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Legend of Zelda Majora's Mask

Darkurai

Smash Master
Joined
Aug 20, 2007
Messages
3,012
Wait, you guys are saying the first and 3rd bosses are easy with the Fierce Deity Mask. Ok the Odwalda can be killed in 5 seconds, probably less. But it's actually possible to kill Gyorg with the Deity Mask? All it does is stun him because the blasts from the sword. The easiest way to kill Gyorg is just fight him underwater the whole time. How is it possible to even damage Gyorg with the Deity Mask?
The sword beams from the Fierce Deity's Mask can hurt Gyorg. They stun first, then while he's stunned, they harm him.

Also, I've noticed why the number four is so prominent in Majora's Mask. There's four of everything; four sides to Clock Town, four sections of Termina, four transformation masks, etc. In Chinese, four and death are homophones (shi). This idea is very prominent in Eastern culture. Then the whole thing is turned around when we learn that there are Four Giants protecting the land.
 

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
Feb 14, 2007
Messages
8,333
Location
In the Air, Using Up b as an offensive move
The sword beams from the Fierce Deity's Mask can hurt Gyorg. They stun first, then while he's stunned, they harm him.

Also, I've noticed why the number four is so prominent in Majora's Mask. There's four of everything; four sides to Clock Town, four sections of Termina, four transformation masks, etc. In Chinese, four and death are homophones (shi). This idea is very prominent in Eastern culture. Then the whole thing is turned around when we learn that there are Four Giants protecting the land.
Lol, that's why Japanese Melee tournaments only had 3 stocks to a match. 4 is actually considered that much of an unlucky number.
 

Azure Flame

Smash Apprentice
Joined
Jul 15, 2009
Messages
81
Location
Richlands, NC
The sword beams from the Fierce Deity's Mask can hurt Gyorg. They stun first, then while he's stunned, they harm him.
Wrong, I used up all my magic doing it. Gyorg can only be hit with a physical object such as the Zora fins or maybe an arrow after he's stunned.
 

Blaziking17

Smash Journeyman
Joined
Nov 20, 2008
Messages
356
Location
Thousand Sunny (TX)
NNID
RobeezyLnP
3DS FC
1547-5531-6535
I've had a burning question about MM.

I've noticed on the inventory screen that there's room for six bottles, I know the first three are quest-related, but how do you get the other three??
 

jumpman9793

Smash Apprentice
Joined
Feb 13, 2009
Messages
94
Location
Arkansas
The only bottle I remember is the one from the Goron Race. You get it by coming in first. I also think you can get a bottle by doing an extra part of the Kafei quest, though id recommend looking in an FAQ for that.
 

Azure Flame

Smash Apprentice
Joined
Jul 15, 2009
Messages
81
Location
Richlands, NC
- Empty Bottle Locations:

1) Save Koume. (Red potion bottle.)

2) Kill the aliens at the ranch. (Chateau Romani bottle.)

3) Win the Goron races. (Gold Dust bottle.)

4) Beat both beavers (Bottle the first time and Heart Piece the second time.)

5) Anju & Kafei side-quest (Bottle or Postman's hat, your choice. Beat it both times for both rewards.)

6) Ikana grave yard, 3rd night: Enter the grave, help Dampe, kill the poe, and open the chest. (Final bottle.)
 

Blaziking17

Smash Journeyman
Joined
Nov 20, 2008
Messages
356
Location
Thousand Sunny (TX)
NNID
RobeezyLnP
3DS FC
1547-5531-6535
- Empty Bottle Locations:

1) Save Koume. (Red potion bottle.)

2) Kill the aliens at the ranch. (Chateau Romani bottle.)

3) Win the Goron races. (Gold Dust bottle.)

4) Beat both beavers (Bottle the first time and Heart Piece the second time.)

5) Anju & Kafei side-quest (Bottle or Postman's hat, your choice. Beat it both times for both rewards.)

6) Ikana grave yard, 3rd night: Enter the grave, help Dampe, kill the poe, and open the chest. (Final bottle.)
Wow, thanks, dude!

