The Legend of Zelda: Majora's Mask

aka: The Legend of Zelda: Mask of Majora, Zelda Gaiden, Zelda no Densetsu: Mujura no Kamen, Zelda: Majora's Mask
Moby ID: 3550
Nintendo 64 Specs
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Description official descriptions

After having fulfilled Princess Zelda's request and saved the land of Hyrule from grave danger, Link departs on his horse Epona. In the Lost Woods he is ambushed by Skull Kid, an imp who dons a mysterious mask, accompanied by the fairies Tael and Tatl. Skull Kid turns Link into a small plant-like creature known as Deku Scrub and takes away his horse and his magical ocarina. Shortly afterward Tatl joins Link and agrees to help him revert to his native form. A meeting with a wandering mask salesman reveals that the Skull Kid is wearing Majora's Mask, an ancient item used in hexing rituals, which calls forth a menacing moon hovering over the land of Termina. Link has exactly three days to find a way to prevent this from happening.

Majora's Mask is a direct sequel to Ocarina of Time. It utilizes the same engine and visual style, and virtually identical interface. The game retains the traditional elements of Zelda games (dungeon exploration, sword fighting, bows, bombs, heart containers, etc.) as well as those introduced in its immediate predecessor, such as active blocking with a shield, various throwing items, and the usage of melodies played on the ocarina to solve puzzles. Compared to the previous Zelda games, this installment is more oriented towards interaction with NPCs and has a larger variety of items, optional quests, and mini-games.

Also unique to this entry is its time system. The game has an internal clock, with one hour roughly corresponding to one real-life minute. If the player hasn't completed all the objectives within three in-game days, the moon falls on Termina, annihilating everyone and ending the game. However, the player can return to the first day at any time by playing a song on the ocarina, saving all quest-related progress and inventory but losing other items such as ammunition or money (unless stored in a bank). It is also possible to learn melodies that slow the time passage significantly or advance the clock instantly to the next day. Some events happen only at specific times, and many characters follow their own schedules throughout the three days. Owl statues scattered across the land provide quick-save points and serve as teleporters between areas when discovered.

Collection and usage of masks play an important role in the game. Most of the twenty-four masks that can be found in the game are optional, and usually serve to solve side quests or enhance Link's abilities, allowing him, for example, to run faster or to become invisible. Transformation masks can be used to turn Link into a Deku Scrub, a Goron, or a Zora. Each of these forms has access to unique abilities, many of which are essential to the completion of the game. Among other skills, Deku Link can shoot bubbles from his mouth and float between flowers; Goron Link can operate heavy switches and walk through lava without taking damage, and weigh down heavy switches; Zora Link can swim fast and generate force fields.

Spellings

  • ゼルダの伝説 ムジュラの仮面 - Japanese spelling

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Credits (Nintendo 64 version)

106 People (100 developers, 6 thanks) · View all

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Reviews

Critics

Average score: 93% (based on 57 ratings)

Players

Average score: 4.1 out of 5 (based on 152 ratings with 6 reviews)

An innovative "Zelda" game

The Good
Although I never finished the game, I thought that the three day clock was one of the most innovative features of this or any game. It was fun trying to help the characters; I spent most of my time helping people. From what I saw of the dungeons, I thought they were challenging but not too difficult. There were many new enemies. The fighting system remained the same as "Ocarina of Time" which is a good thing.

The Bad
Although some call it "darker", I didn't think it was. The minor characters would say the same thing after you returned to the first day. I hate that I never finished the game.

The Bottom Line
I could't describe the whole game to you since I never completed the game. However, of what I played, I thought it looked a lot like "Ocarina of Time" with a different story.

Nintendo 64 · by gamewarrior (5040) · 2004

Not quite as fluent or progressive as Ocarina of Time but still enjoyable.

The Good
Majora’s Mask is the follow up to the immensely successful Ocarina of Time and it does a pretty good job picking up where the original left off. In this rendition of the Legend of Zelda our hero Link is riding Epona through the woods when his Ocarina is stolen by a mysterious masked Skullkid. Link is transformed into a deku scrub and from that moment he embarks on a quest to thwart the destruction of Clock Town and stop the insidious Skullkid from doing whatever is he is aiming to do while possessed by the mask he is wearing.

