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The Legend of Zelda: Majora's Mask (N64, 2000/GC, 2003/3DS, 2015 (Remake))

The Legend of Zelda: Majora's Mask (N64, 2000/GC, 2003/3DS, 2015 (Remake))

Subgenre: 3D Zelda-like AA, Collectathon (the wallets - need to store 200 in the bank to be able to carry more and finish the oceanside spider house in one day to carry 500 which is kind of tedious, stray fairies/fairy parts - in dungeons leading to backtracking or really stressful gameplay, gibdo fetch quests - various items in the "beneath the well" mini-dungeon, 52 (!) heart pieces  (at one point in Ikana you need to have 16 full hearts to get to another piece), etc.), More Platforming via certain forms


Perspective: TP view w/ FP view aiming/looking while still, TD view during the one stealth segment


Other: Overworld & dungeons split, More developed time travel concept (you're stuck in a three day loop until the end (similar to Groundhog Day); you can now skip ahead by 6 hours or slow time down by 2/3 using versions of the song of time (can listen to stories in clock town to advance time a couple of hours but only during certain hours of the day) - more flexible on 3DS), Horse race mini-game returns and there's a Goron rolling race as well, Stealth sequence (swamp) that you have to redo from the start if you get spotted

  • Four transformations via masks (Deku - hover jump (via certain flowers which can also be used as an upward attack as well as upward air streams in a few parts)+skip on water a few times (not used that much though)+spit attack, Goron - fast rolling ball (with longer jumps via certain ramps) and super bomb user+stomp move+can walk in lava, Zora - improved swimming+MP-based shield and has a ranged attack if you hold down the attack button+you can jump out of water when swimming quickly (kinda tricky to pull off though), Fierce Deity - basically just an easy mode for boss fights; the first three are all useful in the last main dungeon)

  • Partially non-linear structure (can't do most of the main dungeons out of order but you can beat dungeon 4 without entering dungeon 3/water temple with a trick (can actually skip the ice arrow gate before the canyon town as you can just barely reach the tree on the other side of the river with the hookshot instead of freezing the octoroks in the river - fixed in the 3DS ver. however you can do a bomb jump as Zora link to hop over the river here). Two optional dungeons (three if counting the graveyard; swamp spider house, moon dungeons - 4 parts)

  • Some backtracking to previously visited areas with new abilities/forms to progress and some for optional items

  • Quick save/sleep mode (the owl statues), Can't save properly without going back in time to the first day. Reset and copy the file for multiple slots (2)

  • Warp song (Song of Soaring; warp between activated owl statues (hit them with your sword, about one per area) and the dungeon entrance if you're in a dungeon, can't use it while indoors) - you'll get it pretty early too

  • Added log book/quest log feature (called a notebook; good since there's more to remember this time around though it doesn't save all useful dialogue - not the dialogue from the enemies in Ikana that give clues when defeated for example) - need to complete a quest to get it unless you're playing the 3DS version

  • 2D and TD view maps without much topography shown (see OoT, have to buy OW area maps and they are mini-maps of the current sub area/room only - can't zoom these out to show a detailed OW map)

  • Camera returns (LA GBC - used in a couple of side quests and can only store on picture at a time)

  • Some other interesting masks (movement speed+jump length upgrade+see some hidden timers w/ the bunny hood, can make redeads dance with Garo's mask, the stone mask lets you become invisible to most NPCs and enemies), blast mask gives infinite "on the spot" bombs (block to not take damage), great fairy mask pulls found/released stray fairies towards you but not other items)

  • Some good puzzles (big goron outside the mountain/snowhead temple, ikana castle falling floor room, way to the stone tower temple entrance, some light reflection puzzles, upside down flip of the stone tower dungeon - kinda like the inverted castle in SotN except you also unlock chests that you open in the flipped version and vice versa, can freeze enemies to use them as platforms with the ice arrows (Metroid)+create temporary ice platforms on water surfaces)

  • Some sequence breaking opportunities (backwards jump past the guards of deku palace, ice arrow skip at ikana canyon, faster climb towards stone tower temple, can get to some stray fairies earlier than intended in stone tower, more with bomb jump and other glitches)

  • Some environmental changes from beating the boss of each area (temporary though), a couple of fairly major environmental changes (restore a dried up river - Zelda 3/Golvellius 2, the giant skeleton that breaks a bridge)

  • Less intrusive fairy companion (would've been nice to be able to ask it for clues in some cases though)

  • The NPC schedules and (minor) interaction between races makes the world feel a bit more organic

  • Temporary infinite magic power up (special milk, lasts for three days)

  • Many more sidequests

  • Mostly unskippable cutscenes yet again (except for when transforming; makes the stone temple in particular tedious when you have to play a certain song over and over) - at least the switching between transformations ones are skippable, Still has the same inconsistent dialogue speed options

  • You'll lose disposable items and dungeon progress after traveling back in time (except rupees put in the bank, includes gold dust (!) and the sharpened blade) as well as quest items (for example the land deed or magic beans) and the scarecrow's song - you'll keep hearts/masks/weapons/bags and some quest items like the ocarina, You'll also lose sidequest progress like having returned the great fairy to her normal form (though you keep the reward) and stray fairy progress is lost - progress being saved and having a general tally where you're able to pick between a couple of rewards at a time would've been preferable as you really have to finecomb dungeons to find all of them and they are also put in chests that are indistinguishable from other ones which slows the pace down considerably)

  • Some interface issues are fixed in the Redux romhack

  • Some non-persistent parts of dungeons such as a couple of puzzles in the stone tower dungeon, have to refight the swamp boss if you missed doing the post quest side quests there (at least you can teleport straight to it from the dungeon entrance)

  • Keep getting item drops that you already have a full stock of (mp/hp)


Playthrough - Video Review - Mini Review



Influenced by: Possibly Groundhog Day (movie), Final Fantasy VII


Influenced: Possibly Souls series, Lightning Returns, Fable, Hollow Knight

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