Zelda no Densetsu - Toki no Ocarina [Model NUS-CZLJ-JPN]

Nintendo 64 cart. published 25 years ago by Nintendo Co., Ltd.

Listed in MAME

Zelda no Densetsu - Toki no Ocarina [Model NUS-CZLJ-JPN] screenshot

ゼルダの伝説 時のオカリナ © 1998 Nintendo.
(Zelda no Densetsu - Toki no Ocarina)

A dark time is approaching in Hyrule. The storm clouds of evil are gathering over the land, and malevolent forces are poised to strike at the most sacred and powerful artifact of all, the mysterious Triforce. The only thing standing between chaos and destruction are two youths, an elfin boy from the magical Kokiri Forest, and the young princess of legend, Zelda. Do you have what it takes to guide the intrepid hero, Link, from his secluded forest home to the final confrontation with the ultimate evil force?

Toki no Ocarina reveals the genesis of the fantasy land of Hyrule, the origin of the Triforce, and tells the tale of the first exploits of the heroic adventurer Link and the Princess of legend, Zelda. Like the previous games in the series, Toki no Ocarina has taken its place in the realm of video game legends, with immersive graphics, sweeping storyline, swashbuckling adventure, mind-bending puzzles, and just a dash of humor.

Toki no Ocarina transports you into the fantasy world of Hyrule with vibrant, real-time 3-D graphics. With full freedom of movement, your quest takes you through dense forests and across wind-whipped deserts. You swim raging rivers. Climb treacherous mountains. Dash on horseback across rolling hills. And when you reach your destination, you delve into dungeons full of creatures that fight to the finish to put an end to your adventures, and your life.

As you venture through the many locales of Hyrule, an epic story unfolds. An evil being of immense power covets the sacred relic that will give him ultimate might, the Triforce. You must race against time to find the keys to the legendary Sacred Realm where the Triforce is kept. Fail, and the fair land of Hyrule and all its peoples will fall into a dark age of destruction. Your adventure spans even time itself as Link must venture back and forth between two ages to completely foil the evil plot that threatens his world. It is a quest so epic, it takes many, many hours of adventure to complete.

But while there are legions of monsters to be slain, the forces of evil cannot be thwarted with force of arms alone. No, a true hero must possess wisdom in addition to courage. Within the depths of a dozen dungeons, puzzles as perplexing as they are deadly must be solved to win weapons and devices necessary to complete your quest.

You will not be totally alone in your fight. Throughout your travels, you will encounter folk who thirst for justice and will offer you aid. Speak to everyone you meet for you never can tell who might possess a pearl of wisdom that will be the key to unlocking some great mystery.

Toki no Ocarina is one of Nintendo's most epic challenges ever. With 256 Megabits of action, this is one game that you won't finish overnight.

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Cartridge ID: NUS-CZLJ-JPN


Toki no Ocarina was released on November 21, 1998 in Japan.

Many of the character names, such as Rauru, Mido, Ruto, Saria, and Darunia, are actually names of towns in Zelda 2.

The horse in the game is named after the Celtic horse goddess, Epona.

The lantern-carrying ghosts called Poes are named after the famous horror writer Edgar Allan Poe.

[JP] 1998 Famitsu: 40/40


There are three different versions of the game: 1.0, 1.1 and 1.2.

The only notable change between 1.0 and 1.1 is that the Fire Temple music was changed a little bit. It had a chant from an Islamic prayer looped in the background which offended some members of the Islamic community. 1.1 also fixed some bugs, the most famous of them being the sword-losing bug. In 1.0, if the player saves the game in the end battle after losing the Master Sword, and restart the game, they don't have the sword anymore, but they can use all items while riding Epona. Also the final boss had originally red blood which was changed to green in a later version.


Executive Producer: Hiroshi Yamauchi
Producer: Shigeru Miyamoto
Director: Toru Osawa, Yoichi Yamada, Eiji Aonuma, Yoshiaki Koizumi
Program Director: Toshio Iwawaki
Chief Programmer: Kenzo Hayakawa
Main Program: Yasunari Soejima, Kazuaki Morita, Masumi Tarukado, Hiroshi Umemiya, Masaro Sakakibara, Shigeki Yoshida, Takamitsu Kuzuhara, Satoru Takahata, Nobuo Okajima, Nobuhiro Sumiyoshi, Atsushi Nishiwaki, Kenji Matsutani, Yuichi Yamamoto, Masatoshi Ogawa, Makoto Sasaki, Kunihiro Komatsu, Shigeo Kimura
Script Writer: Toru Osawa, Kensuke Tanabe
Character Design: Yoshiaki Koizumi, Yoshiki Haruhana, Satoru Takizawa, Jin Ikeda, Satomi Maekawa
Course - Level Design: Makoto Miyanaga, Hiromasa Shikata, Hiromu Takemura, Kenta Usui, Shinichi Ikematsu, Takeshi Hosono
Graphic Design: Tomoaki Kuroume, Shigeki Yoshida, Ren Uehara
Cinematic Sequence: Daiki Iwamoto, Hiroshi Matsunaga, Daisuke Kageyama
Motion Capture: Shinya Takahashi, Tsuyoshi Watanabe
Sound Composition: Koji Kondo
Sound Effect: Yoji Inagaki, Takuya Maekawa
Illustrator: Yusuke Nakano, Wataru Yamaguchi, Minoru Maeda
Coordinator: Yoshitaka Nishikawa, Mitsuhiro Takano, Masashi Goto, Hiroyuki Uesugi
Technical Support: Hironobu Kakui, Hirohito Yoshimoto, Yoshinori Tanimoto, Hideaki Shimizu, Shin Hasegawa, Yasuki Tawaraishi, Shingo Okamoto
Progress Management: Kimiyoshi Fukui, Keizo Kato
Supervisor: Takashi Tezuka, Toshihiko Nakago
Product Debug & Testing Unit: Super Mario Club
Special Thanks: Mitsuhiro Hikino, Hiroshi Momose, Yoshitaka Takeshita, Gentaro Takaki, Atsushi Sakaguchi, Hajime Kitagawa, Nintendo E.A.D, Nintendo of America Inc. Debug Staff, Nintendo of Europe GMBH Debug Staff, Nintendo France S.A.R.I. Staff


Game's ROM.