The flow of the game is very different to Ocarina of Time. You’re kind of expected to know what to do at all times, bar the helpful introductory tutorial when you begin the game. There is a three day clock and the way time flows affects the game in many different ways. People’s schedules adhere to the clock, things might appear at certain times and places might only be accessible on certain days. You need to memorize all of these things and work out the patterns to finish side quests are further the primary one. After three days have been exhausted Clock Town is destroyed, however you can rewind time whenever you want to the beginning of the first day and it isn’t as game breaking as you would first assume. It’s very easy to pick up where you left off, bar some particular occasions that I will get to soon. The two quest elements; primary and side quest, kind of bleed into each other occasionally and it’s very easy to lose yourself in the sidequests. On the whole, they’re pretty well designed and quite engrossing. Lots of little stories are playing out in Termina and you’re only a very small part of the grand design, even if you are the protagonist.

In addition to the regular Zelda style questing (solving problems thusly opening a dungeon, identifying the next problem and so on...) there are neat gameplay mechanics that have been introduced to differentiate Majora’s Mask from Ocarina. To begin with the emphasis in MM is on mask collecting. Each mask does something different, imbuing Link with a myriad of different special powers. There are also four transformation masks that turn Link into a Goron, Deku scrub or Zora guitarist. There is also another transformation mask that does something very, very cool. But I won’t tell you what it is. Each form has a set of distinct strengths and weaknesses and even when you’ve moved on from the area that requires the mask you’ll have to keep putting it on to solve other problems as they arise. It’s brilliant and keeps the game really refreshing.

The core gameplay dynamics beyond the mask collection and time system are essentially the same. Majora’s Mask is very samey, with many things recycled from the first game. It’s not essentially a bad thing. Ocarina of Time played like a dream and Majora’s Mask feels a lot smoother thanks to the RAM expansion and refined control scheme. Link feels lighter on his feet and performs some (entirely cosmetic) cool flips when he jumps now.

The good graphical elements of Ocarina of Time have been improved with slightly increased texture resolution (it is noticeable, especially in areas like the spring time Mountain Village and Great Bay), slightly improved polygon counts and a slightly increased level of graphical tricks like motion blur and lens flare. You can tell Majora’s Mask looks better than Ocarina of Time, but it takes a little while to notice the improvements. Probably the most telling improvement in the game is the sheer scale of things. The extra RAM is put to good use to render huge caverns, mountains and expansive bays with very minimal pop-up. It’s very, very impressive. The two most impressive looking parts of the games though have to be the rotating dungeon in Ikana Canyon and the beautiful Moon area. The moon is stunning and rendered beautifully.

The Bad
Majora’s Mask is a good game. However, it has its fair share of foibles.

To begin with, A LOT of elements from Ocarina of Time have been recycled here. Not just sound and textures, basically every single (minor) character model from Ocarina of Time has been magically teleported to Clock Town and given a new vocation. It’s all well and good having nice little references to a prior game but recycling nearly every single supporting player so you don’t have to render new ones is a little lazy.
It doesn’t matter what mythology they want to spin to make this move seem less lazy, but from a game design perspective it’s just weak. There are maybe six new characters in Clock Town.

On the topic of recycling Nintendo picked some of the worst moments of Ocarina of Time to put back into Majora’s Mask. The sneaking sections from Gerudo Fortress and Hyrule Castle are in there, as is the “go the wrong way and it’s back to the start” exploration section from the desert. There’s even the Lost Woods with monkeys. Nearly every single enemy from Ocarina of Time is present in Majora’s Mask to the point that it’s actually a surprise to see something new. I mean, to make pirates do you think they rendered people that looked vaguely like pirates?. No, they took the fortress guard character models from Ocarina of Time and called them pirates.

In terms of resources used in the game for every new element there is something that has been recycled and repurposed for use in a different environment. The level of recycling is just silly.

