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** This game 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 Minish 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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** This game had a few very different ideas preceding it; it, such as one involving Link fighting against an AlienInvasion, and another involving with a modern-day-style Link with a motorcycle and electric guitar in addition to his Master Sword.
Sword, and a third with a possessed Link with an artificial arm that could turn into different items.
** Likewise, there There were plans to have [=NPCs=] that were tiny and could be visited if Link shrunk down to their size, similar to the Minish 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 scrapped, probably due to the abilities the devs made for Link's Sheikah Slate.

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* ''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.

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* ''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 and a magic user instead of just only 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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** Unused material in the game files includes a trio of very large trees with faces, which would have been found in a clearing within the Lost Woods. These would not be used in the game itself, but show similarities to the Great Deku Tree that would debut in ''Ocarina of Time''.

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* ''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 ''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.

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* ''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 ''Hyrule Historia'') ''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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** [[https://www.glitterberri.com/hyrule-historia/page-186/ As seen in]] ''Hyrule Historia'', Impaz was originally going to be a {{Gender Flip}}ped Impa nicknamed "Old Man Impa".
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Quality upgrade.


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zelda_early_twilight.jpg]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zelda_early_twilight.jpg]]org/pmwiki/pub/images/early_twilight.png]]



** 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 Hyrule Historia suggests that the original artists intentionally left behind a leftover ''TP''-esque Sheik design for ''Brawl''.

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** 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]]'' ''VideoGame/SuperSmashBrosBrawl'' where Sheik's return in that game as one of Zelda's abilities was actually based on this abandoned concept. Although Hyrule Historia suggests that the original artists intentionally left behind a leftover ''TP''-esque Sheik design for ''Brawl''.



** 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.

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** 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. Early screenshots also show her PrehensileHair as green and red-orange rather than a lighter orange throughout.
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** An AnimatedAdaptation was in the works by Aeipathy Industries, but it was cancelled when they could not get the rights from Nintendo. This animation would have also lead to SuddenlyVoiced for a few of the characters, including some for the first time in English. The cast included Creator/ToddHaberkorn as Link, Creator/KiraBuckland as Zelda, Creator/KentWilliams as Link's Uncle, Creator/VicMignogna as Agahnim, and had Creator/MatthewMercer in an unspecified role (generally assumed to be Ganon). However, some of the animations used for this project ended up in a [[GameMod ROM Hack]] which takes advantage of the [=MSU-1=] chip used in certain flashcarts and recreated in certain emulators.
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** 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. An even older design for Link [[http://zeldawiki.org/images/9/97/ALttP_Link_concept_3.jpg originally]] looked much more like the NES Link.

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** 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=] ''[=ALTTP's=]'' Link. An even older design for Link [[http://zeldawiki.org/images/9/97/ALttP_Link_concept_3.jpg originally]] looked much more like the NES Link.
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** ''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.

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** ''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. The later remake of ''Link's Awakening'' does use a redone orchestral soundtrack, though probably more out of necessity seeing as how the original was a UsefulNotes/GameBoy game.



** Link was originally through skills through cutscenes. This was later revisited with Hero's Shade in ''Twilight Princess''.

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** Link was originally through taught skills through cutscenes. This was later revisited with Hero's Shade in ''Twilight Princess''.
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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/Mario64''-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/Mario64''-like ''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.



** 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 that the Zora as looking more malicious, Navi resembled the Healing Fairies from ''ALTTP''. Zelda had an ''ALTTP''-inspired design (a similar design is shown in ''Hyrule Historia''), and a very early version of Sheik with darker skin, blue hair, and no mask.

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** 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 that the Zora as looking more malicious, malicious (and more similar to the original Sea Zora), Navi resembled the Healing Fairies from ''ALTTP''. ''ALTTP'', Zelda had an ''ALTTP''-inspired design (a similar design is shown in ''Hyrule Historia''), and a very early version of Sheik with darker skin, blue hair, and no mask.
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I've never found a verified source on the Dating Sim rumor, which seems to be an example of God Never Said That/Pop Culture Urban Legends


** The game was envisioned to have some Dating Sim elements; this is why there are so many plot important women and so few men. The idea was dropped due to the storyline making all of Link's potential choices unavailable in some fashion.
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** 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.

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** 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 brunet we know of.



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

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** The Link from this game was meant to be a brunette brown haired instead of a dirty blond. He also looked more like the ''Adventure of Link'' Link.incarnation.
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* ''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.

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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime''.
''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has several examples;
** ''Ocarina of Time'' The game 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.



** ''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.

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** ''Majora's Mask'''s The game'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.



** [[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.

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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''.the game. 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.



** ''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.

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

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** The Link from ''A Link to the Past'' this game was meant to be a brunette instead of a dirty blond. He also looked more like the ''Adventure of Link'' Link.
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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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** Originally, after Link escaped with Epona, Ingo was going to burn down the ranch in a fit of madness. Then someone asked what would happen if you re-entered the ranch after he did so, and it was decided to have Ingo undergo an offscreen HeelFaceTurn.
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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 [[RefittedForTheSequel 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 [[RefittedForTheSequel [[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 [[RefittedForTheSequel incorporate them in a direct sequel]] due to the number and nature of these DLC ideas.

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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.



** 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'').

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** Originally, there were two extra dungeons - Wind and Ice - which were scrapped (the 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'').''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.



** The Wind Temple in ''Ocarina of Time'' was changed to the Forest Temple. 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 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 Wind Temple in ''Ocarina of Time'' was changed to the Forest Temple. 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 different design with overalls in early screencaps) was originally supposed to be a sage, the wind sage (see above) 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. role.



** The game was envisioned to have some Dating Sim elements; this is why there are so many plot important women and so few men. The idea was dropped due to the storyline making all of Link's potential choices unavailable in some fashion.



** In addition to the above plan, one of the games was going to be a remake of the original NES ''VideoGame/TheLegendOfZeldaI''.

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** In addition to the above plan, one of the games ''Seasons'' was going to be a remake of the original NES ''VideoGame/TheLegendOfZeldaI''.''VideoGame/TheLegendOfZeldaI''. It ended up featuring a few dungeons and bosses from ''Zelda 1'', but is otherwise an original game.
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Word Of God is when creators make statements regarding canon in the work, not development of the work itself.


** 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''.

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** 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]] Historia suggests that the original artists intentionally left behind a leftover ''TP''-esque Sheik design for ''Brawl''.
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** Old plans had the plot beginning with Link taking part in a Kokiri coming of age ceremony where "adult" Kokiri receive their fairies when he meets Navi and finds out that the Fairy Tree is dying. It's unknown if Link was in his preteen or teen form. A ''Nintendo Power'' article states that Link found a dying fairy who told him to warn Zelda that Ganondorf was trying to get the Triforce, however this is due to a botched translation.

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** Old plans had the plot beginning with Link taking part in a Kokiri coming of age ceremony where "adult" Kokiri receive their fairies when he meets Navi and finds out that the Fairy Tree is dying. It's unknown if Link was in his preteen or teen form. A ''Nintendo Power'' Magazine/NintendoPower article states that Link found a dying fairy who told him to warn Zelda that Ganondorf was trying to get the Triforce, however this is due to a botched translation.



** 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.

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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 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 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.



** 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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** 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 Minish in ''VideoGame/TheLegendOfZeldaTheMinishCap''. It was ultimately scrapped since it didn't fit in with the other ideas and designs.



* 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 [[https://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.
* ''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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* Imagi, the studio behind the 2007 ''TMNT'' ''WesternAnimation/{{TMNT}}'' and the 2009 ''Astro Boy'' ''WesternAnimation/AstroBoy'' films, apparently wanted to try their hand at an animated movie adaptation. It never got past the initial [[https://www.youtube.com/watch?v=tTmK1pu4ZjU [[http://adam-3d.com/link/ pitch]].
* Series creator ''Creator/ShigeruMiyamoto'' Creator/ShigeruMiyamoto revealed in 2016 that Nintendo had shown interest in a Zelda ''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.
* ''VideoGame/CaptainToadTreasureTracker'' was almost a spin-off game starring Link. This was scrapped when they decided to add levels in ''VideoGame/SuperMario3dWorld'' ''VideoGame/SuperMario3DWorld'' and remembered the character of Captain Toad.
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[[caption-width-right:350:The original DeliberatelyMonochrome Twilight Realm from ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]''.]]

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[[caption-width-right:350:The original DeliberatelyMonochrome Twilight Realm from ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]''.Princess]]'', with Midna's PrehensileHair colored differently.]]
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* ''VideoGame/LinksCrossbowTraining'' was going to be a "side-story" or direct sequel to ''Twilight Princess'' akin to ''Majora's Mask''. However, it was decided it would take too long and Miyamoto wanted to take advantage of the Wii-Zapper due to his love for shooters. Apparently, this decision upset the developers who made a lot of progress on what their original plans were.
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* ''VideoGame/HyruleWarriors'': Originally the game wasn't ''VideoGame/DynastyWarriors'' with a ''Franchise/TheLegendOfZelda'' aesthetic, but a genuine Zelda game complete with puzzle solving and dungeons. This was scrapped when Shigeru Miyamoto wanted them to make a ''Warriors' game for Zelda, as a standard Zelda would've missed the point of why they wanted to collaborate with its developers.

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* ''VideoGame/HyruleWarriors'': Originally the game wasn't ''VideoGame/DynastyWarriors'' with a ''Franchise/TheLegendOfZelda'' aesthetic, but a genuine Zelda game complete with puzzle solving and dungeons. This was scrapped when Shigeru Miyamoto wanted them to make a ''Warriors' ''Warriors'' game for Zelda, as a standard Zelda would've missed the point of why they wanted to collaborate with its developers.
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* ''VideoGame/HyruleWarriors'' originally the game wasn't ''VideoGame/DynastyWarriors'' with a ''Franchise/TheLegendOfZelda'' aesthetic, but a genuine Zelda game complete with puzzle solving and dungeons. This was scrapped when Shigeru Miyamoto wanted them to make a ''Warriors' game for Zelda, as a standard Zelda would've missed the point of why they wanted to collaborate with its developers.

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* ''VideoGame/HyruleWarriors'' originally ''VideoGame/HyruleWarriors'': Originally the game wasn't ''VideoGame/DynastyWarriors'' with a ''Franchise/TheLegendOfZelda'' aesthetic, but a genuine Zelda game complete with puzzle solving and dungeons. This was scrapped when Shigeru Miyamoto wanted them to make a ''Warriors' game for Zelda, as a standard Zelda would've missed the point of why they wanted to collaborate with its developers.
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* ''VideoGame/HyruleWarriors'' originally the game wasn't ''Franchise/DynastyWarriors'' with a ''Franchise/TheLegendOfZelda'' aesthetic, but a genuine Zelda game complete with puzzle solving and dungeons. This was scrapped when Shigeru Miyamoto wanted them to make a ''Warriors' game for Zelda, as a standard Zelda would've missed the point of why they wanted to collaborate with its developers.

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* ''VideoGame/HyruleWarriors'' originally the game wasn't ''Franchise/DynastyWarriors'' ''VideoGame/DynastyWarriors'' with a ''Franchise/TheLegendOfZelda'' aesthetic, but a genuine Zelda game complete with puzzle solving and dungeons. This was scrapped when Shigeru Miyamoto wanted them to make a ''Warriors' game for Zelda, as a standard Zelda would've missed the point of why they wanted to collaborate with its developers.
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* ''VideoGame/HyruleWarriors'' originally the game wasn't ''Franchise/DynastyWarriors'' with a ''Franchise/TheLegendOfZelda'' aesthetic, but a genuine Zelda game complete with puzzle solving and dungeons. This was scrapped when Shigeru Miyamoto wanted them to make a ''Warriors' game for Zelda, as a standard Zelda would've missed the point of why they wanted to collaborate with its developers.
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* 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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* 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.
* ''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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** 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 ''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]] 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 ''VideoGame/Mario64''-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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** 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.

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** 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 by the Silver Arrows.

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[[caption-width-right:350:The original DeliberatelyMonochrome Twilight Realm from ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]].]]

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[[caption-width-right:350:The original DeliberatelyMonochrome Twilight Realm from ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]].]]Princess]]''.]]



** 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. An older design for Link [[http://zeldawiki.org/images/9/97/ALttP_Link_concept_3.jpg originally]] looked much more like the NES Link.

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** 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 that the Zora as looking more malicious, Navi not being her normal blue self but resembling resembled the older fairies, Healing Fairies from ''ALTTP''. Zelda had an ''ALTTP''-inspired design (a similar design is shown in ''Hyrule Historia''), and a very early version of Sheik with darker skin, blue hair 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. An even older design for Link [[http://zeldawiki.org/images/9/97/ALttP_Link_concept_3.jpg originally]] looked much more like the NES Link.



** 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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** Old plans had the plot beginning with Link taking part in a Kokiri coming of age ceremony where "adult" Kokiri receive their fairies when he meets Navi and finds out that the Fairy Tree is dying. It's unknown if Link was in his preteen or teen form. A ''Nintendo Power'' article states that Link found a dying fairy who told him to warn Zelda that Ganondorf was trying to get the triforce.Triforce, however this is due to a botched translation.


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** Early screenshots and concept art show Link riding a nondescript black-maned horse that would later be replaced with Epona.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/zelda_early_twilight.jpg]]
[[caption-width-right:350:The original DeliberatelyMonochrome Twilight Realm from ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]].]]

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