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** ''Hyrule Historia'' reveals [[https://zelda.gamepedia.com/File:OoS_Ganondorf_Concept_Artwork.png concept artwork of Ganondorf]], meaning he was considered but cut for unknown reasons. In the actual game, he only appears as a mindless Ganon.
** [[https://zelda.gamepedia.com/File:OoSOnoxConcept.png Concept art of Onox]] shows him holding a huge two-headed axe with a flail attached to the handle.

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** ''Hyrule Historia'' reveals [[https://zelda.gamepedia.com/File:OoS_Ganondorf_Concept_Artwork.[[https://zeldawiki.wiki/wiki/File:OoS_Ganondorf_Concept_Artwork.png concept artwork of Ganondorf]], meaning he was considered but cut for unknown reasons. In the actual game, he only appears as a mindless Ganon.
** [[https://zelda.gamepedia.com/File:OoSOnoxConcept.[[https://zeldawiki.wiki/wiki/File:OoSOnoxConcept.png Concept art of Onox]] shows him holding a huge two-headed axe with a flail attached to the handle.



** The game originally had a different theme for the Twilight Realm, being in black and white rather than a washed-out sepia tone with lots of bloom (the final version).

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** The game originally had a different theme for the Twilight Realm, being in [[https://zeldawiki.wiki/wiki/File:Midna_Arm.jpg black and white white]] rather than a washed-out sepia tone with lots of bloom (the final version).



** The game was also supposed to use a magic system similar to the ones used in the previous ''Zelda'' games and many preview screenshots and trailers showed a magic meter. During development, Nintendo scrapped the concept of magic, but forgot to cut out the green Chu. Red ones could be used as a red potion when killed and blue ones used as a blue potion. Green Chus would have been used like a green potion to restore magic, but since magic does not exist in the game, drinking a green Chu Jelly simply does nothing. Likewise, the screenshots shown at the back of the game's box shows the magic meter, despite the fact that the game does not use a magic system.

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** The game was also supposed to use a magic system similar to the ones used in the previous ''Zelda'' games and many games. Many preview screenshots (one of which made its way to the back of the Wii version's box) and trailers showed a magic meter.meter, and unused Midna dialogue suggests that magic would be required to transform into Wolf Link and back. During development, Nintendo scrapped the concept of magic, but forgot to cut out the green Chu. Red ones could be used as a red potion when killed and blue ones used as a blue potion. Green Chus would have been used like a green potion to restore magic, but since magic does not exist in the game, drinking a green Chu Jelly simply does nothing. Likewise, the screenshots shown at the back of the game's box nothing.
** The trailer
shows the magic meter, despite the fact [[https://zeldawiki.wiki/wiki/File:MoblinTP.jpg Link battling what appears to be a Moblin enemy that the game carries a large hammer,]] but it does not use a magic system.appear in the final game.
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*** One was called "Hyrule Wars from The Legend of Zelda". It depicted Link traveling in the middle of a battlefield during explosions. From the name, this suggests a war would have been present and Link would have entered areas where ongoing battles were occurring.

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*** One was called "Hyrule Wars from The Legend of Zelda". It depicted Link traveling in the middle of a battlefield during explosions. From the name, this suggests a war would have been present and Link would have entered areas where ongoing battles were occurring. Part of this idea would be added as a sidequest in ''[[VideoGame/TheLegendOfZeldaTearsOfTheKingdom Tears of the Kingdom]]'' in which the player has to fight alongside other [=NPCs=] against massive groups of monsters in a small skirmish.



** The developers planned for the Hookshot and Beetle to be abilities Link could use with the Sheikah Slate, but these were scrapped.

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** The developers planned for the Hookshot and Beetle to be abilities Link could use with the Sheikah Slate, but these were scrapped. When speaking about the Hookshot, some developers stated that it was akin to Link being like Spider-Man, flying around Hyrule in a way that made some other modes of transportation pointless, hence its removal.



** During the Tarrey Town sidequest, the player would've originally been able to design and build the houses of new residents after inviting them to move to the burgeoning village. The box-like architecture of Tarry Town's buildings is a holdover from this.

