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'''The Legend of Zelda: Ocarina of Time''' is an action/RPG for the [[Nintendo 64]], released in November of 1998 by Nintendo.  It is the fifth game in the Legend of Zelda series. It spawned a sequel, [[The Legend of Zelda: Majora's Mask]].
 
'''The Legend of Zelda: Ocarina of Time''' is an action/RPG for the [[Nintendo 64]], released in November of 1998 by Nintendo.  It is the fifth game in the Legend of Zelda series. It spawned a sequel, [[The Legend of Zelda: Majora's Mask]].
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The PAL [[N64]] version of Ocarina runs at 50Hz while the NTSC N64 version (and all [[GameCube]] versions) run at 60Hz. This means PAL N64 players play the game roughly 17% slower than other players. This is a disadvantage which cuts both ways. Read on:
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===Timing differences===
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The PAL N64 version of OoT runs roughly 5/6 as fast as the NTSC [[N64]] version and all [[GCN]] versions. This discrepancy was discovered by [[Sam Hughes]] who found that the controls on his PAL N64 version of OoT felt extremely sluggish compared to the GCN version. As further evidence:
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* The Zora diving game nominally runs for 50 in-game seconds. Timing on the GCN version, the game lasts 50 real-time seconds and the ticking of the game clock matches up precisely with the ticking of a real clock. On the N64, the game lasts 60 seconds, and the ticking of the game clock quite obviously runs much slower than any real clock, losing a little time every second.
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* A complete day/night cycle, starting at the cock crow at dawn and finishing at the cock crow the following dawn, takes 298 seconds (4:58) on a PAL N64 and 250 seconds (4:10) on the GameCube.
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In both cases the ratio is very close to 5:6. That is, the game runs roughly 17% slower on PAL N64s. This is a disadvantage which cuts both ways. Read on:
    
== Full speed runs ==
 
== Full speed runs ==
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Speed runs of Ocarina are handled by the [[Speed Demos Archive]]. SDA's Ocarina page is [http://speeddemosarchive.com/OcarinaOfTime.html here]. As the PAL N64 version of Ocarina runs at 5/6 the speed of NTSC, PAL is at a massive disadvantage on full speed runs, unless you scale your time to match.
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Speed runs of Ocarina are handled by the [[Speed Demos Archive]]. SDA's Ocarina page is [http://speeddemosarchive.com/OcarinaOfTime.html here].
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Speed runs are timed using a real clock. As the PAL N64 version of Ocarina runs at 5/6 the speed of NTSC, PAL is at a massive disadvantage on full speed runs, unless you scale your time to match.
    
The current proven [[World Record]] for a complete-game single-segment Ocarina speed run is 4 hours, 57 minutes, achieved by [[Mike Damiani]] on July 17th, 2005. This is equivalent to a PAL run of roughly 5 hours 56 minutes.
 
The current proven [[World Record]] for a complete-game single-segment Ocarina speed run is 4 hours, 57 minutes, achieved by [[Mike Damiani]] on July 17th, 2005. This is equivalent to a PAL run of roughly 5 hours 56 minutes.
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== Sub-games ==
 
== Sub-games ==
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Every sub-game of Ocarina has seen competition of some kind. Sub-game records are hosted by [[N64HS]] at [http://www.geocities.com/n64highscores/ZeldaV.html]. Ocarina sub-games are generally ranked by points or some kind of ''in-game'' timer. As the in-game timer runs just as slowly as the game itself, PAL players are actually at a slight ''advantage'' for these sub-games, as their records can be put on the same rankings, but they play in a very mild form of slow motion. Indeed, PAL players generally seem to dominate the rankings for these games.
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Every sub-game of Ocarina has seen competition of some kind. Sub-game records are hosted by [[N64HS]] at [http://www.geocities.com/n64highscores/ZeldaV.html].
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Ocarina sub-games are generally ranked by points or some kind of ''in-game'' timer. As the in-game timer runs just as slowly as the game itself, PAL players are actually at a slight ''advantage'' for these sub-games, as their records can be put on the same rankings, but they play in a very mild form of slow motion. Indeed, PAL players generally seem to dominate the rankings for these games.
    
* [[Fishing]]
 
* [[Fishing]]