Zelda Wiki talk:Numerology in The Legend of Zelda Series

i have observed another example of the three importance. I am not sure if it's ease of memory (which i will make a case against), or if it's a Nintendo lack of space on the medium (which i will also present a case against). The songs in the series have 2 repetitions of 3 notes.


 * Some may argue that this is because it is easier to remember A, C down, C up twice than it is it remember A, C down, C up, C Up, Up+C Up, C Up, Up+C Up, etc.
 * While this is true, None of the other temple songs with the exception of the Bolero of Fire have repetition in them. the only other songs that don't are the possible Scarecrow's Song and the Song of Double Time ( i will concede that the inverted song of time is only repetitious because of it's mirroring a repetitious song). I digress, I used the temple songs FAR more than the normal songs because i had more use for avoiding those scary stalchildren in hyrule field, than I did for repairing broken signs and making fairies appear in certain places. the only song i may have used more was epona's song and that's a close tie, at best. In conclusion, I think it is a reasonable hypothesis that the repetition of a triplet was intentional rather than make them easier to learn.


 * Another case against it may be that the nintendo lacked the memory space to have diverse songs.
 * That just isn't a thing, if the space was there to put a note the change in value does not add to the amount of data. In the same way that me changing 101 to 111 does not change the amount of numbers I used as it just changes the Value of the first number and increased it by 16 (assuming it's hex). I'll also note that if a game like Zelda was so complete and full and so expansive the addition of 1, 2, or 3 extra (well three would FURTHER prove your 3 hypothesis) would not make it to where Nintendo had to remove a whole temple or grotto or something drastic. More realistically, (again assuming that the capabilities of the Cartridge were pushed to the max and it was filled to the brim, which it isn') literally a single rock or grass bunch or bug spawn would have to be removed for two notes. because, the address for placement is an 8 bit affair 2 4bit codes one for an x cood 00-ff(255) and a y cood, a song note takes 1 4 bit code xxxxxxxx yy where xxxxxxxx is the number of the note and yy is the note itself because the ocarina only needs 20 values for it's notes (it can play 20 notes with a vibrato for 10 of them so 30, I guess) is more than 16 which would be 0F but less than 255 FF so there is no need for an 8 bit 65535 value code.


 * also with the duality theory, i was wondering if you considered the time from OOA or subrosia from OOS

I hope you find this interesting if nothing else, Nate --Fortunis 01:11, 18 November 2012 (UTC)


 * It is! Unfortunately, the author of this WikiExclusive is no longer active at the wiki (for now, at least), but on his behalf, thanks for taking interest. :) 02:29, 18 November 2012 (UTC)


 * In case anyone else looks at this, I'll just state from a musician point of view. Essentially Kondo and his team had 5 notes to work with, limiting each sequence/phrase/theme to approx. 8 notes. With that, they had to create 12 songs for OoT with an additional 7 for MM. That isn't a lot to work with. You also add in the Director's notes (if any) of what they want the song to sound like, and you're bound to run into this issue.--Appliance (talk) 03:41, 5 February 2014 (UTC)