The Legend of Zelda: Ocarina of Time
The Legend of Zelda: Ocarina of Time
November 21, 1998
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Attachment Originally, the player would have used an item called the Reed Whistle to call Epona. This, however, was replaced by Epona's Song. Sound Designer Koji Kondo said: "Reed music was in the initial development concept for Ocarina, but we ultimately didn't use it." This idea was later brought to The Legend of Zelda: Twilight Princess.
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If Link fails to hit a single target in the Shooting Gallery, the owner will get angry, and will not allow the player to retry until Link leaves and reenters. He will also avoid looking directly at Link, as opposed to him always looking at Link like usual.
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In order to gain access to the Master Sword, the player only needs to know the Song of Time. This is because the game's flags assume that, as the player knows and can play the Song of Time, then the player will have triggered the following:

• Gotten the Ocarina of Time
• Have all three spiritual stones

The game assumes these things because the player needs to have all 3 of the spiritual stones to trigger the cutscene in which they learn the Song of Time (which is also where the player obtains the Ocarina of Time). When playing the Song of Time, the game assumes that the player already has them.

This also extends to the Medallions as well. In order to trigger the cutscene in which Zelda gives the player the Light Arrows, as well as access to Ganon's Castle, the game only checks for the Shadow and Spirit Medallion. Even if one uses a cheat device/debug menu to remove the Light Medallion from Link's inventory it will still play the cutscene. This works because much like the Door of Time opening the game assumes things. In this instance the game assumes that the player:

• Have the Light Medallion.
• Obtained the Forest, Fire, and Water Medallion.
• Triggered the Nocturne of Shadow obtain cutscene.

The reason the games assumes these things are:

• The player is unavoidably given the Light Medallion in a cutscene, so the game has no need to check for it.
• In order to get the Shadow Medallion, the player would need to have triggered the Nocturne of Shadow cutscene, as well as having obtained the Forest, Fire and Water Medallions to trigger that cutscene, so the game doesn't check for them, as the game assumes that, as the player has the Shadow Medallion, you must have gotten them.

Since the Spirit Medallion isn't tied to getting another Medallion, or forcibly given to the player, the game also checks for it as well.
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In early versions of the game the shooting gallery mini game had more things Link can shoot instead of just rupees. Footage shows Link shooting bombs and other targets which are not in the final version of the game.
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In early footage's of the game the spirit temple's boss door was a regular door instead of the huge designed door with a lock on it found in the final release.
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Attachment Dark Link mimics all of the player's moves and actions (save for a few.) The amount of health he has also corresponds to the amount of Heart Containers the player has by the time they fight him, potentially making him very durable or quite weak.
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According to an interview with Shigeru Miyamoto conducted while the game was still in development, Navi was originally intended to have romantic feelings for Link and was even jealous of Princess Zelda. Though it seems that these details were left out in the final game.
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In early trailers of the game Link's bombs were slightly different. They were more round and a much darker blue.
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In early versions of the game Sheik's eyes were blue, but were changed to the red in the final version.
subdirectory_arrow_right The Legend of Zelda: Majora's Mask (Game)
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Eiji Aonuma started developing Majora's Mask because he had no interest in remaking new dungeons for Ocarina of Time's Master Quest mode.
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The owl that follows Link throughout his quest Spoiler:is actually the light sage Rauru.
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Attachment Epona, Link's horse, actually began as an idea discussed during development of Super Mario 64 to include a ridable horse in the game. While never included in Mario 64, the developers knew they would eventually include a horse in Ocarina of Time and planned for it from the very beginning.
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A glitch called the "Wrong Warp" glitch can be used to teleport the player from the Deku Tree basement to Ganon's Tower, as well as several other locations in the game. This glitch can be used to complete the game in a very short period of time.
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Attachment During development, Stalfos originally had less armor and a different sword and shield, among other minor cosmetic differences.
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Zelda's Lullaby sounds extremely similar to the 1976 song "Concerto for Philodendron and Pothos" by Mort Garson.
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Attachment The knight Link is fighting in the early Zelda 64 trailer uses the same texture as Metal Mario from Super Mario 64.
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The bassline for the The Song of Storms sounds very similar to the bassline for the Castle Theme from Super Mario World 2: Yoshi's Island.
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Taking out a Deku Stick near a group of butterflies and leading one away from the group will result in the butterfly turning into a Fairy.
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Attachment Link was able to ride Epona into Hyrule Castle Town during later beta-builds of the game. This can be seen in various pre-release trailers. Why it was removed is unknown.
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Changing tunics and using certain items while next to a Gerudo warrior can alter the color of the warrior's clothing to match a color value of an item currently equipped to Link.
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