This will really help me now!
 

jumpman9793

Smash Apprentice
Joined
Feb 13, 2009
Messages
94
Location
Arkansas
- Empty Bottle Locations:

1) Save Koume. (Red potion bottle.)

2) Kill the aliens at the ranch. (Chateau Romani bottle.)

3) Win the Goron races. (Gold Dust bottle.)

4) Beat both beavers (Bottle the first time and Heart Piece the second time.)

5) Anju & Kafei side-quest (Bottle or Postman's hat, your choice. Beat it both times for both rewards.)

6) Ikana grave yard, 3rd night: Enter the grave, help Dampe, kill the poe, and open the chest. (Final bottle.)
Wow. Way to 1-up me lol
 

Volkner582

Smash Journeyman
Joined
Feb 12, 2009
Messages
201
I loved the Deku Palace. The music was like some kind of musical orgasm. And the Deku Scrubs were pretty funny.
 

Darkurai

Smash Master
Joined
Aug 20, 2007
Messages
3,012
Just finished up my "make as many people as possible happy as possible" playthrough. I'd just finished the final boss when the game realized how awesome I was and froze.
 

Spire

III
BRoomer
Joined
Apr 13, 2008
Messages
15,079
Location
Texas
Just finished up my "make as many people as possible happy as possible" playthrough. I'd just finished the final boss when the game realized how awesome I was and froze.
It's as if... none of it ever happened ;) Oh the magic of Majora's Mask.

I had a similar experience. I had played through about the first quarter of the game, along with doing countless side quests, then saved at an owl statue and didn't do so after resuming game play, so all was gone.
 

Darkurai

Smash Master
Joined
Aug 20, 2007
Messages
3,012
It's as if... none of it ever happened ;) Oh the magic of Majora's Mask.

I had a similar experience. I had played through about the first quarter of the game, along with doing countless side quests, then saved at an owl statue and didn't do so after resuming game play, so all was gone.
Nothing of value was lost anyway. It's not like you get a special stamp saying "Hey, you're awesome."

I already had everything in the game anyway.
 

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
Feb 14, 2007
Messages
8,333
Location
In the Air, Using Up b as an offensive move
So I finally started a MM run. Im not really doing anything extreme, no speed runs, nothing of that sort. I did have a bit of an odd problem when I first tried to start a file, my entire inventory was filled with Ocarinas, mask inventory as well. I had no shield, no sword and no health. A single hit would kill me as would picking up a heart. So I restarted and luckily didn't have the same problem. So here's a breakdown of how things went:

Deku Scrub Days:

  • Obtained 2 pieces of heart. Screwed up actually as I missed my chance to get a third peice by not playing the Deku Playground game Day 1
  • Obtained Adults wallet
  • Obtained 400 Rupee's total
  • Obtained Song of Time(Obviously)

Human Days, Set 1, Day 1:

  • Obtained Song of Healing(Obviously)
  • Obtained first glass bottle from Koume
  • Obtained Picto Box
  • Obtained Sonata of Awakening
  • Obtained Song of Soaring
  • Obtained Bow
  • Obtained Large Quiver
  • Obtained Bomb Bag
  • Obtained Great Fairy's Mask
  • Sent Hero's Sword for reforging
  • Obtained Goron Mask
  • Obtained Goron's Lullaby
  • Obtained Zora's Mask
  • Obtained Breman Mask
  • Obtained Bomb Mask
  • Completed Snowpoint Temple
  • Obtained Oath to Order

Human Days, Set 1, Day 2:

  • Obtained Razor Sword
  • Opened Goron Racetrack
  • Obtained Gold Dust
  • Obtained Powder Keg(and ability to buy said item)
  • Obtained Stone Mask
  • Obtained Hookshot
  • Sent Razor Sword for Re-Forging
  • Obtained Bottle from the Beavers
  • Obtained all 1 Zora Egg
  • Obtained Captains Mask
  • Obtained Lens of Truth(almost totally forgot about it >.>)
  • Obtained Kafei's Mask
  • Obtained Bunny Hood
  • Obtained Giant Quiver
  • Obtained Big Bomb Bag

