#15: Bow
#14: Minish Cap
#13: Magic Rod
#12: Mirror Shield
#11: Gust Jar
#10: Rod of Seasons
#9: Ocarina of Time
#8: Double Clawshot
#7: Din's Fire
#6: Bombchu
#5: Roc's Cape
#4: Bow-Wow
#3: Fierce Deity's Mask
#2: Magic Boomerang
#1: Master Sword
Tuesday, March 22, 2011
IGN Lists Their Top 15 Zelda Items, Guess What's Number One?
fan game?????????
Heya dudes, Tetiro here! I didn't know whether this was the right place for it so if it's not could someone move it to the right area? Anyway, Chiming Bells was started 1-2 years ago and during its end won NCFC's (Nintendo Community Fangame Convention) Best Zelda of 2009 but then died. But now it's back! And much better!
Prologue
Before Ganondorf took over the land of Hyrule, before the Hero of Time pulled the Master Sword from the pedestal and before Zelda met the Hero of Time for the first time, the land of Hyrule nearly got torn apart by the power of the gods. The story I speak today is that time.
My story begins with a Hylian named Arn and his wife Medilia. When Arn is called to service by the Chief of the Royal Guard, it is to attend the ceremony of the Bell as a guard. Though after the ceremony, Arn's fate is has been set by the Blue Knight, the Triforce, the Chiming Bell and his to be born son.
So what's the game going to be about now?
Instead of being a final chapter of the Time series (OOT and MM), Chiming Bells will now become a sort of prologue to that tale. I say a sort of because although it's in the timeline of the Time series, it doesn't have that much relation to it.
Chiming Bell will follow the Hero of Chimes as he tries to stop Rodrick from claiming the Chiming Bell.
Episodes (Aka Demos)
Episode 1 - All of the world, up to Bizzar and all sidequests for the Spring
Episode 2 - Up to Beamiss and all sidequests for the Bombs
Episode 3 - Up to Tyrofor and all sidequests for the Dune Bow
Episode 4 - Up to Rodrick and all sidequests for the Gravity Boots
Episode 5 - Up to Biagro and all sidequests for the Wingshot
Episode 6 - Up to Gismor and all sidequests for the Rider
Episode 7 - Up to Rodrick
Final Episode - It's a secret
Dungeons
Level 1 -> Wild Woods (Kokiri Forest in OOT) -> Spring Launcher -> Insane Deku Scrub, Bizzar
Level 2 -> Dusty Cavern -> Bombs -> Humanoid Beamos, Beamiss
Level 3 -> Unknown Ruins -> Dune Bow -> Rodrick's Puppet, Tyrofor
Level 4 -> Royal Tombs -> Gravity Boots -> Phantom of the Blue Knight, Phantom Rodrick
Level 5 -> Ruined Fortress -> Wingshot -> Gigantual Rupee Construct, Biagro
Level 6 -> Land of the Dead -> Rider -> Mischievious Stalfo, Gismor
Final Dungeon -> Chiming Tower -> No Item -> The Blue Knight, Rodrick
Items
Iron Sword -> Enchanted Sword -> Chiming Sword
Spring Launcher -> With this giant spring, Link can gain new heights!
Bombs (20) -> Bombs (30) -> Bombs (40)
Dune Bow (30) -> Dune Bow (40) -> Dune Bow (50)
Gravity Boots -> These magic boots will allow you to stick to special metal panels
Wingshot -> Now we're talking! A small arm cannon that fires sharp clips!
Rider -> A mechanical device that allows for faster travel!
Bottle x 2
So what's different then the pre 2010 version?
Better sidequests. The ones for the last version were a bit bland.
Refined minigames. The minigames were good but not great then.
Custom Bosses. All the bosses are new. (Though a few of them immitate old bosses)
60 Achievements
Custom overworld. Rather than copying OOT Hyrule, I will copy but make it more civilised. That's the aim.
Bit more.
Progress
Link -> 95% -> Dying
Items -> 100% -> Bottles
HUD -> 80% -> Key Counter,Maps?
Menu -> 90% -> Dungeon Menu Engine
Enemies and Bosses -> 95% -> Bug Ironing
Achievements -> 25%
Overworld -> 50% -> All
Dungeons -> 0% -> All
Story -> 0% -> All
Sidequests -> 0% -> All
Misc -> 0% -> All
How can we help?
I have graphics, designing and programming sorted though I really need the sounds and music. If anyone can help, please PM me. I need all the help possible with music.
I will be updating the topic with screenshots and an overworld demo later tonight! I'll also be releasing a Train demo.
So peace out for now. I hope you all will enjoy the demo upon it's release
Prologue
Before Ganondorf took over the land of Hyrule, before the Hero of Time pulled the Master Sword from the pedestal and before Zelda met the Hero of Time for the first time, the land of Hyrule nearly got torn apart by the power of the gods. The story I speak today is that time.
My story begins with a Hylian named Arn and his wife Medilia. When Arn is called to service by the Chief of the Royal Guard, it is to attend the ceremony of the Bell as a guard. Though after the ceremony, Arn's fate is has been set by the Blue Knight, the Triforce, the Chiming Bell and his to be born son.
So what's the game going to be about now?
Instead of being a final chapter of the Time series (OOT and MM), Chiming Bells will now become a sort of prologue to that tale. I say a sort of because although it's in the timeline of the Time series, it doesn't have that much relation to it.
Chiming Bell will follow the Hero of Chimes as he tries to stop Rodrick from claiming the Chiming Bell.
Episodes (Aka Demos)
Episode 1 - All of the world, up to Bizzar and all sidequests for the Spring
Episode 2 - Up to Beamiss and all sidequests for the Bombs
Episode 3 - Up to Tyrofor and all sidequests for the Dune Bow
Episode 4 - Up to Rodrick and all sidequests for the Gravity Boots
Episode 5 - Up to Biagro and all sidequests for the Wingshot
Episode 6 - Up to Gismor and all sidequests for the Rider
Episode 7 - Up to Rodrick
Final Episode - It's a secret
Dungeons
Level 1 -> Wild Woods (Kokiri Forest in OOT) -> Spring Launcher -> Insane Deku Scrub, Bizzar
Level 2 -> Dusty Cavern -> Bombs -> Humanoid Beamos, Beamiss
Level 3 -> Unknown Ruins -> Dune Bow -> Rodrick's Puppet, Tyrofor
Level 4 -> Royal Tombs -> Gravity Boots -> Phantom of the Blue Knight, Phantom Rodrick
Level 5 -> Ruined Fortress -> Wingshot -> Gigantual Rupee Construct, Biagro
Level 6 -> Land of the Dead -> Rider -> Mischievious Stalfo, Gismor
Final Dungeon -> Chiming Tower -> No Item -> The Blue Knight, Rodrick
Items
Iron Sword -> Enchanted Sword -> Chiming Sword
Spring Launcher -> With this giant spring, Link can gain new heights!
Bombs (20) -> Bombs (30) -> Bombs (40)
Dune Bow (30) -> Dune Bow (40) -> Dune Bow (50)
Gravity Boots -> These magic boots will allow you to stick to special metal panels
Wingshot -> Now we're talking! A small arm cannon that fires sharp clips!
Rider -> A mechanical device that allows for faster travel!
Bottle x 2
So what's different then the pre 2010 version?
Better sidequests. The ones for the last version were a bit bland.
Refined minigames. The minigames were good but not great then.
Custom Bosses. All the bosses are new. (Though a few of them immitate old bosses)
60 Achievements
Custom overworld. Rather than copying OOT Hyrule, I will copy but make it more civilised. That's the aim.
Bit more.
Progress
Link -> 95% -> Dying
Items -> 100% -> Bottles
HUD -> 80% -> Key Counter,Maps?
Menu -> 90% -> Dungeon Menu Engine
Enemies and Bosses -> 95% -> Bug Ironing
Achievements -> 25%
Overworld -> 50% -> All
Dungeons -> 0% -> All
Story -> 0% -> All
Sidequests -> 0% -> All
Misc -> 0% -> All
How can we help?
I have graphics, designing and programming sorted though I really need the sounds and music. If anyone can help, please PM me. I need all the help possible with music.
I will be updating the topic with screenshots and an overworld demo later tonight! I'll also be releasing a Train demo.
So peace out for now. I hope you all will enjoy the demo upon it's release
Wednesday, March 16, 2011
Why I Won't Be Getting a 3DS at Launch
But I can tell you with absolute certainty that, come March 27, I won't be getting one. No hard feelings, Nintendo.
Why? There are a lot of reasons - the first of which being that it's a bit out of my starving student price range. Between student aid and my night job my wife and I barely make enough to pay our bills. I should be getting more hours, and therefore more pay, during the next school term, but we're also trying to build up a savings account so that we'll actually be able to survive once we graduate, so putting all of the extra cash towards gaming is out of the question.
Sure, I love what I do for Zelda Informer and if I could be all over what will probably be the biggest gaming story of the year, I would totally do it. But the fact is that when it comes down to it, I have to prioritize my family over video games. $250 is a lot of money, and while I wouldn't say the 3DS is overpriced by any means, it's certainly not something I can just go out and buy without a lot of serious saving. There are financing options available, particularly a 6-month-interest-free payment plan at Best Buy which I've been considering, but I don't think I'm in good enough shape to be adding another monthly bill to my already tall stack.
I'm not too heartbroken, though - the 3DS launch lineup doesn't particularly excite me anyway. The only things I can see myself purchasing are Lego Star Wars and Rayman 3D (not to say the other stuff like Super Street Fighter is bad, just nothing I could give a worthy perspective on), and probably one of the first-party games for ZI reviewing purposes. All the good stuff will be coming later in the year, and by that time I should have saved up plenty. Besides, somebody here has got to be free to pick up that limited edition gold 3DS that'll inevitably come along with Ocarina of Time. Suffice to say that I don't feel the 3DS will really pick up momentum and importance until about midway through the year anyway.
Of course, the launch is still important, and I'm really hoping I can make it to the 3DS pod in LA to get some hands-on impressions for you guys, or at least find a demo kiosk at a Best Buy or something. Unfortunately, my car's on its last legs and it's nigh impossible to find an excuse to go out there. (Again, this is why I can't pick up a 3DS without some serious saving.)
What I'm curious about is whether anyone else finds themselves in the same boat. Would you like to get a 3DS, but simply can't for financial reasons or won't until the AAA software starts trickling in? Share your story in the comments section!
The Legend of Zelda and The Adventure of Link in Gloriously Epic Map Form
Zelda's 25th Anniversary: The Dream Package
I dunno about you, but I thought the whole special red models for the Wii and DS were an excellent idea - particularly given the fact that they both had popular Mario-brand software packed-in. Given Zelda's status as the "gold game," it only makes sense that they'd find some way to promote both the Wii and
Fortunately Zelda is also getting two headline games - one for Wii and one for 3DS. Now, I dunno about you, but if I didn't have a Wii, and I saw a special limited edition Zelda-themed gold Wii with Skyward Sword, probably the most Wii Remote-dedicated piece of software to come out of Nintendo, I don't think I'd be able to contain myself. That's not to say that I think Nintendo should leave those of us who already have a Wii in the dust, however - it would be just as easy to release a Skyward Sword + limited edition gold Wii Remote Plus combo as a preorder bonus.
Given that the 3DS is a brand-new handheld console, what better way to promote it than a special Zelda version that comes with a free copy of Ocarina of Time 3D? That way Nintendo could take advantage of four excellent selling points: that the 3DS has a stereoscopic display; that the 3DS is still a young handheld; that it's Zelda's 25th anniversary and that particular package will only be limited-time; that Ocarina of Time is widely hailed as the best video game of all time. Honestly I think something like this is pretty much a given, and as long as the final product doesn't turn out ugly as sin I've already more or less resolved to order one. Of course, it'd be nice if it could turn out as beautiful as the fan-made mock-up below, but we can't have everything, can we?
What about celebratory software? I get the impression from the fact that Nintendo is going to be releasing two Zelda games this year - three if you count the downloadable version of Link's Awakening DX - that that's going to be their push in terms of games. However, I don't know that we can quite rule out the possibility of some kind of collector's edition compilation. Might we see a graphical and musical overhaul of the NES games akin to the Mario All-Stars treatment? The anniversary is, after all, first and foremost the birthday of the original game - and an updated tileset and soundtrack wouldn't be all that difficult to implement. In any case, I get the feeling that the introduction of new software versus an all-star compilation is going to be the primary difference between Zelda's birthday and Mario's.
Of course, I still can't quite figure out Miyamoto's cryptic plan for all Zelda fans to "celebrate together." Surely he must be planning something Iwata didn't mention at the GDC keynote - which pretty much rules out the release of Skyward Sword or Ocarina of Time 3D as the big "surprise." Is it a beautiful custom console skin to rival the fan-made 3DS skin? Is it a special rewards program to loyalty customers of the series? Is he finally going to reveal the timeline? I guess we'll know in due time.
EA Games Calls the Wii a "Legacy Platform", Which Essentially Means Old
Of course, is that the fault of the Wii or is that the fault of the company? I love madden, but I was forced to buy an Xbox 360 so I can enjoy the actual game. The Wii version was a watered down crappy arcade styled game that couldn't even compete with Blitz. The game was conflicted in it's presentation. As a Wii owner I accepted the fact that we were going to get worse graphics, but at least try to give us the classic Madden game using the Motion controls to ENHANCE the experience. That, or give us the option to use the Classic Controller Pro. Whatever the case is, EA Games is most likely done with Nintendo's console until they release a new one. One has to wonder how many other 3rd parties will be joining them as this year comes to a close.
Monday, March 14, 2011
Your blog post published successfully!
do you guys really hate this message after you post something i do it's embarrassing that the website is abliged to do this after every post
Nintendo Legends Spared After Japanese Earthquake
According to a tweet by Nintendo of America, "During the earthquake no one at Nintendo in Japan was injured and there was no apparent structural damage." In addition, Ken Sugimori has tweeted that no one at Game Freak has been injured. And, despite several rumors on the contrary, Satoshi Tajiri, the creator of Pokemon, is alive. In addition, almost all major gaming companies in Japan have reported that there are no casualties.
While it appears that the Japanese gaming world has avoided a crippling blow, Japan has not. With at least 600 dead, plus the many more that are injured or still missing, and the impending nuclear reactor crisis, the Japanese people are in dire need of assistance. If you wish to contribute to those affected by the Japanese earthquake, please donate to the American Red Cross.
