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* The Master Sword is shown to require its would-be wielder to be a fully grown adult in this game, hence Link being sealed away for seven years until he was officially an adult. Later games don't have any sort of age prerequisite for Link to obtain the Master Sword.
* ''Ocarina of Time'' carries the 2D holdover of having a limited number of areas in which you could spawn on reloading your game -- Link's house as a child, the Temple of Time as an adult, or a dungeon's entrance if you saved while inside it (and since neither Epona nor the warp songs are available until the adult era, this can make navigation less optimal). ''Majora's Mask'' also features this limitation, spawning you in South Clock Town unless you made a temporary save at an Owl Statue, though it's masked by the in-game clock system wherein Link starts each new cycle in the same place (and the earlier availability of the warp points further streamlines the navigation). ''The Wind Waker'' was the first 3D game in which Link would always spawn in the last area in which the game was saved, for narrative reasons as well as ease of gameplay.

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* The A major plot point is that Link is supposedly too young to draw the Master Sword is shown to require its would-be wielder to as a child, necessitating that he be a fully grown adult in this game, hence Link being sealed away for seven years until he was officially an adult. Later games don't in a seven-year sleep before he's old enough to wield it. The ramifications of this have any sort of age prerequisite for scarcely been brought up in subsequent games.
** In ''The Wind Waker'',
Link is able to obtain draw the sword easily despite being around the same age as the Hero of Time. He does wince briefly, as though in pain, when the sword's power is awakened in the Earth and Wind Temples, but nothing is made of his ability to wield it beyond that.
** ''Breath of the Wild'' revisits this idea by requiring a certain number of Heart Containers to draw
the Master Sword.
*
Sword, but it's still not the same rules established in ''Ocarina of Time'' carries the 2D holdover of having a limited number of areas in which you could spawn on reloading your game -- Link's house as a child, the Temple of Time as Time'', where Link had to be aged into an adult, or a dungeon's entrance if you saved while inside it (and since neither Epona nor the warp songs are available until the adult era, this can make navigation less optimal). ''Majora's Mask'' also features this limitation, spawning you in South Clock Town unless you made a temporary save at an Owl Statue, though it's masked by the in-game clock system wherein Link starts each new cycle in the same place (and the earlier availability regardless of the warp points further streamlines the navigation). ''The Wind Waker'' was the first 3D game in which Link would always spawn in the last area in which the game was saved, for narrative reasons as well as ease of gameplay.how many hearts he had collected.


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!!''VideoGame/TheLegendOfZeldaTheWindWaker''
* The Master Sword is given a very different design here than the one it sports in later games, with an ornate hilt and pommel that are both colored blue. ''Twilight Princess'' introduced a different, simpler design and purple color, which went on to be used in ''Skyward Sword'', ''Breath of the Wild'' and ''Tears of the Kingdom''.
* ''The Wind Waker'' also introduces the concept of sages who are responsible for imbuing the Master Sword with its power to repel evil. It's established that the sages reside in two of Hyrule's temples, and that the sword will lose its power if their prayers to the gods are interrupted, as in the case of their deaths. The presence and role of these sages go unmentioned in later games, even ones where other sages play important parts. ''Skyward Sword'' instead shows the sword's power came from being tempered in three sacred flames, two of which give the same attributes (the blade's sharp edge and sacred luster) that the sages' blessings did in this game.

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Added example(s), Crosswicking


* Ganondorf himself was clean-shaven in his first appearance. ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' gave him a beard, which every incarnation of him since has had.
* ''Ocarina of Time'' carries the 2D holdover of having a limited number of areas in which you could spawn on reloading your game -- Link's house as a child, the Temple of Time as an adult, or a dungeon's entrance if you saved while inside it. ''Majora's Mask'' also features this limitation, spawning you in South Clock Town unless you made a temporary save at an Owl Statue, though it's masked by the in-game clock system wherein Link starts each new cycle in the same place. ''The Wind Waker'' was the first 3D game in which Link would always spawn in the last area in which the game was saved, for narrative reasons as well as ease of gameplay.