Human Days, Set 1, Day 3:

  • Obtained 6 Zora Eggs
  • Obtained New Wave Bossa Nova
  • Obtained New Wave Bossa Nova
  • Obtained 11 Heart Pieces
  • Obtained 800 Rupees
  • Obtained Gilded Sword
  • Obtained Bomber Notebook
  • Obtained Fourth Bottle from Dampe

I played the Song Of Time rather early on day 3, I easily could have gotten alot more heart pieces, but I wasn't really interested in them. I accidently made everything more difficult for myself by literally just not having a sword for almost the entirety of the first 2 days. Im also a bit disappointed I didn't get into Ikana Canyon. I forgot the exact position for where to seam walk up the wall so I couldn't get there without doing it the legit way(which I couldn't do since I didn't bother to attempt to finish Snowpoint in time to stop "Them" at Romani Ranch)

On my next go through I expect to be able to complete all three remaining temples as well as collect most of the remaining masks(I'll probably go for the Postman's Hat over the Couples Mask and just do a 3rd set where I get the final mask/bunch of hearts)

Definitely not the most I could have done, but it wa still a pretty good run.
 

Scott!

Smash Lord
Joined
Apr 25, 2008
Messages
1,575
Location
The Forest Temple
@Volkner: You're really missing out ont he best part of the game then. :D

But that list is very impressive. I never go for anywhere near that much stuff in one 3-day cycle. I usually take my time more and do one region in each cycle, with whatever side quests I remember and can throw in along the way, as well as whatever heart pieces I can get.
 

Jonkku

Lacks pick-up lines.
Joined
Jun 23, 2006
Messages
5,842
I haven't really understood the differences between Song of Time saving and the Owl statue saving. Apart from the obvious one that the latter doesn't require resetting the 3 days.

Are there any (other) benefits on using one or the other?

And I just remembered that I have never beat this game legit. I've always cheated just to get to the last boss as fast as possible (It's so much fun).
I do have a playthrough going on however. If I remember right, I'm stuck at Snowhead, where I either needed the Fire arrows or the Hookshot (Or whatever is used with the scarecrow) to get to somewhere where I haven't been yet..
Unfortunately I have no idea where to get those.

Still, Majora's Mask is definitely one of my favourite Zelda games. (I don't really have a #1 favourite.)
 

XACE-K

Smash Master
Joined
Oct 28, 2007
Messages
4,106
Location
New York
I do have a playthrough going on however. If I remember right, I'm stuck at Snowhead, where I either needed the Fire arrows or the Hookshot (Or whatever is used with the scarecrow) to get to somewhere where I haven't been yet..
Unfortunately I have no idea where to get those.
1. You don't need the scarecrow's song to complete the temple. The song's mostly used to get treasure chests that contain rupees or whaetver (not keys).

2. You don't need the hookshot either. You'll need it after beating the temple when exploring the Pirates Fortress.
 

Scott!

Smash Lord
Joined
Apr 25, 2008
Messages
1,575
Location
The Forest Temple
The scarecrow is only (not really) needed to get fairies. I say not really because while it's the easiest way to get to a certain place, intelligent Deku flying can do it too, I believe. Yoiu are correct to suppose that it is the hookshot that is used with scarecrows though, just like in OoT.
 

Rapax

Smash Apprentice
Joined
Jul 31, 2009
Messages
145
Location
Vienna, Austria
I have a question concerning the well in MM near the Stone Tower with all the mummys in it...

Does anyone have an idea why it has been built out that big?
I mean, it is a well, it has to be deep, but not that large =O

And what are the doors for?
Hell, it is a well, there must not be any doors >_>

And how did the mummys came down there?

Or isn't this a well? Because it seems to be one...

So, sorry if this is a silly question due to the fact it may has been already explained in the game, but i can't remember anything in that way...

So, yeah. Does anyone know anything about my questions?
 

Spire

III
BRoomer
Joined
Apr 13, 2008
Messages
15,079
Location
Texas
I absolutely love that artwork. It reminds me of the paintings on the sides of Grecian Urns. Where did you find it, or did you draw it yourself?
 

