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The Legend of Zelda: Ocarina of Time: A Game Music Companion

  • Author: Summers, Tim

Book

$120.00

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Contents

  • 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