First4Figurines Prepares Darunia Statue for Sales in May
Keep in mind that this particular statue is in limited quantity. 2,500 pieces will be available world wide, and there are no plans to produce any more, making this a limited edition collectors item. It will run you $154.99 USD but for such a limited item there is really no price that is too high. Hop inside to see several more pictures of the statue.
Iwata Asks: Miyamoto Talks In-Depth about Ocarina of Time 3DS
Miyamoto: But, well... If I had to say, that's the part I can discuss calmly in conversation. The biggest reason for me personally was that I myself wanted to see the majestic scenery of Hyrule in stereoscopic 3D (laughs).
We already knew that Miyamoto really wanted to see Hyrule in 3D so this isn't exactly news, but this interview goes far more in-depth than just that simple statement. Miyamoto goes on to talk about why right now is the best time for a real relaunch of the game, as well as some deep conversation on what exactly makes Ocarina of Time so special and highly revered in the gaming populace.
Iwata: This time, you are remaking two Nintendo 64 games, Star Fox 64 and The Legend of Zelda: Ocarina of Time, and we will release them for the Nintendo 3DS system.
Miyamoto: That's right.
Iwata: Why these two? Why now? What were the thoughts behind this, Miyamoto-san?
Miyamoto: Well, there were several reasons. One major reason was that, at the time, we'd barely gotten the games to move in terms of the polygon counts or wire frame processing.
Iwata: Yes, you couldn't do more than that back then.
Miyamoto: I felt that I wanted to aim higher.
Iwata: You mean you'd always wanted to remake them some day?
Miyamoto: I had, yes. But, you know, timing's a difficult thing. We couldn't re-release them too soon. So, well... How many years has it been since then?
Iwata: The Legend of Zelda: Ocarina of Time came out in 1998, so about thirteen years.
Miyamoto: Right. After about that much time has passed, there's a new generation, and, naturally, today's elementary and middle-schoolers don't know a thing about Ocarina of Time. The people who played on the Nintendo 64 system in grade school are already in their mid-twenties. So I thought it was probably okay to remake them now. That was one reason.
Iwata: I see.
Miyamoto: But, well... If I had to say, that's the part I can discuss calmly in conversation. The biggest reason for me personally was that I myself wanted to see the majestic scenery of Hyrule in stereoscopic 3D (laughs).
Iwata: Aha... Of all the things you've created so far, you wanted to see Hyrule's scenery in particular.
Miyamoto: Right. In all honesty, wanting to get that sense of really "being there", in 3D, was a very big factor behind this.
Iwata: You know, that's... I can really see that (laughs).
Miyamoto: Can you? (laughs)
Iwata: I found the idea that you'd remake Star Fox 64 very easy to understand. I could imagine it right away: if you put that game on the Nintendo 3DS hardware, with that new 3D depth, the gameplay itself would really come to life. But I did wonder why you'd chosen Ocarina of Time.
Miyamoto: Yes, that's true; what you've just said about Star Fox 64 was a big reason. In that game, the more you understand the depth and distance, the easier it is to play. I don't mean that it gets easier to clear. It just feels much better when you're shooting at floating objects, or passing through things, or picking up items.
Iwata: Yes, it really does. Going through the hoops is like that, clearly.
Miyamoto: It's as though it has actual, physical benefits.
Iwata: And that does make things more fun to play. On the other hand, with Ocarina of Time, there's that sense of being there that you mentioned.
Miyamoto: That's right, I'm really happy with that sense of presence. Then, in terms of what felt great to make, I really like how it works when you switch between items in the Nintendo 3DS version of Ocarina of Time.
Iwata: You do, hmm?
Miyamoto: Something I always say to the people working in the development forefront is that the history of The Legend of Zelda series is a history of interfaces.
Iwata: Yes.
Miyamoto: In other words, one of the series' big themes is how to express operations that use a lot of items simply and without stress.
Iwata: One of the greatest things about playing The Legend of Zelda games is that by learning only a few things first, before you know it, you're naturally able to do all sorts of things.
Miyamoto: That's right. In the Nintendo 64 Ocarina of Time, we made it so that three of the C Buttons on the controller could each be assigned to an item.
Iwata: Right, right.
Miyamoto: In the Nintendo 3DS version of Ocarina of Time, we've set up a really nice system: while you use the AB and XY Buttons, there is also a special buttons inside the touch screen as well so you can use them to switch between items right away. You can't really get a sense of it just by me telling you...
Iwata: (laughs)
Miyamoto: That includes switching maps and menus; it's very pleasant to use. They feel good when we are making them.
Iwata: In other words, you began this remake because you wanted to see Hyrule in 3D, and because you wanted to improve the quality of The Legend of Zelda: Ocarina of Time. As you actually worked on it, though, you also made big improvements in ease of play.
Miyamoto: That's it.
Iwata: Here's my last question, then. There's been a huge response to this remake of The Legend of Zelda: Ocarina of Time, particularly from those who played it all those years ago. What do you think it is that makes Ocarina of Time a special game for so many people?
Miyamoto: Hmm... What indeed. I don't understand it all that well myself.
Iwata: Of all the Zelda games, you were very deeply involved with Ocarina of Time.
Miyamoto: I was. I think I was most deeply involved in that one.
Iwata: That just may be the answer, right there (laughs).
Miyamoto: No, no (laughs).
Iwata: Well, to me, it seems as though Super Mario 64 and Ocarina of Time laid the foundation for modern 3D games, to a great extent. For example, I think that even 3D games from widely different genres were influenced by those two.
Miyamoto: Hmm... I wonder. I really don't know about that.
Iwata: How should I put it? It seems to me that there were a lot of "first experiences" in those games.
Miyamoto: Ah, you're right. One of the biggest features of Ocarina of Time may be that it has so many firsts packed into it. And then, this might sound a technical, but the Ocarina of Time game is built, not from a story, but from elements and composition.
Iwata: Elements and composition.
Miyamoto: Right. There are people who wrote the story, and of course, if you have no story, you're in trouble. But, more than the story itself, I think the various character settings and other factors are what make the fundamentals of the game come to life. In other words, it isn't that there's a certain worldview and a certain story around which the characters and items and landscapes are constructed. The heart of Ocarina of Time lies in what the individual designers composed with the elements produced by the person in charge of writing the story.
Iwata: I see.
Miyamoto: The theme of Ocarina of Time is very simple: it's about a child becoming an adult. There are people who watch over that protagonist. There are many encounters and partings, and the three women. We protected that structure. But if you just scatter that theme and story around a landscape, it won't make the game interesting.
Iwata: Right, right.
Miyamoto: So, what is it that makes it interesting as a game? The foundation lies in the puzzles that have appeared in The Legend of Zelda franchise since the first game. It's taking that traditional series material and skillfully transposing it to 3D that really makes the game The Legend of Zelda. When we took series elements and used 3D composition, things just got more and more interesting.
Iwata: I see. That's how Ocarina of Time was produced.
Miyamoto: Right. And then, there's really no way around it; we had the most freedom with Ocarina of Time in that respect.
Iwata: Because it was the first 3D Zelda game.
Miyamoto: That's right. It was the most primitive, and the freest. That's all there is to it. It isn't that subsequent games lost that freedom, only that the games which were put out later simply had more things which needed to have attention paid to them. Of course, even Ocarina had traditional elements dating up to The Legend of Zelda: A Link to the Past for the Super Nintendo, so it wasn't completely free. It's just that it was the first 3D Zelda game, and we were able to explore what would be most interesting about making it in 3D without worrying about much else. I think that may be a big part of it.
Iwata: Ah, yes, I see. In other words, as long as you kept the basic composition of the fun of 3D and the traditional puzzle-solving, you were free to design however you liked. Then lots of new things and Zelda series traditions that worked well just soaked in.
Miyamoto: Yes, that's right.
Iwata: That's why, even as they experience new things one after another, players will feel that this is definitely a Zelda game.
Miyamoto: I think that's probably it. This is a bit of a difficult topic, though; maybe I shouldn't have gone into it here (laughs).
Iwata: (laughs) But it's really very interesting. You see, we've never actually talked about why Ocarina of Time is evaluated as prominent before. Because if we didn't phrase things correctly, it could sound as though we are not valuing new things.
Miyamoto: That's just the same as with the first Star Wars: the first one really is special. It isn't about which one's better.
Iwata: Yes, that's true.
Miyamoto: It isn't about skill or quality. Again, it's the same with the first Star Wars: when I look at Ocarina now, the graphics are really rough. So rough that I think it's a wonder people actually played it.
Iwata: Well, but the way I remember it, it doesn't seem rough at all. I felt as if I was seeing incredible graphics. I remember this part well: Ocarina of Time was the first video game in which looking down from a high place made me feel a bit weak in the knees.
Miyamoto:That's actually more due to the camera work than to the graphics. At the time, the phrase "cinematic game" was used mostly in regard to graphics, but to me, that wasn't what cinematic really meant. I thought what we should really be learning was how to use camera techniques to explain situations.
Iwata: Ahh, I see.
Miyamoto: I spoke about this back then, too, but when the camera is up above you, and you're being watched from that angle, you feel that there's somebody up there. When you want to make it clear that a place is so high it makes your legs go weak, you change the camera angle slightly depending on how high the character has climbed, and when he reaches the top, you slide the camera up farther and make players look down.
Iwata: So you included filming techniques like that.
Miyamoto: That's right. The skillful use of cuts can make a fighter jet and pilot look cool; we did things like that in Star Fox, but I think it was in Ocarina of Time that we first saw clearly that we could use cinematic camera work as a production technique.
Iwata: It seems to me that the whole game exudes that thrill of your discoveries.
Miyamoto: Yes. It's like that precisely because it's a first game.
Iwata: Well, I feel that I've started to understand, little by little, what makes Ocarina of Time special. Of course, the Nintendo 3DS version of Ocarina of Time is crammed with interesting things that weren't in the Nintendo 64 version, but we'll wait to talk about those the release.
Miyamoto: Right (laughs).
Iwata: I'll expect lots of stories from you then. Still, to think it's been thirteen years already...
Miyamoto: I know. My kid was in the upper grades of elementary school... Oh, that's right; one thing I remember very well from that time was when my wife saw our child playing Ocarina of Time. She said, "When I'm just looking at it, I think it's pretty, but I'd never want to try it." I thought, "Something has to be done about this!" (laughs).
Iwata: Yes, I remember that (laughs).
Miyamoto: I mean, she'd never really cared about games at all before, and here she was, finally showing an interest, and yet... It felt as though a customer had come right up to the entrance, but then she'd turned around and gone back home.
Iwata: The roots of your later "expanding the gaming population" concept can be traced to that incident, right?
Miyamoto: They can (laughs). I thought, "No! I was so close!" That's what started it.
Iwata: That was a good story to end on (laughs). Thank you very much for your time today.
Miyamoto: Thank you.
Friday, March 11, 2011
Defending Skyward Sword, Round 2: "It's a Gimmick Fest"
It's certainly a valid fear. A motion-heavy game could very well discard a number of the series base elements in favor of completely different gameplay. And the trailers we've seen so far have shown essentially only demonstrations of Motion Plus functions rather than things like dungeon and field investigation, environments, and other "content." I could understand a casual onlooker perhaps thinking that the new Zelda is going to be all about motion controls, but for longtime fans to think that this means a drastic change in the quality of the game content just doesn't make sense to me.
We can see from Aonuma's initial hesitance to implement Motion Plus controls before they got fine-tuned for Wii Sports Resort that Nintendo is less concerned with using their fancy gadgets than they are with making something that people will enjoy. Rather than Skyward Sword being made to sell Motion Plus, I get the sense that they are trying to use Motion Plus to enhance Zelda's core gameplay like they did with the jump to 3D graphics in Ocarina of Time. That is not to say that the final product isn't going to be built with Motion Plus heavily in mind, or that there won't be a few motion tricks here and there like the "puzzle cube" or "eye door" from the footage we've seen so far, but by and large the use of Motion Plus seems to be focused on advancing the core fundamentals to the next logical step.
Pictured at left: This is a prerelease shot of a Zelda game. Pictured at right: This is also a prerelease shot of a Zelda game.
That's why almost everything we've seen so far has taken the form of updated controls and functionality for items that play a direct role in either combat or progression - improved swordplay, projectile aiming, bomb targeting, and so on. So far we haven't seen any completely distinct functions aside from the puzzle cube key, and I don't think anyone can really argue that such a thing doesn't fit in an adventure game - weird keys and strange mechanisms are pretty common features in your stereotypical ancient temple. There's no evidence that the addition of Motion Plus is going to mean radically different gameplay; rather, it means that they're working on fleshing out the way we do the same things we've been doing for years.
Really, it's no different than the initial stuff we saw for Ocarina of Time. Oh boy, it's The Legend of Zelda...in 3D! There was nothing really exciting about any of the footage, which was mostly of cutscenes rather than actual gameplay, except the shiny new graphics. Now we're getting The Legend of Zelda...with a full range of player control. We're actually seeing applications of new gameplay functions as opposed to mostly out-of-play footage - and people are complaining that the trailer is boring and just shows off a bunch of Motion Plus gimmicks?
because I honestly don't see it. Is there anything about that commercial that really sells Ocarina as a must-buy that Skyward Sword can't compare to? And I know it's a subjective matter, since it's all about preference, but I just can't buy this idea that what we've seen from Skyward Sword is a disappointment in comparison to previous games.
Thursday, March 10, 2011
The End of the World
In all directions, reddish-orange clouds hover above the horizon. High in the sky, a menacing moon rests, meters above the city below. A bell chimes, and echoes throughout all of Termina. Swamp, mountain, ocean, canyon; none are deaf to the foreboding chime. As seconds turn to minutes, and minutes turn to hours, the clouds slowly creep toward Clock Town as the bell keeps ringing. Now illuminated by the bent rays of the rising sun, the clouds begin to turn a bright pink. The moon is about to kiss the top of the tower, where a small imp wearing a mask is dancing. In the final moments of the world, all is peaceful.
It is a scene we have all witnessed. For each of us who have played Majora's Mask, there was a day when you decided to just wait for the end of the world. Some of us simply skipped to the final day and waited until the moon came down, to see what kind of destruction would ensue, while others of us simply wandered around, talking to people to get an idea of what they were thinking. Those who did the latter were able to hear some very interesting information about the personal lives of the people, and from the emotions the people displayed, had a feeling that the world was truly coming to an end.