Shade613

Smash Apprentice
Joined
Jul 31, 2009
Messages
164
Location
Reagan Country
I have a question concerning the well in MM near the Stone Tower with all the mummys in it...

Does anyone have an idea why it has been built out that big?
I mean, it is a well, it has to be deep, but not that large =O

And what are the doors for?
Hell, it is a well, there must not be any doors >_>

And how did the mummys came down there?

Or isn't this a well? Because it seems to be one...

So, sorry if this is a silly question due to the fact it may has been already explained in the game, but i can't remember anything in that way...

So, yeah. Does anyone know anything about my questions?
Why is the well in kakario a hell hole? Because Chuck Norris wants it that way. They weren't wells originally.
 

Darkurai

Smash Master
Joined
Aug 20, 2007
Messages
3,012
I have a question concerning the well in MM near the Stone Tower with all the mummys in it...

Does anyone have an idea why it has been built out that big?
I mean, it is a well, it has to be deep, but not that large =O

And what are the doors for?
Hell, it is a well, there must not be any doors >_>

And how did the mummys came down there?

Or isn't this a well? Because it seems to be one...

So, sorry if this is a silly question due to the fact it may has been already explained in the game, but i can't remember anything in that way...

So, yeah. Does anyone know anything about my questions?
Every single one of these questions can be answered by Rule of Fun.

Rule of Fun states: A game could be super-realistic, and everything is like it is in real life, and buildings are small without much to them and towns are huge and you can easily get lost, and as you take damage you would actually limp around and have trouble. Yeah, games could be like that, but that wouldn't be very fun, would it?
 

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
Feb 14, 2007
Messages
8,333
Location
In the Air, Using Up b as an offensive move
Every single one of these questions can be answered by Rule of Fun.

Rule of Fun states: A game could be super-realistic, and everything is like it is in real life, and buildings are small without much to them and towns are huge and you can easily get lost, and as you take damage you would actually limp around and have trouble. Yeah, games could be like that, but that wouldn't be very fun, would it?
Actually, it would be sort of understandable that the well would be filled with traps and the undead. Remember that Ikana Kingdom was constantly at war, and a well is just another way into the castle, so it would make sense to fill it with traps and such, especially if the well had gone dry. The mummies that are all in the well are just the soldiers who attempted to enter Ikana Castle and failed due to the traps of the well. Considering how Ikana has some extreme connection with undead resurrection, it's not surprising they're down there.
 

Rapax

Smash Apprentice
Joined
Jul 31, 2009
Messages
145
Location
Vienna, Austria
Actually, it would be sort of understandable that the well would be filled with traps and the undead. Remember that Ikana Kingdom was constantly at war, and a well is just another way into the castle, so it would make sense to fill it with traps and such, especially if the well had gone dry. The mummies that are all in the well are just the soldiers who attempted to enter Ikana Castle and failed due to the traps of the well. Considering how Ikana has some extreme connection with undead resurrection, it's not surprising they're down there.
Thats a nice thought. Ok thanks^^
 

Spire

III
BRoomer
Joined
Apr 13, 2008
Messages
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Location
Texas
Majora's Mask: Not the Greatest Zelda Game

http://www.zeldainformer.com/2009/12/majoras-mask-not-the-greatest-zelda-game-ever-made.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+zeldainformer+%28ZeldaInformer+News+Feed%29

In response to Phil Stetson's article which praises Majora's Mask, I would like to prove that not everyone at ZeldaInformer holds the game in such high regard. While Majora's Mask is still a great game, it's far from perfect and certainly not the best Zelda game. In order to counteract the six valid reasons, given by Phil, in favor of Majora's Mask, here are six flawed areas of Majora's Mask.