Most of the time Majora’s Mask plays quite well, however I’ve been left scratching my head on several occasions in terms of not knowing what the hell I was supposed to be doing. One particularly frustrating occasion left me having to repeat the same course of action 3 times before I finally figured out I had gone about the entire quest line wrong and I had to go looking for something new. This wasn’t a case of me being ignorant, it was just purposefully vague. It was making me rely on trial and error to progress through the game. In any other Action/Adventure/RPG this wouldn’t have been a problem but because of the way the time system works where everything resets after 3 days it meant I had to constantly repeat the same actions over and over again until I got the sequence right. By that point, tedium and frustration had well and truly set in and I had begun to get sick of the game. Perseverance won the day and I continued, however it should never have gotten to that point. I just don’t appreciate trial and error gameplay. In it, you have to do everything slowly and methodically. In Ocarina of Time each event kind of flowed into the others very elegantly, while there is this constant jarring jump from sequence to sequence in Majora’s Mask as you rigidly adhere to the vague trading sequences.

Also, Goron racing sucks.

The Bottom Line
Majora’s Mask plays well most of the time. It’s a fairly smooth ride with a really interesting time based quest that requires a lot of thinking to progress through in a timely (see what I did there?) manner. The myriad of little story lines at play are really engrossing and the multitude of side quests are real time sinks. The game plays like a really refined Ocarina of Time and design of dungeons and bosses is beyond reproach. I absolutely adore the mask transformation mechanic and collecting all of the other masks is really addictive. In general, Termina is beautiful and rendered very competently. Each compass direction holds its own distinct beauty and mystery with detail crammed into every corner.

It’s just a shame Nintendo spent so much time working out how the time system would work that they forgot to include more new things in the game. Nearly every single NPC model from Ocarina of Time has been repurposed for Majora’s Mask. Nearly every enemy from the original is present in the game, every piece of incidental music, every texture, every item model (bar some noticeable exceptions). Why does Termina have dodongo’s? Why are the pirates dressed identically to the Gerudo Fortress guards from Ocarina of Time?. Even gameplay elements from Ocarina of Time got recycled for use in Majora’s Mask. The game also loses its way now and then, forcing you to constantly refresh the time line to get a simple item collection sequence completed.

With all of my criticism, it makes it seem like a I didn’t like playing Majora’s Mask. That couldn’t be further from the truth. If that was the case, why did I keep turning my Nintendo 64 back on?. As much as I might have liked it to be perfect, this is not a perfect game.

As a sequel to Ocarina of Time though, it doesn’t feel like a sequel. It feels like an extension of the game. It’s just way too samey. Is that a bad thing? Not neccessarily, because you know you’re going to have a good time. That is what is important when playing a game; to have a good time, and that is what you get with Majora’s Mask.

Nintendo 64 · by AkibaTechno (238) · 2011

My final review on this game

The Good
I know you are probably sick of this, I know that I am most certainly sick of this and yet here we are again. Majora's Mask, one game that people can't stop bothering me about. Whenever I review this game a whole load of friends and people argue that I am wrong and when I replay it again I notice that they are right. It's an endless circle, but finally I believe we have broken free from it. All these years I didn't have the patience for Majora's Mask, playing only a part of it before shutting it off and reviewing it, unprofessional I know, but now that is remedied. I played Majora's Mask completely this time around and I must say that my experiences were much different from any I had in earlier attempts. To keep this final review interesting I'll take Majora as an example to counter some common criticism towards Zelda games as a whole. In the negative part of this review I'll however argue against some of the most common praise that Zelda games receive. Let's do it!

Zelda games are kiddy!

Zelda games tend to be all over the place when it comes to their content, but one thing that is almost always present are horror or mature elements. Majora's Mask may be the only one of these games to truly focus on creating an eerie atmosphere, but it's most certainly not the only one who has them. Even games as "kiddy" as Wind Waker tend to have scenes that genuinely stick out, such as a level set in a tomb or the reversed Triforces (similar to an anti-Christ cross). Majora's Mask really lets itself go though and the result is a game that actually managed to scare me without using jump-scares. The atmosphere can however also be used to support the story, without wishing to spoil anything, just go to Romani Ranch on the last night and speak with the two sisters, put the pieces together afterwards. Just the thought of what is happening over there on the final day is very depressing.

