Rather then, you know, explore like any other Zelda game, rather then discover how to solve the sidequest, you used a walk through.
I was referring to reading the walk through to remind myself the steps involved in said quest. I remember doing the quest without a walk through the first time I played the game. Shows you how memorable it is if I have to remind myself what was involved by reading a walk through now.
Unlike most games I have no problem advising people to use a walkthrough for Majora's Mask if they are having trouble. It's a complicated game to be sure, and probably has the hardest dungeon in any Zelda game.
Just remember that as you make your way through the game that the Bomber's Notebook basically becomes a mini walkthrough for all the side quest material.
Xenogears of Bore on
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mntorankusuI'm not sure how to use this thing....Registered Userregular
edited January 2011
The time limit in Majora's Mask is the backbone of the entire game's design. It's fine if you don't like the game, but complaining about the time limit is like complaining that Mario has too much jumping, or that you have to assassinate people in Assassin's Creed.
If you made Majora's Mask without the time limit, it would be called Ocarina of Time.
I think something we can all agree on is that there will probably never be another Zelda game with quite the impact that OOT had on the gaming world.
That thing was a cultural phenomenon; it dropped at the right place, at the right time, and delivered the goods to get that status. It doesn't matter how much better other Zeldas will be, because in the end they can't possibly hope to cut down that legacy. It is nigh impossible.
I didn't play it until late 2001
It still had a huge impact on me, even then
Same. I didn't actually beat it until I finished Twilight Princess, and I enjoyed OOT a lot better overall.
Majora without a time limit defeats the whole theme and world of Majora's Mask.
I can't believe people are still bitching about the time limit in Majora's Mask, 10 years later. Even without the Inverted Song of Time, you get nearly a full hour between resets, and with it, it's nearly two hours.
I would play and enjoy MM if there was a Song of Freeze Time and Song of Unfreeze Time that you got within the first few hours. Don't care about what it might do to scheduled events, that's what Unfreeze Time is for.
As great as Majora's Mask is, I almost hate it for the lesson it taught Nintendo. That is, don't try to do something interesting if it runs the risk of offending anyone. Compromise, compromise, compromise! Bland, but approachable is the way to go!
As great as Majora's Mask is, I almost hate it for the lesson it taught Nintendo. That is, don't try to do something interesting if it runs the risk of offending anyone. Compromise, compromise, compromise! Bland, but approachable is the way to go!
The broadness of gameplay seen in Mario Galaxy is bland but approachable? The extremely weird plot ideas seen in the Mario & Luigi games are bland but approachable?
Didn't they take the risk of offending people when they decided to make both DS Zelda games fully touch controlled, which then went on to offend everyone and underperform? What about the risks they took with Other M, totally strange control setup, d-pad control only, missiles only in first person view and a big stretch of a story coming from Nintendo? Did that pay off?
No company's decisions are dictated by a single event that makes them act a certain way forever after. The Virtual Boy failed miserably, and here they are offering another 3D portable. Which I might add is somewhat of a risk, the internet is full of naysayers complaining about headaches and hating the mere idea of 3D before it's even come out.
The 3 days thing kind of made sense in town since a bunch of stuff was happening on a schedule and it's sort of a puzzle aspect. In the dungeons it just added unneeded time pressure.
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Not to mention it killed all sense of exploration. At the age I was, with a timer in the background, I was never going to just take my time and enjoy the scenery, which is something that was a lot of fun in Ocarina, and in most other open-world games.
There would have been better ways to give the feeling of the moon crashing down without actually forcing the player to rush. It would have been far easier to have certain events advance the "time" so when you got to mini-bosses in the dungeons or whatever, it would cut to a scene of the moon getting closer or whatever. So that it was clear that the character was under time constraints, without the player also being forced to hurry.
InkSplat on
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As great as Majora's Mask is, I almost hate it for the lesson it taught Nintendo. That is, don't try to do something interesting if it runs the risk of offending anyone. Compromise, compromise, compromise! Bland, but approachable is the way to go!
The broadness of gameplay seen in Mario Galaxy is bland but approachable? The extremely weird plot ideas seen in the Mario & Luigi games are bland but approachable?
Didn't they take the risk of offending people when they decided to make both DS Zelda games fully touch controlled, which then went on to offend everyone and underperform? What about the risks they took with Other M, totally strange control setup, d-pad control only, missiles only in first person view and a big stretch of a story coming from Nintendo? Did that pay off?