1. Reused Characters
After the success of Ocarina of Time, Aonuma was charged with the difficult task of quickly developing a new title for the new fans of the series. In order to release Majora's Mask just two years after Ocarina of Time, Aonuma unfortunately had to cut several corners to save time. One of these corners happened to be reusing almost all the character models from Ocarina of Time. Now this is explained away by suggesting the game takes in a parallel or alternate dimension from Ocarina of Time, although in game evidence never really justifies this explanation. In reality, it is nothing more than a lame excuse to get out of designing new characters. Had the game stayed in development for a few extra months, perhaps they could have designed a fresh cast of characters. This copy/paste policy really takes away from the game. It's just not easy to connect with characters when all you can think about is how these two girls look identical to Malon. The game leaves you with an awkward Ocarina of Time after taste.

2. Item Time Paradox
As you all know, Majora's Mask takes place during a repeated three day cycle. Every time Link plays the Song of Time, he travels back to day one and loses all the items he collected. Well not every item. It seems that it's okay to keep inventory items, like weapons and masks, but when it comes to rupees, bombs, and arrows, Link loses them every cycle. It simply doesn't make any sense. I'm not saying Link should lose his items and mask collection every time he travels back, but why does he need to lose everything else? Sure, they're all fairly easy to collect, but it can be such a pain to go scavenge for supplies every single time you need to reset. If Link kept everything in his inventory, then fine, we can call it some side effect of the Hero of Time, but since he can only keep specific items, it leaves us scratching our heads. This is just bad game design meant to inconvenience the player.

3. Bank Paradox
Since Link cannot hold onto his rupees during time travel, he has to deposit his cash into a time paradox bank account to save it. Losing items in time travel is dumb enough, but to force the player to run to the bank at the end of each cycle before starting over is a tedious task that adds nothing to the experience. The entire concept of the bank doesn't even make sense. Rupees Link collected on day three cannot go back with him, unless he deposits the rupees during that cycle. Then on day one of the reset cycle, the rupees will safely appear in the account. This simply makes no sense and is a direct result of poor game design.

4. Time Limit
Time limits in games are so intimidating. The first time you try the time trial, you almost know you'll have to repeat it at least once before you fully understand what you need to do. In Majora's Mask, the entire game is a time trial, and your first time playing through can be very intimidating. The average first time player of Majora's Mask doesn't realize that the Song of Time can be altered to slow down time until sometime after the first temple. When exploring those labyrinths for the first time, it becomes very intimidating when it hits day three and you haven't even met the boss yet. The pressure to perform quickly deters players which is why so many struggle to complete the game.

5. Game Length
Majora's Mask has only four temples. There are plenty of side quests, but they really don't add much length to the game. The only real length from the game is a direct result of the time cycle. During a first play through, trial and error plays a crucial role, because one minor mistake could result in resetting the time cycle completely. Entire temples may need to be replayed if not completed in a timely manner. Side quests are particularly difficult in figuring out where to be at what particular time. One slight misinterpretation may result in starting over. Such brutal punishment is very strict for a Zelda game, which probably turned away so many players.

6. Save System
One thing I have always enjoyed about the Zelda series is how kind their save systems are. In most titles, you can save at any time and start back up in a close proximity to the area you left in. This allowed players to effectively work around their busy schedules. It also allows players to enjoy the game in short bursts. If you had 10 minutes to burn, you could pop the game in, collect a few rupees, kill a few Moblins, save the game and quit. Majora's Mask takes all these convenient features known to the series and goes out of its way to remove them. There is no quick and easy way to stop and save. You can reset the cycle which does save your game, but unless you have a significant time to play, you will likely lose your progress since the world resets. There are owl statues to quick save, but those are only helpful if you happen to be near one. Plus, these statues force you to quit, so no precautionary saves allowed. If you want to play Majora's Mask, make sure you set aside plenty of time to play through it, because you simply cannot complete the game in short bursts. The save system alone needlessly complicates the game, which really sets it apart from the other titles, for the wrong reason. It's no wonder why so many players were initially turned away by this game.