Zelda games have too much reading

If you really like action games, skip all the cut-scenes and are just generally disinterested in the context of what you are doing in a game, then there is little I can do to change that for you. If you are interested in context, but simply think Zelda games have too much of it, then that is also okay, but there are redeeming factors. Much of Majora's Mask is based around going on side-quests and exploring the various areas of the game. Talking with characters is still crucial, but there is also a lot you don't have to do if you don't want to and a lot you will experience without even having to approach characters. The best example is the main mechanic itself, the three-day cycle. As you re-experience the same days over and over again you see characters going through the cycle of their daily lives, this allows you learn about them through repeated observation. One time I was chilling around the Stock Pot Inn when I ran into the owner talking to her elderly grandmother. The grandmother refused to eat the food, making excuses I knew to be false and clearly showing signs of dementia while doing so. Thus I learned that the relation between these two characters is troubled and all I did was stand there.

Zelda games are too long

I know what these people are going through and I myself grow very tired of a game that passed the forty-hour mark too. I have however always found Zelda games in particular to be a very clear exception, as more and more gameplay elements are introduced as you play. Zelda games also generally show that your character grows stronger and stronger as gameplay progresses and sections in-between levels have characters reacting on this or at least show the world or story change due to the actions of the protagonist. It's a case of giving the player the proper incentive to keep playing, the game would indeed be boring if it was just 40-hours of swinging a sword around, but receiving a spell like the "elegy of emptiness" at the very end of the game suddenly opens up a whole lot of puzzle-opportunities and gives the player something new to master, without discarding all the content that came before.

Majora's Mask however succeeds on the other side of the spectrum. The game only features four dungeons and you can literally skip right to the final boss afterwards, no cheating involved. This might change the argument to "this game is too short", but that would be wrong. The game CAN be finished in ten hours, but why would you want to? As stated before there is a lot of content on the side and the game gives you plenty of reasons to see it all. The most prominent features are the masks in the game, you can obtain a total of 24 of them (not counting boss-masks) and only a handful of them are obtained naturally throughout the story. All these masks have special abilities that open up new stories to explore or give you an easier time in certain sections of the game (such as the Stone Mask making enemies ignore you). Since the characters are quite endearing it's also very hard to just leave them to their fate and even if everything has to be reversed again at the end of the day, it's still worth it to at least once fight off the monsters invading the ranch or helping Anju find her missing boyfriend before her wedding. For the explorers among us there is also plenty to see and discover in Termina, including various secrets that may lead to hidden items. All in all, Majora's Mask easily packs up to fifty hours of content and all of it enjoying in one way or another.

Puzzle-games are boring

It's worth remembering that The Legend of Zelda is more of an action/adventure type of game that has plenty of puzzle-elements. If you don't like puzzles, then this series contains plenty of opportunity to battle opponents instead. Fighting enemies, especially in the two Nintendo 64 games, is also made a lot more enjoyable than in most other fantasy games due to the challenge they pose. At the start of the game you only have three lives and enemies are quite weak, but later on enemies and their placement grow more and more challenging. Boss-fights especially require a combination of skill, equipment and attention. Even basic enemies however have at least some strategy to them: one of the first enemies you meet is a Skulltula spider that hangs from the ceiling, if you mindlessly hit it with sticks it will deflect everything and kill your ass in mere seconds. You need to know the enemies, their attacks, their patterns, and strike when they open up for you.

I won't claim puzzles are optional though and you will have to go through them almost as many times as you will have to fight. However, I felt that Majora's Mask was a fairly fair game and if you take your time for it (pro tip: use the song that slows the in-game clock) you can complete the puzzles by merely looking around the environment and using what items you have to solve the puzzle at hand. There are no puzzles that demand knowledge from you outside of what the game teaches you (Notpron...), there are no puzzles that go in against logic (Braid...) and there are no puzzles that ask you to figure out entire mazes worth of areas. The key goes in the door, the crate goes on the switch, the arrow goes into the enemy. That logic will get you very far in Zelda games as a whole.

