[All] Why Ocarina of Time and Majora's Mask Make the Best Duology in Gaming (Mainline Zelda Ranking Part 3)
Mainline Zelda Ranking Part 1: [All] My Personal Ranking of the Mainline Zelda Games (Part 1) (Spoilers for all Games) : r/truezelda
Mainline Zelda Ranking Part 2: [All] My Personal Ranking of the Mainline Zelda Games (Part 2) (Spoilers for All Games) : r/truezelda
Ocarina of Time: The Most Deserving 10/10 Masterpiece Ever Made
Ocarina of Time is the A Link to the Past equivalent of the 3D Zelda games, being the one to build on top of ALTTP’s established formula to make one of the most influential 3D action adventure games of all time, and also a game that has managed to stand the test of time, regardless of which version of it that you play. The child Link section really sets the tone that this game is set in a whimsical fantasy world with the section of the Kokiri perfectly establishing Link’s position as an outcast in the world as the only boy without a fairy until Navi shows up, but the evil that is about to rise in this world shows itself quickly when the Great Deku Tree succumbs to Ganondorf’s curse, which forces the duo to embark on a coming of age quest where they meet the princess and help the various races of Hyrule along the way, making new friends and even getting unwittingly engaged to marry in the process. But that all changes when Zelda goes into hiding after Ganondorf reveals his true intentions, and Link decides to pull the Master Sword to confront him only to be sealed away for seven years in the Sacred Realm.
This is genius from both a gameplay and story perspective, as it completely shatters the illusion that this was a simple coming of age story as Link is forced to grow up before he’s ready, and endure challenges that would make the Child Link sections look like child’s play by comparison. It also demonstrates that Ganondorf is a serious threat as a villain, and this is arguably his second-best incarnation aside from Wind Waker in the series. This is further reflected by the game’s perfect difficulty progression and pacing, as the Adult portion dungeons are significantly harder than the Child Link sections, and all the dungeons in this section are at least good in the cases of the Fire Temple and Shadow Temple if not outright amazing like the Forest Temple, Spirit Temple, and over-hated Water Temple. The child dungeons and mini dungeons are simpler in design, but I can forgive that since it was the first 3D Zelda game and they were meant to ease you into the difficulty of the game. I also appreciate that there’s an optional dungeon in the Gerudo Training Grounds, and there’s a lot of different orders that the adult dungeons can be done in compared to the subsequent traditional 3D Zelda games, with my personal favourite order being Forest-Water-Spirit-Fire-Shadow, and this adds a lot of replay-ability to an already highly replayable game.
From a gameplay standpoint, there really isn’t anything to critique about Ocarina of Time, aside from very minor nitpicks like the Adult Fishing being a chore (which can be skipped if you know the trick with the Iron Boots and Hookshot in the Lakeside Laboratory) or Jabu Jabu’s Belly being a bad dungeon but it can be beaten in about 30 minutes if you know what you’re doing so it’s not that much of a blemish on the game overall.
The thing that truly elevates Ocarina of Time for me to be a perfect game is in its additions to the overall Zelda lore. This game introduced the Gorons, the Sea Zoras as friendly NPC counterparts to the enemy River Zora in the old 2D games, the Gerudo properly into a main series game, and the Sheikah who would later go on to be series staples, as well as introduced the Kokiri in their surprisingly only appearance in the mainline games aside from Fado from Wind Waker, and yet they’re so iconic that they’ve left more of an impact than other recurring races like the Anouki. Linking a specific sage to each of these new races was a fantastic idea, as Saria, Darunia, Ruto, Impa, and Nabooru all managed to become iconic characters because we got to spend time with them first as Child Link before they wound up dying and becoming sages after the seven-year time jump, which allowed for us to build a connection with them as a player and also demonstrate that the Hero of Time has experienced more loss than any other hero in the series, aside from maybe BOTW Link. I also love this version of Zelda’s role as Sheik and the seventh sage, and her actions in the ending lead to one of the most unique plot concepts in a Nintendo game with the timeline split making this the most consequential game from a narrative perspective, and even though the Downfall split doesn’t make a lot of sense unless you subscribe to the Triforce Wish theory I still absolutely love it, and the fact that the Hero of Time never really got a happy ending in any of the three timelines is honestly tragic to think about. Ocarina of Time really deserves its title as one of the greatest games of all time, and I could go on even further but there’s not much about the game that hasn’t already been said, so instead I’ll move on and talk about my favourite Zelda game, which perfectly complements Ocarina as a sequel.
Majora’s Mask: An Amazingly Subversive 11/10 Sequel
Your enjoyment of Majora’s Mask will really depend on how much you’re willing to deal with the three day time limit, and as a massive Pikmin fan I have to say that the time limit in Majora’s Mask not only enhances the gameplay, but enriches the story, atmosphere, characters, and virtually every aspect of the game to create one of the most unique games of all time. It’s also easily one of the best sequels in gaming for how it subverts Ocarina’s time travel by instead trapping Link in a three day loop, forcing him to relive the tragedy of the world ending over and over again until he finally manages to beat Majora and have all of the timelines converge into one successful one, making the stakes much more tangible than any other Zelda game.
