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