Zelda games are all the same

At the surface this is a correct statement, but dig slightly deeper and you are already seeing faults in this reasoning. Yes, most Zelda games are about a guy in green clothes and pointy ears going on an adventure to save a princess from some evil entity, but each Zelda game messes around with the formula and mechanics a lot. If you were to show up at my doorstep and argue that A Link to the Past is the same as Twilight Princess, then I'd just shut the door right there and leave you standing in the rain. Zelda games are under constant criticism that they don't change enough, but at the same time change too much, critics simply don't know what to do with a series almost all of them enjoy.

A Link to the past revolutionized how we expect puzzles and action to function in games, Ocarina of Time brought that formula into 3D while Link's Awakening brought it to portable devices. Majora's Mask experiments with the timed narrative, Wind Waker has cell-shaded graphics, Twilight Princess uses cinematic action and other tricks to bring the series to the new youth. The list simply goes on and naming only one innovation per game (like I just did) is only scraping the top of the iceberg. Arguing that Zelda games are all the same or stagnating is a lazy argument, it shows that the reviewer merely looks at the summary featured on the game's box and never delves into the actual mechanics or just sits through the entire game with the sole reason of hating it.

The Bad
Zelda games have very good stories

While Majora's Mask certainly stands out in this regard, due to its focus on atmosphere and characters, most other Zelda games are certainly not the pinnacle of fantasy writing. In fact, the fascinating races that go beyond elves, dwarves and hobbits is perhaps the only amazing part of the story.

Zelda games follow a very basic three-act structure. In the first act we get to know the hero and his surroundings, we experience his daily life and learn who his friends are. Though this is missing in this installment, it follows up from Ocarina of Time, so that game's opening (Kokiri Forest) serves as the first act for this game too. The second act starts directly after the hero's life is thrown into disarray, in this title when he learns that Majora is trying to destroy Termina. In the second act the hero has to obtain the means to fight the enemy, in this case the masks and whatever bonuses the player wants to bring with him. The third act is the finale and what happens with the protagonist after he has overcome his obstacles and reached his goal.

Zelda games follow this formula perfectly and rarely does something to rise above it, they are comfortable in this position and I don't blame them. Zelda games have an amazing atmosphere instead and the characters, while not amazing, are endearing in their simplicity.

The world in Zelda games look amazing

Many argue that Zelda games have brilliant world design and while they certainly have a degree of atmosphere to them, I still prefer individual areas. Locations such as the observatory or Stone Tower Temple simply resonate clever design & atmosphere and there is a huge variety of them. The world as a whole though, no matter what Zelda game we are talking about, is kind of hallow in comparison.

Zelda games always miss in this field in one of two ways, either the world is too small and simplistic or the world is too open and empty. Twilight Princess for example had a very large world, but walking around it was a chore. The world had not much to offer in terms of content: enemies were scattered scarcely around, a handful of collectibles here and there and done. The closest we have ever come to success was Hyrule Field from Ocarina of Time, but only because somebody was smart enough to put a major areas in the middle of it. You need interesting locations or scenery to fill up an open world, if you don't it will just be pointless space taking up room on the disc that could have been used to make a better game.

Termina on the other hand is too small and while it feels more populated and the space we have is well-used, it still makes you wonder why we bothered buying an Expansion Pack for this. The world is also kind of simple, in fact, why don't you just sing along: The beginning area is in a grassy field and from there we explore a forest-area, ice-area, water-area and desert-area. All we need is a volcano and the entire list is complete.

Transformation or dual-world gameplay

Ever since A Link to the Past, Zelda games have been very big on dual-world gameplay and transformations, but frankly I have never been very impressed. Having two worlds, each of which have a different set of rules, is the most simple way to design puzzles. A situation in which a door is locked, but if you press a button and go into a different reality where it isn't, then that is certainly a nice little puzzle, but not worth talking about in great lengths. The only way to make it really work is if the two worlds both have an interesting story behind them, as is the case in Twilight Princess, though that game makes more use of the second mechanic I named.