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* The inventory, quest status and equipment menu screens all lack a description for the items, gear and pickups gathered over the course of the adventure. All games from ''Majora's Mask'' onward would add tjis feature, as would the Platform/Nintendo3DS remake of ''Ocarina'' itself.
* This is the only 3D ''Zelda'' game where Hyrule Castle can be explored without it having been destroyed or corrupted by Ganon's influence, albeit only as a child and during the daytime.
* ''Ocarina of Time'' carries the 2D holdover of having a limited number of areas in which you could spawn on reloading your game -- Link's house as a child, the Temple of Time as an adult, or a dungeon's entrance if you saved while inside it (and since neither Epona nor the warp songs are available until the adult era, this can make navigation less optimal). ''Majora's Mask'' also features this limitation, spawning you in South Clock Town unless you made a temporary save at an Owl Statue, though it's masked by the in-game clock system wherein Link starts each new cycle in the same place (and the earlier availability of the warp points further streamlines the navigation). ''The Wind Waker'' was the first 3D game in which Link would always spawn in the last area in which the game was saved, for narrative reasons as well as ease of gameplay.
* Ganondorf himself was clean-shaven in his first appearance. ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' gave him a beard, which every incarnation of him since has had. \n In his debuting appearance, he also has a noticeably less refined way of speaking in this game compared to later installments; often referring to Link as a "kid", having a more simplistic vocabulary and acting much more belligerent and temperamental than his more reserved and calculated incarnations later on.
* The Master Sword is shown to require its would-be wielder to be a fully grown adult in this game, hence Link being sealed away for seven years until he was officially an adult. Later games don't have any sort of age prerequisite for Link to obtain the Master Sword.
* ''Ocarina of Time'' carries the 2D holdover of having a limited number of areas in which you could spawn on reloading your game -- Link's house as a child, the Temple of Time as an adult, or a dungeon's entrance if you saved while inside it. it (and since neither Epona nor the warp songs are available until the adult era, this can make navigation less optimal). ''Majora's Mask'' also features this limitation, spawning you in South Clock Town unless you made a temporary save at an Owl Statue, though it's masked by the in-game clock system wherein Link starts each new cycle in the same place.place (and the earlier availability of the warp points further streamlines the navigation). ''The Wind Waker'' was the first 3D game in which Link would always spawn in the last area in which the game was saved, for narrative reasons as well as ease of gameplay.



* ''Ocarina of Time'' is the only 3D game to make use of 2D [[MatteShot Matte Paintings]] as the scenery for certain areas, mostly small indoor areas such as shops and houses, with Castle Town also being created with this method. In this method, the 2D image was overlaid over rudimentary 3D geometry, allowing character models to stand and move around the area. This technique is never seen again; even ''Majora's Mask'' upgrades to having 3D spaces for all areas.

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* ''Ocarina of Time'' is the only 3D game to make use of 2D [[MatteShot Matte Paintings]] as the scenery for certain areas, mostly small indoor areas such as shops and houses, with Castle Town also being created with this method. In this method, the 2D image was overlaid over rudimentary 3D geometry, allowing character models to stand and move around the area. This technique is never seen again; even the other [=N64=] game ''Majora's Mask'' upgrades to having 3D spaces for all areas.areas.
* Finally, even the otherwise iconic soundtrack has presented unusual traits that, in hindsight, make it stand out. The classic tune of the franchise is absent, though a reprise of it is later added as part of the remake's credits medley. The first two dungeons lack an exclusive background music, as the theme for the Great Deku Tree would be played recurringly in the underground caves, while the theme of Dodongo's Cavern is reused for Royal Family's Tomb, Death Mountain, Thieves' Hideout and Gerudo's Training Grounds. Yet another dungeon, the Shadow Temple, doesn't even have a debuting theme, as it instead borrows that from the Bottom of the Well. Finally, with very rare exceptions outside cutscenes (such as Navi), there are no voice clips for the supporting characters; many of them remain audibly silent at all times. From ''Majora's Mask'' onwards. you can hear a gesture from their voices upon starting to talk with them.
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Trope was cut/disambiguated due to cleanup


* The first and [[VideoGame/ZeldaIITheAdventureOfLink second]] games have you find whole heart containers outside of dungeons instead of Pieces of Heart, which are segments of heart containers and require the player to collect several to get an additional heart. After the first two games it became quite rare to ever find an entire heart container except for when the player completes a dungeon and defeats a boss, at ''most'' you might get a heart container as a reward for completing a major sidequest, but even that was more likely to be a Piece of heart rather than the whole thing. This mechanic was later resurrected in the two UsefulNotes/NintendoDS installments: ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]''.

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* The first and [[VideoGame/ZeldaIITheAdventureOfLink second]] games have you find whole heart containers outside of dungeons instead of Pieces of Heart, which are segments of heart containers and require the player to collect several to get an additional heart. After the first two games it became quite rare to ever find an entire heart container except for when the player completes a dungeon and defeats a boss, at ''most'' you might get a heart container as a reward for completing a major sidequest, but even that was more likely to be a Piece of heart rather than the whole thing. This mechanic was later resurrected in the two UsefulNotes/NintendoDS Platform/NintendoDS installments: ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]''.
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* The first and [[VideoGame/ZeldaIITheAdventureOfLink second]] games have you find whole heart containers outside of dungeons instead of Pieces of Heart. This mechanic is resurrected in the two UsefulNotes/NintendoDS installments: ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]''.

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* The first and [[VideoGame/ZeldaIITheAdventureOfLink second]] games have you find whole heart containers outside of dungeons instead of Pieces of Heart. Heart, which are segments of heart containers and require the player to collect several to get an additional heart. After the first two games it became quite rare to ever find an entire heart container except for when the player completes a dungeon and defeats a boss, at ''most'' you might get a heart container as a reward for completing a major sidequest, but even that was more likely to be a Piece of heart rather than the whole thing. This mechanic is was later resurrected in the two UsefulNotes/NintendoDS installments: ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]''.
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* This is the only ''Zelda'' game to have each bottle share an inventory spot. Later games in the series tend to have them as separate items (though this is changed in the GBA release, being given an entire row in the inventory with their old slot filled by the shovel.) In addition, they are called "Magic Bottles" in this game (while future games simply called them "bottles").

