Game Over

, also stylized as, refers both the mechanic of dying and the menu shown when the player dies and or when they fail their quest in.

In, whenever TLoZ:'s TLoZ: is fully depleted, TLoZ: begins to spin around in circles before fading away completely. The TLoZ: screen then appears, giving the player the choice to continue playing or to TLoZ: the game and return to the TLoZ: screen. If the player chooses to respawn, TLoZ: will start from the TLoZ: if TLoZ: died in the TLoZ: or at the beginning of a TLoZ: if he was defeated inside one. The game will also count the number of times that the player has TLoZ:ed.

In, the TAoL: screen appears whenever TAoL: loses a life. The screen will flash red and TAoL: will turn into a silhouette and then disappear. If TAoL: runs out of all his lives, a different TAoL: screen appears, stating that TAoL: has returned. The player can choose to respawn at the TAoL: or save and return to the TAoL:. If TAoL: dies inside the TAoL:, selecting "Continue" will respawn him at from the entrance to the TAoL: instead of the TAoL:. Getting a TAoL: resets TAoL:'s TAoL: to zero.

In, the ALttP: screen appears when ALttP:'s ALttP: completely runs out. ALttP: will spin in circles and then collapse face-first onto the ground, then being focused to the middle of the screen and disappearing as the words "GAME OVER" appear with a few options for the player. The menu allows the player to ALttP: and continue playing, Save and quit the game, or don't save and respawn from the last saved point. Choosing the respawn will make ALttP: respawn in a predetermined location, depending on where ALttP: ALttP:ed. If ALttP: died in a ALttP:, he will respawn at the entrance to that ALttP:. ALttP: can avoid a ALttP: if he has a ALttP: with him, as the ALttP: will appear and heal seven NaN Hearts from his ALttP: after it runs out. If ALttP: died anywhere else in the ALttP:, he can choose to respawn in ALttP:, the ALttP:, or the ALttP:. In the ALttP:, ALttP: will respawn atop the ALttP:. The game also counts the number of times that ALttP: has ALttP:ed and displays them next to the save file after completing the game. During the credits, a breakdown of how many times ALttP: died at various locations in ALttP: is shown.

When LANS:'s LANS: is fully depleted in, LANS: will spin in circles and fall. The LANS: menu appears and gives the player the options to either LANS: and continue playing, respawn without LANS:, or LANS: and quitting to the LANS:. A secret ending to the game can be earned if LANS: awakens the LANS: without ever getting a LANS:. In Link's Awakening, a winged Marin can be seen flying across the screen. In Link's Awakening DX, Marin's image appears in the sky and then slowly fades, revealing a Seagull. In Link's Awakening for Nintendo Switch, it's similar to Link's Awakening DX, although Marin's image is animated briefly to have her close her eyes and shudder slightly in an apparent giggle before fading away.

In, OoT3D: gets a OoT3D: after his OoT3D: is fully depleted. He grunts weakly, falling to one knee (both knees in the 3DS remake), before collapsing face-first onto the floor. All other moving objects freeze in place, and the screen darkens so that only OoT3D: and OoT3D: are visible as OoT3D: collapses. If OoT3D: dies from drowning, he chokes and thrashes about before his body goes limp and floats to the surface of the water (if he is wearing the OoT3D: underwater when he drowns, the standard collapsing death animation is used instead). The OoT3D: menu has the options to either OoT3D: the game and respawn, respawn without OoT3D:, or to save and go to the OoT3D:. OoT3D: can avoid death if he has a OoT3D:, where after losing all the NaN Hearts in his OoT3D:, he will die as usual, but the OoT3D: will appear and restore Link's life, saving him from a OoT3D:.

In, the "Game Over" text looks different, featuring simple, white lettering rather than the bolded, fiery text of the original.

In there are two MM3D: scenarios: one when MM3D:'s MM3D: depletes fully, which uses the dying animation from Ocarina of Time, and a second where the MM3D: crashes into MM3D:. The "Game Over" text does not appear in either scenario.

For the latter, a cutscene plays that shows the Moon slowly approaching Clock Town as the clouds in the sky spin uncontrollably, before touching down on the tower and spreading a fiery inferno across all reaches of the land. MM3D: is seen standing in a black void against a dark red sky at the horizon, as the MM3D: shockwave begins to approach him. MM3D: braces himself and is swept away. Afterward, MM3D: is shown, followed by someone speaking of MM3D:'s "terrible fate" while the MM3D:'s laugh is heard in the background. The MM3D: then saves MM3D: by resetting the three-day cycle, though all progress he made within the doomed cycle is lost.