Transformations also fall in the same category: they both simplify puzzles and they are both more useful to the story than the gameplay. If you can transform into a guy that breaks rocks, then the rock blocking a path is not a puzzle, but just a progression/exploration-halter until you have the right tools. Majora's Mask boasts four transformations, but they aren't really well implemented. If you want to transform, you'll have to equip a mask in an item slot (which mounts it to a C-button). This might not seem like a problem, but for as long as you wear the mask, you'll have to make do with only two item slots. Switching between transformations should have been a button combination or something else that resolved the amount of menu-travelling you'll have to do.

Zelda games have lots of collectibles

Zelda games indeed have plenty of collectibles and I praised this fact earlier in this review. However, unlike Ocarina of Time, I couldn't force myself to get all of them. In almost every Zelda game there are dozens of mini-games that test your accuracy in trade for upgrades and heart pieces. It doesn't sound too bad, but they demand such insane skill that the game becomes frustrating. Majora's Mask has like four or five shooting galleries and it also features everybody's favorite "timed jumping from platform to platform with awkward camera positioning" game, which wins the prize for been the most uninspired "side-quest" ever.

Games likes the "bombchu bowling" may seem like clever novelties, but the stiff turning makes it nearly impossible, as are the shooting galleries that have you using the lacking aiming that came with the Nintendo 64's limitations. Also obnoxious are the fetch-quests where you need to find X-amount of spiders or something along those lines.It only serves to make the games longer and they don't even have the decency to mark objectives you already found.

The Bottom Line
I am sure there are some arguments and points of criticism I have not addressed here, but these are the few I wanted to go over. After numerous attempts I have finally formed my opinion on this game and that is... above-average.

The game has amazing atmosphere and story, the 3-day mechanic is well used and to me this game stands out as one of the creepier games out there. However, it also has quite a few flaws to stop it from been truly good. A loyal fan of the Zelda franchise will get the game they want from this and the haters can continue to hate as always.

Nintendo 64 · by Asinine (957) · 2012

[ View all 6 player reviews ]

Discussion

Subject By Date
Genre Correction Mark Picard (1) Jul 8, 2013

Trivia

1001 Video Games

The N64 version of The Legend of Zelda: Majora's Mask appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Development

As with Ocarina of Time, Majora's Mask was meant to be released for the 64DD add-on, but eventually got crammed into cartridge format. Producer Shigeru Miyamoto originally wanted to re-purpose Ocarina of Time's dungeons into a new game and only gave director Eiji Aonuma a year to create the game. When Aonuma requested that he create a brand new game in the series instead, Miyamoto agreed, so long as the one year deadline remained, creating a rushed development cycle.

Ganondorf

Both this game and The Minish Cap are the only Zelda games in which Ganon/Ganondorf doesn't appear, not counting Link's Awakening in which the shape-shifting final boss assumes his form briefly.

Music

The song Ballad of the Wind Fish previously appeared in The Legend of Zelda: Link's Awakening.

References

Several persons, items and music from The Legend of Zelda: Ocarina of Time return in this game, in either the same or a different role.

References to the game

In the MTV animated series Undergrads, the game's black countdown screen (which greets you at the beginning of each dawn, provided you're not in a dungeon) was parodied with the words "72 HOURS UNTIL THE END OF FRESHMEN YEAR" in the season finale.

Tingle

This game marks the first appearance of Tingle, the strange man who thinks he is a fairy.

Awards

  • Electronic Gaming Monthly
    • February 2006 (Issue #200) - #155 out of 200 of the "Greatest Games of Their Time"
  • Game Informer
    • August 2001 (Issue #100) - #68 in the Top 100 Games of All Time poll

Information also contributed by Big John WV, gamewarrior, Mark Ennis, Tiago Jacques and Zovni

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Contributors to this Entry

Game added by Kartanym.

Wii added by Robond. Wii U added by Michael Cassidy. Nintendo Switch added by Rik Hideto.

Additional contributors: PCGamer77, Exodia85, Sciere, gamewarrior, formercontrib, Patrick Bregger, FatherJack, Deleted.

Game added April 3, 2001. Last modified March 23, 2024.