The Legend of Zelda: Ocarina of Time - Tim Summers

The Legend of Zelda: Ocarina of Time

A Game Music Companion

(Autor)

Buch | Hardcover
334 Seiten
2021
Intellect Books (Verlag)
978-1-78938-227-3 (ISBN)
105,95 inkl. MwSt
Some 22 years after its creation, The Legend of Zelda: Ocarina of Time is still held in high critical regard as one of the finest examples of the video game medium. The same is true of the game’s music, whose superlative reception continues to be evident, whether in the context of the game or in orchestral concerts and recordings of the game’s music.



Given music’s well-established significance for the video game form, it is no coincidence that music is placed at the forefront of this most lauded and loved of games. In Ocarina of Time, music connects and unifies all aspects of the game, from the narrative conceit to the interactive mechanics, from the characters to the virtual worlds, and even into the activity of legions of fans and gamers, who play, replay and reconfigure the music in an enduring cultural site that has Ocarina of Time at its centre. As video game music studies begins to mature into a coherent field, it is now possible to take the theoretical apparatus and critical approaches that have been developed in antecedent scholarship and put these into practice in the context of an extended concrete game example.



The most extensive investigation into the music of a single game yet undertaken, this book serves three important primary purposes: first, it provides a historical-critical account of the music of an important video game text; second, it uses this investigation to explore wider issues in music and media studies (including interactivity, fan cultures, and music and technology); and third, it serves as a model for future in-depth studies of video game music.

Tim Summers is lecturer in music at Royal Holloway, University of London. He is the author of Understanding Video Game Music and a cofounder of the Ludomusicology Research Group.

Chapter 1. Introduction



Chapter 2. The music of Ocarina of Time in context



Nintendo’s game franchises



The Legend of Zelda



Kondo’s approach to music in The Legend of Zelda



Music on the Nintendo 64



Music in Ocarina of Time



Chapter 3. The ocarina and Link’s musical performances



The ocarina



Why an ocarina?



Playing Link’s ocarina



Beyond the four notes



Learning the ocarina songs



The songs



Plot-advancing and assistance melodies



Warp songs



The Scarecrow’s song and other performances



The Fabulous Five froggish tenors



The Skull Kids



Musical performance in Ocarina of Time



The function of musical performance in games



Chapter 4. Location cues



Part I. Hyrule Field



A familiar tune



Introduction



Day tags



Reflective tags



Battle tags



Music, the player and geography



Part II. Location cues featuring ocarina songs



Epona’s song and Lon Lon Ranch – Associations of ranch life



The Temple of Time and the Song of Time – Cathedral soundscape



Windmill and the Song of Storms – Strange circularity



Saria’s song and the Lost Woods – Jolly repetition and misdirection



Part III. Dungeon cues



Inside the Deku Tree – Organic timbres



Dodongo’s Cavern – Audio textures of metal and stone



Inside Jabu-Jabu’s belly – Fishy rumblings



Forest Temple – Sounds of the forest



Fire Temple – Voices heard and unheard



Ice Cavern – Crystalline chimes



Water Temple – A dungeon on the Danube?



Shadow Temple and the bottom of the well – Voices and drums from the depths



Spirit Temple



Ganon’s Castle



Part IV. Towns



Kokiri Forest – Optimism and ornamentation



Castle Town market – Evoking European traditions



Kakariko Village – A wistful safe haven



Goron City – Sounding the materials of the mountain



Zora’s domain



Gerudo Valley – Hispanic traditions in the desert



Part V. Recurring types of location



Shops – Hyrule’s consumer soundtrack



Sideshow minigames – The fairground connection



Houses – A musical starting point



Potion shops, ghost shops and lakeside laboratory – Little shops of horrors?



Fairy Fountain/start menu – Angelic harps



Music for locations



Chapter 5. Character themes and cutscenes



Part I. Character themes



Zelda’s theme – Lilting lullaby



Ganondorf’s theme – Alarming chords and brooding sequences



Sheik – Atypical warrior’s theme



Kaepora Gaebora (the great wise owl) – Authority and levity



Great Deku Tree – Ancient uncertainty



Koume and Kotake



A noticeable omission



Part II. Other cutscenes



Opening – An unexpected start



Flying – Musical sequences for beating wings



Legends, spirits and goddesses



Rewards and milestones



 End credits – Finale ultimo



Ocarina of Time 3D



Music for cutscenes



Chapter 6. Ludic cues



Part I. Combat music



Musical features of combat cues



Implementation in the game



Boss victory cue



Part II. Cues for treasure and challenges



Acquisition cues



Music for puzzles



 Music for losing – Game over



Minigames – Frivolous fun



Special sequences



Aestheticizing the Ludic



Chapter 7: Interfaces and sound effects



Earcons for interfaces



Menus and dialogue



Targeting system



Musical sound for interfaces and information



Musicality and magic



Sound and motion



Enemy sound effects



Conclusions



Chapter 8. Ocarina afterlives



Later games



Parallel world – Majora’s mask



Selective franchise continuity



Decontextualizing sound



A multi-valent musical medium

Erscheinungsdatum
Reihe/Serie Studies in Game Sound and Music
Mitarbeit Herausgeber (Serie): Mark Sweeney, Tim Summers, Michiel Kamp, Melanie Fritsch
Zusatzinfo 118 Halftones, black and white
Verlagsort Bristol
Sprache englisch
Maße 170 x 244 mm
Gewicht 735 g
Themenwelt Kunst / Musik / Theater Musik
Sozialwissenschaften Kommunikation / Medien Medienwissenschaft
ISBN-10 1-78938-227-0 / 1789382270
ISBN-13 978-1-78938-227-3 / 9781789382273
Zustand Neuware
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