![]() With Ocarina of Time, however, the words could scroll in and out, or even change colors, however the designers saw fit. This scene from the N64 version of Ocarina of Time loses much of its impact on 3DS thanks to the generic font and completely uniform, nondescript text scroll used in that version of the game. ![]() In more traditional media like books, words are static images on the page, so any “acting,” or conveying of emotion, is going to fall on the reader to help fill in. There’s no voice acting in Ocarina of Time, so all of the dialogue is transmitted to the player via reading. Instead, they scroll at a deliberate pace in order to convey emotion. The words don’t simply pop into existence on the screen. When playing any of the incarnations of the original Ocarina of Time, one thing that might slip past unnoticed is the way that Nintendo used scrolling text to great effect. I know that might not sound like such a big deal, but hear me out. ![]() That something was mimicking the font and text scroll of Skyward Sword on Wii. Playing The Legend of Zelda: Skyward Sword HD was a lot of fun, particularly because the team at Tantalus, the Australian studio that handled the game, got something right that Grezzo did not when it handled the remakes of Ocarina of Time and Majora’s Mask for 3DS. Light reading for a day of rest, Bits & Bytes is short, to the point, and something to read with a nice drink. Bits & Bytes is a weekly column where Editor-in-Chief Robert shares his thoughts about video games and the industry on a lazy Sunday.
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