Over the past week, I've been wandering through Termina's final three days, manipulating people's schedules and watching how they react to the knowledge that their world is coming to an end. I've completed side quests in one cycle, only to abandon them in the next. Each and every action and lack thereof made the characters speak and act differently. In my research, I noticed quite a few characters' personalities changing from what they originally were at the start of the three days into one that was completely different. Another thing I noticed was that the people could easily be organized into different groups based upon their personality. In this article, I shall use quotes from various people of Termina to figure out what their personality is like, put them into groups with similar people, and make further inferences.
The first people you see when you enter Clock Town are the carpenters building the Carnival Tower. On the first day, you can see many of them walking around South Clock Town with beams, but on top of the Carnival Tower is a thin carpenter, who's apparently the apprentice of the carpenter standing on the nearby stairs. If you speak to him he says that the moon has gotten bigger. On the second day, you can't find him anywhere. He's apparently fled from town, in fear of the falling moon. He, like many others, has simply abandoned everything to save his own life.
On the next day, you can see fewer carpenters working on the Carnival Tower. Apparently, the apprentice wasn't the only one who decided to leave town. However, just like the day before, there is an irritated carpenter standing in front of a defense corps. recruitment poster. The man is so angry that when you try talking to him, he just keeps shouting to himself. "Bwah! I won't run! I'm stickin' with my parents! I'm diff'rent from you cowards!" It seems that, regardless of what's going to happen, he wants to be with the people who have cared for and raised him all his life.
On the third day, there are now only a few carpenters left working on the Carnival Tower. Half of them are doubting whether the tower will get finished in time, and one of them is even telling his friend that he's leaving town as well. Again, over by the recruitment poster, is the angry carpenter. "Bwah! I'm not gonna run! Not me! You got that? I'm Master Mutoh's apprentice!" Waiting until nightfall will reveal that every carpenter has left, including the one who made it quite clear he wasn't leaving. The only person who remains in South Clock Town, besides the gate guard, is Mutoh, the boss of the carpenters. Even by looking at him, you can tell he's quite angry. If you speak to him, you see just how angry he is.
Mutoh, Boss of the Carpenters
"Cowards! All of you! Not a one of you stayed! My apprentice will be disgusted with all of you! Hmph! I'll have a fine carnival without you... If you're gonna fall, then fall already!"
Little does he know, his apprentice also fled from town, most likely with his parents. Let's now rewind time, back to the Dawn of the First Day, and look for someone else to stalk for the next 72 hours. This is quite an easy decision, really. Each gate of Clock Town has a soldier making sure no children get out and no monsters get in. If you speak to them on the first day, they don't really say anything interesting. They just tell you where you can get to by going through the gate they're guarding. It's not until the final day that they start saying anything interesting. If you talk to the gate guard in West Clock Town on the Night of the Final Day, he has this to say:
West Gate Guard
"Wait just a moment! Are you alone? Aren't your parents still somewhere in town? Well, whatever you do, you had better get as far away from here as you can. And there are still people lingering in the stores... If only an evacuation notice had been posted, I would be able to force them all to leave..."
This guard apparently cares very much for the people, but sees that the only way he can save them is by using force to make them leave. It is such an unfortunate thing that someone sworn to protect the people can't do a thing to save them... On the opposite side of town, in East Clock Town, there is another gate guard who has been spending some time thinking. If you speak to him on the Night of the Final Day, he says the following:
East Gate Guard
"Wait just a moment! If you believe that the moon truly is falling, you'd best leave town immediately! Those who remain in town either don't believe the rumors or have given up all hope. It pains my heart to see children still playing in the streets because they have no idea what's going on..."
This guard brings up some interesting points. Whenever there is a predicted natural disaster, there will be people who doubt the destructive power of what's about to happen. These people tend to stay at home, only to fall victim to the disaster. Furthermore, whenever there is a disaster, children will likely not be informed. Their parents will simply say that they are all going somewhere, to try and keep from frightening the child. The fact that there are still children playing in the streets when this disaster is about to happen is very unsettling, as the guard says.
All the guards feel the same way. They wish to know what is going on and help the people, but because they can't leave their posts, they are unable to do so. It is such an ironic thing, really, for those sworn to protect people to be unable to save them from their own demise. Some of the guards themselves wish to flee, but like so many other people, are unable to do so because of their duties.
Now that we're at the end of another three day cycle, let's go back in time again. Let's look for someone else to follow, shall we? Well, we just discussed the carpenters and and soldiers, so why don't we try finding the bosses of the two groups? Let's head over to northern East Clock Town, and wait until the Mayor's office opens. After the man with the large neck ruffle walks in the door, go inside. Walk to the door on the left, and step inside to be met with a loud ruckus. Talk to someone in the room to listen in on the conversation...
Viscen, Head of Defense Corps.
"Most of the townsfolk already have taken shelter without waiting for the Mayor's orders. The only ones left are public servants and committee members... Mr. Mayor and Carnival Committee Members, please order those who remain to evacuate!"
Mayor Dotour
"Ahh...hmm...well..."
Mutoh, Head of Carnival Committee
"You cowards! Do you actually believe the moon will fall? The confused townsfolk simply caused a panic by believing this ridiculous, groundless theory. The soldiers couldn't prevent the panic, but outside the town walls is where the danger is! You want answers? The answer is that the carnival should not be canceled! Isn't that right, Mr. Mayor?"
Mayor Dotour
"Ahh...hmm...well..."
Viscen
"Are you serious, Mutoh?!? It seems that giant chunk of rock above us hasn't caught your eye! At this time every year, we are overrun by tourists! So why is the town empty? Clearly, it's your job to ensure the carnival's operation, but that's if people are here for it! Don't drag the merchants and soldiers into this!"
Mayor Dotour
"Mmm...Hmm..."
Mutoh
"If the soldiers wish to run, then run, Viscen! We councilmen will stick to tradition. This carnival will be a success! I've never heard of a defense unit abandoning its town! Madame Aroma would surely say the same thing, wouldn't she, Mayor Dotour?"
Mayor Dotour
"...Let's not bring my wife into this."
It's quite a heated argument they're having, isn't it? Well, let's take a closer look at it, shall we? Viscen, the leader of the town's defense unit, is saying that the whole town needs to be evacuated. Most of the people have already left of their own accord, with the only remaining people being those who run shops and work for the city. Mutoh, on the other hand, does not believe the moon is falling. He is what is known in our world as a conservative. He wishes to stick to old traditions, and is often unable to accept anyone's opinion but his own.
If you come back on the Final Day, you'll see Viscen and another guard standing outside the Mayor's office, discussing the Mayor's decision to continue the Carnival of Time. If you go inside the Mayor's office and speak to him, he tells you that Mutoh threatened to bring Madame Aroma into the debate, so that is why he decided not to cancel the carnival. If you're wondering where Mutoh is, he's at the Carnival Tower yelling at the moon. Again, we are at the end of our three days, so let's go back in time.
Now that we're back at the Clock Tower, at the beginning of a new three days, and a world now exists somewhere in which a two-headed Romani and fur-faced Kafei try to make sense of their mutated bodies amidst half a dozen copies of Anju, let us find someone else to pester for three days. Well, since we just listened in on Mayor Dotour's meeting, let's go see what his wife's up to. She's in the same building in East Clock Town, only she's in the room on the right.
Remember that guy you had to wait on to get into the Mayor's Office? Of course you do, since you just saw him when you went in the Mayor's office again. Anyway, he's got a meeting scheduled with Madame Aroma this morning. While he's talking with the receptionist, go ahead and enter Madame Aroma's office. Wait for the overly dressed man to enter the office and speak to Madame Aroma, then listen in on what they say.
The man introduces himself as Gorman, head of the Gorman Troupe. He then thanks Madame Aroma for allowing his troupe to perform at the carnival, only to learn that the opening performance has been canceled. Gorman is quite angry after hearing this news, so he's going to leave. Follow him and you'll end up at the Milk Bar. You can't really do anything when you're there, so just wait until the Milk Bar opens at 10:00 pm. Use the Romani Mask to get inside, then speak to Gorman. You'll find that he's already quite drunk. How very typical of people to drink their misery away...
Near Gorman there's the same Zora who was inside Madame Aroma's office. Speak with him, and he'll say that he wants to do a sound check and will tell you to take the stage and play certain notes. Do this while wearing each of your transformation masks to find that you've been playing the Ballad of the Wind Fish. Hearing this tune will soften Gorman's heart, and he'll give you the Circus Leader's Mask. We're done here, so you can go outside.
Fast-forward to the Dawn of the Second Day with the Double Song of Time. Now we have to find Gorman again, which really isn't that hard. Just go to the Stock Pot Inn, up to the second floor, and into the room farthest from you. Oh, but wait, he's sleeping... If you get close and listen to him, he'll mumble something about leaving tomorrow. Since he was up half the night drinking, he's got a pretty bad hangover. He sleeps all day long, so just exit the Inn and fast-forward to the Night of the Second Day. Go back inside the Inn and to the same room, and he'll be playing cards with the twin jugglers. When you talk to him, he tells you that he's decided to leave tomorrow. He then asks if you're going to flee, and if you have nowhere else to go, you should go to Gorman Ranch in the south. Then he says something which really says a lot about his personality...
Gorman
"My older brother... He's a nice guy."
Gorman is the kind of person that loves his family, no matter how much hardship they've put him through. Judging by his drunken rantings in the Milk Bar on the First Day, he apparently didn't get much respect or recognition while growing up. Despite this, he's done his best to lead a successful life in what it is he wants to do. If you then go to Gorman Ranch and wear the mask he gave you in the Milk Bar, you can see the cold glaress of the Gorman Brothers melt into warm, compassionate faces. Truly this is a family that loves and cares for each other, despite what experiences they may have had.
Time to go back again, so let's play the Song of Time. As per usual, we'll find someone to follow near the area we were last. Since we were at the Gorman Track, the next place where there's people would be Romani Ranch. But, as we all know, the path to the ranch has been blocked by a large boulder. Find yourself fifty Rupees to buy a Powder Keg, then warp to Milk Road and blow up the boulder. Enter the ranch, and head up to Romani. Complete her training, then accept to help her defend the barn. While we're waiting for 2:00 am to roll around, let's go check on someone else in Romani Ranch.
Go to the western part of Romani Ranch, then enter the Cucco Shack. Inside is a weird-looking man named Grog sitting beneath a tree, surrounded by young cuccos. If you speak to him, he says that he heard from his grandfather that the moon is falling down. Despite him being aware that the moon's destruction will reach all the way to the ranch, he doesn't seem to care that much. Apparently, his only regret is that he won't see the young cuccos as full-grown roosters. This is quite a simple man, it seems! Well, let's make that wish of his come true. March around with the Bremen's Mask to make the young chicks mature into roosters, and the man will become excited.
Grog
"I don't really get it, but just seein' these guys with a crest and all... I don't have regrets about anythin' anymore. I'm perfectly satisfied. Here... You can have this from me..."
It's amazing how something so simple can make a person so content. The way he sits beneath that tree, he reminds me of the Buddha. In fact, he seems to have been enlightened by our simple deed. No longer concerned about anything in the world, he is free of remorse and can calmly accept his death. Truly a strange person he is.
Now that we've gotten that out of the way, let's go back to the main ranch and wait for 2:00 am. When the time finally comes, Romani will leave her house and enter the barn. Shortly after, at 2:30, they will arrive. Fend them off until the first light of the morning chases them off, and Romani will reward you with a bottle of milk. There's not really anything interesting going on until the Night of the Second Day, so fast forward to then. Cremia will be in front of the barn, in a wagon loaded with milk. She says she's going to Clock Town to make a delivery, and offers you a ride. Go ahead and go with her, then defend the wagon from the Gorman Brothers. After you get to Clock Town, she'll give you Romani's Mask and a hug.
Go back to Romani Ranch, then fast-forward to the Dawn of the Final Day. Somewhere in the fields of the ranch, Cremia is tending to the cows. Talk to her, and she'll tell you of some unsettling news she heard while in town. Speaking to her again lets you know more about what she thinks about it.
Cremia
"I heard this from people who were fleeing this way this morning... It's terrible... They said that huge moon is going to crash down onto the town sometime tonight. I wonder if we'll be all right here...
Actually... I know... We're not safe here, either... I'm no expert on these things, but that's the feeling I get. But... That's how life goes, I guess. There are some things in life that you can't change no matter how hard you try..."
Cremia, like some other people, has calmly accepted the truth of things. She knows that no matter where she flees to, it won't make a difference. All she can do now is wait for the end to come. Let's now fast-forward to the Night of the Final Day, and visit the barn. Inside, we can see Romani and Cremia. If you talk to them, you'll hear the following conversation:
Cremia
"Oh... Good evening."
Romani
"We're milking the cows tonight! It's "Chateau Romani." It's the first time I get to drink it!" Until now, my sister always said "Wait until you're an adult." But why now?"
Cremia
"......... You've become an adult now, Romani...I see it in you. I'm acknowledging it."
Romani
"Then, does Romani get a mask,
too?"
Cremia
"Well, yes, I'll make one for you..."
Cremia knows that Romani wants nothing more than for her older sister to consider her an adult, so Cremia has decided to acknowledge Romani as an adult before she loses the chance. Romani, like so many other children, is completely oblivious to the fact that the world is going to end. If you listen to them again, you hear Cremia tell Romani to sleep in the same bed as her that night. It seems that Cremia at least wants to embrace her younger sister, the one she's had to raise for years as if she was her mother, as the world around them is destroyed. I truly find this to be one of the saddest moments in the game...
Let's rewind time again to observe the people of Termina. This time, we shall follow Kafei and Anju, and the people involved with their romantic tale. First thing's first, let's head over to the Stock Pot Inn and wait for the Postman to deliver Kafei's letter to Anju. After the Postman walks off, speak to her while wearing Kafei's Mask. Meet Anju later that night in the kitchen of the Stock Pot Inn to receive a letter to Kafei. Mail it off, then continue with the quest in the normal fashion.