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** During the Tarrey Town sidequest, the player would've originally been able to design and build the houses of new residents after inviting them to move to the burgeoning village. The box-like architecture of Tarry Tarrey Town's buildings is a holdover from this. Once again, this idea would partially make its way into ''[[VideoGame/TheLegendOfZeldaTearsOfTheKingdom Tears of the Kingdom]]'' as an optional side activity where the player can build Link a house using modular pieces near Tarrey Town.
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[[caption-width-right:350:Concept art for ''The Legend of Zelda: Invasion'', one of the many insane ideas planned during ''VideoGame/TheLegendOfZeldaBreathOfTheWild'''s concept phase.]]

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** This game had a few very different ideas preceding it, such as one involving Link fighting against an AlienInvasion, another with a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword, and a third with a possessed Link with an artificial arm that could turn into different items. The motorcycle ended up being implemented as part of ''The Champion's Ballad'' DLC as the Master Cycle Zero, whilst the artificial arm was [[RefittedForSequel retooled]] for ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom''.

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** This game had a few very different ideas preceding it, such as one involving Link fighting against an AlienInvasion, another with a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword, and a third with a possessed Link with an artificial arm that could turn into different items. The motorcycle ended up being implemented as part of ''The Champion's Ballad'' DLC as the Master Cycle Zero, whilst the artificial arm was [[RefittedForSequel retooled]] for ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom''. Several other pitches and ideas for the game were shown off by Nintendo at the [[https://www.youtube.com/watch?v=QyMsF31NdNc 2017 Game Developer's Conference]].
*** One was called "Hyrule Wars from The Legend of Zelda". It depicted Link traveling in the middle of a battlefield during explosions. From the name, this suggests a war would have been present and Link would have entered areas where ongoing battles were occurring.
*** The other is "The Legend of Zelda: Invasion", which featured an alien invasion of Hyrule (unlike the sidequest from ''Majora's Mask'', this would have formed the main premise of the game), a modern-day version of Link wearing a tracksuit and riding a motorcycle styled after Epona, or wearing a spacesuit and hanging out with a Franchise/{{Metroid}}. Possibly the most surreal one is Ganondorf in ''a Music/{{Metallica}} T-shirt''. Funnily, Nintendo did add in an optional t-shirt with the Nintendo Switch logo on it that Link can wear in the game, but only if you bought the season pass, and as of the Champion's Ballad DLC Link has access to a {{Magitek}} motorcycle called the Master Cycle Zero. A short manga was featured showing what one of the aliens would look like.
** Because the game was originally planned as a UsefulNotes/WiiU exclusive, it was designed for [[http://wiiudaily.com/2013/10/zelda-wii-u-gamepad/ heavy dual-screen integration with the system's GamePad controller]]. (The Sheikah Slate was meant as a stand-in for the [=GamePad=].) This was later removed, once the decision was made to have the game as a dual-release on both the Wii U and UsefulNotes/NintendoSwitch, with the developers noting that they felt the change actually improved the gameplay.
** The Sheikah Slate used by Link was [[http://gonintendo.com/stories/272641-aonuma-on-zelda-botw-wind-waker-influence-the-feeling-of-zeld originally intended]] to speak like a [[ExpositionFairy traditional sidekick]] via the [=GamePad=], similar to [[VideoGame/TheLegendOfZeldaOcarinaOfTime Navi]], but the idea was scrapped when they created the UsefulNotes/NintendoSwitch version of the game.
** As shown at the 2014 Game Awards, early versions of the game featured the Sailcloth from ''Skyward Sword'' as an item that Link could use to glide across the air. In later versions, the Sailcloth was replaced with the Paraglider.



** The Kokiri were originally intended to be in the game and for one of their number to be a Champion; [[https://zelda.fandom.com/wiki/File:BotW_Champions_Concept_Art.png early plans also had a Sheikah champion]]. In the final version, their places were taken by the Rito and Gerudo; the Sheikah remained as a "secondary" race, while the Kokiri were replaced by the Koroks.