No company's decisions are dictated by a single event that makes them act a certain way forever after. The Virtual Boy failed miserably, and here they are offering another 3D portable. Which I might add is somewhat of a risk, the internet is full of naysayers complaining about headaches and hating the mere idea of 3D before it's even come out.
You're crazy if you think Majora's Mask didn't influence the direction of the Zelda franchise. The time limit was too stressful for some people, so in response we got the exact opposite in The Wind Waker, a game that was deliberately slowed down by so much tedious padding that you literally spent the majority of your time in it with the controller on the floor. And of course, even that was too creative for some people, so they made Twilight Princess.
And it's funny that you mention the DS games as if they're counterexamples. Those are based on the idea that buttons are too intimidating for some people, and that it's worth attempting to make a control scheme that is palatable to those people, no matter how much it waters down every other aspect of the game. That they failed to capture that audience is simply evidence of how misguided the idea was in the first place.
The history of Zelda after MM basically consists of it crawling further and further up its own ass, trying to find more and more ways to becomes less offensive, all in the name of broadening its audience. In reality this has had the opposite effect, to the point that Zelda is actually less relevant today than it was a decade ago.
You're right about one thing, though. I probably should've said "The lesson it taught Aonuma". Nintendo has no problem taking creative risks, so long as they have nothing to do with Zelda.
Not to mention it killed all sense of exploration. At the age I was, with a timer in the background, I was never going to just take my time and enjoy the scenery, which is something that was a lot of fun in Ocarina, and in most other open-world games.
There would have been better ways to give the feeling of the moon crashing down without actually forcing the player to rush. It would have been far easier to have certain events advance the "time" so when you got to mini-bosses in the dungeons or whatever, it would cut to a scene of the moon getting closer or whatever. So that it was clear that the character was under time constraints, without the player also being forced to hurry.
I have to admit, I don't really understand the "I felt too rushed" mindset that a lot of people have. I love enjoying the scenery, I did it all the time in Majora's Mask.
I'm not trying to say "ur wrong!1!" or anything - if you didn't like it, you didn't like it. But you don't have to beat the whole dungeon in one cycle. Technically, all you have to do is beat the miniboss and get that dungeon's arrow. Once you have that, the dungeons are all cleverly designed to let you skip the first half and move on. (Fire arrows let you melt ice in Snowhead, light arrows let you flip the Stone Tower, etc.)
So, with the inverted song of time, you have three real-life hours to do half a temple - if it takes you longer than that, what are you doing?
Also, I enjoyed searching for that one last stray fairy while the clock was bright red and the music was creepy and the ground was shaking. It's the end of the world, you're supposed to be scared :twisted:
Also, on topic, OOT 3D will be a day one purchase for me. OOT is my desert island game.
Wait, Majora's Mask wasn't well-liked, so in response we got Wind Waker, and this is somehow a bad thing?
And it's funny that you mention the DS games as if they're counterexamples. Those are based on the idea that buttons are too intimidating for some people, and that it's worth attempting to make a control scheme that is palatable to those people, no matter how much it waters down every other aspect of the game. That they failed to capture that audience is simply evidence of how misguided the idea was in the first place.
This is plainly wrong. You think making a stylus only game was a safe, watered-down choice? Safe is sticking with buttons. Safe and inoffensive would be remaking LttP with few changes. Or would you somehow consider that daring of them?
I loved the DS games. I would just lie in bed and knock out a dungeon or side quest. I actually got annoyed when I needed to use the buttons.
I don't know what to think of a re-done water temple. I never had an issue with its difficulty or length. Taking the boots on and off never really bothered me much. The dark link fight is probably the only thing I dislike about it. I've lost my touch with taking him down.
I'm not sure Majora's Mask taught them anything. It was just a fun, novel diversion until the next more fully realized game in the series was released.
And Four Swords Adventures easily takes more risks then Majora's Mask itself. Wind Waker took one with the very graphical depiction of the game and Twilight Princess I would argue was great maybe even despite not taking too many risks.
Majora's Mask was recently voted game of the decade on GameFaqs, beating MGS3, FFX, SSBB and even The Wind Waker, so clearly it's well-liked by the gaming public. For a game that was released at the start of the decade, that's pretty impressive. It didn't do as well as OoT sales-wise, but that wasn't MM's fault. The N64 was nearing the end of its lifespan. People were already abandoning the system for the Dreamcast and PS2. Despite that, it still pulled solid numbers.
So, no, Majora's Mask did not change everything. Ocarina of Time changed everything. Even Aonuma asked himself just what kind of game could follow Ocarina of Time, which is how he came up with the three-day system. OoT was that good. So to all of you who had been missing out, here's your chance!
