Link’s Awakening, basically, had everyone. And so forth.
One of the darkest Zeldas is Twilight Princess, the story of a lost race of Hyrule that was sealed away in a parallel dimension by its oh-so-helpful goddesses. But it’s also the game with Agatha the Insect Princess. And it’s the game with Malo.
After an unfortunate fate happens to Kakariko’s shopkeeper, the town’s shop stands empty. Around that time Link rescues three children from Moblins, and the youngest is the surly Malo, whose baby-like appearance and stern expression contrast hilariously with each other.
As it turns out, Malo has plans for that empty shop, for when Link visits at a later time, it has turned into… Malo Mart (31 seconds):
Malo Mart is where Link can buy the Hylian Shield, but also the Magic Armor, a hugely powerful piece of protective equipment that converts damage Link received into rupee costs. As long as your money holds out, even the final boss can’t scratch Link, and, somehow, it’s all thanks to Malo.
In the half-minute video above from Patrick Alfred, Malo himself doesn’t actually appear, although that is his face is plastered all over the outside. The shopkeeper is an employee; Malo himself can’t see over the counter. I assure you though, the music in the video is directly from the game, in all its dubious glory.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Nathorz is an animator who has made several videos that took game character noises and put them into humorous contexts. To date he’s made videos with the sounds of Luigi, Kirby, Wario, Yoshi and Donkey Kong. The longest of any of these videos is 1½ minutes, so they’re not going to eat up your day.
Most recently he made a video, again just a minute and a half long, with noises from various incarnations of Link and Zelda. Warning: this includes the old Zelda cartoon from the Super Mario Bros Super Show. Additional warning: includes a cameo from “Suaveamente Ganondorf” at the very end.
Skawo reports on an odd bug in both the Capcom-made Gameboy Advance releases of Zelda games A Link to the Past and The Minish Cap. It’s explained, as is frequently the fashion, in a ten minute Youtube video, here:
The video’s a bit padded with injokes and gimmicks, but beneath it all the bug is really interesting. Many games have checks to ensure the validity of save data, but the developers of both games implemented theirs in an odd way, calculating a 16-bit checksum for the file data twice, once by adding and once by subtracting, saving them both, and them when the File Select screen is setting up adding them to each other and checking for zero with the negative bit set (the high-order bit). It usually works, except when the checksum is exactly zero, which happens one in 65,536 times.
When that occurs, the total will be zero without the negative sign, which will be detected falsely as corrupted save data. As luck would have it, naming your character “God” in the European version of GBA Link to the Past will trigger the bug, and make it so you can’t create the file. But the 1-in-65536 chance comes up every time you save and exit. (The file check is made upon loading the File Select screen, so just saving with a checksum of 0 won’t trigger it; if the player saves later in the same play session, non-zero checksums will be written over the bad ones.)
1-in-65536 is a rare event, but it’s not extremely rare, and it’s absolutely the case that over the years many players have had their games declared corrupted and made unloadable. If a player saves their game, say, 20 times through a playthrough, then that’s about a 1-in-3250 chance of losing all their progress, and both games sold much more than 3,250 copies.
It’s kind of an old subject now. The Legend of Zelda was originally released in 1985, and right with the next game, Nintendo started toying with the formula.
The third game in the series, A Link to the Past, is widely revered among classic game-players, but there’s been this small coterie, growing over the years, that despite greatly improved graphics and controls, a much greater variety in enemies, like 13 dungeons in all and a host of cool secrets, in some ways it’s not up to the original. And the darn thing is, I agree with them.
The Legend of Zelda is kind of the victim of being left behind by design trends, in some ways. Link to the Past is an inflection point; while TLoZ is infuriatingly vague in some ways, and very challenging, some players latched onto those aspects and relished the challenge. Its second-sequel is almost luxurious in how it tells the player how to progress. There are establishments around the fantasy world of Hyrule whose whole purpose is to tell you what to do next. That’s great for making a generally-playable game, but if you want to figure the game out yourself, like solving a great puzzle, it’s lacking.
Its secrets are much less secret. It feels like the world wants you to discover its hidden caves, imagine that. Of the differences between the two, most players preferred the new direction, as did developers, not the least being the makers of the Zelda games themselves.
Of the fans who recognize the first game’s gnomish inscrutability and obscure secrets as a strength, probably the best-known advocate has been Tevis Thompson, who made the case in his 13-year-old essay Saving Zelda. He followed up some of the ideas in the graphic novel Second Quest (which is great), but it more goes in its own directions.
That was where the discussion stood, until the release of The Legend of Zelda: Breath of the Wild. After over a dozen games that leaned in to the Link to the Past template, it seemed to represent a rejection of that whole line, of the very trends they themselves had started and build upon. Instead of the mechanistic puzzlebox world, where exploration is carefully gated and players can’t get themselves into situations they’re not ready for, they threw open the doors. Here, have a world not only much bigger than any previous Zelda, but one of the biggest worlds in gaming period. Go anywhere, right from the start! While the secrets are still not that secret, the vast land obscures their locations pretty well, so it adds up to about the same effect.