I love basically everything about this game, but the time-loop mechanic is by far the most substantial gimmick we’ve ever gotten in a Zelda game, as literally everything in the game revolves around it. It can be fun to try and complete the game in as few cycles as possible if you’re an expert player, but I also like that it’s not too punishing for new players as they can just reset back to the first day once they get to a new dungeon and also slow down time with the Inverted Song of Time to ensure that they should have enough time to complete the dungeon. But my favourite aspect of the three-day cycle is by far in how most characters have their own schedules that they follow over the three-day cycle, making them feel more alive than they’ve ever been and leading to what are still the most engaging side quests in the series over twenty-five years later. The Romani Ranch quest, Anju and Kafei quest, Zora Hall Band quests, and the Pictograph quest where you have to take a picture of Tingle and show it to his father are just a few of the amazing events this game has to offer, and they all come together beautifully with the best collectible introduced in any Zelda game, the masks. While the more substantial ones like the incredibly creative transformation masks are required, most of them are optional, and further enrich an already engaging gameplay system by providing a different effect which might only be useful for one quest like the Postman’s Hat or might provide a permanent perk like the Bunny’s Hood making Link run faster. My favourite aspect of the masks, however, is that they unlock different scenes in the credits, and if you don’t collect the mask during your playthrough there will instead be a silhouette of the mask on a black screen in place of whatever scene would’ve been there had you collected it (ex: Kafei’s wedding won’t be present in the credits if you don’t get the Couple’s Mask). This further encourages players to try to collect all the masks so that they can see a payoff in the end credits, and to my knowledge it’s something that the Zelda series hasn’t done again, and would fit perfectly with the new open-air style gameplay with the actions that any individual player decides to take giving them their own unique set of scenes in the credits. These aspects, along with the second best collection of minigames in the series behind Twilight Princess lead me to say that Majora’s Mask has overall the best collectibles in the series.
The three-day time loop is just one of many ways that Majora’s Mask subverts the player’s expectations from Ocarina of Time, however. You have the Terminian counterparts of certain characters like Koume and Kotake who have completely opposite moralities compared to Ocarina, and it’s surprising that their theme song still fits them entirely, but in this context it feels a bit more comedic compared to its more sinister feeling in Ocarina. Anju is a much more complex character than the Cucco Lady in Ocarina to the point that some people call the Cucco Lady Anju despite the fact she didn’t get that name until Majora’s Mask. I also like to think that Tingle in Termina is just a wholesome 35 year old manchild who hasn’t grown up compared to the monster that is his Hyrulean counterpart as seen in Wind Waker.
However, it’s in the gameplay, specifically the dungeons that Majora’s Mask most successfully subverts Ocarina’s formula. Unlike in Ocarina, the dungeons already start out fairly difficult thanks to there being 15 Stray Fairies to collect in each one for the ability to unlock the four Great Fairy upgrades, which are all substantial in their own right and give much more reason to collect them than the Skulltula Tokens did in Ocarina, which now have their own dedicated mini dungeons based around them, streamlining that collect-a-thon while also bringing the optional dungeon count up from one to two. It can also be said that the dungeons in Majora’s Mask kind of focus on two key items rather than one, since the dungeons heavily focus on the mask that is associated with that region, and the fact that the item that you get in the middle of a dungeon is always some variation of a Bow upgrade makes them feel like an extension to the main item in the transformation masks (or Elegy of Emptiness in Stone Tower’s case) rather than something that completely transforms the way you think about the dungeon and overworld like, say, the Longshot in Ocarina. Every one of Majora’s Mask’s main dungeons has a central gimmick similar to the Water Temple from Ocarina of Time, where you have to take the entire structure of the dungeon into account at all times to solve puzzles, further adding to the complexity of the dungeons in Majora.
Thematically speaking, the dungeons in Majora are also different to their counterparts in Ocarina, despite their similarities. Woodfall Temple is a poisonous swamp dungeon with a jungle aesthetic compared to the more regal aesthetic of the Forest Temple, Snowhead Temple takes place on the inside of a mountain like Fire Temple but is mostly frozen over due to its location in the overworld, Great Bay is more futuristic than the Water Temple as more of a water treatment center of sorts and is based around changing the direction that the water is flowing rather than the water level itself, and Stone Tower is explored in two states like the Spirit Temple but instead of being at two points in time you’re instead in two different orientations of gravity.
The mini dungeons are all also interesting subversions, with the Gerudo now residing near the ocean rather than in the desert making the Pirate’s Fortress a more complex area that must be broken into with the Zora form before the four captors can be freed again, the Bottom of the Well now being a Monkey’s Cave from Earthbound style mini dungeon as a prelude to another dungeon in Ikana Castle, which is a cool area with interesting lore in its own right. Compare this to how Tear’s of the Kingdom handled its dungeons compared to BOTW, and it’s night and day. In that game, only two of its dungeons could really be considered subversions of their BOTW counterparts (the Stormwind Arc having more of an ice aesthetic compared to Vah Medoh and Lightning Temple being much creepier than Vah Naboris), but they still wound up feeling similar due to them being in almost the same area geographically in the overworld. In Majora’s Mask, by comparison, even the most similar in concept dungeons like Bottom of the Well still feel vastly different to their Ocarina of Time counterparts, making Majora feel like a much more subversive, and by consequence interesting sequel than Tears of the Kingdom ever did to Breath of the Wild, and it had almost a sixth of the development time! It really is a miracle that Majora’s Mask’s main game feels as polished as it is given the time constraints, and it’s for all these reasons that I’d say that Majora’s Mask takes second place in terms of overall dungeon quality behind Twilight Princess, but this time I’d argue that Majora is more consistent than Twilight while it has higher highs, but a couple relative lows like Goron Mines and Palace of Twilight.
Lastly, I want to finish this section off by saying that I think the time loop mechanic would actually be a perfect fit for the open-air formula if it were expanded to be its originally intended week long iteration rather than the iteration that was cut down to just three days for Majora’s Mask due to hardware limitations. It would make the world feel more alive, and if the overworld were more compact than BOTW and instead a more character focused game I think that would have the potential to be the best Zelda game ever made.
All in all, I very much love this series, and hope it’ll go on to survive another 40 years and that I’ll still be playing them by the age of 65. I’d be interested in hearing your thoughts on my ranking in the comments, as well as your own rankings. Thanks for reading!