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** The developers toyed with the idea of having treasure chests already opened and their contents looted for no reason other than for flavor to the game. It was scrapped due to concerns of confusing players into thinking the treasure was located somewhere else.
** The Japanese version of the "Creating a Champion" artbook depicts concept art of Link with two people who are presumably his father and little sister (both are unnamed so it isn't known if the little girl is supposed to be a reimagining of [[VideoGame/TheLegendOfZeldaTheWindWaker Aryll]]), and another piece of concept art shows Link and the girl wearing cloaks and the former wielding a spear. It's possible they were meant to appear in the game, though whether in flashbacks, or if it was before the game's premise was final, isn't known. In the final game, Link's father is very briefly mentioned but never shown. This art is also absent from the English release of the book.
** During the Tarrey Town sidequest, the player would've originally been able to design and build the houses of new residents after inviting them to move to the burgeoning village. The box-like architecture of Tarry Town's buildings is a holdover from this.
** At one point, there were going to be toxic bodies of water as well as the regular and cold ones; they would have sapped Link's health at a rate of half a heart for each half-second spent in them, and damaged enemies at a rate of 1.25 hears per second (except for Ganon and the Blights, which would have been immune). The code and textures can still be found within the game. The fact that they're mechanically different from normal water pools in that they can't be frozen by Cryonis suggests that they were added in very late in development, then taken out before they were finalized.
** Prince Sidon was originally going to be grey instead of red. In fact, according to ''Creating a Champion'', his ''final'' design was grey, but he didn't stand out enough from the rainy atmosphere of Zora's Domain, nor did he have enough of a resemblance to Mipha. To rectify both of these problems, he was made red instead.
** The Kokiri were originally intended to be in the game and for one of their number to be a Champion; [[https://zelda.fandom.com/wiki/File:BotW_Champions_Concept_Art.Champion, who would have wielded a whip; [[https://zeldawiki.wiki/wiki/File:BotW_Champions_Concept_Art.png early plans also had a hookshot-wielding Sheikah champion]]. In the final version, their places were taken by the Rito and Gerudo; the Sheikah remained as a "secondary" race, while the Kokiri were replaced by the Koroks.Koroks.
** The Zora race, at one point in development, [[https://twitter.com/AllSourceGaming/status/942887120607178752 resembled the classic enemy River Zoras]] more than the Sea Zoras introduced in ''Ocarina of Time''. While the Zora in the final version of this game ''do'' have some more bestial attributes (the SharkMan motif, the ScaryTeeth, [[Film/CreatureFromTheBlackLagoon Gill-man]]-esque claws on their fingers and toes), they still more closely resemble the Sea Zoras. Mipha in particular at one point had a strong resemblance to a lionfish and wore a dress.
** In the finished game, sentry horns used to alert all enemies in earshot of Link's presence are only carried by Bokoblins and Lizalfos. Concept art exists of unused Moblin and Lynel variants as well.
** The Guardian Stalker was intended from the beginning to be a SuspiciouslySimilarSubstitute to the Octoroks as they appeared in [[VideoGame/TheLegendOfZeldaI the first game]], with the GraphicsInducedSuperDeformed designs the Octoroks had being extrapolated to a monster that really ''was'' as massive as those appeared in that game. Early designs for the Guardians depicted them as organic creatures like the Octoroks, ranging from massive cephalopods and arthropods to various kinds of gruesome-looking StarfishAliens. The team eventually decided that having enormous and alien-looking organisms wandering all across Hyrule would have been a bit too gross, so they instead went with the intimidating but less gross {{Magitek}} StarfishRobots of the final game.
** The developers considered letting players pet the dogs, something that was commonly requested after the game first came out. They figured that it would be an UnderusedGameMechanic in a game that had the overarching design philosophy of "use a small number of mechanics for a large variety of tasks."
** Originally, Kakariko Village and Korok Forest were each located where the other was but were eventually swapped around.