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Warlock82Never pet a burning dogRegistered Userregular
Majora's Mask was recently voted game of the decade on GameFaqs, beating MGS3, FFX, SSBB and even The Wind Waker, so clearly it's well-liked by the gaming public. For a game that was released at the start of the decade, that's pretty impressive. It didn't do as well as OoT sales-wise, but that wasn't MM's fault. The N64 was nearing the end of its lifespan. People were already abandoning the system for the Dreamcast and PS2. Despite that, it still pulled solid numbers.
So, no, Majora's Mask did not change everything. Ocarina of Time changed everything. Even Aonuma asked himself just what kind of game could follow Ocarina of Time, which is how he came up with the three-day system. OoT was that good. So to all of you who had been missing out, here's your chance!
Keep in mind if also required the memory expansion, which probably cost it some sales as well.
Wait, Majora's Mask wasn't well-liked, so in response we got Wind Waker, and this is somehow a bad thing?
Majora's Mask was well liked, except by a small group of weirdos on the internet. It was, however, too inaccessible for the "broader audience" that Nintendo keeps chasing after. Unfortunately they don't seem to have considered the possibility that these people won't ever play a Zelda game simply because they're not interested playing a Zelda game, no matter how "accessible" it is, so they keep trying.
And considering that Wind Waker was the most tedious and boring game in the series so far, of course it's a bad thing.
And it's funny that you mention the DS games as if they're counterexamples. Those are based on the idea that buttons are too intimidating for some people, and that it's worth attempting to make a control scheme that is palatable to those people, no matter how much it waters down every other aspect of the game. That they failed to capture that audience is simply evidence of how misguided the idea was in the first place.
This is plainly wrong. You think making a stylus only game was a safe, watered-down choice? Safe is sticking with buttons. Safe and inoffensive would be remaking LttP with few changes. Or would you somehow consider that daring of them?
When did I say it was safe? Contrary to what you might think, it is possible to take a risk without doing anything worthwhile.
I would play and enjoy MM if there was a Song of Freeze Time and Song of Unfreeze Time that you got within the first few hours. Don't care about what it might do to scheduled events, that's what Unfreeze Time is for.
There are very few things required for finishing the game that are on schedule. The only ones I can think of are that you need to get Epona before the final day and you get the Song of Storms on one of the nights.
Majora's Mask was recently voted game of the decade on GameFaqs, beating MGS3, FFX, SSBB and even The Wind Waker, so clearly it's well-liked by the gaming public. For a game that was released at the start of the decade, that's pretty impressive. It didn't do as well as OoT sales-wise, but that wasn't MM's fault. The N64 was nearing the end of its lifespan. People were already abandoning the system for the Dreamcast and PS2. Despite that, it still pulled solid numbers.
Don't forget, MM also required the expanded memory pack, which was another $20 if you hadn't already gotten it for a previous game.
Clearly they majorly overhauled Link's model but how much did they touch up the other characters? Their hands bothered me big time.... so hopefully they at least gave them individual fingers (or a better illusion of having them).
Posts
This is your problem right here.
Rather then, you know, explore like any other Zelda game, rather then discover how to solve the sidequest, you used a walk through.
Well good thing Majora's Mask has fantastic design!
I was referring to reading the walk through to remind myself the steps involved in said quest. I remember doing the quest without a walk through the first time I played the game. Shows you how memorable it is if I have to remind myself what was involved by reading a walk through now.
Just remember that as you make your way through the game that the Bomber's Notebook basically becomes a mini walkthrough for all the side quest material.
If you made Majora's Mask without the time limit, it would be called Ocarina of Time.
Three days, with 1 hour = 1 Minute real time = 72 minutes, over an hour to do your thing. And that's before the Inverted Song of Time.
Same. I didn't actually beat it until I finished Twilight Princess, and I enjoyed OOT a lot better overall.
Hell of a game, wish they made more like 'em.
You can comfortably beat the game in two cycles, the first one being the prologue of the game, if you know what you are doing and rush.
I can't believe people are still bitching about the time limit in Majora's Mask, 10 years later. Even without the Inverted Song of Time, you get nearly a full hour between resets, and with it, it's nearly two hours.
The broadness of gameplay seen in Mario Galaxy is bland but approachable? The extremely weird plot ideas seen in the Mario & Luigi games are bland but approachable?
