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Zelda
64, a remake?
By:
M.
A. Clark
After
playing the course of The Legend of Zelda: Ocarina of Time, I've noticed
something very intriguing about it. It seems to be a rehash of what I
feel is the best Zelda game: LoZ: Link to the Past. Why do I say this?
I say this because there are several structural symmetries that lie between
Zelda 64 and LTTP.
Lets examine
it. For one, there are three pendants you have to acquire in LTTP.
This is after you go and rescue Zelda and leave her at the temple.
Well, this time around, you don't rescue Zelda, but you do go and
talk to her. After that, when you get the three pendants, you go and
she is kidnaped. This is after you get the Master Sword in the Lost
Woods. In Zelda 64, you go thru the first part of the quest, getting
three spiritual stones. After you get those three spiritual stones
(which I think the tower on LTTP is much better than that d----- Lord
Jabu Jabu's belly. I hated that dungeon! =)), you go to the town.
Guess what, as Link approaches, there it cuts to a cinema, and Zelda
is kidnaped by Ganondorf. Hmm . . . haven't we seen this story before?
It turns out that you have to get 5 of the Sage's medallions. Rauru
conveniently gives you one, so we can cut the sixth one away. Only
by getting the six sage medallions can you open the bridge to fight
Ganondorf. How intriguing.
In
the superiour SNES Zelda counterpart, it is seven crystals, and you
don't get one given to you. Link wakes no sages this time. Instead,
the seven maidens of the wise men descent have been hidden in deep
dank dungeons, and Link has to transverse thru 13 dungeons all together,
5 the first part, and eight the second part. They are challenging,
fun, and intriguing. Granted, Zelda 64 has some great stuff. But it
is not as consistent as LTTP. After you have gone thru the seven dungeons
(two more than in Zelda 64), you now have all seven crystals. That's
great! Now, go to Death Mountain, and by doing so you will open the
way to Ganon's big bad temple.
Okay,
what do we have in Zelda 64? You go and get the five medallions, plus
the one that Rauru gives you as Link. Guess what? Now you have to
go to his tower, and open the rainbow bridge with the six medallions.*
Hmm . . . isn't that what we did in SNES Zelda? Why, I do believe
it is, Watson!
Another
issue yet addressed is the Light World/Dark World. Zelda 64 does the
same thing, save this time it is time traveling (I'm not even going
to go into the impossibilities of time travel on this . . . that's
a whole separate article in itself). In SNES Zelda, you have a little
mirror the old man gave you. There are eight transporters located
thruout Hyrule, transporting back and forth. If you are in the Dark
World, you can use the mirror to go into the Light World, making a
temporary transporter. Well, in Zelda 64, there is no mirror or transporters
(the closest to a mirror is the Lens of Truth, found nigh in the Shadow
Temple). But if you go and put the sword back, then you go back to
being young. That creates two versions of the same world to explore.
That structural symmetry corresponds to LTTP. Not only that, but at
the end if the first three stones, Link goes to the Temple of Time
and gets the sword. This is after the three Spiritual Stones goes
into place. Hmm . . . isn't that what happened in LTTP? After getting
the three pendents, Link goes to the Lost Woods and retrieves the
Master Sword. But he cannot do that until he has all three pendents.
Well, that's the same in Zelda 64. He can't get the Ocarina of Time,
now can he retrieve the sword, until he wins the corresponding three
spiritual stones. I swear I've played this game before . . . . ; )
The
real question is why did Nintendo do this? Well, Miyamoto is a great
gamming god, but as far as stories go, his team is not that good at
having connecting story lines that make sense. Again, another article,
another time. The structural symmetries lying between Zelda 64 and
LTTP is quite frightening. Who knows why they chose to do that? Granted,
the story line is different, but quite a few of the fundamentals behind
both pieces are indeed the same. In review:
A Listing
of Structural Symmetries between SNES Zelda and Zelda 64
1. SNES:
First Part, Link goes and retrieves three pendants after rescuing
Zelda. This is to get the Master Sword. Upon doing so, and after giving
the Pendants up to retrieve the Sword, Zelda is kidnaped.
2. N64: Link, after receiving a mission from the Deku Tree, goes and
wins the three Spiritual Stones. Upon doing so, he goes to Hyrule
City, but not before learning Zelda is kidnaped. He places the three
Spiritual Stones in their place, and the Door of Time is opened, and
there the sword is. Retrieving the Sword, goes to the Temple of Sages,
or whatever it is called. Is given first Sage Medallion.
3. SNES: After winning the three pendents, Link must now go between
two versions of the world (Light World/Dark World). Link must go back
and forth between the two worlds to beat the game.
4. N64: In this great stunning adventure, Link must go between two
versions of his world. One is when he is young, the other when he
is an adult. This is achieved by putting the sword back in its pedestal.
Just like in SNES LTTP, Link have to go back and forth to finish the
game. When he is an adult, things are noticeable more evil, for Ganon's
power has grown. 5. SNES: One version (Light World) is good because
not corrupted by Ganon. Version II (Dark World), is an evil corrupted
version of the Light World.
6. N64: One version (Young Link's world) is not corrupted by Ganon's
evil. Ganon has just recently showed up. Version II (Adult Link's
world), is an evil corrupted version (albeit older) of Young Link's
world. The only difference is in one its two different versions of
the same thing, in Zelda 64 it's the time barrier. But for game play,
they're the same. 7. SNES: He, Link, must recover seven crystals hidden
in seven dungeons (sounds logical). With the maidens' power, they
will open to door to Ganon's castle.
8. N64: Link has to recover five medallions to open Ganon's Tower.
9. SNES: The (massive) closer dungeon is a tower.
10. N64: The (weak) closer dungeon is a tower.
11. SNES: After beating Ganon, you save Zelda, who had been kidnaped.
Although one could argue you save her in Turtle Rock, she is still
imprisoned in the Crystal with the other maidens, each in their respective
Crystals.
12. N64: Sticking to the standard Nintendo story, after recovering
the medallions and beating Ganon, guess what, Link saves Zelda. There's
a shocker.
13. SNES: There are various mini-games, heart pieces, and extra things
to do. This trend is continued in Link's Awakening also. 14. Zelda
64: Stuck with the trend of mini-games, four heart pieces to make
a heart, and extra things to do.
As
you can see for yourself, the various structural symmetries between
Zelda 64 and SNES Zelda is quit a few. If Miyamoto wanted to do a
remake of LTTP for N64 that's what he should have done, I suppose.
This, as far as story goes, is pretty much an update with little changed.
Its like they took the game's basic plot, changed the circumstances
and added where appropriate, but allowing the basic structure to stand.
And, although both are great games, sadly, SNES is better, consistently
with each dungeon getting a little harder and more complex. But I
love Ocarina of Time all the same. This just helps support my believe
that Nintendo is first and foremost a gaming company, not a writing
company.
*In
all previous Zelda games, the end dungeon was in the mountains. This
is the first game in the series to break that trend. The first three
(Zelda I, II, and LTTP) their dungeon was in Death Mountain. Link's
Awakening, Link's only Game Boy adventure (currently) is in Tal Tal
Mountains. At least we have something that broke one of the several
trends running thru this classic series.
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