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* Nintendo was in talks with Creator/{{Netflix}} to produce a live-action series based on the games in early 2015. However, the plan fell through when a Netflix employee leaked the news about the proposed show to the internet, which upset Nintendo so badly that they immediately backed out of producing it and a proposed stop-motion ''VideoGame/StarFox'' show that a completely different studio was working on.

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* In 2004, Creator/RetroStudios, who produced the ''VideoGame/MetroidPrime'' on contract with Nintendo, proposed a pitch for a ''Zelda'' spinoff for the DS called ''Heroes of Hyrule''. It would have been a StrategyRPG whose story would have followed a young boy named Kori, who would have been looking after an elderly neighbor's shop where he found an old, partly destroyed book describing the story of a trio of adventurers -- a Goron warrior, a Rito archer and a Zora mage -- who set out to rescue their friend Link after he was captured in an ambush by Ganon's forces. The gameplay would have alternated between Kori in the present and the heroes in the past, with the events described in the book giving Kori hints necessary for interacting with the present game-world, complete tasks or a minigames to find more pages, and continue the heroes' story; the heroes' past sections would have revolved around alternating between the three heroes to make use of their different skills and in using items obtained in one adventure to bypass obstacles in others, encouraging revisiting old areas in a manner similar to a {{Metroidvania}}. The story would have culminated with Kori completing the book only to discover that it was Ganon's SoulJar when he springs out, but the heroes arrive as well, help him defeat Ganon, and return to the past; the ending would have had the shop owner, revealed to be Link, return alongside the aged heroes. However, Nintendo flatly turned down the pitch -- the Retro staff who proposed it never learned the reason -- and that was that.
* Nintendo was in talks with Creator/{{Netflix}} to produce a live-action series based on the games in early 2015. However, the plan fell through when a Netflix employee leaked the news about the proposed show to the internet, which upset Nintendo so badly that they immediately backed out of producing it and a proposed stop-motion ''VideoGame/StarFox'' show that a completely different studio was working on.on.
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Nope, this is bad indentation


*** The Ice Temple was going to be located in an area behind Jabu's Fountain, and would have resulted in Zora's Domain being unfrozen once completed.

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*** ** The Ice Temple was going to be located in an area behind Jabu's Fountain, and would have resulted in Zora's Domain being unfrozen once completed.
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*** The Ice Temple was going to be located in an area behind Jabu's Fountain, and would have resulted in Zora's Domain being unfrozen once completed.


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** When Link travels to the future, the original plan was for the 3 Three Spiritual Stones to lose their power. Link would not be able to travel back in time until he had restored them by completing the Forest, Fire, and Water Temples. This is why the Shadow and Spirit Temples are meant to be tackled after them, as like the Spirit Temple, Shadow was also going to be solved by Link entering it as both Adult and Child. This got changed to Child Link going to the bottom of the well, and why Child Link is able to enter the Shadow Temple.
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** Early on there was no WideOpenSandbox overworld, as they weren't yet sure the N64 could support it. Instead you would travel to different worlds via paintings in the same way you do in ''VideoGame/SuperMario64'', which it shares the same engine with. Phantom Ganon's boss fight with the paintings is a DevelopmentGag to it.

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** Early on there was no WideOpenSandbox overworld, as they weren't yet sure the N64 could support it. Instead you would travel to different worlds via paintings in the same way you do in ''VideoGame/SuperMario64'', which it shares the same engine with. The Forest Temple appears to have been repurposed from this early hub concept, as it has a similar layout to Peach's Castle. Phantom Ganon's boss fight with the paintings is a DevelopmentGag to it.
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** This game had a few very different ideas preceding it, such as one involving Link fighting against an AlienInvasion, another with a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword, and a third with a possessed Link with an artificial arm that could turn into different items. The motorcycle ended up being implemented as part of ''The Champion's Ballad'' DLC as the Master Cycle Zero, whilst the artificial arm was [[RefittedForSequel retooled]] for''VideoGame/TheLegendOfZeldaTearsOfTheKingdom''.