On the final day, enter the Curiosity Shop's back room via the Laundry Pool. Speak with the Curiosity Shop owner to get a letter to Kafei's mother, and then head off to Ikana Canyon to retrieve the Sun's Mask from Sakon's hideout. After you retrieve the mask, head back to Clock Town. It will be a while before Kafei arrives, so while you're waiting, head over to the post office in West Clock Town. Go inside, and in the back you'll see the Postman on his hands and knees, having a nervous breakdown. On his bed nearby, there is a letter. It says...
"To Myself,
You have been doing a great job
delivering the mail.
I have a request for my
hard-working self. All of the
townsfolk have taken refuge.
I want myself to flee, too.
Even if it is not written on the
schedule, I want myself to flee.
Please...
From Me"
If you speak to him, he says that he wants to flee, but he cannot as it is not written on the schedule. The delivery schedule is the highest priority, he says. This is a man that takes his job seriously! Too seriously, in fact. When following your work schedule is more important than running away and saving your life, you know something's wrong. Well, we have something more important than the delivery schedule, and that's priority mail! The Postman will eagerly jump to his feet, ready to do what his job commands of him.
He'll run over to the closet, grab his hat and bag, then hurry out of the post office. Follow him outside, and across town, to the Milk Bar. Don Romani's Mask and follow him in. He'll rush down the stairs, over to Madame Aroma, and will hand her the letter from Kafei. Get close to them, and then listen in on their conversation.
Postman
"I have a delivery for you, Postmistress!"
Madame Aroma
"Oh my, it can't be! You're still here?"
Postman
"To...to...to...tomorrow's delivery is still scheduled!"
Madame Aroma
"What are you saying?!? Did you see the sky? It's terrible!"
Postman
"But, but..."
Madame Aroma
"Oh, my! Well!!! What shall we do?!? It's from Kafei!"
Postman
"It's priority mail."
Madame Aroma
"I'm so happy! To think something good would come in the end! Thank you. You flee now. That's an order!"
Postman
"Understood."
Madame Aroma is distressed by the fact that the Postman has not fled simply because it did not say so on the schedule. She then commands him to flee the city and save his life, and as the order is coming from a superior, he follows her instructions. He then turns around, goes up the stairs, and exits the Milk Bar. Outside, he'll stand by the east gate for a moment. If you speak to him, he informs you that the Postmaster has ordered him to flee. Now free to set his own schedule, he hands you his hat and merrily flees from town.
Now that we have set the Postman free from the delivery schedule, let's head across the street to the Stock Pot Inn. Head up to the employees' room on the second floor, where Kafei and Anju should both be waiting. Shortly after you enter the room, they'll begin their wedding ceremony.
Anju
"I...I have met you before. What a familiar scent. Long, long ago... Yes. We were still young. We made a promise... Didn't we? The masks of the sun and the moon... We were to exchange them on the day of the Carnival of Time..."
Kafei
"Anju... I'm sorry I was late."
Anju
"...Welcome home."
Tatl
"...Tee-hee! They're lovers, but they look just like a mother and child."
Kafei
"Let us exchange the promised masks."
Anju
"We have exchanged our oaths and have become a couple."
Kafei
"You are our witnesses. Please accept this mask."
You are then given the Couple's Mask, the sign of their marital union. Speak to them again, and Kafei will tell you to take refuge while he and Anju greet the morning. This is the most emotional part of the game right here. Now that the two lovers have been united, nothing is capable of tearing them apart. Their love is so strong that they can face the end of the world, without any fear.
Now that we have the Couple's Mask, we are ready to rewind everything one last time. Once you have returned to the Dawn of the First Day, head to East Clock Town. Go up to the Mayor's office, and wait until 10:00 am. Follow Gorman inside the Mayor's office, then head to the door on the left. Enter the Mayor's room, and listen to the familiar debate. After they're done talking, wear the Couple's Mask and speak to the group to catch the everyone's attention.
All
"Ah!"
Mayor Dotour
"The Couple's Mask. What a nice reminder... So, a young couple has been married."
Mutoh
"I wonder... Did my wife flee?"
Viscen
"What!?! What did you just say?!?"
Mayor Dotour
"Yes, yes, everyone. We are all worried for our families. Why don't we end this meeting?"
Viscen
"But, Mr. Mayor!"
Mayor Dotour
"This will do. Whether you're stubborn and will stay and guard your family, or if you'd prefer to run far away and seek shelter... That is for people to decide on their own."
Mutoh
"........!"
Family. This is the most important thing to have when the world is about to end. Money and social status no longer mean anything. All that matters at this point is being close to those you love. If the world is to end, all you can do is huddle together with people you know and wait for the end to come. After all, you cannot take material belongings with you to the afterlife. All you can do is cherish the present moment, and there's no better way to do that than let your friends and family know you love them.
Well, that's the end of my article. Hopefully you've been playing along, or I've at least encouraged you to pick up Majora's Mask again just to witness the sheer emotion of this game. No other Zelda game has ever been able to capture this much emotion within its characters or deliver this kind of message to the person holding the controller. There are many moments in this game where I've felt I could almost cry, and never have I experienced that in any game before. The people portrayed within this game have such real emotions that this game has had a profound impact on me.
Touched by this game, I think of Termina's final moments whenever I see pink clouds at sunset. I think of the people, and remember their problems, and I feel their emotions. Anger, happiness, fear, and sadness, all at once. It's almost an unbearable feeling, and all I can do is just stand there and stare off into the sky. All these are emotions that we can experience alone, or can share with others around us. In fact, these are feelings which bring people together. When people are angered by a new policy, they unite and rebel. When people are joyous for a wedding, they get together and celebrate. When people fear a disaster, they huddle together and await the outcome. When people are sad, they console each other.
Truly, Majora's Mask is one of the greatest games of all time. It is very rare for a game to show such emotion, let alone make the player wonder. Such things are expected of books, but never from a video game. I have spent much time thinking about the end of the world, all because of playing this game. I think of how the people will react to the news, how they will panic, and how they will fight amongst one another. However, people all act differently, which is how chaos is formed. When everything around you is turned upside-down, it is impossible to know exactly what's going to happen, but I know one thing. While the people around me frantically run around, destroying all that we have spent millenia to create, I just wish to enjoy the sunset one last time with someone I care for.
It is a scene we have all witnessed. For each of us who have played Majora's Mask, there was a day when you decided to just wait for the end of the world. Some of us simply skipped to the final day and waited until the moon came down, to see what kind of destruction would ensue, while others of us simply wandered around, talking to people to get an idea of what they were thinking. Those who did the latter were able to hear some very interesting information about the personal lives of the people, and from the emotions the people displayed, had a feeling that the world was truly coming to an end.
Over the past week, I've been wandering through Termina's final three days, manipulating people's schedules and watching how they react to the knowledge that their world is coming to an end. I've completed side quests in one cycle, only to abandon them in the next. Each and every action and lack thereof made the characters speak and act differently. In my research, I noticed quite a few characters' personalities changing from what they originally were at the start of the three days into one that was completely different. Another thing I noticed was that the people could easily be organized into different groups based upon their personality. In this article, I shall use quotes from various people of Termina to figure out what their personality is like, put them into groups with similar people, and make further inferences.
The first people you see when you enter Clock Town are the carpenters building the Carnival Tower. On the first day, you can see many of them walking around South Clock Town with beams, but on top of the Carnival Tower is a thin carpenter, who's apparently the apprentice of the carpenter standing on the nearby stairs. If you speak to him he says that the moon has gotten bigger. On the second day, you can't find him anywhere. He's apparently fled from town, in fear of the falling moon. He, like many others, has simply abandoned everything to save his own life.
On the next day, you can see fewer carpenters working on the Carnival Tower. Apparently, the apprentice wasn't the only one who decided to leave town. However, just like the day before, there is an irritated carpenter standing in front of a defense corps. recruitment poster. The man is so angry that when you try talking to him, he just keeps shouting to himself. "Bwah! I won't run! I'm stickin' with my parents! I'm diff'rent from you cowards!" It seems that, regardless of what's going to happen, he wants to be with the people who have cared for and raised him all his life.
On the third day, there are now only a few carpenters left working on the Carnival Tower. Half of them are doubting whether the tower will get finished in time, and one of them is even telling his friend that he's leaving town as well. Again, over by the recruitment poster, is the angry carpenter. "Bwah! I'm not gonna run! Not me! You got that? I'm Master Mutoh's apprentice!" Waiting until nightfall will reveal that every carpenter has left, including the one who made it quite clear he wasn't leaving. The only person who remains in South Clock Town, besides the gate guard, is Mutoh, the boss of the carpenters. Even by looking at him, you can tell he's quite angry. If you speak to him, you see just how angry he is.
Mutoh, Boss of the Carpenters
"Cowards! All of you! Not a one of you stayed! My apprentice will be disgusted with all of you! Hmph! I'll have a fine carnival without you... If you're gonna fall, then fall already!"
Little does he know, his apprentice also fled from town, most likely with his parents. Let's now rewind time, back to the Dawn of the First Day, and look for someone else to stalk for the next 72 hours. This is quite an easy decision, really. Each gate of Clock Town has a soldier making sure no children get out and no monsters get in. If you speak to them on the first day, they don't really say anything interesting. They just tell you where you can get to by going through the gate they're guarding. It's not until the final day that they start saying anything interesting. If you talk to the gate guard in West Clock Town on the Night of the Final Day, he has this to say:
West Gate Guard
"Wait just a moment! Are you alone? Aren't your parents still somewhere in town? Well, whatever you do, you had better get as far away from here as you can. And there are still people lingering in the stores... If only an evacuation notice had been posted, I would be able to force them all to leave..."
This guard apparently cares very much for the people, but sees that the only way he can save them is by using force to make them leave. It is such an unfortunate thing that someone sworn to protect the people can't do a thing to save them... On the opposite side of town, in East Clock Town, there is another gate guard who has been spending some time thinking. If you speak to him on the Night of the Final Day, he says the following:
East Gate Guard
"Wait just a moment! If you believe that the moon truly is falling, you'd best leave town immediately! Those who remain in town either don't believe the rumors or have given up all hope. It pains my heart to see children still playing in the streets because they have no idea what's going on..."
This guard brings up some interesting points. Whenever there is a predicted natural disaster, there will be people who doubt the destructive power of what's about to happen. These people tend to stay at home, only to fall victim to the disaster. Furthermore, whenever there is a disaster, children will likely not be informed. Their parents will simply say that they are all going somewhere, to try and keep from frightening the child. The fact that there are still children playing in the streets when this disaster is about to happen is very unsettling, as the guard says.
All the guards feel the same way. They wish to know what is going on and help the people, but because they can't leave their posts, they are unable to do so. It is such an ironic thing, really, for those sworn to protect people to be unable to save them from their own demise. Some of the guards themselves wish to flee, but like so many other people, are unable to do so because of their duties.
Now that we're at the end of another three day cycle, let's go back in time again. Let's look for someone else to follow, shall we? Well, we just discussed the carpenters and and soldiers, so why don't we try finding the bosses of the two groups? Let's head over to northern East Clock Town, and wait until the Mayor's office opens. After the man with the large neck ruffle walks in the door, go inside. Walk to the door on the left, and step inside to be met with a loud ruckus. Talk to someone in the room to listen in on the conversation...
Viscen, Head of Defense Corps.
"Most of the townsfolk already have taken shelter without waiting for the Mayor's orders. The only ones left are public servants and committee members... Mr. Mayor and Carnival Committee Members, please order those who remain to evacuate!"
Mayor Dotour
"Ahh...hmm...well..."
Mutoh, Head of Carnival Committee
"You cowards! Do you actually believe the moon will fall? The confused townsfolk simply caused a panic by believing this ridiculous, groundless theory. The soldiers couldn't prevent the panic, but outside the town walls is where the danger is! You want answers? The answer is that the carnival should not be canceled! Isn't that right, Mr. Mayor?"
Mayor Dotour
"Ahh...hmm...well..."
Viscen
"Are you serious, Mutoh?!? It seems that giant chunk of rock above us hasn't caught your eye! At this time every year, we are overrun by tourists! So why is the town empty? Clearly, it's your job to ensure the carnival's operation, but that's if people are here for it! Don't drag the merchants and soldiers into this!"
Mayor Dotour
"Mmm...Hmm..."
Mutoh
"If the soldiers wish to run, then run, Viscen! We councilmen will stick to tradition. This carnival will be a success! I've never heard of a defense unit abandoning its town! Madame Aroma would surely say the same thing, wouldn't she, Mayor Dotour?"
Mayor Dotour
"...Let's not bring my wife into this."
It's quite a heated argument they're having, isn't it? Well, let's take a closer look at it, shall we? Viscen, the leader of the town's defense unit, is saying that the whole town needs to be evacuated. Most of the people have already left of their own accord, with the only remaining people being those who run shops and work for the city. Mutoh, on the other hand, does not believe the moon is falling. He is what is known in our world as a conservative. He wishes to stick to old traditions, and is often unable to accept anyone's opinion but his own.
If you come back on the Final Day, you'll see Viscen and another guard standing outside the Mayor's office, discussing the Mayor's decision to continue the Carnival of Time. If you go inside the Mayor's office and speak to him, he tells you that Mutoh threatened to bring Madame Aroma into the debate, so that is why he decided not to cancel the carnival. If you're wondering where Mutoh is, he's at the Carnival Tower yelling at the moon. Again, we are at the end of our three days, so let's go back in time.
Now that we're back at the Clock Tower, at the beginning of a new three days, and a world now exists somewhere in which a two-headed Romani and fur-faced Kafei try to make sense of their mutated bodies amidst half a dozen copies of Anju, let us find someone else to pester for three days. Well, since we just listened in on Mayor Dotour's meeting, let's go see what his wife's up to. She's in the same building in East Clock Town, only she's in the room on the right.
Remember that guy you had to wait on to get into the Mayor's Office? Of course you do, since you just saw him when you went in the Mayor's office again. Anyway, he's got a meeting scheduled with Madame Aroma this morning. While he's talking with the receptionist, go ahead and enter Madame Aroma's office. Wait for the overly dressed man to enter the office and speak to Madame Aroma, then listen in on what they say.
The man introduces himself as Gorman, head of the Gorman Troupe. He then thanks Madame Aroma for allowing his troupe to perform at the carnival, only to learn that the opening performance has been canceled. Gorman is quite angry after hearing this news, so he's going to leave. Follow him and you'll end up at the Milk Bar. You can't really do anything when you're there, so just wait until the Milk Bar opens at 10:00 pm. Use the Romani Mask to get inside, then speak to Gorman. You'll find that he's already quite drunk. How very typical of people to drink their misery away...
