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Editing The Legend of Zelda: Ocarina of Time

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With ''The Legend of Zelda: Ocarina of Time'', Miyamoto wanted to create a game that was cinematic, yet distinguished from films. Takumi Kawagoe, who creates cutscenes for Nintendo, said that he intended to give players the feeling that they were in control of the action.<ref>Nintendo Power issue #198, December 2005 (pages 70–72)</ref> The cutscenes were originally created using prerendered images, and a few months before the game's completion, Miyamoto decided that the cinematics should have real-time processing. His vision required the real-time architecture for the total of more than 90 minutes of cutscenes, regardless of whether the console had a vast medium like CD-ROM on which to store prerendered versions. Miyamoto stated the real-time rendering engine allowed his small team of 3 to 7 cinematic developers to rapidly adjust the storyline and to focus on developing additional gameplay elements even up to the final few months of development, instead of waiting on a repeated prerendering process.<ref name="gdc"/>
With ''The Legend of Zelda: Ocarina of Time'', Miyamoto wanted to create a game that was cinematic, yet distinguished from films. Takumi Kawagoe, who creates cutscenes for Nintendo, said that he intended to give players the feeling that they were in control of the action.<ref>Nintendo Power issue #198, December 2005 (pages 70–72)</ref> The cutscenes were originally created using prerendered images, and a few months before the game's completion, Miyamoto decided that the cinematics should have real-time processing. His vision required the real-time architecture for the total of more than 90 minutes of cutscenes, regardless of whether the console had a vast medium like CD-ROM on which to store prerendered versions. Miyamoto stated the real-time rendering engine allowed his small team of 3 to 7 cinematic developers to rapidly adjust the storyline and to focus on developing additional gameplay elements even up to the final few months of development, instead of waiting on a repeated prerendering process.<ref name="gdc"/>


==Anticipation and release==
==Release and anticipation==
In March 1998, ''The Legend of Zelda: Ocarina of Time'' was the most anticipated Nintendo 64 game in Japan.<ref>[https://www.ign.com/articles/1998/04/23/what-japan-wants What Japan Wants - IGN]</ref> Throughout the late 1990s, people believed that the Nintendo 64 was critically lacking in first-party hit releases. The August 1998 issue of Next Generation magazine stated that "Nintendo absolutely can't afford another holiday season without a real marquee title" and that Zelda was "one of the most anticipated games of the decade", upon which the Nintendo 64's fate depended. At E3 1998, Nintendo of America's chairman Howard Lincoln insisted that ''The Legend of Zelda: Ocarina of Time'' would be shipped on time and would become the company's reinvigorating blockbuster akin to a hit Hollywood movie.
In March 1998, ''The Legend of Zelda: Ocarina of Time'' was the most anticipated Nintendo 64 game in Japan.<ref>[https://www.ign.com/articles/1998/04/23/what-japan-wants What Japan Wants - IGN]</ref> Throughout the late 1990s, people believed that the Nintendo 64 was critically lacking in first-party hit releases. The August 1998 issue of Next Generation magazine stated that "Nintendo absolutely can't afford another holiday season without a real marquee title" and that Zelda was "one of the most anticipated games of the decade", upon which the Nintendo 64's fate depended. At E3 1998, Nintendo of America's chairman Howard Lincoln insisted that ''The Legend of Zelda: Ocarina of Time'' would be shipped on time and would become the company's reinvigorating blockbuster akin to a hit Hollywood movie.


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