Reviews from

in the past


Master Quest adds a little more challenge to the game, but on the otherside it butchers the perfect level design from the original game (which is a masterpiece ahead of it's time).

In my opinion, this game is a product of its time - I played this game 6-7 years after its initial release on the N64, and even then I couldn't find myself to play it beyond the 2nd dungeon.

Unfortunately, I found this game to be incredibly boring and it couldn't keep my attention. Perhaps, I should give the remastered version on the 3DS a chance since it is so highly touted as being one of the best.

It's Ocarina of Time again but with rearranged and harder dungeons and puzzles. The new dungeon layouts range from clever, to questionable. Most of them are actually pretty great, and get a natural increase in difficulty that suits the dungeons quite well.

Though there are some dungeons that I feel aren't really changed enough, or aren't really changed for the better. The Water Temple is a lot shorter and easier now, surprisingly. A lot of the rooms are optional now, and you can take a short, linear path to get the Longshot and then reach the boss. The Shadow Temple also wasn't changed very much. There were some noticeable changes, but only to a small degree. I wish that boss fights had some changes to them, maybe some new attacks or phases to them, or different things you have to do to damage them. It would've made for a very fun surprise.

Otherwise, it's exactly the same as regular Ocarina of Time, just mirrored and with a damage increase. The damage increase isn't a big deal though, Ocarina's never been hard, and if you have bottles with fairies on hand, you won't have to worry about deaths too much. A pretty welcome challenge for veterans of vanilla Ocarina of Time.

I PLAYED IT, ON THE FUCKIN WII!!!

After completing the original Ocarina of Time like 20+ times in my life, I have to go and try this one. Pretty original and crazy new dungeon puzzles.
I like it as much as the standard, classic OoT.


it's kinda like nintendo just romhacked themselves.

Being able to replay the my favorite Zelda with fresh puzzles was a wonderful treat and I wish they would do it again

A very fun way to make a generally easy-medium difficulty game a bit harder and more unique.

Felt very weird to play, but was kind of refreshing all the same.

it wasnt that much harder

Master Quest nos entrega todo el contenido del magnífico Ocarina of Time, presentando la misma historia y desarrollo, pero ofreciendo un rediseño en la resolución de acertijos y puzles dentro de las mazmorras del juego. Es una forma diferente de experimentar un gran título, sin embargo, algunas de las nuevas mecánicas resultan ser un tanto forzadas y menos intuitivas que en el original, por lo que se recomienda solo para aquellos que quieran ver un clásico con otros ojos y no como la primera exposición a una obra maestra.

This was quite a fun way to play OOT. If you're like me and have memorized the main game to death and back I'd recommend playing Mastermode! The added difficulty is nice and seeing the new puzzles added were quite refreshing

Is Master Quest on 3DS the same as on GameCube? Let's just say it is and I'm logging it here

Despite its design involving a lot of unecessary waiting to added suspense, I think this is a very solid game. The story is also very strong in this one and I love what it added to the franchise in terms of world building and lore. A solid game that is remixed for veterans in this Master Quest version.

muy buen juego pero los templos del desierto son dolores de cabeza

As a kid, too hard 5 me. Never finished it due to being a dumbass.

The Master Quest version of Ocarina of Time was probably among the first things I learned about on the internet, and I've been hesitant to dispel the two decades or so of intrigue it's held for me by actually playing it. Though I've known for a long time it only substantially alters the game's dungeons (including the Ice Cavern, Gerudo Training Ground, and Ganon's Castle, though understandably not the Gerudo Fortress), and even then only remixes puzzles rather than changing the architecture or layout, it remains arguably the fullest "hard mode" experience in the Zelda series as well as being an alternate version of a game I have largely memorized. Well, I've played it, and it's a novel experiment which largely illustrates what makes for good puzzle and dungeon design and what doesn't.