Now to be perfectly honest, despite its flaws, Majora's Mask is a great game. The first time I played through the game was very frustrating, but each play through since was much more enjoyable. I encourage those who disliked the game to give it another try, because it gets better the more time you put into it. But ultimately, the game does suffer from poor design decisions caused by the short development period. These little flaws add up and hold the game back from true greatness. Majora's Mask took a strong direction towards story, but despite what some may believe, Zelda has always been about gameplay. If players do not have fun playing the game, then there is something very wrong. How can we possibly call this the greatest Zelda game of all time when so many fail to complete it due to the poor game design? Majora's Mask is far from perfect and certainly not the greatest game of all time, nor the greatest Zelda game of all time.
 

*JuriHan*

Smash Master
Joined
Sep 30, 2008
Messages
4,699
3DS FC
1392-4901-1779
wow if u think mm's time limit was scary check out shemnue for the dreamcast u actually have to start over if u take too long. i liked all the annoying **** it made the game more challenging

So I finally started a MM run. Im not really doing anything extreme, no speed runs, nothing of that sort. I did have a bit of an odd problem when I first tried to start a file, my entire inventory was filled with Ocarinas, mask inventory as well. I had no shield, no sword and no health. A single hit would kill me as would picking up a heart. So I restarted and luckily didn't have the same problem.
uh is this on an emulator or the real thing o.O
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
1. Reused Characters

After the success of Ocarina of Time, Aonuma was charged with the difficult task of quickly developing a new title for the new fans of the series. In order to release Majora's Mask just two years after Ocarina of Time, Aonuma unfortunately had to cut several corners to save time. One of these corners happened to be reusing almost all the character models from Ocarina of Time. Now this is explained away by suggesting the game takes in a parallel or alternate dimension from Ocarina of Time, although in game evidence never really justifies this explanation. In reality, it is nothing more than a lame excuse to get out of designing new characters. Had the game stayed in development for a few extra months, perhaps they could have designed a fresh cast of characters. This copy/paste policy really takes away from the game. It's just not easy to connect with characters when all you can think about is how these two girls look identical to Malon. The game leaves you with an awkward Ocarina of Time after taste.
This is hardly a legitimate complaint. It doesn't matter what they look like, it just matters what you do with the characters. Majora's Mask had very, very well-written characters.

2. Item Time Paradox

As you all know, Majora's Mask takes place during a repeated three day cycle. Every time Link plays the Song of Time, he travels back to day one and loses all the items he collected. Well not every item. It seems that it's okay to keep inventory items, like weapons and masks, but when it comes to rupees, bombs, and arrows, Link loses them every cycle. It simply doesn't make any sense. I'm not saying Link should lose his items and mask collection every time he travels back, but why does he need to lose everything else? Sure, they're all fairly easy to collect, but it can be such a pain to go scavenge for supplies every single time you need to reset. If Link kept everything in his inventory, then fine, we can call it some side effect of the Hero of Time, but since he can only keep specific items, it leaves us scratching our heads. This is just bad game design meant to inconvenience the player.
I definitely agree with this, but it's nitpicking at its' prime.

3. Bank Paradox

Since Link cannot hold onto his rupees during time travel, he has to deposit his cash into a time paradox bank account to save it. Losing items in time travel is dumb enough, but to force the player to run to the bank at the end of each cycle before starting over is a tedious task that adds nothing to the experience. The entire concept of the bank doesn't even make sense. Rupees Link collected on day three cannot go back with him, unless he deposits the rupees during that cycle. Then on day one of the reset cycle, the rupees will safely appear in the account. This simply makes no sense and is a direct result of poor game design.
This is a consequence of complaint number 2. This is really just showing that the author of this article wanted MM to not be the best Zelda. He's trying to play up a minor design flaw (oh boo hoo, you have to go and collect more rupees or put them in a bank) as some major game-shattering design flaw. It's flawed, but it hardly effects anything.

4. Time Limit

Time limits in games are so intimidating. The first time you try the time trial, you almost know you'll have to repeat it at least once before you fully understand what you need to do. In Majora's Mask, the entire game is a time trial, and your first time playing through can be very intimidating. The average first time player of Majora's Mask doesn't realize that the Song of Time can be altered to slow down time until sometime after the first temple. When exploring those labyrinths for the first time, it becomes very intimidating when it hits day three and you haven't even met the boss yet. The pressure to perform quickly deters players which is why so many struggle to complete the game.
A part of the design that serves as a supplement to the story of the game? How dare Nintendo! Complaining about this is absolutely ridiculous - that's like saying Demons Soul's is bad because of how hard it is. Just because it's challenging in a different way that most games are doesn't make it bad.