Breath of the Wild was the first Zelda game that largely felt like Game #1, and there are signs this was intentional. The Japanese release made direct references to the 1985 original, using the font from the cover of the original game for its own title screen and to announce locations, have a look:
Comparison image from (ugh) r/zelda
When the game first game out, there was bewilderment, but players were very appreciative, but, did this mean all Zeldas were going to be vast open-world exploration games now? Tears of the Kingdom seems to indicate, maybe! Then Echoes of Wisdom last year showed that, while that game itself had many changes to the formula (such as actually starring the title character), they had not abandoned the classic formula, or look either.
All of this is to introduce the video by ThePlinkster, which like Thompson did in 2012, makes the case that the first game is still, largely, the best, and it even claims it’s better than BotW, which might be a bit of a reach. It’s 18 minutes, and while I don’t really agree with him entirely, he doesn’t make his case badly. Here it is:
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
Every GDQ, I find out about several things that I feel are worth telling all of you about. It happened once again this year, and that’s why I’m now pointing you to an invaluable speedrunning resource, the Ocarina of Time Practice Rom.
Of course, I don’t think you’ll want to speedrun it. But if you ever want to test something out in the game and don’t want to play through the whole of OoT to do it, it could be very useful. It’s distributed in the form of a patch program, available for Windows, Mac or Linux, and you’ll have to do a bit of command-line typing to run it. And you’ll have to supply the rom file yourself, of course, but that’s the case with all the offerings proffered by our sunglasses-wearing green friend up above. The makers offer support for the Virtual Console release of Ocarina of Time, but if you choose to play it in real hardware, you should know that the Practice Rom requires the 4 MB Expansion RAM upgrade for your N64. If you came by your Nintendo 64 unit second-hand, open the little hatch on the top of the console: if the little module in there has a red top, that’s the “Expansion Pak,” as Nintendo called it. If it has a black top, then you don’t have the expansion, just the “Jumper Pak” that came standard. If there’s just a hole in there, then you don’t have either, and your system won’t work!
Let’s assume that you get it all working, and both have a new copy of the Practice Rom and a way to run it. How does it work, and what does it do? Once it’s started up, it’ll take you to the game’s title screen like usual. Press Start and you’ll be at the File Select screen as usual. Enter a name and start the file, and you’ll even be taken to the intro cutscene.
But no one says you’ll have to wait through it. Hold the R button and press L, and a menu will appear:
From here, you can use the Control Pad, or whatever your controller’s version of it is, to navigate this menu, while you continue to play the game, in real-time, with the Control Stick and other buttons. Pressing L selects things from the menu, and R goes back up a level.
From this menu you can warp to anywhere in the game, or give yourself any items! You can unlock the camera in 3D scenes and move it freely, or change the rendering to show collision surfaces. It even has its own save state manager. It’ll take some experimenting to find everything it can do.
Is this useful? Well, maybe? Or maybe not. Are video games useful? I present it mostly as a curiosity. If you just want to play the game then mostly it gets in the way. It’s not a randomizer or remix, it’s just straight Ocarina, but with these extra things added. It has a full user’s manual on its website, and to make decent use of it you’ll probably need to spend some time with it. Check it out, if you’re of a mind.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Last week I put off Sundry Sunday to let you know AGDQ was about to begin! So this week I’ve brought multiple videos, all with the theme of looking at a Legend of Zelda game from the point of view of the usual-rescuee, Z-girl herself. No, not the one in the green suit! What are you saying?
In Wind Waker, Zelda gets to take a fairly active role in the story, until you (and she!) find out that she’s actually Zelda, and then gets stuck in hidden secret sunken Hyrule Castle for the second half of the game, boo! What did she do down there? K_Grovyle gives us a look (2 1/2 minutes):
Of course the newest Zelda game as of this writing actually has Zelda as the protagonist for the first time, allowing her the kind of malicious gaming shenanigans usually reserved to Link (and to confirm, the one in the green suit is Link, not Zelda, honest). jjjj4rd presents an animation of her usual hobbies while wandering the fields and wilderness (3 minutes):
And some more (3 minutes)!
What’s that you say? Zelda is actually the main character of all the other games? Zelda’s a boy you’re telling me? Why that’s not true, how could you even think that, I thought it was obvious, I–
The original Legend of Zelda, unique in the series, not only has keys that can be used in any dungeon, but you can even buy keys, for considerable expense, in shops, for either 80 or 100 rupees.
But, is the purchase of keys ever necessary? Usually Zelda 1 gives you many more keys than you need. Even in the Second Quest, which tightens the screws, you can usually get by if you just make sure to clear every room and bomb some walls.
But consider the worst-case scenario. What if you open just the wrong doors? Is it possible, if you waste keys on rooms that aren’t on the critical path to completing the game, to make it so you have to resort to buying keys in shops?
In an 11-minute video, “TheRetroDude,” as he styles himself, examines this question. tl;dw: not in the First Quest, but it’s technically possible to soft-lock yourself, unless you resort to commercially-provided keys, in the Second Quest, if you’re very injudicious about the doors you open. Here: