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** There was intended to be DatingSim elements to the game (hence why the cast is majority female).
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** Goron and Zora have {{Verbal Tic}}s in the Japanese version, but not Kokiri. The originally ''did'' have a tic, but the only reference to it in the final game is Saria slipping up when Link shows her a certain mask.

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** Goron and Zora have {{Verbal Tic}}s in the Japanese version, but not Kokiri. The They originally ''did'' have a tic, but the only reference to it in the final game is Saria slipping up when Link shows her a certain mask.
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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 ''Mario Artist: 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,) new items, new attacks, magic spells, and custom masks created via ''Mario Artist: ''VideoGame/MarioArtist: Talent Studio'' and the Game Boy Camera.
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** A screenshot of Octoroks showed that they were originally designed to look much more like their 2D versions (like largeish tick-things on the ground, rather than being aquatic like their namesake animals).

to:

** A screenshot of Octoroks octoroks showed that they were originally designed to look much more like their 2D versions (like largeish tick-things on the ground, rather than being aquatic like their namesake animals).
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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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** There's a particularly infamous minor NPC that is {{Fan Nickname}}d "Aria" (her in-game file is just "object_human"."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]].
** The game was originally going to be mostly in first-person, with the camera going into third-person during combat. This was quickly dropped due to the guy who made Link's model not standing the thought of not seeing Link all the time.



** The Wind Temple in ''Ocarina of Time'' was changed to the Forest Temple. Saria was supposed to have less of a role in the game, or possibly a different role, since she didn't teach you any songs and dialogue implies that she isn't Link's {{Childhood Friend|s}}. It's speculated that [[http://www.zeldawiki.org/images/8/8f/Fadooot.png Fado]] (who had a slightly different design in early screencaps) was originally supposed to be a sage, the wind sage specifically, but her role was replaced by Saria and she was given an almost insignificant role. Remnants of this and the abovementioned scrapped ice dungeon 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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** The Wind Temple in ''Ocarina of Time'' was changed to the Forest Temple. Saria Saria[[note]]who, early on, had a slightly different design with [[https://www.youtube.com/watch?v=0xN-FD_olvw buttons on the back of her shirts]][[/note]] was supposed to have less of a role in the game, or possibly a different role, since she didn't teach you any songs and dialogue implies that she isn't Link's {{Childhood Friend|s}}. It's speculated that [[http://www.zeldawiki.org/images/8/8f/Fadooot.png Fado]] (who had a slightly different design with overalls in early screencaps) was originally supposed to be a sage, the wind sage specifically, but her role was replaced by Saria and she was given an almost insignificant role. Remnants of this and the abovementioned scrapped ice dungeon 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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** The final battle with Ganon was originally going to be a ColossusClimb.
** Old plans had the plot beginning with Link taking part in a Kokiri coming of age ceremony where he found a dying fairy who told him to warn Zelda that Ganondorf was trying to get the triforce.
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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'.

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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'.''VideoGame/TheLegendOfZeldaOcarinaOfTime''.



Sheik originally had light skin, blue eyes, and a slightly different hairstyle, implying that "Sheik" was [[SweetPollyOliver 100% crossdressing]]. Her design was probably changed to make it [[CaptainObviousReveal less obvious]] who she was.

to:

** Sheik originally had light skin, blue eyes, and a slightly different hairstyle, implying that "Sheik" was [[SweetPollyOliver 100% crossdressing]]. Her design was probably changed to make it [[CaptainObviousReveal less obvious]] who she was.



** 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 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 Princess'' as the "Horse Call".

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** Link originally had a "Reed Whistle" item that 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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** In the E3 trailer Link's design was based on his brown-and-green one from the first game, not ''Ocarina of Time''.
** One prerelease model of Link's had blue eyes. This was ultimately scrapped in favour of BlackBeadEyes.

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** The game went through several ''heavy'' overhauls (for more info see this 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 ''Mario 64''-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 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 ''Mario 64''-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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** 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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** The E3 announcement trailer shows that Link had a sneaking ability for stealth portions of the game. It was replaced with hiding inside barrels. Stealth was reintroduced in ''Breath of the Wild''.

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** The Link from ''A Link to the Past'' was meant to be a brunette instead of a dirty blond. He also looked more like ''Adventure'' Link.

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** The Link from ''A Link to the Past'' was meant to be a brunette instead of a dirty blond. He also looked more like ''Adventure'' the ''Adventure of Link'' Link.






* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':

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\n\n\n* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':''VideoGame/TheLegendOfZeldaOcarinaOfTime'.
** ''Ocarina of Time'' was itself originally supposed to be released on the [=64DD=] as its KillerApp. It was moved to cartridge once it became clear that the [=64DD=] would never see a US release. This change also meant some aspects, like foot-steps staying in the sand throughout the game, had to be removed.
** The game went through several ''heavy'' overhauls (for more info see this 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 ''Mario 64''-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.



** A screenshot of octoroks showed that they were originally designed to look much more like their 2D versions (like largeish tick-things on the ground, rather than being aquatic like their namesake animals).
** 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]]…

to:

** A screenshot of octoroks Octoroks showed that they were originally designed to look much more like their 2D versions (like largeish tick-things on the ground, rather than being aquatic like their namesake animals).
** 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 [[UrbanLegendOfZelda Not that that's stopped people from still looking]]…



** The Wind Temple in ''Ocarina of Time'' was changed to the Forest Temple. Saria was supposed to have less of a role in the game, or possibly a different role, since she didn't teach you any songs. It's speculated that [[http://www.zeldawiki.org/images/8/8f/Fadooot.png Fado]] was originally supposed to be a sage, the wind sage specifically, but her role was replaced by Saria and she was given an almost insignificant role. Remnants of this and the abovementioned scrapped ice dungeon can be seen in Ganondorf's Castle; the forest segment heavily revolves around wind puzzles, while the water segment involves a FrictionlessIce BlockPuzzle.

to:

** The Wind Temple in ''Ocarina of Time'' was changed to the Forest Temple. Saria was supposed to have less of a role in the game, or possibly a different role, since she didn't teach you any songs.songs and dialogue implies that she isn't Link's {{Childhood Friend|s}}. It's speculated that [[http://www.zeldawiki.org/images/8/8f/Fadooot.png Fado]] (who had a slightly different design in early screencaps) was originally supposed to be a sage, the wind sage specifically, but her role was replaced by Saria and she was given an almost insignificant role. Remnants of this and the abovementioned scrapped ice dungeon can be seen in Ganondorf's Castle; the forest segment heavily revolves around wind puzzles, while the water segment involves a FrictionlessIce BlockPuzzle.



** ''Ocarina of Time'' was itself originally supposed to be released on the [=64DD=] as its KillerApp. It was moved to cartridge once it became clear that the [=64DD=] would never see a US release.
** The game went through several ''heavy'' overhauls. The game's development can be broken up into two main segments: ''Zelda 64'' and ''Ocarina of Time''.



** ''Ocarina of Time 3D'' was going to have fully orchestrated background music at one point in development, as ''VideoGame/StarFox64 3D'' later would, but this was vetoed in favor of a straight remaster. One new piece of music did end up in the game, however, as a second end credits theme.



** Link's [[http://zeldawiki.org/images/f/f7/Early_Oot_Link_concept.jpg hair]] in ''Ocarina of Time'' originally had bangs similar to [=ALTTP's=] Link. Similarly that Link [[http://zeldawiki.org/images/9/97/ALttP_Link_concept_3.jpg originally]] looked much more like the NES Link.

to:

** Link's [[http://zeldawiki.org/images/f/f7/Early_Oot_Link_concept.jpg hair]] in ''Ocarina of Time'' originally had bangs similar to [=ALTTP's=] Link. Similarly that An older design for Link [[http://zeldawiki.org/images/9/97/ALttP_Link_concept_3.jpg originally]] looked much more like the NES Link.
** There is an [[https://www.youtube.com/watch?v=HSFYGGg04cc unused]] scene of Link meeting Sheik in front of the Medallions.
** Contemporary articles mentioned in early demos that several [=NPCs=] (including Saria) had voice clips featuring Japanese dialogue. No videos of the clips exists and they're no longer in the games' files.
** Goron and Zora have {{Verbal Tic}}s in the Japanese version, but not Kokiri. The originally ''did'' have a tic, but the only reference to it in the final game is Saria slipping up when Link shows her a certain mask.
** Link was only "adult Link" until relatively late into development.
** ''Ocarina of Time 3D'' was going to have fully orchestrated background music at one point in development, as ''VideoGame/StarFox64 3D'' later would, but this was vetoed in favor of a straight remaster. One new piece of music did end up in the game, however, as a second end credits theme.



** Sheik (Zelda's disguise from ''[=OoT=]'') was originally going to return in this game, but was scrapped for unknown reasons. This also resulted in a DevelopmentGag in ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' where Sheik's return in that game as one of Zelda's abilities was actually based on this abandoned concept. Although [[WordOfGod Hyrule Historia]] suggests that the original artists intentionally left behind a leftover TP-esque Sheik design for ''Brawl''.

to:

** Sheik (Zelda's disguise from ''[=OoT=]'') was originally going to return in this game, but was scrapped for unknown reasons. This also resulted in a DevelopmentGag in ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' where Sheik's return in that game as one of Zelda's abilities was actually based on this abandoned concept. Although [[WordOfGod Hyrule Historia]] suggests that the original artists intentionally left behind a leftover TP-esque ''TP''-esque Sheik design for ''Brawl''.



* Series creator ''Creator/ShigeruMiyamoto'' revealed in 2016 that Nintendo had shown interest in a Zelda spin-off starring Sheik. Whether it would take place before or after the events of Ocarina of Time has never been discussed as no gameplay prototypes or ideas were ever developed. There is still a desire to make it a reality though.
* Imagi, the studio behind the 2007 ''TMNT'' and the 2009 ''Astro Boy'' films, apparently wanted to try their hand at an adaptation. It never got past the initial [[http://www.youtube.com/watch?v=tTmK1pu4ZjU pitch]].

to:

* Imagi, the studio behind the 2007 ''TMNT'' and the 2009 ''Astro Boy'' films, apparently wanted to try their hand at an adaptation. It never got past the initial [[http://www.youtube.com/watch?v=tTmK1pu4ZjU pitch]].
* Series creator ''Creator/ShigeruMiyamoto'' revealed in 2016 that Nintendo had shown interest in a Zelda spin-off starring Sheik. Whether it would take place before or after the events of Ocarina of Time has never been discussed as no gameplay prototypes or ideas were ever developed. There is still a desire to make it a reality though.
* Imagi, the studio behind the 2007 ''TMNT'' and the 2009 ''Astro Boy'' films, apparently wanted to try their hand at an adaptation. It never got past the initial [[http://www.youtube.com/watch?v=tTmK1pu4ZjU pitch]].
though.

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* ''VideoGame/TheLegendOfZeldaTheWindWaker'':
** [[https://www.unseen64.net/wp-content/uploads/2008/04/tetraoriginaldesigng.jpg This is Tetra]] as depicted in her prerelease artwork for ''VideoGame/TheLegendOfZeldaTheWindWaker''. Even though it was not outright stated, this design seem to indicate that she was originally meant to be an inhabitant of Windfall Island, rather than a pirate. It is also questionable if she was already meant [[spoiler: to be Princess Zelda]] in this stage of development.
** Link in ''The Wind Waker'' was supposed to be a [[http://zeldawiki.org/images/d/d9/WW_Link_concept.jpg teenager]] along the lines of ''Ocarina of Time''[='s=] second half, ''Twilight Princess'', or ''Skyward Sword'' once.

to:

* ''VideoGame/TheLegendOfZeldaTheWindWaker'':
''VideoGame/TheLegendOfZeldaI'':
** [[https://www.unseen64.net/wp-content/uploads/2008/04/tetraoriginaldesigng.jpg This is Tetra]] as depicted in her prerelease artwork for ''VideoGame/TheLegendOfZeldaTheWindWaker''. Even though it was not outright stated, this design seem to indicate that she The title screen theme was originally going to be Ravel's ''Bolero''.
** According to concept art, Link in ''VideoGame/TheLegendOfZeldaI'' and ''[[VideoGame/ZeldaIITheAdventureOfLink The Adventure of Link]]'' was
meant to be a blond instead of the brunette we know of.
** According to [[http://www.gamekult.com/actu/miyamoto-la-wii-u-et-le-secret-de-la-triforce-A105550.html
an inhabitant of Windfall Island, rather than a pirate. It is also questionable if she was already meant [[spoiler: interview]] given by Miyamoto to be Princess Zelda]] in this stage of development.
**
a French site, the Triforce fragments were originally computer chips and Link in ''The Wind Waker'' was supposed to travel between medieval and futuristic time periods. The name "Link" was not originally supposed to symbolize the link betwen the player and the character, but the link between the time periods.
** Ganon was originally going to have a vampire motif, which would explain why he shields his face from the light when you encounter him and why he dies to the Silver Arrows.
* ''Zelda 3'', planned as a Famicom game, was originally going to be an RPG featuring a party system of multiple playable characters, each with their own stories, such as a fairy party member instead of just Link, [[http://www.zeldainformer.com/news/shigeru_miyamoto_and_yuji_horii_discuss_development_days_of_a_link_to_the_p according to this interview]]. This design was scrapped for unknown reasons.
* ''VideoGame/TheLegendOfZeldaALinkToThePast'':
** The Link from ''A Link to the Past'' was meant to
be a [[http://zeldawiki.org/images/d/d9/WW_Link_concept.jpg teenager]] along brunette instead of a dirty blond. He also looked more like ''Adventure'' Link.
** Some evidence exists that suggests ''A Link To The Past'' was supposed to reuse
the lines futuristic idea. There's this very early [[http://www.vgfacts.com/attachments/full/1/108.png concept art]] of ''Ocarina Zelda in a scifi get up. This has led some to speculate the Light World/Dark World mechanic was originally going to be a futuristic/medieval world mechanic, as intended in the original game. Why this idea was scrapped twice and never revisited again in ''Zelda'' is unknown, though this is probably the inspiration for the time travel mechanic in later entries.
* ''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 Time''[='s=] second half, ''Twilight Princess'', or ''Skyward Sword'' once. it, where they could pound a stake with a hammer (another feature not found in the final game). The storyboard (seen in ''Hyrule Historia'') 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.





Sheik originally had light skin, blue eyes, and a slightly different hairstyle, implying that "Sheik" was [[SweetPollyOliver 100% crossdressing]]. Her design was probably changed to make it [[CaptainObviousReveal less obvious]] who she was.
** ''Ocarina of Time 3D'' was going to have fully orchestrated background music at one point in development, as ''VideoGame/StarFox64 3D'' later would, but this was vetoed in favor of a straight remaster. One new piece of music did end up in the game, however, as a second end credits theme.
** Early concept art for ''[[https://web.archive.org/web/20130401154934/http://www.zeldauniverse.net/wp-content/uploads/2013/03/alternatice_character_designs-441x600.jpg Ocarina of Time]]'' show the Zora as looking more malicious, Navi not being her normal blue self but resembling the older fairies, and a very early version of Sheik with blue hair and no mask.
** Link's [[http://zeldawiki.org/images/f/f7/Early_Oot_Link_concept.jpg hair]] in ''Ocarina of Time'' originally had bangs similar to [=ALTTP's=] Link. Similarly that Link [[http://zeldawiki.org/images/9/97/ALttP_Link_concept_3.jpg originally]] looked much more like the NES Link.




* ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'':
** The game originally had a different theme for the Twilight Realm, being in black and white rather than overcontrasted (the final version).
** The game was going to have Gorons piled together to make a ''giant-sized golem.'' They were DummiedOut.
** Sheik (Zelda's disguise from ''[=OoT=]'') was originally going to return in this game, but was scrapped for unknown reasons. This also resulted in a DevelopmentGag in ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' where Sheik's return in that game as one of Zelda's abilities was actually based on this abandoned concept. Although [[WordOfGod Hyrule Historia]] suggests that the original artists intentionally left behind a leftover TP-esque Sheik design for ''Brawl''.
** 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 Chu. Red ones could be used as a red potion when killed and blue ones used as a blue potion. Green Chu 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 Chu 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.
** [[http://www.unseen64.net/2008/06/02/zelda-twilight-princess-beta-analysis/ This article]] goes in-depth into many of the differences. A major difference is that Link was supposed to interact with animals much more.
** [[http://www.glitterberri.com/hyrule-historia/page-180/ Ilia]] had many designs, one of which had dark hair and a Navi tattoo on her forehead.
** Midna had [[http://www.zeldadungeon.net/wp-content/uploads/2011/12/Midna-Concept-Artwork.jpg at least a dozen]] prototypical designs before we got our final Midna.
** The game was originally going to have the cel-shaded graphic style as ''The Wind Waker'' until the developers saw how that game's sales were poor because of the graphic style.
** A variation on the above: early screenshots showed the Twili ([[NonStandardCharacterDesign and only the Twili]]) as cel-shaded shadow beings. Rather than an insect on his head, the monkey boss in the first dungeon had some form of hat.

to:

\n* ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'':\n** The game originally had a different theme for the Twilight Realm, being in black and white rather than overcontrasted (the final version).
** The game was going to have Gorons piled together to make a ''giant-sized golem.'' They were DummiedOut.
** Sheik (Zelda's disguise from ''[=OoT=]'')
Link was originally going to return in this game, but was scrapped for unknown reasons. through skills through cutscenes. This also resulted in a DevelopmentGag in ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' where Sheik's return in that game as one of Zelda's abilities was actually based on this abandoned concept. Although [[WordOfGod Hyrule Historia]] suggests that the original artists intentionally left behind a leftover TP-esque Sheik design for ''Brawl''.
** 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 Chu. Red ones could be used as a red potion when killed and blue ones used as a blue potion. Green Chu 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 Chu 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.
** [[http://www.unseen64.net/2008/06/02/zelda-twilight-princess-beta-analysis/ This article]] goes in-depth into many of the differences. A major difference is that Link was supposed to interact
later revisited with animals much more.
** [[http://www.glitterberri.com/hyrule-historia/page-180/ Ilia]] had many designs, one of which had dark hair and a Navi tattoo on her forehead.
** Midna had [[http://www.zeldadungeon.net/wp-content/uploads/2011/12/Midna-Concept-Artwork.jpg at least a dozen]] prototypical designs before we got our final Midna.
** The game was originally going to have the cel-shaded graphic style as ''The Wind Waker'' until the developers saw how that game's sales were poor because of the graphic style.
** A variation on the above: early screenshots showed the Twili ([[NonStandardCharacterDesign and only the Twili]]) as cel-shaded shadow beings. Rather than an insect on his head, the monkey boss
Hero's Shade in the first dungeon had some form of hat.''Twilight Princess''.



* ''VideoGame/TheLegendOfZeldaTheWindWaker'':
** [[https://www.unseen64.net/wp-content/uploads/2008/04/tetraoriginaldesigng.jpg This is Tetra]] as depicted in her prerelease artwork for ''VideoGame/TheLegendOfZeldaTheWindWaker''. Even though it was not outright stated, this design seem to indicate that she was originally meant to be an inhabitant of Windfall Island, rather than a pirate. It is also questionable if she was already meant [[spoiler: to be Princess Zelda]] in this stage of development.
** Link in ''The Wind Waker'' was supposed to be a [[http://zeldawiki.org/images/d/d9/WW_Link_concept.jpg teenager]] along the lines of ''Ocarina of Time''[='s=] second half. It's unknown if he aged or if he was on default a teenager.
** ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' had the last two planned dungeons (prior to the final one) scrapped due to time constraints and replaced with the controversial Triforce FetchQuest. The number of dungeons clocked at seven and not nine as intended.
* ''VideoGame/TheLegendOfZeldaTwilightPrincess'':
** The game originally had a different theme for the Twilight Realm, being in black and white rather than overcontrasted (the final version).
** The game was going to have Gorons piled together to make a ''giant-sized golem.'' They were DummiedOut.
** Sheik (Zelda's disguise from ''[=OoT=]'') was originally going to return in this game, but was scrapped for unknown reasons. This also resulted in a DevelopmentGag in ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' where Sheik's return in that game as one of Zelda's abilities was actually based on this abandoned concept. Although [[WordOfGod Hyrule Historia]] suggests that the original artists intentionally left behind a leftover TP-esque Sheik design for ''Brawl''.
** 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 Chu. Red ones could be used as a red potion when killed and blue ones used as a blue potion. Green Chu 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 Chu 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.
** [[http://www.unseen64.net/2008/06/02/zelda-twilight-princess-beta-analysis/ This article]] goes in-depth into many of the differences. A major difference is that Link was supposed to interact with animals much more.
** [[http://www.glitterberri.com/hyrule-historia/page-180/ Ilia]] had many designs, one of which had dark hair and a Navi tattoo on her forehead.
** Midna had [[http://www.zeldadungeon.net/wp-content/uploads/2011/12/Midna-Concept-Artwork.jpg at least a dozen]] prototypical designs before we got our final Midna.
** The game was originally going to have the cel-shaded graphic style as ''The Wind Waker'' until the developers saw how that game's sales were poor because of the graphic style.
** A variation on the above: early screenshots showed the Twili ([[NonStandardCharacterDesign and only the Twili]]) as cel-shaded shadow beings. Rather than an insect on his head, the monkey boss in the first dungeon had some form of hat.
* Characters in ''VideoGame/TheLegendOfZeldaSpiritTracks'' went, like all ''Zelda'' characters before them, through a ''truckload'' of different designs. [[http://www.glitterberri.com/hyrule-historia/page-209/ Byrne in particular]] ran the whole gamut of ranges: from a small, elderly henchman to a wild gentleman, a DumbMuscle brute, and a ''mole'', all the way up to the badass warrior of the final game. The FinalBoss was also envisioned as humanoid, rather than four-legged, and concept images of him [[http://www.glitterberri.com/hyrule-historia/page-211/ crying out in agony after his defeat]] (CAREFUL: spoilers and mild NightmareFuel) were left scrapped, possibly to avoid a feeling of AlasPoorVillain.



* ''VideoGame/TheLegendOfZeldaI'''s title screen theme was originally going to be Ravel's ''Bolero''.

* Sheik originally had light skin, blue eyes, and a slightly different hairstyle. Her design was probably changed to make it less obvious who she was.

* According to concept art, Link in ''VideoGame/TheLegendOfZeldaI'' and ''[[VideoGame/ZeldaIITheAdventureOfLink The Adventure of Link]]'' was meant to be a blond instead of the brunette we know of.

* In contrast, the Link from ''A Link to the Past'' was meant to be a brunette instead of a dirty blond. He also looked more like ''Adventure'' Link.

* According to [[http://www.gamekult.com/actu/miyamoto-la-wii-u-et-le-secret-de-la-triforce-A105550.html an interview]] given by Miyamoto to a French site, the Triforce fragments were originally computer chips and Link was supposed to travel between medieval and futuristic time periods. The name "Link" was not originally supposed to symbolize the link betwen the player and the character, but the link between the time periods.

* Some evidence exists that suggests ''A Link To The Past'' was supposed to reuse the futuristic idea. There's this very early [[http://www.vgfacts.com/attachments/full/1/108.png concept art]] of Zelda in a scifi get up. This has led some to speculate the Light World/Dark World mechanic was originally going to be a futuristic/medieval world mechanic, as intended in the original game. Why this idea was scrapped twice and never revisited again in Zelda is unknown, though this is probably the inspiration for the time travel mechanic in later entries.

* ''Zelda 3'', planned as a Famicom game, was originally going to be an RPG featuring a party system of multiple playable characters, each with their own stories, such as a fairy party member instead of just Link, [[http://www.zeldainformer.com/news/shigeru_miyamoto_and_yuji_horii_discuss_development_days_of_a_link_to_the_p according to this interview]]. This design was scrapped for unknown reasons.
* Imagi, the studio behind the 2007 ''TMNT'' and the 2009 ''Astro Boy'' films, apparently wanted to try their hand at an adaptation. It never got past the initial [[http://www.youtube.com/watch?v=tTmK1pu4ZjU pitch]].

* Early concept art for ''[[https://web.archive.org/web/20130401154934/http://www.zeldauniverse.net/wp-content/uploads/2013/03/alternatice_character_designs-441x600.jpg Ocarina of Time]]'' show the Zora as looking more malicious, Navi not being her normal blue self but resembling the older fairies, and a very early version of Sheik with blue hair and no mask.

* Link's [[http://zeldawiki.org/images/f/f7/Early_Oot_Link_concept.jpg hair]] in ''Ocarina of Time'' originally had bangs similar to [=ALTTP's=] Link. Similarly that Link [[http://zeldawiki.org/images/9/97/ALttP_Link_concept_3.jpg originally]] looked much more like the NES Link.



* Characters in ''Spirit Tracks'' went, like all Zelda characters before them, through a ''truckload'' of different designs. [[http://www.glitterberri.com/hyrule-historia/page-209/ Byrne in particular]] ran the whole gamut of ranges: from a small, elderly henchman to a wild gentleman, a DumbMuscle brute, and a ''mole'', all the way up to the badass warrior of the final game. The FinalBoss was also envisioned as humanoid, rather than four-legged, and concept images of him [[http://www.glitterberri.com/hyrule-historia/page-211/ crying out in agony after his defeat]] (CAREFUL: spoilers and mild NightmareFuel) were left scrapped, possibly to avoid a feeling of AlasPoorVillain.
* ''Ocarina of Time 3D'' was going to have fully orchestrated background music at one point in development, as ''VideoGame/StarFox64 3D'' later would, but this was vetoed in favor of a straight remaster. One new piece of music did end up in the game, however, as a second end credits theme.
* ''Link's Awakening'' 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 ''Hyrule Historia'') 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.



* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' had a few very different ideas preceding it; one involving Link fighting against an AlienInvasion, and another involving a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword. Likewise, there were plans to have [=NPCs=] that were tiny and could be visited if Link shrunk down to their size, similar to the Picori in ''VideoGame/TheLegendOfZeldaTheMinishCap''. It was ultimately scrapped since it didn't fit in with the other ideas and designs. 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. Likewise, the developers planned for the Hookshot and Beetle to be abilities Link could use with the Sheikah Slate, but they were scrapped.
* Ganon in the ''VideoGame/TheLegendOfZelda'' was originally going to have a vampire motif, which would explain why he shields his face from the light when you encounter him and why he dies to the Silver Arrows.
* Series creator ''Creator/ShigeruMiyamoto'' revealed in 2016 that Nintendo had shown interest in a Zelda spin-off starring Sheik. Whether it would take place before or after the events of Ocarina of Time has never been discussed as no gameplay prototypes or ideas were ever developed. There is still a desire to make it a reality though.

to:

* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' ''VideoGame/TheLegendOfZeldaBreathOfTheWild'':
** ''Breath of the Wild''
had a few very different ideas preceding it; one involving Link fighting against an AlienInvasion, and another involving a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword. Sword.
**
Likewise, there were plans to have [=NPCs=] that were tiny and could be visited if Link shrunk down to their size, similar to the Picori in ''VideoGame/TheLegendOfZeldaTheMinishCap''. It was ultimately scrapped since it didn't fit in with the other ideas and designs.
**
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.
**
Likewise, the developers planned for the Hookshot and Beetle to be abilities Link could use with the Sheikah Slate, but they were scrapped.
* Ganon in the ''VideoGame/TheLegendOfZelda'' was originally going to have a vampire motif, which would explain why he shields his face from the light when you encounter him and why he dies to the Silver Arrows.
* Series creator ''Creator/ShigeruMiyamoto'' revealed in 2016 that Nintendo had shown interest in a Zelda spin-off starring Sheik. Whether it would take place before or after the events of Ocarina of Time has never been discussed as no gameplay prototypes or ideas were ever developed. There is still a desire to make it a reality though.though.
* Imagi, the studio behind the 2007 ''TMNT'' and the 2009 ''Astro Boy'' films, apparently wanted to try their hand at an adaptation. It never got past the initial [[http://www.youtube.com/watch?v=tTmK1pu4ZjU pitch]].

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* [[https://www.unseen64.net/wp-content/uploads/2008/04/tetraoriginaldesigng.jpg This is Tetra]] as depicted in her prerelease artwork for ''VideoGame/TheLegendOfZeldaTheWindWaker''. Even though it was not outright stated, this design seem to indicate that she was originally meant to be an inhabitant of Windfall Island, rather than a pirate. It is also questionable if she was already meant [[spoiler: to be Princess Zelda]] in this stage of development.
* Link in ''The Wind Waker'' was supposed to be a [[http://zeldawiki.org/images/d/d9/WW_Link_concept.jpg teenager]] along the lines of ''Ocarina of Time''[='s=] second half, ''Twilight Princess'', or ''Skyward Sword'' once.
* Screenshots of beta ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' showed that the game went through plenty of changes. Originally, there were two extra dungeons - Wind and Ice - which were scrapped (the ice temple was turned into the Ice Caverns and the Wind Temple was reused in ''VideoGame/TheLegendOfZeldaTheWindWaker''). Screenshots show Link with the Medallions equipped to the C buttons, indicating that they were at one point designed to actually serve as weapons. A screenshot of octoroks showed that they were originally designed to look much more like their 2D versions (like largeish tick-things on the ground, rather than being aquatic like their namesake animals). 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]]…
* 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 ''Mario Artist: Talent Studio'' and the Game Boy Camera.
** ''Majora's Mask'''s origins as another 64DD expansion to ''[=OoT=]'' called ''Zelda Gaiden'', and even ''[=OoT=]'' itself's origins as a 64DD launch title heavily reliant on rewritability for much-hyped persistent world features.
** The Wind Temple in ''Ocarina of Time'' was changed to the Forest Temple. Saria was supposed to have less of a role in the game, or possibly a different role, since she didn't teach you any songs. [[http://www.zeldawiki.org/images/8/8f/Fadooot.png Fado]] was also supposed to be a sage, the wind sage specifically, but her role was replaced by Saria and she was given an almost insignificant role. Remnants of this and the abovementioned scrapped ice dungeon can be seen in Ganondorf's Castle; the forest segment heavily revolves around wind puzzles, while the water segment involves a FrictionlessIce BlockPuzzle.

to:

* * ''VideoGame/TheLegendOfZeldaTheWindWaker'':
**
[[https://www.unseen64.net/wp-content/uploads/2008/04/tetraoriginaldesigng.jpg This is Tetra]] as depicted in her prerelease artwork for ''VideoGame/TheLegendOfZeldaTheWindWaker''. Even though it was not outright stated, this design seem to indicate that she was originally meant to be an inhabitant of Windfall Island, rather than a pirate. It is also questionable if she was already meant [[spoiler: to be Princess Zelda]] in this stage of development.
* ** Link in ''The Wind Waker'' was supposed to be a [[http://zeldawiki.org/images/d/d9/WW_Link_concept.jpg teenager]] along the lines of ''Ocarina of Time''[='s=] second half, ''Twilight Princess'', or ''Skyward Sword'' once.
* Screenshots of beta ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' showed that the game went through plenty of changes. ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':
**
Originally, there were two extra dungeons - Wind and Ice - which were scrapped (the ice temple was turned into the Ice Caverns and the Wind Temple was reused in ''VideoGame/TheLegendOfZeldaTheWindWaker''). ''VideoGame/TheLegendOfZeldaTheWindWaker'').
**
Screenshots show Link with the Medallions equipped to the C buttons, indicating that they were at one point designed to actually serve as weapons. weapons.
**
A screenshot of octoroks showed that they were originally designed to look much more like their 2D versions (like largeish tick-things on the ground, rather than being aquatic like their namesake animals). animals).
**
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]]…
* ** The 64DD expansion to ''VideoGame/TheLegendOfZeldaOcarinaOfTime.'' Some commentators wonder if ''Master Quest'' really represents what the original intention was. An expanded overworld? New dungeons?
**
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 ''Mario Artist: Talent Studio'' and the Game Boy Camera.
** ''Majora's Mask'''s origins as another 64DD expansion to ''[=OoT=]'' called ''Zelda Gaiden'', and even ''[=OoT=]'' itself's origins as a 64DD launch title heavily reliant on rewritability for much-hyped persistent world features.
** The Wind Temple in ''Ocarina of Time'' was changed to the Forest Temple. Saria was supposed to have less of a role in the game, or possibly a different role, since she didn't teach you any songs. It's speculated that [[http://www.zeldawiki.org/images/8/8f/Fadooot.png Fado]] was also originally supposed to be a sage, the wind sage specifically, but her role was replaced by Saria and she was given an almost insignificant role. Remnants of this and the abovementioned scrapped ice dungeon can be seen in Ganondorf's Castle; the forest segment heavily revolves around wind puzzles, while the water segment involves a FrictionlessIce BlockPuzzle.



** Actually, ''Ocarina of Time'' was itself originally supposed to be released on the [=64DD=] as its KillerApp. It was moved to cartridge once it became clear that the [=64DD=] would never see a US release.

to:

** Actually, ''Ocarina of Time'' was itself originally supposed to be released on the [=64DD=] as its KillerApp. It was moved to cartridge once it became clear that the [=64DD=] would never see a US release.release.
** The game went through several ''heavy'' overhauls. The game's development can be broken up into two main segments: ''Zelda 64'' and ''Ocarina of Time''.



* ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' had the last two planned dungeons (prior to the final one) scrapped due to time constraints and replaced with the controversial Triforce FetchQuest. The number of dungeons clocked at seven and not nine as intended.

to:

* ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' had the last two planned dungeons (prior ''VideoGame/TheLegendOfZeldaMajorasMask'':
** ''Majora's Mask'''s origins as another 64DD expansion
to the final one) scrapped due to time constraints ''[=OoT=]'' called ''Zelda Gaiden'', and replaced with the controversial Triforce FetchQuest. The number of dungeons clocked at seven and not nine even ''[=OoT=]'' itself's origins as intended.a 64DD launch title heavily reliant on rewritability for much-hyped persistent world features.



** 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 Chu. Red ones could be used as a red potion when killed and blue ones used as a blue potion. Green Chu 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 Chu 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.

to:

** The game was also supposed to use a magic system similar to the ones used in the previous Zelda ''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 Chu. Red ones could be used as a red potion when killed and blue ones used as a blue potion. Green Chu 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 Chu 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.



** [[http://www.glitterberri.com/hyrule-historia/page-180/ Ilia]] had many designs, one of which had dark hair and a Navi tattoo on her forehead. Midna had [[http://www.zeldadungeon.net/wp-content/uploads/2011/12/Midna-Concept-Artwork.jpg at least a dozen]] prototypical designs before we got our final Midna.

to:

** [[http://www.glitterberri.com/hyrule-historia/page-180/ Ilia]] had many designs, one of which had dark hair and a Navi tattoo on her forehead.
**
Midna had [[http://www.zeldadungeon.net/wp-content/uploads/2011/12/Midna-Concept-Artwork.jpg at least a dozen]] prototypical designs before we got our final Midna.






* According to concept art, Link in ''VideoGame/TheLegendOfZeldaI'' and ''[[VideoGame/ZeldaIITheAdventureOfLink The Adventure of Link]]'' was meant to be a blond instead of the brunette we know of. In contrast ''A Link to the Past'''s Link was meant to be a brunette instead of a dirty blond, and looked more like ''Adventure'' Link.

to:


* According to concept art, Link in ''VideoGame/TheLegendOfZeldaI'' and ''[[VideoGame/ZeldaIITheAdventureOfLink The Adventure of Link]]'' was meant to be a blond instead of the brunette we know of.

*
In contrast contrast, the Link from ''A Link to the Past'''s Link Past'' was meant to be a brunette instead of a dirty blond, and blond. He also looked more like ''Adventure'' Link.Link.


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** The game was originally going to have the cel-shaded graphic style as 'The Wind Waker'' until the developers saw how that game's sales were poor because of the graphic style.

to:

** The game was originally going to have the cel-shaded graphic style as 'The ''The Wind Waker'' until the developers saw how that game's sales were poor because of the graphic style.

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** A variantion on the above: early screenshots showed the Twil ([[ArtShift and only the Twil]]) as cel-shaded shadow beings. Rather than an insect on his head, the monkey boss in the first dungeon had some form of hat.

to:

** A variantion variation on the above: early screenshots showed the Twil ([[ArtShift Twili ([[NonStandardCharacterDesign and only the Twil]]) Twili]]) as cel-shaded shadow beings. Rather than an insect on his head, the monkey boss in the first dungeon had some form of hat.



** The games were originally conceived as a VideoGameRemake of [[VideoGame/TheLegendOfZeldaI the original game]] and ''VideoGame/ZeldaIITheAdventureOfLink'', along with a brand new game centering on the Triforce of Courage. This eventually evolved into three new games. However, it became too troublesome to link three games, so it was simplified to two.
** Concept art from ''Hyrule Historia'' suggests that [[http://zeldawiki.org/images/b/bf/Ganondorf_OoX_concept.png human Ganondorf]] was going to be in the games.

to:

** The development of these two games is a rather interesting and complex one. There were originally conceived as going to be ''three'' games, collectively called "The Triforce Series," and would link to each other to form a VideoGameRemake complete narrative. The "Power" chapter would have gameplay focused on changing seasons using the Rod of [[VideoGame/TheLegendOfZeldaI Seasons, the "Wisdom" chapter would focus on puzzles involving color and a Magic Paintbrush item, and the "Courage" chapter would focus on time with the day changing between morning, noon, afternoon, and night. However, it was soon agreed that linking three games together in one continuous narrative, but allowing the games to be played in any order, would be too complex (indeed, you would be able to play through such a combination six different ways). Thus plans were changed to just two games, with story and gameplay recycled into the games that became ''Oracle of Seasons'' and ''Oracle of Ages''. As TheArtifact entry on the main page explains, elements of the original game]] and ''VideoGame/ZeldaIITheAdventureOfLink'', along with a brand new game centering on trilogy intent remain in the Triforce final product when one knows them to recognize them.
** In addition to the above plan, one
of Courage. This eventually evolved into three new games. However, it became too troublesome to link three games, so it the games was simplified going to two.
be a remake of the original NES ''VideoGame/TheLegendOfZeldaI''.
** Concept art from ''Hyrule Historia'' suggests that [[http://zeldawiki.org/images/b/bf/Ganondorf_OoX_concept.reveals [[https://zelda.gamepedia.com/File:Ganondorf_OoX_concept.png human Ganondorf]] concept artwork for Ganondorf]], who only appears as a mindless Ganon, meaning he was going considered but cut for unknown reasons.
** [[https://zelda.gamepedia.com/File:OoSOnoxConcept.png Concept art of Onox]] shows him holding a huge two-headed axe with a flail attached
to be in the games.handle.
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* [[https://www.unseen64.net/wp-content/uploads/2008/04/tetraoriginaldesigng.jpg This is Tetra]] as depicted in her prerelease artwork for ''VideoGame/TheLegendOfZeldaTheWindWaker''. Even though it was not outright stated, this design seem to indicate that she was originally meant to be an inhabitant of Windfall island, rather than a pirate. It is also questionable if she was already meant [[spoiler: to be Princess Zelda]] in this stage of development.

to:

* [[https://www.unseen64.net/wp-content/uploads/2008/04/tetraoriginaldesigng.jpg This is Tetra]] as depicted in her prerelease artwork for ''VideoGame/TheLegendOfZeldaTheWindWaker''. Even though it was not outright stated, this design seem to indicate that she was originally meant to be an inhabitant of Windfall island, Island, rather than a pirate. It is also questionable if she was already meant [[spoiler: to be Princess Zelda]] in this stage of development.
Is there an issue? Send a MessageReason:
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** A variantion on the above: early screenshots showed the Twil ([[ArtShift and only the Twil]]) as cel-shaded shadow beings. Rather than an insect on his head, the monkey boss in the first dungeon had some form of hat.

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** The Wind Temple in ''Ocarina of Time'' was changed to the Forest Temple. Saria was supposed to have less of a role in the game, or possibly a different role, since she didn't teach you any songs. [[http://www.zeldawiki.org/images/8/8f/Fadooot.png Fado]] was also supposed to be a sage, the wind sage specifically, but her role was replaced by Saria and she was given an almost insignificant role.

to:

** The Wind Temple in ''Ocarina of Time'' was changed to the Forest Temple. Saria was supposed to have less of a role in the game, or possibly a different role, since she didn't teach you any songs. [[http://www.zeldawiki.org/images/8/8f/Fadooot.png Fado]] was also supposed to be a sage, the wind sage specifically, but her role was replaced by Saria and she was given an almost insignificant role. Remnants of this and the abovementioned scrapped ice dungeon 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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** There was intended to be DatingSim elements to the game (hence why the cast is majority female).
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* ''Zelda 3'' was planned as a Famicom game with RPGElements, and was originally going to have a party system of multiple playable characters, each with their own stories, such as a fairy party member instead of just Link, [[http://www.zeldainformer.com/news/shigeru_miyamoto_and_yuji_horii_discuss_development_days_of_a_link_to_the_p according to this interview]]. This was scrapped for unknown reasons.

to:

* ''Zelda 3'' was 3'', planned as a Famicom game with RPGElements, and game, was originally going to have be an RPG featuring a party system of multiple playable characters, each with their own stories, such as a fairy party member instead of just Link, [[http://www.zeldainformer.com/news/shigeru_miyamoto_and_yuji_horii_discuss_development_days_of_a_link_to_the_p according to this interview]]. This design was scrapped for unknown reasons.
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* Ganon in the ''VideoGame/TheLegendOfZelda'' was originally going to have a vampire motif, which would explain why he shields his face from the light when you encounter him and why he dies to the Silver Arrows.

to:

* Ganon in the ''VideoGame/TheLegendOfZelda'' was originally going to have a vampire motif, which would explain why he shields his face from the light when you encounter him and why he dies to the Silver Arrows.Arrows.
* Series creator ''Creator/ShigeruMiyamoto'' revealed in 2016 that Nintendo had shown interest in a Zelda spin-off starring Sheik. Whether it would take place before or after the events of Ocarina of Time has never been discussed as no gameplay prototypes or ideas were ever developed. There is still a desire to make it a reality though.
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* ''A Link To The Past'' was originally going to have a party system of multiple playable characters, each with their own stories, instead of just Link, [[http://www.zeldainformer.com/news/shigeru_miyamoto_and_yuji_horii_discuss_development_days_of_a_link_to_the_p according to this interview]]. This was scrapped for unknown reasons.

to:

* ''A Link To The Past'' ''Zelda 3'' was planned as a Famicom game with RPGElements, and was originally going to have a party system of multiple playable characters, each with their own stories, such as a fairy party member instead of just Link, [[http://www.zeldainformer.com/news/shigeru_miyamoto_and_yuji_horii_discuss_development_days_of_a_link_to_the_p according to this interview]]. This was scrapped for unknown reasons.
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' had a few very different ideas preceding it; one involving Link fighting against an AlienInvasion, and another involving a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword. Likewise, there were plans to have [=NPCs=] that were tiny and could be visited if Link shrunk down to their size, similar to the Picori in ''VideoGame/TheLegendOfZeldaTheMinishCap''. It was ultimately scrapped since it didn't fit in with the other ideas and designs. 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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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' had a few very different ideas preceding it; one involving Link fighting against an AlienInvasion, and another involving a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword. Likewise, there were plans to have [=NPCs=] that were tiny and could be visited if Link shrunk down to their size, similar to the Picori in ''VideoGame/TheLegendOfZeldaTheMinishCap''. It was ultimately scrapped since it didn't fit in with the other ideas and designs. 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. 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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Link is dead (insert Downfall Timeline joke here), so I replaced it with an archived version.


