Marcel Winatschek

Clock Town at the End of Everything

Every serious Zelda conversation eventually collapses into the same debate: Ocarina of Time versus A Link to the Past, occasionally Link’s Awakening for the contrarians. The argument is fine and probably will never end. But it’s also missing the point, because the best game in the series—the most emotionally strange, the most formally inventive, the one that has haunted me the longest—is Majora’s Mask, and almost nobody talks about it.

It came out for the Nintendo 64 in 2000, one year after Ocarina of Time, using the same engine, the same character models, the same basic controls. But it went somewhere completely different. No princess to rescue. No Ganon lurking behind the curtain. Instead, a small town called Clock Town sitting beneath a moon with a face—a leering, plummeting moon that will destroy everything in three days. The Skull Kid is up there, wearing a cursed mask, laughing. Link has seventy-two hours to do something about it.

The three-day loop is what makes it. You play through those hours, accomplish what you can, and when the clock runs out you pull out the Ocarina and play the Song of Time and snap back to the first morning. The moon stops. The clock resets. Everyone you met forgets you. Everything you did—except the masks collected, the lessons learned—vanishes. Then you do it again.

What the game understood, and what I didn’t fully process at ten years old but felt somewhere below the surface, is that the loop is grief. You keep returning to the same moment because you’re not ready for it to end. You keep running the same errands for the same people, learning their schedules, their secrets, their small dignities—knowing the whole time that in a few hours they will die, and you can’t tell them, and maybe they already know. There’s a couple in the inn who spend the last night of the world together. There’s an old woman trying to get through the night alone. There’s a man stuck in a toilet somewhere in the lower city who I still think about sometimes, for reasons I can’t entirely explain.

The atmosphere is unlike anything else Nintendo made before or since. Apocalyptic is the right word but it doesn’t quite cover it. Clock Town feels genuinely inhabited: carpenters, soldiers, a postman doing his rounds even as the sky turns red, because what else is he going to do. The Carnival of Time proceeds on schedule because the carnival has always proceeded on schedule, and routine is how people survive terror. There’s something in that I find more honest than most games dare to be.

I take the Ocarina out and play the Song of Time. The dawn resets. I know what everyone will say and where everyone will be and how it ends if I do nothing. That foreknowledge should make it cold. It makes it unbearable instead. Bittersweet—bittersüß is what I would have said then—and it fits. You carry the weight of everyone’s death in your pocket while they live their ordinary days in front of you. That’s not a children’s game. That’s something stranger and harder.

Majora’s Mask was undersold at launch, rushed into production as a follow-up, and it shows in certain rough edges. None of that matters. What matters is that no other entry in the series tried anything half as strange, half as sad, or half as generous with its minor characters. The GameCube era smoothed out all those edges and gave us something shinier and emptier. This one kept the splinters in.