Zelda

Legend of Zelda

  • The Legend of Zelda

    Zelda is born on the Famicom system in Japan and was later brought to the US in a cartridge version on August of 1987. The theme to The Legend of Zelda was created by Koji Kondo and is credited for being one of the most influencial pieces of music in gaming history. When released on the NES the games music used pulse-code modulation (PCM) and differential pulse-code modulation (DPCM) to render its audio through a composite analog audio cable.
  • Zelda II: The Adventure of Link

    The second game in the series. While the style changed from top down to side scrolling the audio did not change enough to mention.
  • Legend of Zelda: A Link to the Past

    The first of the series to be on the SNES. With the updated graphics and sound capabilites of the SNES Zelda started a new. The audio was ran on an 8-bit Sony SPC700, a 16-bit DSP, 64 kB of SRAM shared by two chips, and a 64 byte boot ROM. (SNES wikipedia)
  • Links Awakening

    This first in the series to arive on the Game Boy. The audio of this game was limited to the what the Game Boy system could produce wich was based on 2 square wave generators, 1 PCM 4-bit wave sample (64 4-bit samples played in 1x64 bank or 2x32 bank) channel, and1 noise generator. (Game Boy Wikipedia) The sound of this game still held true to the series and was unmistakable as a Zelda game even in the gameplay may have changed dramaticaly by not including Princess Zelda or Hyrule.
  • Legend of Zelda: Ocarina of Time

    The first 3D rendition and the first time apprearing on the N64 this title became an instant piece of history in the gaming comunity. The upgraded audio capabilites of the N64 are do to ues Reality Co-Processor (RCP) wich allowed it to use a maximum of 100 channels of PCM at a time wit a maximum sampling rate of 48kHz with 16-bit audio. The audio in this game has went down in history, both for the music itself but how you interacted with the audio in the game through things like the Ocarina.
  • Legend of Zelda: Majora's Mask

    This title was based off the same 3D game engine and audio basis as the previous title. Gamplay may have once again changed significantly but the audio did not.
  • Legend of Zelda: The Wind Waker

    The Wind Waker is the first Zelda on the GameCube system. For audio it used 64 channels at 16-bit 48Kz ADPCM along with introducing Dolby Pro Logic II to the world of Zelda with multi-channel steriophonic output.
  • Legend of Zelda:Twilight Princess

    Once again another new Zelda for another new console, this time the Wii. Nintendo is still using analog audio and Dolby Pro-Logic II from the GameCube as its audio processors.
  • Legend of Zelda:Phantom Hourglass

    This title was proposed as a sequel to The Wind Waker. It was created for the DS and had many more traditional Zelda elements than the past few renditions of the game. The game took advantage of the systems 32-bit ARM7TDMI coprocessor with a 33 MHZ clock speed.
  • Legend of Zelda: Spirit Tracks

    Another rendition of the series on the portable DS system. This title ran on a modified engine of the previous title so nothing sound wise really changed.
  • Legend of Zelda: Skyward Sword

    This is the latest installment of this amazing Francise. Created on the Wii again it as the same audio abilities limited by only being able to use analog audio still.
  • The Future of Zelda

    Miyamoto has announced that they are currently working on a HD Zelda to release with the Nintendo Wii-U as well as an original Zelda for the Nintendo 3DS as well. The fact that current titles like Skyward Sword are so limited by the console that they are created for has caused numerous Zelda fans to take advantage of high end emulators to run on PC and push the graphics and audio to a place deserving of such a great franchise.