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* This is the only ''Zelda'' game to have each bottle share an inventory spot. Later games in the series tend to have them as separate items (though this is changed in (including the GBA release, being given an entire row in the inventory with their old slot filled by the shovel.) In addition, they are called "Magic Bottles" in this game (while future games simply called them "bottles").
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* Earlier games allowed players the option to upgrade Link's offensive power either through finding new swords or powering up his standard one. This stopped after ''[[VideoGame/TheLegendOfZeldaTheWindWaker Wind Waker]]'' for a while, but returned in ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]''.
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* ''Ocarina of Time'' is the only 3D game to make use of 2D [[MatteShot Matte Paintings]] as the scenery for certain areas, mostly small indoor areas such as shops and houses, with Castle Town also being created with this method. In this method, the 2D image was overlaid over rudimentary 3D geometry, allowing character models to stand and move around the area. This technique is never seen again; even ''Majora's Mask'' upgrades to having 3D spaces for all areas.
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Examples specific to [[VideoGame//TheLegendOfZeldaI the first game]] can be found [[EarlyInstallmentWeirdness/TheLegendOfZeldaI here.]]

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Examples specific to [[VideoGame//TheLegendOfZeldaI [[VideoGame/TheLegendOfZeldaI the first game]] can be found [[EarlyInstallmentWeirdness/TheLegendOfZeldaI here.]]here]].

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Examples specific to [[VideoGame//TheLegendOfZeldaI the first game]] can be found [[EarlyInstallmentWeirdness/TheLegendOfZeldaI here.]]



* On your introduction to Bomb Flowers in ''Ocarina of Time'', a nearby Goron explains that they grow best in well-shaded areas and are rarely found outside of them. This was carried over into ''Majora's Mask'', wherein they appeared in the dimly lit boss room of Woodfall Temple and as sparse obstacles along the well-lit Goron racetrack, before later games like ''The Wind Waker'' and ''Skyward Sword'' ditched it by showing them growing in all manner of locales.

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* On your introduction to Bomb Flowers in ''Ocarina of Time'', a nearby Goron explains that they grow best in well-shaded areas and are rarely found outside of them. This was carried over into ''Majora's Mask'', wherein they appeared in the dimly lit boss room of Woodfall Temple and as sparse obstacles along the well-lit Goron racetrack, before later games like ''The Wind Waker'' and ''Skyward Sword'' ditched it by showing them growing in all manner of locales. It took until ''[[VideoGame/TheLegendOfZeldaTearsOfTheKingdom Tears of the Kingdom]]'' to reverse this and have them be exclusive to dark areas again.
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* The game features two dwarven swordsmiths, who you need to upgrade the Master Sword, who are fairly classic fantasy dwarves in most respects. No dwarves of any sort appear in any later game, with their role being largely filled by the Gorons, and with the exception of two yetis who appear in ''Twilight Princess'', the series has since stuck to inventing original fictional races.

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* The game features two dwarven swordsmiths, who you need to upgrade the Master Sword, who are fairly classic fantasy dwarves in most respects. No dwarves of any sort appear in any later game, with their role being largely filled by the Gorons, and with the exception of two yetis who appear in ''Twilight Princess'', the series has since stuck to inventing original fictional races.
races or at least giving new names to old ones, such as goblin -> bokoblin or elf -> hylian.
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* Rupees in the first game came in two demoninations: Yellow (1) and Blue (5). Starting in ''A Link to the Past'', 1 Rupee has always been represented by Green, while the Yellow Rupee would reappear in ''Wind Waker'' and ''Twilight Princess'', this time being worth 10 Rupees. The nomenclature of Rupees was also a bit more inconsistent in the first game and its spin-offs, variably going by 'Rupy', 'Rupies' or 'Rubies'[[note]]Notably, the [[VideoGame/TheLegendOfZeldaCDiGames Zelda CD-i games]] seemed to take 'Rubies' literally, as 1 Ruby there is represented by Red[[/note]]. ''A Link to the Past'' stuck with 'Rupee', going for consistency with the real-world name for various South Asian currencies.

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* Rupees in the first game came in two demoninations: denominations: Yellow (1) and Blue (5). Starting in ''A Link to the Past'', 1 Rupee has always been represented by Green, while the Yellow Rupee would reappear in ''Wind Waker'' and ''Twilight Princess'', this time being worth 10 Rupees. The nomenclature of Rupees was also a bit more inconsistent in the first game and its spin-offs, variably going by 'Rupy', 'Rupies' or 'Rubies'[[note]]Notably, the [[VideoGame/TheLegendOfZeldaCDiGames Zelda CD-i games]] seemed to take 'Rubies' literally, as 1 Ruby there is represented by Red[[/note]]. ''A Link to the Past'' stuck with 'Rupee', going for consistency with the real-world name for various South Asian currencies.

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