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** This game had a few very different ideas preceding it, such as one involving Link fighting against an AlienInvasion, another with a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword, and a third with a possessed Link with an artificial arm that could turn into different items. The motorcycle ended up being implemented as part of ''The Champion's Ballad'' DLC as the Master Cycle Zero, whilst the artificial arm was [[RefittedForSequel retooled]] for''VideoGame/TheLegendOfZeldaTearsOfTheKingdom''.for ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom''.



** The development team had come up with a lot of DLC ideas for the game. However they decided it would be better to [[RefittedForSequel incorporate them in a direct sequel]] due to the number and nature of these DLC ideas.

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** The development team had come up with a lot of DLC ideas for the game. However they decided it would be better to [[RefittedForSequel incorporate them in a direct sequel]] sequel]], which would end up being ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'', due to the number and nature of these DLC ideas.
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** This game had a few very different ideas preceding it, such as one involving Link fighting against an AlienInvasion, another with a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword, and a third with a possessed Link with an artificial arm that could turn into different items.

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** This game had a few very different ideas preceding it, such as one involving Link fighting against an AlienInvasion, another with a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword, and a third with a possessed Link with an artificial arm that could turn into different items. The motorcycle ended up being implemented as part of ''The Champion's Ballad'' DLC as the Master Cycle Zero, whilst the artificial arm was [[RefittedForSequel retooled]] for''VideoGame/TheLegendOfZeldaTearsOfTheKingdom''.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/early_twilight.png]]
[[caption-width-right:350:The original DeliberatelyMonochrome Twilight Realm from ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', with Midna's PrehensileHair colored differently.]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/early_twilight.png]]
[[caption-width-right:350:The original DeliberatelyMonochrome Twilight Realm from ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', with Midna's PrehensileHair colored differently.]]
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It doesn't really make much sense for "Finally" to be there, since it's only halfway through the list.


** Finally, there's the infamous picture of Link finding the Triforce in a cave, which is a pretty good indicator that at one point the player ''could'' find the Triforce but it was eventually removed. [[UrbanLegendOfZelda Not that that's stopped people from still looking]]…

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** Finally, there's There's the infamous picture of Link finding the Triforce in a cave, which is a pretty good indicator that at one point the player ''could'' find the Triforce but it was eventually removed. [[UrbanLegendOfZelda Not that that's stopped people from still looking]]…
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* Nintendo was in talks with Creator/{{Netflix}} to produce a live-action series based on the games in early 2015. However, the plan fell through when a Netflix employee leaked the news about the proposed show to the internet, which upset Nintendo so badly that they immediately backed out of producing it. A proposed stop-motion ''VideoGame/StarFox'' show was also scrapped as a result.

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* Nintendo was in talks with Creator/{{Netflix}} to produce a live-action series based on the games in early 2015. However, the plan fell through when a Netflix employee leaked the news about the proposed show to the internet, which upset Nintendo so badly that they immediately backed out of producing it. A it and a proposed stop-motion ''VideoGame/StarFox'' show that a completely different studio was also scrapped as a result.working on.
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** The game was originally supposed to take place over the course of one week, evidenced by many early screenshots showing a "月" on the clock (an abbreviation for "Monday") in place of the "1st", "2nd", and "Final" graphics. The final version scaled this back to three days.
Tabs MOD

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YMMV


** There's a particularly infamous minor NPC that is {{Fan Nickname}}d "Aria" (her in-game file is just "object_human"). She is the first NPC shown off for ''Zelda 64'' and was apparently one of the few [=NPCs=] in that incarnation. Little is known about her except that she likely gave Link tips. It also seems she might have been a "generic" model where multiple separate woman used the same design. Surprisingly, her model is in the final game's files despite being from a very old and completely separate build. Fans have managed to [[https://www.youtube.com/watch?v=ADVOOW4QMkI restore the model]].