5. Game Length

Majora's Mask has only four temples. There are plenty of side quests, but they really don't add much length to the game. The only real length from the game is a direct result of the time cycle. During a first play through, trial and error plays a crucial role, because one minor mistake could result in resetting the time cycle completely. Entire temples may need to be replayed if not completed in a timely manner. Side quests are particularly difficult in figuring out where to be at what particular time. One slight misinterpretation may result in starting over. Such brutal punishment is very strict for a Zelda game, which probably turned away so many players.
Yes, lets blame a game for being on the short side, rather than an average-length game bloated full of poorly designed dungeons, or and artificially extended plot. Complaining about the side quests being of higher challenge than the main game is also incredibly ridiculous.

6. Save System

One thing I have always enjoyed about the Zelda series is how kind their save systems are. In most titles, you can save at any time and start back up in a close proximity to the area you left in. This allowed players to effectively work around their busy schedules. It also allows players to enjoy the game in short bursts. If you had 10 minutes to burn, you could pop the game in, collect a few rupees, kill a few Moblins, save the game and quit. Majora's Mask takes all these convenient features known to the series and goes out of its way to remove them. There is no quick and easy way to stop and save. You can reset the cycle which does save your game, but unless you have a significant time to play, you will likely lose your progress since the world resets. There are owl statues to quick save, but those are only helpful if you happen to be near one. Plus, these statues force you to quit, so no precautionary saves allowed. If you want to play Majora's Mask, make sure you set aside plenty of time to play through it, because you simply cannot complete the game in short bursts. The save system alone needlessly complicates the game, which really sets it apart from the other titles, for the wrong reason. It's no wonder why so many players were initially turned away by this game.
The first legitimate complaint of your entire article. Congrats, Casey Hodges!

This entire article was complaining about a very minor fallacy (You lose your rupees? Oh no! Just spend the next ten minutes getting new ones and remember to go to the bank this time), the fact that they stole graphics from a game that Majora's Mask is supposed to be parallel too, a game mechanic which was challenging, not bad, and how long it was (you still get a good amount of playtime from the game). The game had only one legitimate complaint, and that was the save system. This is probably the only notable flaw MM has.

In the end, deciding between MM and OoT will always be just opinion. Neither have any glaring flaws, and neither one is inherently worse than the other. However, writing articles that are entirely nitpicking (hell, one wasn't even a nitpick, it was just the author not liking the gameplay system) just makes the author look silly.
 

Firus

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This is hardly a legitimate complaint. It doesn't matter what they look like, it just matters what you do with the characters. Majora's Mask had very, very well-written characters.



I definitely agree with this, but it's nitpicking at its' prime.



This is a consequence of complaint number 2. This is really just showing that the author of this article wanted MM to not be the best Zelda. He's trying to play up a minor design flaw (oh boo hoo, you have to go and collect more rupees or put them in a bank) as some major game-shattering design flaw. It's flawed, but it hardly effects anything.



A part of the design that serves as a supplement to the story of the game? How dare Nintendo! Complaining about this is absolutely ridiculous - that's like saying Demons Soul's is bad because of how hard it is. Just because it's challenging in a different way that most games are doesn't make it bad.



Yes, lets blame a game for being on the short side, rather than an average-length game bloated full of poorly designed dungeons, or and artificially extended plot. Complaining about the side quests being of higher challenge than the main game is also incredibly ridiculous.



The first legitimate complaint of your entire article. Congrats, Casey Hodges!

This entire article was complaining about a very minor fallacy (You lose your rupees? Oh no! Just spend the next ten minutes getting new ones and remember to go to the bank this time), the fact that they stole graphics from a game that Majora's Mask is supposed to be parallel too, a game mechanic which was challenging, not bad, and how long it was (you still get a good amount of playtime from the game). The game had only one legitimate complaint, and that was the save system. This is probably the only notable flaw MM has.

