Reviews from

in the past


a game that feels like it should not exist, one that has such a clear understanding of what makes Zelda great and the tropes the series was stuck in at the time that goes beyond what was previously accomplished in Ocarina of Time.

it feels like an extremely heartfelt romhack that someone at nintendo made in their free time that some executive saw and just said, "yeah! alright, looks good. let's ship it!"

I didn’t think an old game would be so well made. I never got to finish the game but holy shit, there were so many things to do in that game. I loved OST and the mask mechanics

Incredibly surreal and haunting experience. One of my top 3 if not my favorite Zelda game

the first time i played this game was as a child in a hotel room that came equipped with an N64. it was terrifying and i played it for maybe 10 minutes. i will play it again when the Nintendo Switch HD Version releases

hard time limits stress me out too much to enjoy it


Why is it so hard to do things in this game Nintendo.
My second favourite zeldy

The only thing I don't like is the time gimmick... which is the whole game is based upon. Having to finish the game many times just to get the different side-quests is a pain.

Literalmente lo considero mejor que el ocarina, ya que en este juego se van de lo típico a algo nuevo, osea ¿usar mascaras y que tengan un uso? porque este es el único juego que usa algo diferente en habilidades y es donde explota mejor el juego, aquí ya no es salvar la princesa si no usar el tiempo y las misiones que te otorguen mediante a la aventura y lo considero mejor que su antecesor.

Writing: 4/5
Gameplay: 4/5
Art Design & Visuals: 3/5
Voices & Sounds: 4/5
Atmosphere & Immersion: 3/5

One of the worst games ever made.

story is the best zelda has to offer but the gameplay could not suck harder

First Zelda I ever beat, took me long and was hard as hell as a kid. Gave us a beautiful world of Terminal that was just the camp I needed. Never did all the mask stuff, maybe one day

(Rating for both the original and the 3DS versions as they're pretty much the same thing.)

When I was younger, I thought Ocarina of Time was much better than Majora. Now, I don't think that's necessarily correct anymore, but they both mean so much to me that they're about equal in my mind. But good lord, if there's anything Majora's Mask does better, it's the tone. This game has such a foreboding atmosphere in every aspect of it, yet incredible beauty within the darkness. To think that this game was finished in only one year makes me feel both astounded and lazy as hell. How they accomplished everything they accomplished within that time period, I'll never know, but this game stands as a testament to that, and to a good work ethic. Did I mention the music? What a soundtrack. As the other review mentions, the way this game subverts the tropes the Zelda franchise had been falling into cannot be ignored. It's thematically in sharp contrast to Ocarina, and yet the two complement each other perfectly. Perfect 10/10.

As I replay Majora's Mask and I muse on what works so well about this game, I find myself realizing that what I have to say so positively about this game is not necessarily unique to Majora's Mask. The macabre tone is more prominent than in other games due to the impending doom which hangs over the game in the most literal of ways, yet that alone is not what I remember about the game and why I view it so fondly.

This game's emphasis is not unlike viewing the Zelda series as sliders. There is a core of what Zelda is, something of a platonic ideal which was established over multiple entries (mostly with Ocarina and codified with subsequent entries) and the games tend to play with these sliders in order to create a unique yet cohesive experience that fits in with the rest of the series.
A few of the sliders which Zelda plays with are:
-Dungeon exploration, which Majora's Mask turns down in comparison to every game before it. It emphasizes density over quantity. I don't believe that quality over quantity is the right way to view this, as I believe there are better dungeons in games with a higher quantity of dungeons, but they are extremely dense and tight dungeons all the same.
-Unique characters with off-beat personalities and stories, which is turned up to the series maximum. Many point to this as being a standout for Majora's Mask, yet it's something which is a core tenant of the series. Zelda from the first game includes strange characters which are some of the most memorable parts of the game, and games like Link's Awakening continue this lineage. What Majora's Mask does is that it puts an emphasis on this which is not seen anywhere else in the series.
-Exploration, which is largely turned down for this entry. The game is fond of creating closed spaces which are explored in something of a vacuum. It embraces a very game-y structure of having 4 distinct biomes in cardinal directions in a nearly perfect circle. The exploration is certainly there, but it is primarily in interacting with the characters in those environments. This can largely be explained with the games short development time, yet I also don't view it as a critique. Other Zeldas, such as Wind Waker, emphasize this aspect.
-Item collection and usage, something which Majora's Mask has roughly equal to something like Ocarina but executes it in different ways. Major item collection is associated with the transformation masks, and as for the actual items Link receives, they almost always come from outside the dungeons. All dungeon items are related to the bow, either being the bow itself (the only standalone dungeon item) and then subsequently the arrows. The arsenal of actual weapons is downplayed quite a bit, but the functionality which one could argue is lost is merely found in the unique abilities granted by the transformation masks. This is a significant shakeup of the series norms as dungeons are re-contextualized. The standard trope of going to a dungeon, receiving an item halfway through which changes the way you interact with the dungeon, and then fighting a boss which uses the item. The item is then used for some overworld exploration, and is then subsequently sidelined save for occasional overworld or dungeon usage. Changing the rate of item accrual further emphasizes this game's unique structure.