In a number of cases, puzzles have been merely lengthened rather than "improved": instead of simply stepping on a switch that stays down, you must carry an easily-spotted box through no environmental hazards to hold the switch down, for example. These are the most frustrating changes: they undermine the sense that this is any more difficult than before, and when the steps are more hazardous it feels cheap. Enemies are often increased in number and/or difficulty (Iron Knuckles are frequently encountered), occasionally adding interesting wrinkles to a room's puzzle. I found myself more deeply engaged by the combat than ever before, gaining a new appreciation for Deku nuts and the Biggoron's sword. Somewhat more interestingly, the nature and appearance of switches or torches are often changed: they can be hidden high up, in gaps, or disturbingly replaced by cow heads jutting from the wall (this is just in Jabu-Jabu's belly and I think the logic was crystals sticking out from the wall would look unnatural/synthetic). A lot of Song of Time blocks are added and prove to be universally bad additions, because it's just a matter of arbitrarily guessing how many times and where to play the song to get the outcome you want. Taken together, these make up the bulk of the differences in MQ and they narrowly do more to improve the experience than detract from it.

More interestingly, the placement of the small keys, map, compass, and dungeon item are shifted in placement and order of collection to varying degrees. In the most extreme case, the Water Temple now yields the longshot before even the compass is found. As a result, MQ generally requires more complex spatial reasoning and purposeful backtracking than the original, but with drawbacks. While puzzle box style dungeons (see Game Maker's Toolkit's Boss Keys series) are my personal preference, I think Zelda games are at their best when they're varied in dungeon design between puzzle boxes, gauntlets, and lock-and-key types. The original roster of dungeons was well-balanced in that regard but MQ throws it off, turning most into lock-and-key affairs. You're still thinking about the overall layout and what is needed to progress which is enjoyable, but after several dungeons like this and a high incidence of cheap excuses for increased difficulty, the charm diminishes. There are bright spots, like a Spirit Temple room involving a Moblin (previously exclusive to the Sacred Forest Meadow iirc) and a wholly unique puzzle of playing different songs next to refreshingly-not-obvious symbols to progress. On a dungeon-by-dungeon basis it's largely an improvement for complexity, but kind of worse as an overall game.

As a quick breakdown, I would say the three child dungeons benefit the most dramatically, while the Forest and Shadow Temples and Gerudo Training Ground also are noticeably improved. Ganon's Castle, the Fire and Spirit Temples, and the Ice Cavern are lateral moves, while the Water Temple noticeably suffers. I think, broadly speaking, the more linear dungeons (three child and Shadow Temple) had the most to gain from a remix anyway; their layouts were not taken full advantage of in the original, and become more complex and intricate in MQ. The Water Temple, by contrast, was too tightly designed around its puzzle box structure to be easily reworked; the result is shorter, with several rooms rendered unnecessary by the new order of operations and a much lower sense of accomplishment. I think its best quality is that MQ gets you to stop and look at these dungeons fresh. I made ample use of the first person view, something I rarely do when replaying the original, to suss out slight changes and felt newly engaged by a game that's become overly familiar to me.

On the whole, MQ draws out increased difficulty from toying with your expectations and assumptions more than truly improving or refining its design. This grates when it relies on you shooting a bomb flower to inexplicably make a chest appear for you to hookshot to, but feels refreshing when you realize the game has made it so the Spirit Temple is no longer in two discrete halves across time; adult Link must travel back into the seemingly-completed child half, activate certain things, then return as a child to gain keys, then return again as an adult to finish the dungeon (this would probably have enraged me if I looked it up instead of reasoning it out on my own). In this way, it's less a challenging Zelda game and more an inside joke for Ocarina veterans. Mystery dispelled, play the little jingle.

Ocarina of Time but with better puzzles. Pretty damn good, no reason not to play the 3DS version though.

Remixing the dungeons was such a cool idea, I'm a little sad they've only done it once! The 3DS version also contains the Master Quest, but the whole world is mirrored from the original in that version, for whatever that's worth.


One of the classics for a reason, this pretty much set the blueprint for all other 3D Zeldas after it. Its not just a prototype though, some of this game's dungeons (Forest Temple, Fire Temple, and Spirit Temple) are still some of my favorites of the whole series. Timeless story as well, props to Nintendo for being willing to take Zelda in a darker direction with the 7-year time skip. Only gripes with the game are the obvious, the Water Temple and the combat being pretty jank and simplistic.

Wish future 3D Zeldas didn't ape this game so hard and tried more to do their own thing. Thank goodness BOTW exists.