The 3DS remake adds a passage of text, which reads "And so the angry moon fell from the sky, annihilating this world and its many inhabitants. All items and such gained these last three days are lost."

In, an instant OoS: occurs if OoS: gets squashed between the closing walls in two of the rooms in the OoS:.

The OoA: screen in appears whenever OoA: depletes his OoA:. An instant OoA: can occur if OoA: pesters the OoA: and his flunkies too many times by destroying the structure that they were attempting to build, where the OoA: will finally notice him and lock him inside the shack as the explosive he set goes off, blowing everything up and leaving only rubble. Staying inside the structure while it blows up results in an instant OoA:, which cannot be prevented by a OoA:.

In, when the FS: of one FS: runs out and the group doesn't have enough NaN Rupees to revive him, the group will FS:. The screen will show only the defeated FS: spinning and collapsing, with "FS:" appearing on screen.

When TWWHD:'s TWWHD: is depleted in, TWWHD: will wobble unsteadily and collapse on his back as the TWWHD: screen appears, the letters falling in place one by one, each letter producing a thud as it lands. The menu allows the player to either quit the game, TWWHD: and quit, or respawn. If TWWHD: is knocked into TWWHD: by the killing blow, he will thrash for air, sink beneath the surface, then slowly resurface face-down and link as the TWWHD: screen appears. However, should Link run out of time while swimming TWWHD: will awaken on the shore of an island if he was close enough after drowning, although he will still die if his TWWHD: is at zero.

TWWHD: has a slightly different animation should he die on the TWWHD:; he falls down more gently and remains in a sitting position against the gunwale of the boat, and he does not gasp upon hitting the deck. This animation is more easily seen in the HD remake, as less attacks will knock Link off the boat than in the original.

A Game Over will occur in if Link's FSA: is fully depleted.

A Game Over will occur in if Link's TMC: is fully depleted, or if the third bell chimes and TMC: drains the TMC: from TMC: while Link battles the NaN Dark Nuts inside TMC:.

A Game Over will occur in if TPHD:'s NaN Heart Containers are fully depleted. Upon the last hit, he lets loose a strangled gasp and staggers before he is seen collapsing to the ground accompanied by a mournful choral version of the Hyrule Field theme. If he drowns or dies while in water, his body will float lifelessly to the top of the water. Dying on TPHD: will result in Link collapsing on her back. Dying in TPHD: form will result in Link staggering, before letting out a whine and collapsing to the ground while TP: hovers over him, shaking her head. Interestingly, Midna shares the same disappointed reaction even after Link grows on her.

If TPHD: fails to escape TP:' TPHD: storehouse, a series of explosions will appear onscreen before a final, larger one covers the player's view, revealing the Game Over screen when it fades away.

Should TPHD: fail to extinguish the wagon's fire while escorting TP:, TP:, and TP: to TP:, a quick shot of the burned wagon in a black void with its inhabitants dead is briefly seen before cutting to the Game Over screen.

If TPHD: jumps into TPHD: while wearing the TPHD:, if he fails to jump off the TPHD: after it catches fire, or if he is hit by his own TPHD:, he will lose all his NaN Hearts, but will not get a unique death scene.

A Game Over will occur in if Link loses all his hearts. When this happens, the music stops and everything freezes, Link gasps and falls on his back as the camera slowly zooms out while the Game Over music plays. If Link or PH: dies inside the Goron Temple, the one not being controlled at the time will be seen dying before the Game Over screen appears. If the PH:'s heart containers are fully depleted, Linebeck will announce that they are sinking and the ship will mostly sink into the sea. If Link has any objects in his hands at the time of death, it will stay in the spot Link was holding it at, making it appear to levitate in the air.

A Game Over will occur in if Link loses all his hearts, or if the ST: takes too much damage, in which it bursts into flames as Zelda as Zelda shouts Link's name. If Link is carrying a passenger and crashes the train, the passenger is the one who says something rather than Zelda. The Game Over screen is shared with '; however, the music is different. The words 'Game Over' also fall between two wisps of smoke.