In the end, deciding between MM and OoT will always be just opinion. Neither have any glaring flaws, and neither one is inherently worse than the other. However, writing articles that are entirely nitpicking (hell, one wasn't even a nitpick, it was just the author not liking the gameplay system) just makes the author look silly.
I agree with this, the guy CLEARLY has an agenda. He even portrays the bank as being some bank that transcends time when in all actuality, you get a bank note that you can (logically) always use. Not to mention that this should've been included in complaint #2 -- it involves the same aspect.

I would say even the save system complaint isn't fully legitimate. Just think about it; with the way Majora's Mask's gameplay works, if they had the typical save system, you could essentially circumvent the entire point of the game. Having trouble making it through in 3 days? Just save at the beginning of the 3rd day and keep on trying until you make it.

It certainly can be annoying at times, but they didn't really have any other option.

You're right, it comes down to opinion. Why the guy is so hell-bent on lowering Majora's Mask is beyond me.
 

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LOOOL. I find it funny how most of his complaints I actually view as something great about MM :). The save system thing is KINDA legitimate though.
 

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This is hardly a legitimate complaint. It doesn't matter what they look like, it just matters what you do with the characters. Majora's Mask had very, very well-written characters.
If this guy is going to dog on MM for reusing character models, then he better do the same for reused sprites between LA, OoA, and OoS, and reused PH models in ST. It really is a lame complaint. I think the fact that Nintendo put the time into pushing out a Zelda game in two years as a thank-you to all the gamers who made them rich off OoT is good enough to not complain so feverishly about MM. Yeah, it could be a bit annoying with its repetitive tasks (redoing the Zora fish eggs a couple times because you overlooked one or two was not fun), but the game then repaid you with one of the best dungeons of all time: The Great Bay Temple. That's one thing that MM did that no other Zelda has done: award you with incredible experiences for completing strenuous tasks, and also unlike most other titles in the series, it gave you worthwhile items and not an excess of useless ones.

Let's come up with the top 6 reasons to counter his arguments. One of them is definitely the clever use of items. Rather than including a slingshot, they include the Deku Mask. Rather than include a hammer-like item, they give you the Goron Mask. Rather than give you a boomerang, they give you the Zora Mask. And is that the extent that these masks can do? No way! Each provides you with an entirely different way to play Zelda as for the first and only time, you play as a Deku Scrub, a Goron, and a Zora in their entirety, doing even more things than ever before seen in their commonfolk counterparts. The dungeon items are Link's bow, and all three types of arrows used to solve the various types of puzzles which - like they should - get progressively harder, and in respect to one another, each proceeding temple uses the arrows obtained thus far to fend off new types of enemies and solve new puzzles. It's genius.

This game made great use of the masks as substitutes+1, and really made clear how important Link's bow is. This is a game not about the sword, but about the bow. OoT was about the sword with the bow entirely supplementary. MM uses the bow throughout the whole game in an equal fashion to that of the sword and I love it for that.

But I digress.. the world design was a bit more unnatural and it still hasn't settled with me. Sure, it was more compact than OoT, allowing for puzzles and secrets to flood the overworld of Termina, a la ALttP's Hyrule, but the design was still unsettling. The fact that the field was a circle with four distinctly different geographical regions residing to the north, south, east, and west, each realistically needing to be miles apart to be able to exist in their proposed climates really irked me, especially Snowhead in the north. I understand that the snow was simply a result of Majora's curse, but with a swamp not far south from it, a dry canyon to the east, and a warm ocean to the west, it was all too.. "fixed", so I'll say. The concept of the clock paralleled to the compass, and both overlaying the layout of the world was incredibly prevalent and made absolute sense to me, but being very picky about design, Termina bothers me. It has provided possibly the best Zelda gameplay to date, but visually, the game is not all that impressive (the Southern Swamp sported some truly ugly textures that just made me nauseous).

I'm glad I posted the article though. It has sparked some good discussion and analysis of the game.
 
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