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** There's a particularly infamous minor NPC that is {{Fan Nickname}}d "Aria" (her in-game file is just "object_human"). She is the first NPC shown off for ''Zelda 64'' and was apparently one of the few [=NPCs=] in that incarnation. Little is known about her except that she likely gave Link tips. It also seems she might have been a "generic" model where multiple separate woman used the same design. Surprisingly, her model is in the final game's files despite being from a very old and completely separate build. Fans have managed to [[https://www.youtube.com/watch?v=ADVOOW4QMkI restore the model]].
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** Originally the game had much larger areas, but they ended up being scaled down, most likely due to memory limitations.[[note]]the game was originally intended to come out for the disc-based 64DD, but it was later moved to the N64, which used cartridges with much less storage capacity, which likely made the original scope impossible[[/note]]

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** Originally the game had much larger areas, but they ended up being scaled down, most likely due to memory limitations.[[note]]the The game was originally intended to come out for the disc-based 64DD, but it was later moved to the N64, which used cartridges with much less storage capacity, which likely made the original scope impossible[[/note]]impossible.
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** The 64DD expansion to ''VideoGame/TheLegendOfZeldaOcarinaOfTime.'' Some commentators wonder if ''Master Quest'' really represents what the original intention was. An expanded overworld? New dungeons? ''Master Quest'' is not the original ''Ura Zelda''. In an old copy of [[http://en.wikipedia.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_Master_Quest&oldid=162448085 Wikipedia which refers to a dead link]], ''Ura Zelda'' would've had new dungeons (possibly the wind/ice dungeon,) new items, new attacks, magic spells, and custom masks created via ''VideoGame/MarioArtist: Talent Studio'' and the Game Boy Camera.

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** The 64DD expansion to ''VideoGame/TheLegendOfZeldaOcarinaOfTime.'' Some commentators wonder if ''Master Quest'' really represents what the original intention was. An expanded overworld? New dungeons? ''Master Quest'' is not the original ''Ura Zelda''. In an old copy of [[http://en.wikipedia.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_Master_Quest&oldid=162448085 Wikipedia which refers to a dead link]], ''Ura Zelda'' would've had new dungeons (possibly the wind/ice dungeon,) dungeon), new items, new attacks, magic spells, and custom masks created via ''VideoGame/MarioArtist: Talent Studio'' and the Game Boy Camera.
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** Originally, there were two extra dungeons - Wind and Ice - which were scrapped. They were turned into the Forest and Water Temples respectively. In addition, the ice temple was turned into the Ice Caverns and the Wind Temple was reused in ''VideoGame/TheLegendOfZeldaTheWindWaker''. Remnants of this can be seen in Ganondorf's Castle; the forest segment heavily revolves around wind puzzles, while the water segment involves a FrictionlessIce BlockPuzzle.

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** Originally, there were two extra dungeons - Wind and Ice - which were scrapped. They were turned into the Forest and Water Temples respectively. In addition, the ice temple was turned into the Ice Caverns Cavern and the Wind Temple was reused in ''VideoGame/TheLegendOfZeldaTheWindWaker''. Remnants of this can be seen in Ganondorf's Castle; the forest segment heavily revolves around wind puzzles, while the water segment involves a FrictionlessIce BlockPuzzle.

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** Likewise, the developers planned for the Hookshot and Beetle to be abilities Link could use with the Sheikah Slate, but they were scrapped.

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** Likewise, the The developers planned for the Hookshot and Beetle to be abilities Link could use with the Sheikah Slate, but they these were scrapped.scrapped.
** The Kokiri were originally intended to be in the game and for one of their number to be a Champion; [[https://zelda.fandom.com/wiki/File:BotW_Champions_Concept_Art.png early plans also had a Sheikah champion]]. In the final version, their places were taken by the Rito and Gerudo; the Sheikah remained as a "secondary" race, while the Kokiri were replaced by the Koroks.

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** The idea of the world ending when a giant egg breaks on top of the mountain was originally planned for this game. It later was used instead in ''VideoGame/TheLegendOfZeldaLinksAwakening''.

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** The idea of the world ending when a giant egg breaks on top of the a mountain was originally planned for this game. It later was used instead in ''VideoGame/TheLegendOfZeldaLinksAwakening''.