* Early concept art for ''[[http://www.zeldauniverse.net/wp-content/uploads/2013/03/alternatice_character_designs-441x600.jpg Ocarina of Time]]'' show the Zora as looking more malicious, Navi not being her normal blue self but resembling the older fairies, and a very early version of Sheik with blue hair and no mask.

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* Early concept art for ''[[http://www.''[[https://web.archive.org/web/20130401154934/http://www.zeldauniverse.net/wp-content/uploads/2013/03/alternatice_character_designs-441x600.jpg Ocarina of Time]]'' show the Zora as looking more malicious, Navi not being her normal blue self but resembling the older fairies, and a very early version of Sheik with blue hair and no mask.
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1. Fan game stuff doesn't belong on the actual series page. 2. Both those fan games actually were playable at one point so they aren't even What Could Have Been.


* ''[=Zelda30Tribute=]'' was a fan made browser game based on ''VideoGame/TheLegendOfZeldaI'', with the original game's sprites presented in 3D. The game was shut down due to a cease and desist.
* The ''Breath Of The NES'' fan game was inspired by the NES graphics prototype of ''VideoGame/TheLegendOfZeldaBreathOfTheWild''. Due to a cease and desist, the game is being developed with different graphics.
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None


* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' had a few very different ideas preceding it; one involving Link fighting against an AlienInvasion, and another involving a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword. Likewise, there were plans to have [=NPCs=] that were tiny and could be visited if Link shrunk down to their size, similar to the Picori in ''VideoGame/TheLegendOfZeldaTheMinishCap''. It was ultimately scrapped since it didn't fit in with the other ideas and designs.

to:

* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' had a few very different ideas preceding it; one involving Link fighting against an AlienInvasion, and another involving a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword. Likewise, there were plans to have [=NPCs=] that were tiny and could be visited if Link shrunk down to their size, similar to the Picori in ''VideoGame/TheLegendOfZeldaTheMinishCap''. It was ultimately scrapped since it didn't fit in with the other ideas and designs. 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.
Is there an issue? Send a MessageReason:
None


* The ''Breath Of The NES'' fan game was inspired by the NES graphics prototype of ''VideoGame/TheLegendOfZeldaBreathOfTheWild''. Due to a cease and desist, the game is being developed with different graphics.

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* The ''Breath Of The NES'' fan game was inspired by the NES graphics prototype of ''VideoGame/TheLegendOfZeldaBreathOfTheWild''. Due to a cease and desist, the game is being developed with different graphics.graphics.
* Ganon in the ''VideoGame/TheLegendOfZelda'' was originally going to have a vampire motif, which would explain why he shields his face from the light when you encounter him and why he dies to the Silver Arrows.
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None


* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' had a few very different ideas preceding it; one involving Link fighting against an AlienInvasion, and another involving a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword. Likewise, there were plans to have [=NPCs=] that were tiny and could be visited if Link shrunk down to their size, similar to the Picori in ''VideoGame/TheLegendOfZeldaTheMinishCap''. It was ultimately scrapped since it didn't fit in with the other ideas and designs.

to:

* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' had a few very different ideas preceding it; one involving Link fighting against an AlienInvasion, and another involving a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword. Likewise, there were plans to have [=NPCs=] that were tiny and could be visited if Link shrunk down to their size, similar to the Picori in ''VideoGame/TheLegendOfZeldaTheMinishCap''. It was ultimately scrapped since it didn't fit in with the other ideas and designs.designs.
* ''[=Zelda30Tribute=]'' was a fan made browser game based on ''VideoGame/TheLegendOfZeldaI'', with the original game's sprites presented in 3D. The game was shut down due to a cease and desist.
* The ''Breath Of The NES'' fan game was inspired by the NES graphics prototype of ''VideoGame/TheLegendOfZeldaBreathOfTheWild''. Due to a cease and desist, the game is being developed with different graphics.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' had a few very different ideas preceding it; one involving Link fighting against an AlienInvasion, and another involving a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword.

to:

* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' had a few very different ideas preceding it; one involving Link fighting against an AlienInvasion, and another involving a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword. Likewise, there were plans to have [=NPCs=] that were tiny and could be visited if Link shrunk down to their size, similar to the Picori in ''VideoGame/TheLegendOfZeldaTheMinishCap''. It was ultimately scrapped since it didn't fit in with the other ideas and designs.
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None


* ''VideoGame/TheLegendOfZeldaTriForceHeroes'' was originally going to have the ability to fuse two players together with the characters only being able to move if both players agreed on the direction in which to travel. It was scrapped after it was decided it would make the game too hard.

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* ''VideoGame/TheLegendOfZeldaTriForceHeroes'' was originally going to have the ability to fuse two players together with the characters only being able to move if both players agreed on the direction in which to travel. It was scrapped after it was decided it would make the game too hard.hard.
* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' had a few very different ideas preceding it; one involving Link fighting against an AlienInvasion, and another involving a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword.
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exa


* According to a [[http://www.gamekult.com/actu/miyamoto-la-wii-u-et-le-secret-de-la-triforce-A105550.html recent interview]] given by Miyamoto to a French site, the Triforce fragments were originally computer chips and Link was supposed to travel between medieval and futuristic time periods. The name "Link" was not originally supposed to symbolize the link betwen the player and the character, but the link between the time periods.

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* According to a [[http://www.gamekult.com/actu/miyamoto-la-wii-u-et-le-secret-de-la-triforce-A105550.html recent an interview]] given by Miyamoto to a French site, the Triforce fragments were originally computer chips and Link was supposed to travel between medieval and futuristic time periods. The name "Link" was not originally supposed to symbolize the link betwen the player and the character, but the link between the time periods.

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