Didn't they take the risk of offending people when they decided to make both DS Zelda games fully touch controlled, which then went on to offend everyone and underperform? What about the risks they took with Other M, totally strange control setup, d-pad control only, missiles only in first person view and a big stretch of a story coming from Nintendo? Did that pay off?
No company's decisions are dictated by a single event that makes them act a certain way forever after. The Virtual Boy failed miserably, and here they are offering another 3D portable. Which I might add is somewhat of a risk, the internet is full of naysayers complaining about headaches and hating the mere idea of 3D before it's even come out.
There would have been better ways to give the feeling of the moon crashing down without actually forcing the player to rush. It would have been far easier to have certain events advance the "time" so when you got to mini-bosses in the dungeons or whatever, it would cut to a scene of the moon getting closer or whatever. So that it was clear that the character was under time constraints, without the player also being forced to hurry.
And it's funny that you mention the DS games as if they're counterexamples. Those are based on the idea that buttons are too intimidating for some people, and that it's worth attempting to make a control scheme that is palatable to those people, no matter how much it waters down every other aspect of the game. That they failed to capture that audience is simply evidence of how misguided the idea was in the first place.
The history of Zelda after MM basically consists of it crawling further and further up its own ass, trying to find more and more ways to becomes less offensive, all in the name of broadening its audience. In reality this has had the opposite effect, to the point that Zelda is actually less relevant today than it was a decade ago.
You're right about one thing, though. I probably should've said "The lesson it taught Aonuma". Nintendo has no problem taking creative risks, so long as they have nothing to do with Zelda.
I have to admit, I don't really understand the "I felt too rushed" mindset that a lot of people have. I love enjoying the scenery, I did it all the time in Majora's Mask.
I'm not trying to say "ur wrong!1!" or anything - if you didn't like it, you didn't like it. But you don't have to beat the whole dungeon in one cycle. Technically, all you have to do is beat the miniboss and get that dungeon's arrow. Once you have that, the dungeons are all cleverly designed to let you skip the first half and move on. (Fire arrows let you melt ice in Snowhead, light arrows let you flip the Stone Tower, etc.)
So, with the inverted song of time, you have three real-life hours to do half a temple - if it takes you longer than that, what are you doing?
Also, on topic, OOT 3D will be a day one purchase for me. OOT is my desert island game.
This is plainly wrong. You think making a stylus only game was a safe, watered-down choice? Safe is sticking with buttons. Safe and inoffensive would be remaking LttP with few changes. Or would you somehow consider that daring of them?
I don't know what to think of a re-done water temple. I never had an issue with its difficulty or length. Taking the boots on and off never really bothered me much. The dark link fight is probably the only thing I dislike about it. I've lost my touch with taking him down.
Steam | Live
And Four Swords Adventures easily takes more risks then Majora's Mask itself. Wind Waker took one with the very graphical depiction of the game and Twilight Princess I would argue was great maybe even despite not taking too many risks.
So, no, Majora's Mask did not change everything. Ocarina of Time changed everything. Even Aonuma asked himself just what kind of game could follow Ocarina of Time, which is how he came up with the three-day system. OoT was that good. So to all of you who had been missing out, here's your chance!
Keep in mind if also required the memory expansion, which probably cost it some sales as well.
And considering that Wind Waker was the most tedious and boring game in the series so far, of course it's a bad thing.
When did I say it was safe? Contrary to what you might think, it is possible to take a risk without doing anything worthwhile.
Pretty sure the expansion came in the box.
Steam | Live
Only in Japan (edit: and either way, it was an additional cost on top of the base game cost)
Steam | Live
There are very few things required for finishing the game that are on schedule. The only ones I can think of are that you need to get Epona before the final day and you get the Song of Storms on one of the nights.
At the very least, Nintendo should hire this guy to make their box art.
Twitter 3DS: 0860 - 3257 - 2516
Don't forget, MM also required the expanded memory pack, which was another $20 if you hadn't already gotten it for a previous game.
I guarantee you, it didn't.
I'm not sure if I understand the question. I don't personally have the VC game.
Clearly they majorly overhauled Link's model but how much did they touch up the other characters? Their hands bothered me big time.... so hopefully they at least gave them individual fingers (or a better illusion of having them).
The gamecubes emulation of it was poor at best. It would often crash.
The VC version was superior and very playable and was just like the cart.
As for the new screens, I like them. They are very nice looking. The hands are weird but I can get past it once he has a sword and shield.
3DS FC: 5343-7720-0490
Yep I know. I can't play what I don't own though
3DS FC: 5343-7720-0490
Holy Jesus.