[[SS -]]
A Game Over will occur in SS undefined if Link's hearts run out, in which he will react in several ways depending on how he died. If he was launched from the front, he will attempt to stand up off his back before expiring and vice versa. If Link is hit by a Sky Octorok or a tornado, the camera will focus on him falling before cutting to the Game Over screen. Link also has an animation for drowning, but should he drown while crawling through a tunnel, he will use his "Launched from behind" animation instead.

Instant Game Overs include if Link is run over by the SS: inside the SS:, if Link is touched by lava near the SS: inside the SS:, if Link is crushed by the statue in the SS: after obtaining the SS:, or if Link allows SS: to destroy the SS: by reaching the top of the SS:. The former two events yield no unique cinematic but in the case of the Ancient Cistern statue, Link is heard screaming as the statue lands on and crushes him and for The Imprisoned, it advances towards the Old Woman while roaring, who despairs that it is too late and all is lost before the screen fades to black.

A Game Over will occur in if Link's heart meter runs out. He will spin around and subsequently fall to the ground, similarly to, before the screen fades to black and the words 'Game Over' appear. If Link was renting any tools from ALBW:, they will appear beside him before ALBW: grabs them and flies away.

Link will respawn in ALBW:, unless the Game Over occurs in a dungeon, in which case the option will be presented to spawn in said dungeon or inside his house. Death in ALBW: that occurs before Link has traveled back to Hyrule via a ALBW: will result in Link respawning inside the ALBW:.

Because ALBW: collects ALBW:'s NaN Items and forces him to buy them again, and because ALBW: asks him if he is all right afterwards, it is implied that running out of hearts does not cause ALBW: to die in this game; rather, ALBW: (in ALBW:) or the ALBW: (in ALBW:) drag ALBW: back to their respective NaN Houses upon his defeat.

A TFH: occurs in when the NaN Linkss have run out of NaN Fairies and deplete their TFH: or fail at a TFH:. Failing a time-based TFH: leads to a TFH: regardless of how many NaN Fairies remain. However, a TFH: in is functionally the same as when a TFH: is completed; no penalty is accrued and the amount of TFH: is not recorded. Any accumulated NaN Rupees and screenshots taken with the TFH: are kept, progress is saved automatically, and the NaN Linkss return to the lobby in TFH:. A disconnection from a Multiplayer game is handled in the same manner, except the "Game Over" text and accompanying music do not appear.

In, a Game Over will occur when Link runs out of hearts. If he is hit by a strong enough attack, his body will ragdoll before the Game Over screen appears. If he is hit by a weak attack, he goes through a prerendered animation of him stumbling before he collapses.

Getting a Game Over presents the options to either continue the game from the most recent save, or to quit and return to the main menu. The 'Game Over' text will usually appear in red, however it can appear in blue or yellow if Link dies as a result of drowning or freezing or if Link dies from an electricity-based source, respectively.

If the base game has been updated or DLC is installed and enabling the Hero's Path Mode, it will display areas where Link has died with a red cross and "R.I.P." text when hovered over. Reaching a death marker while viewing BotW:'s journey results in an impact noise and the sound of Link falling into an abyss as his marker disappears, before it swiftly reappears where he respawned. In all versions of the game, the "R.I.P." marker will permanently appear on the map where Link last died; a new marker replacing the old with each death.

When a warrior loses all of their health in battle, they will scream and fall to the floor as the word "Defeat" appears in purple writing. A remix of the game over music from Ocarina of Time and Majora's Mask will play during this. This screen can be skipped with the + button. The player can then choose to continue from their last save point (or restart the whole battle in Adventure Mode). Interestingly, the character being controlled is seen breathing after being defeated, implying that they are not dead but their forces simply had to withdraw due to being unable to take on the mission without them able to fight. If a vital character that isn't playable is forced to flee, this can cost the battle. The player can also lose if a mission-critical base is taken over by enemy forces. In Legend/Free mode, a support character will lament this before the screen appears.

Trivia

 * During the fight against OoT3D: or OoT3D: in, if the player ever OoT3D:s, they have technically acquired one of the game's endings, which leads into the "OoT3D:." However, there is no unique cutscene or cinematic for this. This makes 's OoT3D: screen the only one in to be considered Canon.
 * The Game Over/communications error screens in Four Swords are reminiscent of that found in the EarthBound series, where each respective protagonist appears in a dark void under a spotlight.