* ''VideoGame/TheLegendOfZeldaLinksAwakening'' was planned to have a two-player mode which would work similarly to the later ''Four Swords'' and ''Tri Force Heroes'' games, including a boss that required one player to throw their partner on top of it, where they could pound a stake with a hammer (another feature not found in the final game). The storyboard (seen in ''Literature/HyruleHistoria'') that illustrated this has a note indicating that they couldn't figure out how this boss would work with only one player, so when the two-player mode was cut, the boss went with it. Another storyboard indicates that the Southern Face Shrine was originally going to include a pillar that the player had to ram with the Pegasus Boots to get the key- the pillar would then collapse, revealing the inscription seen in the final game.

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* ''VideoGame/TheLegendOfZeldaLinksAwakening'' ''VideoGame/TheLegendOfZeldaLinksAwakening''
** In its very earliest stages, the game was nothing more than a {{reformulated|Game}} port of, or perhaps a sequel to, ''A Link to the Past''. A leaked early version of the game's overworld, also featured in ''Magazine/NintendoPower'' previews, is very clearly a remake of ''Link to the Past''[='s=] Hyrule, though it's a bit incomplete and takes a few liberties with the layout. The final game is its own beast, of course, though the ''Link to the Past'' influences are still quite present.
** The game
was planned to have a two-player mode which would work similarly to the later ''Four Swords'' and ''Tri Force Heroes'' games, including a boss that required one player to throw their partner on top of it, where they could pound a stake with a hammer (another feature not found in the final game). The storyboard (seen in ''Literature/HyruleHistoria'') that illustrated this has a note indicating that they couldn't figure out how this boss would work with only one player, so when the two-player mode was cut, the boss went with it. Another storyboard indicates that the Southern Face Shrine was originally going to include a pillar that the player had to ram with the Pegasus Boots to get the key- the pillar would then collapse, revealing the inscription seen in the final game.
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** Link originally had a "Reed Whistle" item that was scrapped in favor of Epona's Song. The item was later introduced in ''Twilight's Princess'' as the "Horse Call".

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** Link originally had a "Reed Whistle" item that was scrapped in favor of Epona's Song. The item was later introduced in ''Twilight's ''Twilight Princess'' as the "Horse Call".



** ''Hyrule Historia'' reveals [[https://zelda.gamepedia.com/File:OoS_Ganondorf_Concept_Artwork.png]], who only appears as a mindless Ganon, meaning he was considered but cut for unknown reasons.

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** ''Hyrule Historia'' reveals [[https://zelda.gamepedia.com/File:OoS_Ganondorf_Concept_Artwork.png]], who only appears as a mindless Ganon, png concept artwork of Ganondorf]], meaning he was considered but cut for unknown reasons.reasons. In the actual game, he only appears as a mindless Ganon.



** The game originally had a different theme for the Twilight Realm, being in black and white rather than overcontrasted (the final version).

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** The game originally had a different theme for the Twilight Realm, being in black and white rather than overcontrasted a washed-out sepia tone with lots of bloom (the final version).
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** The game went through several ''heavy'' overhauls (for more info see this [[https://tcrf.net/User:GlitterBerri/Prerelease:The_Legend_of_Zelda:_Ocarina_of_Time Cutting-Room Floor]] article). The game's development can be broken up into two main segments: ''Zelda 64'' and ''Ocarina of Time''. The former started off as ''VideoGame/SuperMario64''-like in that it revolved mostly around Ganondorf's castle and was thin on plot. The game had a lot more 3D, including fully 3D buildings. This build barely resembles the final game and almost everything, from the [=NPCs=], to the "beta forest", to Link's model, were scrapped. Eventually, the game transformed into ''Ocarina of Time'' as we know.