I think Majora's Mask is certainly a forerunner when analyzing the series through this lens due to being the most standout example, but I believe that most games in the 3D lineage of Zelda can be viewed. Having these various aspects emphasized and downplayed certainly isn't an indictment of the game or its quality. It's merely a lens which the series can be viewed within. And, with what we have on offer, we're given one of the most unique Zelda games which stands tall as my favorite 3D Zelda game. It's a unique experience which we likely won't see again, due to being a product of its era.

While you have been met with a terrible fate, so too has the land of Termina itself.

The residents of Termina stand as the most memorable part of the game, despite being inherently a copy of what was done before. Despite almost all major residents not being 'new', their stories result in them becoming what I think of when I see those characters. The stories which are told are not necessarily this rich, dense tapistry, but are effective in creating engaging situations which have largely stuck with me since I first played the game as a child so many years ago. In larger RPGs like Fallout, they wax poetic on their sidequests, and many of them end up being great. The ability for Majora to create engaging sidequests despite significantly less text and being overall generally short (save for one notable exception) is a feat which few other games in the Zelda series have managed to do. The impending doom which the game emphasizes is certainly a major factor for these stories being so memorable. You're helping some people with their 'last wishes' before all is going to be lost. Helping a man's chicks grow up results in him being content with his life, and he is ready to die happy because of that. You help two lovers find each other again and wed before all is naught. There is a beauty inherent to the plot of Majora which is played upon perfectly.

Even at the close of the game, there is a certain empty feeling due to the cyclical nature of the game. Saving the monkey and removing the poison from the swamp, causing spring in the Goron village, and helping Lulu with her eggs are undone when you're done with the cycle. While the credits make it look like Link successfully helped these people, it's established that this is not what happened. Unless you're an exceptionally kind individual who beats ever boss in the game before fighting the end, Termina is not entirely saved. They have their lives, but still face some amount of hardship. It's not difficult to imagine Link going to help them after the moon is returned to its rightful place, but this is in the place of headcanon. Again, I need to emphasize this is not an indictment. To me, it furthered the tone of the game. Even in its ending, there is still room for dour indication.

Why did it take Nintendo another 17 years to realize that Zelda games should be 90% side quests?

If the Breath of the Wild sequel is the Majora's Mask to BotW's Ocarina, well, that would make me a happy person.

one of the most happy accidents in gaming history

Majoras Mask takes Ocarina of Time's gameplay, refines it and takes the character and story in a whole new direction. The game perfectly captures the sense of dread and stress it aims for, and the story while portraying a great story on the surface itself, is even more ripe with subtext than its predecessor.
The time travel mechanic is incredibly polarizing between players with good reason. It certainly is NOT for everyone unlike OOT but that is what makes it even better in my opinion; they took a concept and idea and ran as far as they could with it without bloat or hand-holding.

Love this game beyond belief. My favourite Zelda title by a longshot.

wii vc is the best way to play this game, unfortunately the 3ds remake isnt (unlike OOT3d))

If a black sheep didn't mean shit most of the time, this would be the sole definition.


The anti messiah game. It's hard to tell how much to bizarrely eerie and dark tone was really intended. Going from ocarina of time to this is so jarring. Cartoon characters are screaming about how they don't want to die, nightmarish transformation sequences as you adopt the lives and faces of others who perished. It's so weird. The atmosphere is basically unlike anything I've ever seen.

Not that the game is perfect, far from it. It's easy to get stressed out by the timer, especially while doing dungeons, and the ways to mitigate it are... somewhat cryptic. It can feel unrewarding to do a full plotline, reset, and then see all your work undone. The uh... everything about controlling goron rolling. But man, this game is something else in terms of what it offers. Nothing else like it.

Still prefer this one to OoT. It just feels...rounder? I loved the world, the characters the sidequests...and just had the feeling there was more to do for me than in OoT.

The eerie atmosphere and the way sidestores would have different dialogue or outcome depending on what you did and WHEN you did it is still something that makes it stand out among the Zelda games. I cared for these weirdos. Even when they were annoying idiots and even though someone should have called PETA on Link for RIDING A FOAL but whatever.
Rolling around as a goron was way more fun anyway.

You also get to watch dog races and even hear the little buggers talk if you have the right mask.

Other fun activity is raising chickens by making them join your military march band for a minute and preventing cow theft by shooting aliens with arrows.

awesome atmosphere and really good gameplay progression. need to beat this still, but i've gotten pretty far