Near Gorman there's the same Zora who was inside Madame Aroma's office. Speak with him, and he'll say that he wants to do a sound check and will tell you to take the stage and play certain notes. Do this while wearing each of your transformation masks to find that you've been playing the Ballad of the Wind Fish. Hearing this tune will soften Gorman's heart, and he'll give you the Circus Leader's Mask. We're done here, so you can go outside.
Fast-forward to the Dawn of the Second Day with the Double Song of Time. Now we have to find Gorman again, which really isn't that hard. Just go to the Stock Pot Inn, up to the second floor, and into the room farthest from you. Oh, but wait, he's sleeping... If you get close and listen to him, he'll mumble something about leaving tomorrow. Since he was up half the night drinking, he's got a pretty bad hangover. He sleeps all day long, so just exit the Inn and fast-forward to the Night of the Second Day. Go back inside the Inn and to the same room, and he'll be playing cards with the twin jugglers. When you talk to him, he tells you that he's decided to leave tomorrow. He then asks if you're going to flee, and if you have nowhere else to go, you should go to Gorman Ranch in the south. Then he says something which really says a lot about his personality...
Gorman
"My older brother... He's a nice guy."
Gorman is the kind of person that loves his family, no matter how much hardship they've put him through. Judging by his drunken rantings in the Milk Bar on the First Day, he apparently didn't get much respect or recognition while growing up. Despite this, he's done his best to lead a successful life in what it is he wants to do. If you then go to Gorman Ranch and wear the mask he gave you in the Milk Bar, you can see the cold glaress of the Gorman Brothers melt into warm, compassionate faces. Truly this is a family that loves and cares for each other, despite what experiences they may have had.
Time to go back again, so let's play the Song of Time. As per usual, we'll find someone to follow near the area we were last. Since we were at the Gorman Track, the next place where there's people would be Romani Ranch. But, as we all know, the path to the ranch has been blocked by a large boulder. Find yourself fifty Rupees to buy a Powder Keg, then warp to Milk Road and blow up the boulder. Enter the ranch, and head up to Romani. Complete her training, then accept to help her defend the barn. While we're waiting for 2:00 am to roll around, let's go check on someone else in Romani Ranch.
Go to the western part of Romani Ranch, then enter the Cucco Shack. Inside is a weird-looking man named Grog sitting beneath a tree, surrounded by young cuccos. If you speak to him, he says that he heard from his grandfather that the moon is falling down. Despite him being aware that the moon's destruction will reach all the way to the ranch, he doesn't seem to care that much. Apparently, his only regret is that he won't see the young cuccos as full-grown roosters. This is quite a simple man, it seems! Well, let's make that wish of his come true. March around with the Bremen's Mask to make the young chicks mature into roosters, and the man will become excited.
Grog
"I don't really get it, but just seein' these guys with a crest and all... I don't have regrets about anythin' anymore. I'm perfectly satisfied. Here... You can have this from me..."
It's amazing how something so simple can make a person so content. The way he sits beneath that tree, he reminds me of the Buddha. In fact, he seems to have been enlightened by our simple deed. No longer concerned about anything in the world, he is free of remorse and can calmly accept his death. Truly a strange person he is.
Now that we've gotten that out of the way, let's go back to the main ranch and wait for 2:00 am. When the time finally comes, Romani will leave her house and enter the barn. Shortly after, at 2:30, they will arrive. Fend them off until the first light of the morning chases them off, and Romani will reward you with a bottle of milk. There's not really anything interesting going on until the Night of the Second Day, so fast forward to then. Cremia will be in front of the barn, in a wagon loaded with milk. She says she's going to Clock Town to make a delivery, and offers you a ride. Go ahead and go with her, then defend the wagon from the Gorman Brothers. After you get to Clock Town, she'll give you Romani's Mask and a hug.
Go back to Romani Ranch, then fast-forward to the Dawn of the Final Day. Somewhere in the fields of the ranch, Cremia is tending to the cows. Talk to her, and she'll tell you of some unsettling news she heard while in town. Speaking to her again lets you know more about what she thinks about it.
Cremia
"I heard this from people who were fleeing this way this morning... It's terrible... They said that huge moon is going to crash down onto the town sometime tonight. I wonder if we'll be all right here...
Actually... I know... We're not safe here, either... I'm no expert on these things, but that's the feeling I get. But... That's how life goes, I guess. There are some things in life that you can't change no matter how hard you try..."
Cremia, like some other people, has calmly accepted the truth of things. She knows that no matter where she flees to, it won't make a difference. All she can do now is wait for the end to come. Let's now fast-forward to the Night of the Final Day, and visit the barn. Inside, we can see Romani and Cremia. If you talk to them, you'll hear the following conversation:
Cremia
"Oh... Good evening."
Romani
"We're milking the cows tonight! It's "Chateau Romani." It's the first time I get to drink it!" Until now, my sister always said "Wait until you're an adult." But why now?"
Cremia
"......... You've become an adult now, Romani...I see it in you. I'm acknowledging it."
Romani
"Then, does Romani get a mask,
too?"
Cremia
"Well, yes, I'll make one for you..."
Cremia knows that Romani wants nothing more than for her older sister to consider her an adult, so Cremia has decided to acknowledge Romani as an adult before she loses the chance. Romani, like so many other children, is completely oblivious to the fact that the world is going to end. If you listen to them again, you hear Cremia tell Romani to sleep in the same bed as her that night. It seems that Cremia at least wants to embrace her younger sister, the one she's had to raise for years as if she was her mother, as the world around them is destroyed. I truly find this to be one of the saddest moments in the game...
Let's rewind time again to observe the people of Termina. This time, we shall follow Kafei and Anju, and the people involved with their romantic tale. First thing's first, let's head over to the Stock Pot Inn and wait for the Postman to deliver Kafei's letter to Anju. After the Postman walks off, speak to her while wearing Kafei's Mask. Meet Anju later that night in the kitchen of the Stock Pot Inn to receive a letter to Kafei. Mail it off, then continue with the quest in the normal fashion.
On the final day, enter the Curiosity Shop's back room via the Laundry Pool. Speak with the Curiosity Shop owner to get a letter to Kafei's mother, and then head off to Ikana Canyon to retrieve the Sun's Mask from Sakon's hideout. After you retrieve the mask, head back to Clock Town. It will be a while before Kafei arrives, so while you're waiting, head over to the post office in West Clock Town. Go inside, and in the back you'll see the Postman on his hands and knees, having a nervous breakdown. On his bed nearby, there is a letter. It says...
"To Myself,
You have been doing a great job
delivering the mail.
I have a request for my
hard-working self. All of the
townsfolk have taken refuge.
I want myself to flee, too.
Even if it is not written on the
schedule, I want myself to flee.
Please...
From Me"
If you speak to him, he says that he wants to flee, but he cannot as it is not written on the schedule. The delivery schedule is the highest priority, he says. This is a man that takes his job seriously! Too seriously, in fact. When following your work schedule is more important than running away and saving your life, you know something's wrong. Well, we have something more important than the delivery schedule, and that's priority mail! The Postman will eagerly jump to his feet, ready to do what his job commands of him.
He'll run over to the closet, grab his hat and bag, then hurry out of the post office. Follow him outside, and across town, to the Milk Bar. Don Romani's Mask and follow him in. He'll rush down the stairs, over to Madame Aroma, and will hand her the letter from Kafei. Get close to them, and then listen in on their conversation.
Postman
"I have a delivery for you, Postmistress!"
Madame Aroma
"Oh my, it can't be! You're still here?"
Postman
"To...to...to...tomorrow's delivery is still scheduled!"
Madame Aroma
"What are you saying?!? Did you see the sky? It's terrible!"
Postman
"But, but..."
Madame Aroma
"Oh, my! Well!!! What shall we do?!? It's from Kafei!"
Postman
"It's priority mail."
Madame Aroma
"I'm so happy! To think something good would come in the end! Thank you. You flee now. That's an order!"
Postman
"Understood."
Madame Aroma is distressed by the fact that the Postman has not fled simply because it did not say so on the schedule. She then commands him to flee the city and save his life, and as the order is coming from a superior, he follows her instructions. He then turns around, goes up the stairs, and exits the Milk Bar. Outside, he'll stand by the east gate for a moment. If you speak to him, he informs you that the Postmaster has ordered him to flee. Now free to set his own schedule, he hands you his hat and merrily flees from town.
Now that we have set the Postman free from the delivery schedule, let's head across the street to the Stock Pot Inn. Head up to the employees' room on the second floor, where Kafei and Anju should both be waiting. Shortly after you enter the room, they'll begin their wedding ceremony.
Anju
"I...I have met you before. What a familiar scent. Long, long ago... Yes. We were still young. We made a promise... Didn't we? The masks of the sun and the moon... We were to exchange them on the day of the Carnival of Time..."
Kafei
"Anju... I'm sorry I was late."
Anju
"...Welcome home."
Tatl
"...Tee-hee! They're lovers, but they look just like a mother and child."
Kafei
"Let us exchange the promised masks."
Anju
"We have exchanged our oaths and have become a couple."
Kafei
"You are our witnesses. Please accept this mask."
You are then given the Couple's Mask, the sign of their marital union. Speak to them again, and Kafei will tell you to take refuge while he and Anju greet the morning. This is the most emotional part of the game right here. Now that the two lovers have been united, nothing is capable of tearing them apart. Their love is so strong that they can face the end of the world, without any fear.
Now that we have the Couple's Mask, we are ready to rewind everything one last time. Once you have returned to the Dawn of the First Day, head to East Clock Town. Go up to the Mayor's office, and wait until 10:00 am. Follow Gorman inside the Mayor's office, then head to the door on the left. Enter the Mayor's room, and listen to the familiar debate. After they're done talking, wear the Couple's Mask and speak to the group to catch the everyone's attention.
All
"Ah!"
Mayor Dotour
"The Couple's Mask. What a nice reminder... So, a young couple has been married."
Mutoh
"I wonder... Did my wife flee?"
Viscen
"What!?! What did you just say?!?"
Mayor Dotour
"Yes, yes, everyone. We are all worried for our families. Why don't we end this meeting?"
Viscen
"But, Mr. Mayor!"
Mayor Dotour
"This will do. Whether you're stubborn and will stay and guard your family, or if you'd prefer to run far away and seek shelter... That is for people to decide on their own."
Mutoh
"........!"
Family. This is the most important thing to have when the world is about to end. Money and social status no longer mean anything. All that matters at this point is being close to those you love. If the world is to end, all you can do is huddle together with people you know and wait for the end to come. After all, you cannot take material belongings with you to the afterlife. All you can do is cherish the present moment, and there's no better way to do that than let your friends and family know you love them.
Well, that's the end of my article. Hopefully you've been playing along, or I've at least encouraged you to pick up Majora's Mask again just to witness the sheer emotion of this game. No other Zelda game has ever been able to capture this much emotion within its characters or deliver this kind of message to the person holding the controller. There are many moments in this game where I've felt I could almost cry, and never have I experienced that in any game before. The people portrayed within this game have such real emotions that this game has had a profound impact on me.
Touched by this game, I think of Termina's final moments whenever I see pink clouds at sunset. I think of the people, and remember their problems, and I feel their emotions. Anger, happiness, fear, and sadness, all at once. It's almost an unbearable feeling, and all I can do is just stand there and stare off into the sky. All these are emotions that we can experience alone, or can share with others around us. In fact, these are feelings which bring people together. When people are angered by a new policy, they unite and rebel. When people are joyous for a wedding, they get together and celebrate. When people fear a disaster, they huddle together and await the outcome. When people are sad, they console each other.
Truly, Majora's Mask is one of the greatest games of all time. It is very rare for a game to show such emotion, let alone make the player wonder. Such things are expected of books, but never from a video game. I have spent much time thinking about the end of the world, all because of playing this game. I think of how the people will react to the news, how they will panic, and how they will fight amongst one another. However, people all act differently, which is how chaos is formed. When everything around you is turned upside-down, it is impossible to know exactly what's going to happen, but I know one thing. While the people around me frantically run around, destroying all that we have spent millenia to create, I just wish to enjoy the sunset one last time with someone I care for.
Kaepora Gaebora's Sage
On the surface, Kaepora Gaebora's character is a guidepost, a small well of basic information that will assist you in finding the right direction. This feathery friend takes Link under his wing in Ocarina Of Time and Majora's Mask and encourages him with clues and directions. There is more to this character than is let on, he isn't merely a helper. He has his own intentions, and his own identity, which can be revealed by more intricate details.
Kaepora Gaebora, who could he be?
Of course, I am plainly going to reference the famous Gossip Stones. These have stimulated their own small share of conversation and dispute throughout the Zelda community, mostly down to interpretation of their meaning.
They say that the owl named Kaepora Gaebora is the reincarnation of an ancient Sage.
They say that strange owl, Kaepora Gaebora, may look big and heavy, but its character is rather lighthearted.
The first quote, is plain and clear. It references the mysterious Owl directly, stating that it is a reincarnation of an ancient sage. The word 'sage' could be referenced as being a sage as described within the Zelda realm, or it could also have the generic usage for the word - "One distinguished for wisdom and sound judgment". There is also dispute over the translation of 'Reincarnation'.
The second Gossip Stone quote is the one that has many convinced that Kaepora Gaebora is in fact Rauru, The Sage of Light from Ocarina Of Time, and that Kaepora Gaebora is his form while outside of the Sacred Realm. However, if the first Gossip Stone is taken totally literally, it negates the concept that Rauru and Kaepora Gaebora are one, unless of course Rauru is no longer alive.

A Quote from the latter part of Ocarina Of Time shook my previous opinion that Rauru and Kaepora Gaebora were one. Upon completion of the first half of the Spirit temple, before you obtain the Silver Gauntlets, you meet Kaepora Gaebora for the last time (although he is seen during the credits and when Link memorizes the Requiem of Spirit, which is of course seven years afterwards). The quote is as follows:
Even I thought that the tales of a boy who could travel back and forth through time was merely a legend.
Surely, the Sage of the Light Temple, and the only known entity that existed within the Sacred Realm, would know of its workings and thus believe the Legend. If Rauru was indeed Kaepora Gaebora, He would also know of Link's quest to attain the Keys to the Sacred realm, and thus Link opening the Door Of Time would be a very likely possibility from Rauru's perspective.