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** The game went through several ''heavy'' overhauls (for more info see this [[https://tcrf.net/User:GlitterBerri/Prerelease:The_Legend_of_Zelda:_Ocarina_of_Time Cutting-Room Floor]] article). The game's development can be broken up into two main segments: ''Zelda 64'' and ''Ocarina of Time''. The former started off as ''VideoGame/SuperMario64''-like in that it revolved mostly around Ganondorf's castle and was thin on plot. The game had a lot more 3D, including fully 3D buildings. This build barely resembles the final game and almost everything, from the [=NPCs=], to the "beta forest", to Link's model, were scrapped.scrapped; [[https://youtu.be/aPsAoxLAhCk?t=565 footage appeared on a 1997]] ''Nintendo Power'' promotional video for ''VideoGame/StarFox64''. Eventually, the game transformed into ''Ocarina of Time'' as we know.
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* ''VideoGame/CaptainToadTreasureTracker'' was almost a spin-off game starring Link. This was scrapped when they decided to add levels in ''VideoGame/SuperMario3DWorld'' and remembered the character of Captain Toad.

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* ''VideoGame/CaptainToadTreasureTracker'' was almost a spin-off game starring Link. This was scrapped when they decided to add levels in ''VideoGame/SuperMario3DWorld'' and remembered the character of Captain Toad.Toad.
* Nintendo was in talks with Creator/{{Netflix}} to produce a live-action series based on the games in early 2015. However, the plan fell through when a Netflix employee leaked the news about the proposed show to the internet, which upset Nintendo so badly that they immediately backed out of producing it. A proposed stop-motion ''VideoGame/StarFox'' show was also scrapped as a result.

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** Originally the game had much larger areas, but they ended up being scaled down, likely due to performance issues[[note]]the early maps were less detailed; adding the final's level of detail while keeping the large maps would likely have been impossible or heavily taxing on the system[[/note]] and memory limitations[[note]]the game was originally intended to come out for the disc-based 64DD, but it was later moved to the N64, which used cartridges with much less storage capacity[[/note]].

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** Originally the game had much larger areas, but they ended up being scaled down, most likely due to performance issues[[note]]the early maps were less detailed; adding the final's level of detail while keeping the large maps would likely have been impossible or heavily taxing on the system[[/note]] and memory limitations[[note]]the limitations.[[note]]the game was originally intended to come out for the disc-based 64DD, but it was later moved to the N64, which used cartridges with much less storage capacity[[/note]].capacity, which likely made the original scope impossible[[/note]]
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** Originally the game had much larger areas, but they ended up being scaled down, likely due to performance issues and memory limitations.

to:

** Originally the game had much larger areas, but they ended up being scaled down, likely due to performance issues issues[[note]]the early maps were less detailed; adding the final's level of detail while keeping the large maps would likely have been impossible or heavily taxing on the system[[/note]] and memory limitations.limitations[[note]]the game was originally intended to come out for the disc-based 64DD, but it was later moved to the N64, which used cartridges with much less storage capacity[[/note]].
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None

Added DiffLines:

** Originally the game had much larger areas, but they ended up being scaled down, likely due to performance issues and memory limitations.
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Updating link for "Oracle Ganondorf" concept art


** ''Hyrule Historia'' reveals [[https://zelda.gamepedia.com/File:Ganondorf_OoX_concept.png concept artwork for Ganondorf]], who only appears as a mindless Ganon, meaning he was considered but cut for unknown reasons.

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** ''Hyrule Historia'' reveals [[https://zelda.gamepedia.com/File:Ganondorf_OoX_concept.png concept artwork for Ganondorf]], com/File:OoS_Ganondorf_Concept_Artwork.png]], who only appears as a mindless Ganon, meaning he was considered but cut for unknown reasons.
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** There is an [[https://www.youtube.com/watch?v=HSFYGGg04cc unused]] scene of Link meeting Sheik in front of the Medallions.

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** There is an [[https://www.youtube.com/watch?v=HSFYGGg04cc unused]] scene of Link meeting Sheik in front of the Medallions.Spiritual Stones.
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The game wasn't even shown that year in E3. =/


** When the game was shown at E3 2015, there was a magic meter on the screen. The magic meter was scrapped, probably due to the abilities the devs made for Link's Sheikah Slate.

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** When the game was shown at E3 2015, 2016, there was a magic meter on the screen. The magic meter was scrapped, probably due to the abilities the devs made for Link's Sheikah Slate.

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