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

  • Author: Summers, Tim

Book

$42.25

Usually despatched in 5 - 7 working days

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