In other words - Rauru (if he were Kaepora Gaebora) would have the upmost knowledge of Link's quest and the sacred realm itself, and therefore, would be one of the most likely to believe the legend of the Hero Of Time. Yet he doesn't, and that, whatever way I look at it, undermines the idea that Rauru and Kaepora Gaebora are the same entity.
Therefore, I propose that the only piece of evidence that points towards Kaepora Gaebora being a 'reincarnation' of Rauru is the use of the word 'Lighthearted' in the second quote. And this can be taken both literally and figuratively, and to treat it either way without sufficient reason could be fruitless. On top of the problems mentioned above, I feel that the case is open for other characters to be considered and fairly judged for the role as the 'Ancient Sage Reincarnate' (assuming of course, that this character has been introduced in an existing Zelda).
From this point onwards, I am going to assume that Kaepora Gaebora in Majora's Mask and Kaepora Gaebora in Ocarina Of Time are the same, that they are not parallels of each other. Even though I know this is a huge assumption to make. Bear with me. I will justify this, I hope.
From the moment you encounter Kaepora Gaebora, he seems to have integral knowledge of your quest. Immediately after you leave the forest, Kaepora Gaebora is already aware that you are seeking the Princess of Hyrule, and interestingly, he knows that you will meet her.
Go straight this way and you will see Hyrule Castle. You will meet a princess there...
He also seems to know of your quest to find the spiritual stones, and that you have learnt Zelda's Lullaby:
Just ahead lies Zora's Domain. The Zoras serve Hyrule's Royal Family by protecting this water source. Their door will not open for anyone except those who have some connection with the Royal Family. Let them hear the melody of the Royal Family!
When you learn Epona's Song, he can be seen flying overhead. This made it clear from my perspective that Kaepora Gaebora was following you while you were a child in Ocarina Of Time.
I now propose that The Happy Mask Salesman and Kaepora Gaebora are the same entity. I will now attempt to establish it as best I can.
At the beginning of Majora's Mask, after you have been transformed into a Deku Scrub, you meet the Happy Mask Salesman for the first time. He claims that he has been following you. I always wondered why. How could he possibly know that in order to find the one who can retrieve Majora's Mask, he had to be there in that specific place and time? From that I came to the conclusion that he had been following you prior to your merry meeting with Skull Kid. If this is so, it fits in so nicely with the last thing Kaepora Gaebora says to you in Ocarina Of Time.
I will continue to watch you...
Of course, the similarities between these two characters go far beyond that. When you first meet Kaepora Gaebora in Majora's Mask, he recognizes you regardless of what mask form you are in.
Ho-ho-ho-ho-hoot! This is a rare sight. You are a fairy child, correct?
Strangely, the characters also convey the same message. The Mask Salesman has total confidence in you (perhaps hinting that he knows of your past deeds). He always tells you to have faith in your own abilities:
You'll be fine. Surely, you should be able to recover Majora's Mask. I believe in you.
But yes...You'll be fine. I see you are young and have tremendous courage.
I'm sure you'll find it right away.
What? Is it not a simple task? Why, to someone like you, it should by no means be a difficult task.
Surely you should be able to do something.
Believe in your strengths... Believe...
You must do it! Really? You'll do it for me?I was certain you would tell me that.
You'll be fine! Surely, you can do it.
Those quotes above all show that he has absolute faith in you, and the fourth quote in the list definitely seems to indicate that he may know more about your previous adventures.
Kaepora Gaebora tests your faith. The Happy Mask salesman conveys the moral of the story, that you need to believe in yourself to save Termina, while Kaepora Gaebora tests that same conviction. I believe this is a very strong case for them being the same entity. Here are some quotes from Kaepora Gaebora that show how he tests you.
But the road ahead is even more challenging. Many trials await you. Please watch over these Gorons around you. Their land is doomed to be smothered in snow and ice forever. It will become a land where no living thing can survive.
He tells you the destiny of the land, how fate is against you. It is a test of faith. Kaepora Gaebora does the same in the southern swamp. But if you follow the Mask Salesman's advice, you will be fine.
If you have the courage and determination to proceed in the face of destiny, then I shall teach you something useful.
Believing you can proceed in the face of destiny is the key to success.
But the most important test of faith is totally literal. You have to jump into what looks like an abyss, but actually is a hidden row of invisible platforms, suspended over a great drop. You have to have the faith to jump. You have to believe in yourself. These are the quotes that correspond to this event:
I shall take to the air now, flying toward that shrine across the way, so follow behind me. Do not be daunted by appearances. Instead, let your feelings guide you, and the true path shall open before you.
But I find that the following quote has a lot of importance:
This swamp you are in has lost its guardian deity. But it was destined to fade anyway. Hoo-hoot...And that destiny is not solely limited to this swamp...
This is very important to my theory that The Happy Mask Salesman and Kaepora Gaebora are the same entity. Kaepora Gaebora and the mask salesman alone seem to be the only ones who know the fate of Termina due to Majora's Mask, apart from Link and Skull Kid.
The Happy Mask Salesman is the only character that doesn't have a three day cycle attached to him, apart from Kaepora Gaebora, who can transcend the cycle, and therefore doesn't have one either. The Happy Mask Salesman is also the most likely to have the power to transform into different shapes, reinforcing the idea that Kaepora Gaebora could easily be the Happy Mask Salesman in disguise. This is on top of the extremely high amount of coherency in what both the Happy Mask Salesman and Kaepora Gaebora say, both with their reoccurring theme of having faith in yourself.
There are only a few characters that recognize you when you are wearing the transformation masks. Kaepora Gaebora, The Happy Mask Salesman and The Turtle that takes you to Great bay temple. Curiously, that turtle also knows your name, but that's for another time, I think.

In Summary:
Both the Happy Mask Salesman and Kaepora Gaebora have knowledge of your quest. Especially important is the Happy Mask Salesman's hint, that indicates he knows things about you...
Why, to someone like you, it should by no means be a difficult task.
Both have knowledge of Termina's fate.
Both are unaffected by the three day cycle.
They both know that you own an instrument (Happy Mask Salesman - before you got it back from skull kid, and Kaepora Gaebora - his song on the headstone before you came. Also worth noting - you need hands to carve a song on a headstone, and it was his song, so how did it get there?)
Both convey the same message of having faith in yourself, and very much convey the main storyline morals of Majora's Mask.
Both have a history for following you, and it seems both have, without being detected (The Happy Mask Salesman at the beginning of Majora's Mask and Kaepora Gaebora throughout Ocarina Of Time while you are a child)
The Happy Mask Salesman seems like an ideal candidate for Kaepora Gaebora's 'sage', because the Salesman is bound to have transformation masks. Unlike Rauru or other candidates for Kaepora Gaebora's 'sage', in this case there is also a conceivable transformation method.
And, most beautifully, the theory fits in with the 'Reincarnation' gossip stone mentioned at the beginning of this article. Because all transformation masks seen in Majora's Mask are created at the point of death, wearing a mask is really the dead, coming back to life with a new 'self'.
Well, lets just hope I can live up to one of Kaepora Gaebora's best quotes:
Hoooo. You're a smart kid. Good luck, then. Hoo hoo.
Kaepora Gaebora, who could he be?
Of course, I am plainly going to reference the famous Gossip Stones. These have stimulated their own small share of conversation and dispute throughout the Zelda community, mostly down to interpretation of their meaning.
They say that the owl named Kaepora Gaebora is the reincarnation of an ancient Sage.
They say that strange owl, Kaepora Gaebora, may look big and heavy, but its character is rather lighthearted.
The first quote, is plain and clear. It references the mysterious Owl directly, stating that it is a reincarnation of an ancient sage. The word 'sage' could be referenced as being a sage as described within the Zelda realm, or it could also have the generic usage for the word - "One distinguished for wisdom and sound judgment". There is also dispute over the translation of 'Reincarnation'.
The second Gossip Stone quote is the one that has many convinced that Kaepora Gaebora is in fact Rauru, The Sage of Light from Ocarina Of Time, and that Kaepora Gaebora is his form while outside of the Sacred Realm. However, if the first Gossip Stone is taken totally literally, it negates the concept that Rauru and Kaepora Gaebora are one, unless of course Rauru is no longer alive.
A Quote from the latter part of Ocarina Of Time shook my previous opinion that Rauru and Kaepora Gaebora were one. Upon completion of the first half of the Spirit temple, before you obtain the Silver Gauntlets, you meet Kaepora Gaebora for the last time (although he is seen during the credits and when Link memorizes the Requiem of Spirit, which is of course seven years afterwards). The quote is as follows:
Even I thought that the tales of a boy who could travel back and forth through time was merely a legend.
Surely, the Sage of the Light Temple, and the only known entity that existed within the Sacred Realm, would know of its workings and thus believe the Legend. If Rauru was indeed Kaepora Gaebora, He would also know of Link's quest to attain the Keys to the Sacred realm, and thus Link opening the Door Of Time would be a very likely possibility from Rauru's perspective.
In other words - Rauru (if he were Kaepora Gaebora) would have the upmost knowledge of Link's quest and the sacred realm itself, and therefore, would be one of the most likely to believe the legend of the Hero Of Time. Yet he doesn't, and that, whatever way I look at it, undermines the idea that Rauru and Kaepora Gaebora are the same entity.
Therefore, I propose that the only piece of evidence that points towards Kaepora Gaebora being a 'reincarnation' of Rauru is the use of the word 'Lighthearted' in the second quote. And this can be taken both literally and figuratively, and to treat it either way without sufficient reason could be fruitless. On top of the problems mentioned above, I feel that the case is open for other characters to be considered and fairly judged for the role as the 'Ancient Sage Reincarnate' (assuming of course, that this character has been introduced in an existing Zelda).
From this point onwards, I am going to assume that Kaepora Gaebora in Majora's Mask and Kaepora Gaebora in Ocarina Of Time are the same, that they are not parallels of each other. Even though I know this is a huge assumption to make. Bear with me. I will justify this, I hope.
From the moment you encounter Kaepora Gaebora, he seems to have integral knowledge of your quest. Immediately after you leave the forest, Kaepora Gaebora is already aware that you are seeking the Princess of Hyrule, and interestingly, he knows that you will meet her.
Go straight this way and you will see Hyrule Castle. You will meet a princess there...
He also seems to know of your quest to find the spiritual stones, and that you have learnt Zelda's Lullaby:
Just ahead lies Zora's Domain. The Zoras serve Hyrule's Royal Family by protecting this water source. Their door will not open for anyone except those who have some connection with the Royal Family. Let them hear the melody of the Royal Family!
When you learn Epona's Song, he can be seen flying overhead. This made it clear from my perspective that Kaepora Gaebora was following you while you were a child in Ocarina Of Time.
I now propose that The Happy Mask Salesman and Kaepora Gaebora are the same entity. I will now attempt to establish it as best I can.
At the beginning of Majora's Mask, after you have been transformed into a Deku Scrub, you meet the Happy Mask Salesman for the first time. He claims that he has been following you. I always wondered why. How could he possibly know that in order to find the one who can retrieve Majora's Mask, he had to be there in that specific place and time? From that I came to the conclusion that he had been following you prior to your merry meeting with Skull Kid. If this is so, it fits in so nicely with the last thing Kaepora Gaebora says to you in Ocarina Of Time.
I will continue to watch you...
Notice how it also fits with one of the earliest Happy Mask Salesman quotes:
Now don't think me rude, but I have been following you...Of course, the similarities between these two characters go far beyond that. When you first meet Kaepora Gaebora in Majora's Mask, he recognizes you regardless of what mask form you are in.
Ho-ho-ho-ho-hoot! This is a rare sight. You are a fairy child, correct?
Strangely, the characters also convey the same message. The Mask Salesman has total confidence in you (perhaps hinting that he knows of your past deeds). He always tells you to have faith in your own abilities:
You'll be fine. Surely, you should be able to recover Majora's Mask. I believe in you.
But yes...You'll be fine. I see you are young and have tremendous courage.
I'm sure you'll find it right away.
What? Is it not a simple task? Why, to someone like you, it should by no means be a difficult task.
Surely you should be able to do something.
Believe in your strengths... Believe...
You must do it! Really? You'll do it for me?I was certain you would tell me that.
You'll be fine! Surely, you can do it.
Those quotes above all show that he has absolute faith in you, and the fourth quote in the list definitely seems to indicate that he may know more about your previous adventures.
Kaepora Gaebora tests your faith. The Happy Mask salesman conveys the moral of the story, that you need to believe in yourself to save Termina, while Kaepora Gaebora tests that same conviction. I believe this is a very strong case for them being the same entity. Here are some quotes from Kaepora Gaebora that show how he tests you.
But the road ahead is even more challenging. Many trials await you. Please watch over these Gorons around you. Their land is doomed to be smothered in snow and ice forever. It will become a land where no living thing can survive.
He tells you the destiny of the land, how fate is against you. It is a test of faith. Kaepora Gaebora does the same in the southern swamp. But if you follow the Mask Salesman's advice, you will be fine.
If you have the courage and determination to proceed in the face of destiny, then I shall teach you something useful.
Believing you can proceed in the face of destiny is the key to success.
But the most important test of faith is totally literal. You have to jump into what looks like an abyss, but actually is a hidden row of invisible platforms, suspended over a great drop. You have to have the faith to jump. You have to believe in yourself. These are the quotes that correspond to this event:
I shall take to the air now, flying toward that shrine across the way, so follow behind me. Do not be daunted by appearances. Instead, let your feelings guide you, and the true path shall open before you.
But I find that the following quote has a lot of importance:
This swamp you are in has lost its guardian deity. But it was destined to fade anyway. Hoo-hoot...And that destiny is not solely limited to this swamp...
This is very important to my theory that The Happy Mask Salesman and Kaepora Gaebora are the same entity. Kaepora Gaebora and the mask salesman alone seem to be the only ones who know the fate of Termina due to Majora's Mask, apart from Link and Skull Kid.
The Happy Mask Salesman is the only character that doesn't have a three day cycle attached to him, apart from Kaepora Gaebora, who can transcend the cycle, and therefore doesn't have one either. The Happy Mask Salesman is also the most likely to have the power to transform into different shapes, reinforcing the idea that Kaepora Gaebora could easily be the Happy Mask Salesman in disguise. This is on top of the extremely high amount of coherency in what both the Happy Mask Salesman and Kaepora Gaebora say, both with their reoccurring theme of having faith in yourself.
