It’s no exaggeration that virtually every modern 3D game owes its existence to The Legend of Zelda: Ocarina of Time. The first 3D entry in the franchise, Ocarina of Time’s Nintendo 64 release showcased exactly what was possible in a post-2D medium, all while laying a foundation which gaming as a whole still builds off of.
While essays could be written on the elegance of Ocarina of Time’s dungeon & world design, something needs to be said for how well Link controls. The introduction of Z-Targeting fundamentally changed how games were played, but there’s quite a bit of nuance when it comes to how Link controls in both Ocarina of Time and Majora’s Mask. Between directional swordplay and a lost jump button, Link’s controls in the N64 Zelda games are more dynamic than most realize.
10 Directional Swordplay
Interestingly enough, Ocarina of Time actually began life as a remake of Zelda II: The Adventure of Link on the Super Famicom– albeit with polygons (think Star Fox 2.) While Zelda II is widely considered a franchise black sheep, it was not poorly received upon release and maintains a strong following. Notably, the game’s action-focused gameplay loop gives it an edge over other Zelda titles.
Showing its Zelda II related roots, Ocarina of Time similarly features directional swordplay. Naturally, however, the advent of 3D allows the Hero of Time to pull off far more than the Hero of Hyrule. Link’s neutral B does a horizontal slash, pulling back changes the trajectory of Link’s slash, pushing forward makes him do a stab, & so on. Better yet, Link’s combos actually change depending on if he’s locked on to an enemy or not.
9 Link’s Damage Values
It goes without saying, but not all of Link’s weapons are created equally. While the games seldom make damage values known, it is possible to chart how strong all of Link’s weapons and items are in Ocarina of Time. At the lowest tier are the Kokiri Sword, Fairy Slingshot, and Boomerang– all inflicting the minimum amount of damage possible.
The Master Sword, Fairy Bow, Light Arrow, Bomb, Bombchu, Megaton Hammer, Hookshot, & Deku Stick are all twice as strong as Link’s first set of weapons, but they’re outdone by the Biggoron’s Sword, Fire & Ice Arrows, and Din’s Fire. Worth pointing out that Din’s Fire is far & away the strongest weapon Link has for most of the game. Majora’s Mask features similar values where they apply, although with buffed Light Arrows.
8 Chargeless Spin Attack
Introduced in Link’s Awakening, the Spin Attack more or less immediately became Link’s signature technique. It’s appeared countless times since, both as a staple part of Link’s tool kit and as an unlockable skill. In the case of Ocarina of Time and Majora’s Mask, Link has access to the Spin Attack right away along with an unlockable upgraded version down the road.
By charging the attack button, Link will ready his sword and embed it with magic (so long as he’s visited the proper Great Fairy.) It’s a slow technique to wind up, but the payoff is massive. That said, this is only one way to use the Spin Attack. By fully spinning the analog stick while attacking, Link can circumvent the charge-up and immediately transition into a Spin Attack.
7 How To Actually Fight Dark Link
It’s not unusual for fans to praise and dismiss Dark Link in the same breath. On one hand, Dark Link serves as one of the most memorable mini-bosses in Ocarina of Time. On the other hand, he’s written off as too hard, requiring players to cheese the battle. Which is a shame as this isn’t the case whatsoever.
While Dark Link can be brute forced with Din’s Fire, the Megaton Hammer, or the Biggoron’s Sword, he very much is meant to be fought one-on-one. The early portion of the fight is dedicated to Dark Link learning your playstyle, gradually getting more aggressive as the battle continues.
6 The Art Of Fishing
Although fishing didn’t return in Majora’s Mask (relegated only to the 3DS remake,) it always stood out as one of Ocarina of Time’s more memorable mini-games. For better or worse. The Fishing Pond is undeniably one of the most comfortable areas in OoT, divided from the rest of Hyrule as a spot exclusively for players to decompress.
Holding R triggers a quick reel for instance, while actually catching a fish requires a player to keep the A button held down while following the fish’s movements with the analog stick. If they’re moving right, you should be moving right. Likewise, if a fish comes up for air or starts trying to snap the line, stop pulling or they’ll break free.
5 Rolling Through Grass
Link isn’t a slow walker by any stretch of the imagination, but the scope of Hyrule Field all but requires players to find alternative means of getting around before they can rescue Epona from Ingo in the future. One of the earliest “tricks” a player will stumble upon is rolling. It’s not long before Link is somersaulting from Hyrule Castle to Kakariko Village.
Likely in an attempt to subtly bolster Link’s mobility, the shift from Ocarina of Time to Majora’s Mask quietly improves rolling. Now, Link can actually roll through patches of grass. It’s not super useful in the grand scheme of things, but it’s quite an interesting detail.
4 The Lost Jump Button
The Roc’s Feather and Roc’s Cape allowed Link to jump in a 2D plane while Zelda II: The Adventure of Link featured jumping as part of his tool kit, but 3D Zelda made a very active effort to keep Link grounded up until Breath of the Wild’s release (and Skyward Sword to a much lesser extent.)
Worth noting, however, is the fact that Link was meant to be able to jump in the N64 Zelda games. Ocarina of Time actually removed jumping so not to draw comparisons to Super Mario 64, while Majora’s Mask played around with the concept once more– specifically in regards to Link’s swordplay– before pulling back yet again.
3 Link’s Backflips
It’s impossible to miss Link’s backflips at the start of Majora’s Mask, and the Hero of Time’s acrobatics embedded the silent protagonist with quite a bit of character at a time where the Hero of Winds hadn’t yet set the bar for how expressive Link could (or should) be. Link’s backflips aren’t just a gameplay flaring, but shorthand for how much he’s grown since Ocarina of Time.
Where Link was once stoic & reserved– befitting a boy who had been other’d his entire life– the Hero of Time is now confident, expressive, & considerably more mature to match the fact he’s saved the world. Those backflips put into perspective that this is a man in a boy’s body– an inverse of Link’s situation in Ocarina of Time.
2 Running Backwards Is Faster Than Rolling
There’s nothing quite like rolling through Hyrule or Termina Field, but it’s not actually the fastest way to get around on foot. While riding Epona is fun and all, there’s an abstract way of traversing that’s honestly faster than it has any right being. By Z-Targeting and walking backwards, Link will speed up considerably, allowing him to blitz through large areas in no time.
It’s a strange detail, but it makes sense considering Z-Targeting was built around a combat system that emphasizes quick, snappy, reflex-based movements. Upping Link’s mobility through Z-Targeting naturally makes action more effective, but it does have the added effect of letting players moonwalk their way through the games.
1 Ocarina Of Time 3D’s Somersault Glitch
Video game remakes often risk neutering their source material in the process, a fact which holds true for Majora’s Mask 3D & The Wind Waker HD. But as far as Zelda is concerned, Ocarina of Time 3D for the 3DS is widely considered one of the greatest video game remakes of all time– inexplicably improving upon a bonafide classic.
Tragically, Ocarina of Time 3D does feature one very strange glitch. Normally, Link should be able to somersault after falling from a far height so long as players are pushing forward– this is the case for both Ocarina of Time and Majora’s Mask– but OoT 3D’s physics bizarrely make it so Link can no longer safe roll if he’s jumping from too high up.
NEXT: The Legend Of Zelda: A Link Between Worlds – A Guide To The 10 Hardest Heart Pieces To Find