There are only a few characters that recognize you when you are wearing the transformation masks. Kaepora Gaebora, The Happy Mask Salesman and The Turtle that takes you to Great bay temple. Curiously, that turtle also knows your name, but that's for another time, I think.
In Summary:
Both the Happy Mask Salesman and Kaepora Gaebora have knowledge of your quest. Especially important is the Happy Mask Salesman's hint, that indicates he knows things about you...
Why, to someone like you, it should by no means be a difficult task.
Both have knowledge of Termina's fate.
Both are unaffected by the three day cycle.
They both know that you own an instrument (Happy Mask Salesman - before you got it back from skull kid, and Kaepora Gaebora - his song on the headstone before you came. Also worth noting - you need hands to carve a song on a headstone, and it was his song, so how did it get there?)
Both convey the same message of having faith in yourself, and very much convey the main storyline morals of Majora's Mask.
Both have a history for following you, and it seems both have, without being detected (The Happy Mask Salesman at the beginning of Majora's Mask and Kaepora Gaebora throughout Ocarina Of Time while you are a child)
The Happy Mask Salesman seems like an ideal candidate for Kaepora Gaebora's 'sage', because the Salesman is bound to have transformation masks. Unlike Rauru or other candidates for Kaepora Gaebora's 'sage', in this case there is also a conceivable transformation method.
And, most beautifully, the theory fits in with the 'Reincarnation' gossip stone mentioned at the beginning of this article. Because all transformation masks seen in Majora's Mask are created at the point of death, wearing a mask is really the dead, coming back to life with a new 'self'.
Well, lets just hope I can live up to one of Kaepora Gaebora's best quotes:
Hoooo. You're a smart kid. Good luck, then. Hoo hoo.
Dreamland
The following article is only a theory, and is not meant to be taken as anything more than that. It only reflects the opinion of the writer, and not ZeldaInformer as a whole. That said, enjoy the article!
Part I - Koholint
"I AM THE WIND FISH... LONG HAS BEEN MY SLUMBER... IN MY DREAMS... AN EGG APPEARED AND WAS SURROUNDED BY AN ISLAND, WITH PEOPLE, ANIMALS, AN ENTIRE WORLD!" - The Wind Fish
Koholint Island was the setting for the fourth installment in the Legend of Zelda series, Link's Awakening. It told of Link washing ashore a strange island and his quest to wake the Wind Fish, so that he could leave that island. It is only near the end of his journey that he realizes that he is in a dream of the Wind Fish's making. What is odd is that this dream is populated by many things that are associated with Link's previous quest, as told in A Link to the Past*. This leads to the obvious conclusion that the dream is a shared one, with elements drawn from both minds. What this portion of the article is intended to do is point out the contents which specifically connect with Link, through the areas of geography, locations, and populace.

The first topic for examination is geography. While not initially apparent Koholint Island greatly resembles Hyrule, albeit distorted. Near the center of the island (though somewhat northeast) is Kanalet Castle, comparable to Hyrule Castle. At the west edge of the map is Mabe Village, akin to Kakariko. North of that is the Mysterious Woods, a representation of the Lost Woods. Far south of that is Toronbo Shores, comparable to the Desert of Mystery (its counterpart may also be Yarna Desert). All along the northern border is the Tal Tal Mountain Range, like Death Mountain. Located in the northeast are the River Rapids, which is comparable to Zora's Waterfall (and the subsequent river). South of that is the Face Shrine area, which resembles the Eastern Palace region. Finally, southwest of that is Martha's Bay, an analogue for Lake Hylia. The only major area that does not have a counterpart is Animal Village, which makes it unique to Koholint.
The next topic to address is location. While most locations were covered previously what is being referred to here are the places you can not fully see from the overworld map, dungeons. Two areas are of particular interest: Eagle's Tower and Turtle Rock. They are similar in concept to two of the former game's final dungeons: Tower of Hera (for the Pendants of Virtue portion) and Turtle Rock (for the Crystal Maiden's portion). The similarities between Eagle's Tower and Hera's Tower are that they are both towers and both rely on crystal switch puzzles. The similarity between the Turtle Rocks (besides the name) is the unique aspect of having to create paths over gaps. In the Koholint version you had to push a block and control its movements over the gap, thus creating a path, while in the previous version you created a platform that rode on rails to different areas.
The next topic to consider is the populace, the inhabitants of the island. One of the most considerable connections between Koholint and Hyrule exists in the form of Marin. Marin initially rescues you after you wash ashore, which is the reverse of your meeting with her counterpart, Zelda. Very soon after Link first wakes up this is said.
"What? Zelda? No, my name's Marin! You must still be feeling a little woozy." - Marin
This illustrates that Marin greatly resembles Zelda, but the similarities do not end there. Zelda is known all around Hyrule, as she is its princess. Marin is known all around Koholint (especially in Animal Village), as she is very skilled in singing.
"Aaaah, Little Marin... I want her to come back again... Her song is the best..." - Animal Village Resident
They also both serve as the main character (second to Link) and as a possible romantic interest. This is demonstrated in Koholint more clearly then in Hyrule.
"You got Marin! Is this your big chance?" Link's Awakening In-game Text
"Hey, dude! What do you think of Marin? Uhh... I don't know, I'm just a kid!" - Mabe Village Resident
Though said in a joking manner, it does hint at something more. The assumption that there is something between Link and Zelda comes mostly from the comic and manga adaption** (I am trying to avoid fans' "shipping" as a basis, but I do believe the example given is viable). These two characters, while unique in their own right, are very similar.
The Nightmares, particularly the final one, also show a strong connection to Hyrule. During the final battle the nightmare takes on many shapes. One of the first forms is of Moldorm, a memorable boss from the Tower of Hera. Another of those forms is Agahnim, whom Link fought twice in his previous adventure. Lastly there is the form of Ganon himself, complete with the trident. Though it could be said that they were just reusing enemies, I believe they specifically drawn from Link's mind.
There are also other, more minor characters that could be based on others. Tarin, for example, while possibly just based off of Mario, seems to resemble Link's Uncle. There is also Grandpa Ulrira, who like Sahasrahla is an old man who will give you advice from a great distance (Ulrira through telephones, Sahasrahla though telepathy). Connections between minor characters and their counterparts is far less clear, leaving Marin as still the best example.
The more this is looked into it, the more evidence reveals itself connecting Koholint to Hyrule. What is covered here is probably not even the half of it. There are other, smaller details that could be analyzed, but what is here is some of the best evidence available. It demonstrates that though the dream that created Koholint Island seems to dwell within the mind of the Wind Fish, it clearly is based off of Link's memories and experiences. It is not just through the Wind Fish's awakening, but through Link's awakening as well does Koholint finally vanish.
"COME, LINK ... LET US AWAKEN...TOGETHER!!" The Wind Fish
Part II - Termina
Termina was the setting for the sixth installment in the Legend of Zelda series, Majora's Mask. It is a mysterious land plagued by the mischief of the Skull Kid. It seems to have inspired more theories then most other topics in the series. The two most accepted theories of its nature are that Termina is either a parallel world or a neighboring country to Hyrule. This article will pursue a third, lesser known theory. It will demonstrate that the events of Majora's Mask were a dream. It was a dream shared by the two most important characters in the story: Link and the Skull Kid. To delve into the dream-like attributes of Termina four topics will be explored: geography, populace, masks, and events.

The first topic to address is geography. Termina seems to be arranged in a very simple, structured way. In the center is Clocktown, with the Clock Tower at in most central point. From that town, in every compass direction, lies a region with a completely different terrain with a very unique climate. Each of these four areas is a twisted, chilling version of a normal environment. The forest has become a poisonous swamp, the mountains have become a frozen wasteland, the ocean has become murky and untraversable, and the valley is overwhelmed by the undead. This combination of fear and simplicity could lead one to believe the formation of Termina to be the product of a frightened child's mind, which is just what the Skull Kid seems to be.
The second subject to discuss is the populace. One of the strangest things about Termina is that most of its residents look exactly like those of Hyrule. The two most prevalent offered theories on this is that they are either mirrored versions of their Hyrulean counterparts or just recycled models. Assuming this is a dream, something like the first option applies. Though rather then direct copies they are new people, new characters with somewhat familiar faces attached. It is important to note that no one that Link was really close with is represented here. There are no analogues for Zelda, Saria, the Sages, or the Kokiri. This leaves Termina to feel that much more foreign to Link. It also stands to reason that they might be drawn from the Skull Kid's mind, as he was a resident of Hyrule, and could have seen many of these people. He may have even known them prior to becoming what he was.
The next issue to examine is the importance of masks, more immediately examining their importance to Skull Kid, who would be the source of Termina's love of masks. Skull Kid seems to believe that the mask one wears becomes that person's identity. An example of this is in Ocarina of Time when Link sells him the Skull Mask.
"Wearing this mask makes me feel really tough and scary!" - The Skull Kid, Ocarina of Time
Another example would be Majora's Mask itself. When he wears it he becomes the evil that the mask embodies, and seems to fully accept it. Within the realm of Termina, his logic applies to all. When Link dons one of the transformation masks, he takes on that other identity, be it Darmani, Mikau, or another. The same applies to the Giants. The masks they wear have transformed them into monsters, which is a reflection of Skull Kid's attitude towards them. They angered him so he put them in a form that reflected how he thought of them, as the "bad guys".
Lastly, and possibly most important, is the matter of the events. It is these specific occurrences that lend the most to this theory. Take the opening scene for example. After Skull Kid steals the Ocarina and Link gives chase, he winds up in a cave. In that cave is a deep chasm, and while Link is falling down it various images fly by him: masks, items, etcetera. After such a long fall Link falls softly on a flower, and is transformed into a Deku Scrub. He then continues to chase the Skull Kid through a twisted corridor until huge iron doors lock behind them. These strange happenings do not make sense in the context of traveling to another country, or even to another dimension. Such abnormalities are common in a dream world though, such as with Alice falling down the rabbit hole (which this part is frequently likened to).
The next example is what happens when Link fails. When the moon falls to the earth Link, like everyone else, is caught in the subsequent destruction. Yet afterwards he is somehow talking with the Happy Mask Salesman, and is given another chance.
"You've met with a terrible fate, haven't you?" - Happy Mask Salesman How is it possible he could have survived such a thing? It should not be possible in reality (in the context of the game), but it is in the realm of possibility for a dream.
A further example would be the event of the Giants stopping the moon. While aspects of this event can be explained away as the paranormal nature of the Giants, it definitely has a dream-like "feel". The Giants appear from nowhere, and as they approach the center they effortlessly pass through objects on the ground. When they do reach the center they raise their arms and stop the moon, whilst never physically touching it. Again, while this might not be solid proof it does lend to the dream-like feel of the game.

The last example is possibly the best of the group: inside the moon. After the moon is stopped and Link enters it, something wholly unexpected happens. Link arrives on a plain during a sunny day. There is a lone tree in the middle and children play around, while one child sits alone. Talking to, and giving masks to the playing children causes Link to enter various dungeons, where his skill with his alternate forms is challenged. After completing these and talking to the lonely child, Link receives the god-like Fierce Deity's Mask so that he may "play" with the child, with Link taking up the role of the "bad guy". Link is then taken to a strange room, whose color and atmosphere seem to be always changing, for a final battle with the insane Majora. After which the moon disappears, and is replaced by a rainbow. No matter how you look at it, these past events were incredibly strange, and only really make sense if they are put into the context of a dream, as dreams are not restricted by logic. Endless amounts of symbolism are drawn from this portion of the game, and dreams are nothing if not symbolic.
Some of the darkest, strangest things to happen in a Legend of Zelda game happen in Majora's Mask. Everything seemed to have some second meaning, and it always felt as though there was something more beneath the surface. Whether this theory is true or false, its intention was to open your mind to the possibility. Things are not always as they seem, and a perfect example of that is the world of Termina.
Part III - Connections
At first glance you probably would not see too many connections between Link's Awakening and Majora's Mask. Both games have a rendition of 'Ballad of the Wind Fish', but that is hardly enough to show any real relationship between the two. Yet the more it is looked into it, the more similarities reveal themselves, and the more these two dream worlds seem alike. Though these similarities may be subtle, they still provide a strong case. The four documented here are populace, deities, items, and fate.
The first topic to look at is the inhabitants of each world. The connection here is obvious, the populations of Koholint and Termina are drawn from different incarnations of Hyrule (A Link to the Past and Ocarina of Time, respectively). On Koholint Island, Marin is an obvious representation of Zelda, while Tarin may be based off of Link's uncle and Sahasrahla may have inspired Ulrira (and possibly the owl). There are not many examples since there were not that many characters to begin with, but Termina is a different story. Nearly every person in Termina looks like someone from Hyrule. The difference is that on Koholint, the new characters were based off of major characters, while in Termina they were based off of minor character. Nevertheless, it is still something both locations have in common.
Another similarity between the two lands is that they both have unique deities, separate from the prime three (Din, Nayru, and Farore). Koholint has the Wind Fish while Termina has the Four Giants. They also share important roles in their respective games. Link spends a majority of each game seeking the assistance of these god-like beings. Not only do you seek their help put you must save them as well, as they are both imprisoned by some evil. So powerful beings in need of aid is another likeness between the two.

The next issue is that of items, two to be exact. They are the Boomerang and the Ocarina of Time. While at first glance they are completely different, they do share a similarity: their power increased greatly from the game before it. First there is the Boomerang. In most Legend of Zelda games it is a weak weapon used mostly to stun enemies, this changes on Koholint. There it is the single most powerful weapon in the game, it is even capable of destroying the final boss in a single strike. Though even this increase in power is dwarfed by the next item.
In Hyrule, the Ocarina of Time's primary purpose (storyline-wise) was to act as a key the Sacred Realm.
"Ganondorf's target was one of the keys to the Sacred Realm...the hidden treasure of the Royal Family...The Ocarina of Time!" - Zelda, Ocarina of Time
Its control over time seemed to only happen in combination with the Master Sword.
"As long as you hold the Ocarina of Time and the Master Sword, you hold time itself in your hands..." - Sheik, Ocarina of Time
Even then the Master Sword seemed to be the true key to time travel.
"The Master Sword is a ship with which you can sail upstream and downstream through time's river..." - Sheik, Ocarina of Time So how, in Termina, how does the Ocarina of Time seem to gain such control over time? This is usually attributed to a "Goddess of Time".
"The Goddess of Time is protecting you. If you play the Song of Time, she will aid you..." - Zelda, Majora's Mask Where was she during the events of Ganondorf's rise to power, when she was really needed? This just seems to be an easy way to justify a huge leap in power which could be attributed to Termina being a dream. Dreams are not restricted by logic, so any item would be allowed to have incredible power, where very little existed before.
The last topic to examine is fate. Each land has a destiny, both spelling doom.
"TO THE FINDER... THE ISLE OF KOHOLINT, IS BUT AN ILLUSION... HUMAN, MONSTER, SEA, SKY... A SCENE ON THE LID OF A SLEEPER'S EYE... AWAKE THE DREAMER, AND KOHOLINT WILL VANISH MUCH LIKE A BUBBLE ON A NEEDLE... CAST-AWAY, YOU SHOULD KNOW THE TRUTH!" - Shrine Mural, Link's Awakening
"This swamp you are in has lost its guardian deity. But it was destined to fade anyway. Hoo-hoot...And that destiny is not solely limited to this swamp..." - The Owl, Majora's Mask
While each land shares the same fate, the difference lies in whether it comes to pass. Koholint does succumb to its fate, vanishing from reality, becoming little more then a memory. The only one to escape this doom is Marin, who takes the form of a seagull. Termina's fate, in the ultimate end, does not come to pass. The moon is stopped and life is spared, its continued existence allowed.
The connections presented here should reinforce the previously stated claim of Termina being a dream world. Too many similarities and connections exist to dismiss this idea, while not enough exist to completely prove it. As such here is one final quote, taken from an inhabitant of Termina .
"Belief or disbelief rests with you." - Garo, Majora's Mask
* - For the sake of this article I am assuming (time line-wise) that Link's Awakening directly follows A Link to the Past.
** - Though the comic and manga adaptations and not considered official "canon" I believe they should be taken into consideration as they give a deeper look into the characters.
Koholint Island was the setting for the fourth installment in the Legend of Zelda series, Link's Awakening. It told of Link washing ashore a strange island and his quest to wake the Wind Fish, so that he could leave that island. It is only near the end of his journey that he realizes that he is in a dream of the Wind Fish's making. What is odd is that this dream is populated by many things that are associated with Link's previous quest, as told in A Link to the Past*. This leads to the obvious conclusion that the dream is a shared one, with elements drawn from both minds. What this portion of the article is intended to do is point out the contents which specifically connect with Link, through the areas of geography, locations, and populace.
The first topic for examination is geography. While not initially apparent Koholint Island greatly resembles Hyrule, albeit distorted. Near the center of the island (though somewhat northeast) is Kanalet Castle, comparable to Hyrule Castle. At the west edge of the map is Mabe Village, akin to Kakariko. North of that is the Mysterious Woods, a representation of the Lost Woods. Far south of that is Toronbo Shores, comparable to the Desert of Mystery (its counterpart may also be Yarna Desert). All along the northern border is the Tal Tal Mountain Range, like Death Mountain. Located in the northeast are the River Rapids, which is comparable to Zora's Waterfall (and the subsequent river). South of that is the Face Shrine area, which resembles the Eastern Palace region. Finally, southwest of that is Martha's Bay, an analogue for Lake Hylia. The only major area that does not have a counterpart is Animal Village, which makes it unique to Koholint.
The next topic to address is location. While most locations were covered previously what is being referred to here are the places you can not fully see from the overworld map, dungeons. Two areas are of particular interest: Eagle's Tower and Turtle Rock. They are similar in concept to two of the former game's final dungeons: Tower of Hera (for the Pendants of Virtue portion) and Turtle Rock (for the Crystal Maiden's portion). The similarities between Eagle's Tower and Hera's Tower are that they are both towers and both rely on crystal switch puzzles. The similarity between the Turtle Rocks (besides the name) is the unique aspect of having to create paths over gaps. In the Koholint version you had to push a block and control its movements over the gap, thus creating a path, while in the previous version you created a platform that rode on rails to different areas.
The next topic to consider is the populace, the inhabitants of the island. One of the most considerable connections between Koholint and Hyrule exists in the form of Marin. Marin initially rescues you after you wash ashore, which is the reverse of your meeting with her counterpart, Zelda. Very soon after Link first wakes up this is said.
"What? Zelda? No, my name's Marin! You must still be feeling a little woozy." - Marin
This illustrates that Marin greatly resembles Zelda, but the similarities do not end there. Zelda is known all around Hyrule, as she is its princess. Marin is known all around Koholint (especially in Animal Village), as she is very skilled in singing.
They also both serve as the main character (second to Link) and as a possible romantic interest. This is demonstrated in Koholint more clearly then in Hyrule.
Though said in a joking manner, it does hint at something more. The assumption that there is something between Link and Zelda comes mostly from the comic and manga adaption** (I am trying to avoid fans' "shipping" as a basis, but I do believe the example given is viable). These two characters, while unique in their own right, are very similar.
The Nightmares, particularly the final one, also show a strong connection to Hyrule. During the final battle the nightmare takes on many shapes. One of the first forms is of Moldorm, a memorable boss from the Tower of Hera. Another of those forms is Agahnim, whom Link fought twice in his previous adventure. Lastly there is the form of Ganon himself, complete with the trident. Though it could be said that they were just reusing enemies, I believe they specifically drawn from Link's mind.
There are also other, more minor characters that could be based on others. Tarin, for example, while possibly just based off of Mario, seems to resemble Link's Uncle. There is also Grandpa Ulrira, who like Sahasrahla is an old man who will give you advice from a great distance (Ulrira through telephones, Sahasrahla though telepathy). Connections between minor characters and their counterparts is far less clear, leaving Marin as still the best example.
The more this is looked into it, the more evidence reveals itself connecting Koholint to Hyrule. What is covered here is probably not even the half of it. There are other, smaller details that could be analyzed, but what is here is some of the best evidence available. It demonstrates that though the dream that created Koholint Island seems to dwell within the mind of the Wind Fish, it clearly is based off of Link's memories and experiences. It is not just through the Wind Fish's awakening, but through Link's awakening as well does Koholint finally vanish.
Termina was the setting for the sixth installment in the Legend of Zelda series, Majora's Mask. It is a mysterious land plagued by the mischief of the Skull Kid. It seems to have inspired more theories then most other topics in the series. The two most accepted theories of its nature are that Termina is either a parallel world or a neighboring country to Hyrule. This article will pursue a third, lesser known theory. It will demonstrate that the events of Majora's Mask were a dream. It was a dream shared by the two most important characters in the story: Link and the Skull Kid. To delve into the dream-like attributes of Termina four topics will be explored: geography, populace, masks, and events.
The first topic to address is geography. Termina seems to be arranged in a very simple, structured way. In the center is Clocktown, with the Clock Tower at in most central point. From that town, in every compass direction, lies a region with a completely different terrain with a very unique climate. Each of these four areas is a twisted, chilling version of a normal environment. The forest has become a poisonous swamp, the mountains have become a frozen wasteland, the ocean has become murky and untraversable, and the valley is overwhelmed by the undead. This combination of fear and simplicity could lead one to believe the formation of Termina to be the product of a frightened child's mind, which is just what the Skull Kid seems to be.
The second subject to discuss is the populace. One of the strangest things about Termina is that most of its residents look exactly like those of Hyrule. The two most prevalent offered theories on this is that they are either mirrored versions of their Hyrulean counterparts or just recycled models. Assuming this is a dream, something like the first option applies. Though rather then direct copies they are new people, new characters with somewhat familiar faces attached. It is important to note that no one that Link was really close with is represented here. There are no analogues for Zelda, Saria, the Sages, or the Kokiri. This leaves Termina to feel that much more foreign to Link. It also stands to reason that they might be drawn from the Skull Kid's mind, as he was a resident of Hyrule, and could have seen many of these people. He may have even known them prior to becoming what he was.
The next issue to examine is the importance of masks, more immediately examining their importance to Skull Kid, who would be the source of Termina's love of masks. Skull Kid seems to believe that the mask one wears becomes that person's identity. An example of this is in Ocarina of Time when Link sells him the Skull Mask.
Another example would be Majora's Mask itself. When he wears it he becomes the evil that the mask embodies, and seems to fully accept it. Within the realm of Termina, his logic applies to all. When Link dons one of the transformation masks, he takes on that other identity, be it Darmani, Mikau, or another. The same applies to the Giants. The masks they wear have transformed them into monsters, which is a reflection of Skull Kid's attitude towards them. They angered him so he put them in a form that reflected how he thought of them, as the "bad guys".
Lastly, and possibly most important, is the matter of the events. It is these specific occurrences that lend the most to this theory. Take the opening scene for example. After Skull Kid steals the Ocarina and Link gives chase, he winds up in a cave. In that cave is a deep chasm, and while Link is falling down it various images fly by him: masks, items, etcetera. After such a long fall Link falls softly on a flower, and is transformed into a Deku Scrub. He then continues to chase the Skull Kid through a twisted corridor until huge iron doors lock behind them. These strange happenings do not make sense in the context of traveling to another country, or even to another dimension. Such abnormalities are common in a dream world though, such as with Alice falling down the rabbit hole (which this part is frequently likened to).
The next example is what happens when Link fails. When the moon falls to the earth Link, like everyone else, is caught in the subsequent destruction. Yet afterwards he is somehow talking with the Happy Mask Salesman, and is given another chance.
A further example would be the event of the Giants stopping the moon. While aspects of this event can be explained away as the paranormal nature of the Giants, it definitely has a dream-like "feel". The Giants appear from nowhere, and as they approach the center they effortlessly pass through objects on the ground. When they do reach the center they raise their arms and stop the moon, whilst never physically touching it. Again, while this might not be solid proof it does lend to the dream-like feel of the game.
The last example is possibly the best of the group: inside the moon. After the moon is stopped and Link enters it, something wholly unexpected happens. Link arrives on a plain during a sunny day. There is a lone tree in the middle and children play around, while one child sits alone. Talking to, and giving masks to the playing children causes Link to enter various dungeons, where his skill with his alternate forms is challenged. After completing these and talking to the lonely child, Link receives the god-like Fierce Deity's Mask so that he may "play" with the child, with Link taking up the role of the "bad guy". Link is then taken to a strange room, whose color and atmosphere seem to be always changing, for a final battle with the insane Majora. After which the moon disappears, and is replaced by a rainbow. No matter how you look at it, these past events were incredibly strange, and only really make sense if they are put into the context of a dream, as dreams are not restricted by logic. Endless amounts of symbolism are drawn from this portion of the game, and dreams are nothing if not symbolic.
Some of the darkest, strangest things to happen in a Legend of Zelda game happen in Majora's Mask. Everything seemed to have some second meaning, and it always felt as though there was something more beneath the surface. Whether this theory is true or false, its intention was to open your mind to the possibility. Things are not always as they seem, and a perfect example of that is the world of Termina.
At first glance you probably would not see too many connections between Link's Awakening and Majora's Mask. Both games have a rendition of 'Ballad of the Wind Fish', but that is hardly enough to show any real relationship between the two. Yet the more it is looked into it, the more similarities reveal themselves, and the more these two dream worlds seem alike. Though these similarities may be subtle, they still provide a strong case. The four documented here are populace, deities, items, and fate.
The first topic to look at is the inhabitants of each world. The connection here is obvious, the populations of Koholint and Termina are drawn from different incarnations of Hyrule (A Link to the Past and Ocarina of Time, respectively). On Koholint Island, Marin is an obvious representation of Zelda, while Tarin may be based off of Link's uncle and Sahasrahla may have inspired Ulrira (and possibly the owl). There are not many examples since there were not that many characters to begin with, but Termina is a different story. Nearly every person in Termina looks like someone from Hyrule. The difference is that on Koholint, the new characters were based off of major characters, while in Termina they were based off of minor character. Nevertheless, it is still something both locations have in common.
Another similarity between the two lands is that they both have unique deities, separate from the prime three (Din, Nayru, and Farore). Koholint has the Wind Fish while Termina has the Four Giants. They also share important roles in their respective games. Link spends a majority of each game seeking the assistance of these god-like beings. Not only do you seek their help put you must save them as well, as they are both imprisoned by some evil. So powerful beings in need of aid is another likeness between the two.
The next issue is that of items, two to be exact. They are the Boomerang and the Ocarina of Time. While at first glance they are completely different, they do share a similarity: their power increased greatly from the game before it. First there is the Boomerang. In most Legend of Zelda games it is a weak weapon used mostly to stun enemies, this changes on Koholint. There it is the single most powerful weapon in the game, it is even capable of destroying the final boss in a single strike. Though even this increase in power is dwarfed by the next item.
In Hyrule, the Ocarina of Time's primary purpose (storyline-wise) was to act as a key the Sacred Realm.
Its control over time seemed to only happen in combination with the Master Sword.
Even then the Master Sword seemed to be the true key to time travel.
The last topic to examine is fate. Each land has a destiny, both spelling doom.
"TO THE FINDER... THE ISLE OF KOHOLINT, IS BUT AN ILLUSION... HUMAN, MONSTER, SEA, SKY... A SCENE ON THE LID OF A SLEEPER'S EYE... AWAKE THE DREAMER, AND KOHOLINT WILL VANISH MUCH LIKE A BUBBLE ON A NEEDLE... CAST-AWAY, YOU SHOULD KNOW THE TRUTH!" - Shrine Mural, Link's Awakening
While each land shares the same fate, the difference lies in whether it comes to pass. Koholint does succumb to its fate, vanishing from reality, becoming little more then a memory. The only one to escape this doom is Marin, who takes the form of a seagull. Termina's fate, in the ultimate end, does not come to pass. The moon is stopped and life is spared, its continued existence allowed.
The connections presented here should reinforce the previously stated claim of Termina being a dream world. Too many similarities and connections exist to dismiss this idea, while not enough exist to completely prove it. As such here is one final quote, taken from an inhabitant of Termina .
* - For the sake of this article I am assuming (time line-wise) that Link's Awakening directly follows A Link to the Past.
** - Though the comic and manga adaptations and not considered official "canon" I believe they should be taken into consideration as they give a deeper look into the characters.
Subscribe to:
Posts (Atom)
