Fun Facts and Trivia About The Video Game The Legend of Zelda: Ocarina Of Time

The Legend of Zelda Ocarina of Time Japanese boxart N64 Japan Nintendo 64

It was released in 1998 on the Nintendo 64. Ocarina of Time came out when 3D games were still new, and it helped define how 3D adventure games should work. It felt revolutionary compared to earlier 2D Zelda games.

It was the first 3D Zelda game. Before this, Zelda games were mostly top down. Ocarina of Time brought Hyrule into full 3D, letting players explore a massive world from a third person perspective.

The game created the lock-on combat system called Z targeting, which made fighting enemies in 3D intuitive. This system influenced countless games afterward. When the GameCube came out, some gamers worried because the Z button was less comfortable, and The Legend of Zelda The Wind Waker switched the function to the L button.

Ganondorf was the main villain in human form rather than Ganon appearing only as a demon pig.

Hyrule Field was groundbreaking. The huge open field connecting different regions felt massive for its time and inspired ideas of open world exploration long before modern open world games became common.

It is one of the highest rated games ever. Ocarina of Time holds a near perfect score on review sites like Metacritic and is often ranked as one of the greatest video games in history. It was the first game to receive a perfect 40 out of 40 score from Famitsu magazine in Japan.

Its dungeons set a new standard. Temples like the Forest Temple, Water Temple, and Shadow Temple combined puzzles, atmosphere, and storytelling in ways that influenced future action adventure games.

It started as a Super Nintendo project. Early in development, Nintendo considered making Ocarina of Time for the SNES before shifting fully to the Nintendo 64 as hardware ambitions grew.

Early demos looked very different. Builds shown at trade shows had simpler graphics, fewer animations, and different camera angles. The final game was massively upgraded.

Epona was technically difficult to create. Horseback riding was extremely hard to program in 3D. Nintendo spent a lot of time making Epona feel natural instead of stiff or robotic.

Link was originally planned to talk. Early concepts considered giving Link dialogue, but Nintendo decided silence made him more universal and immersive.

The game engine was built partly on Super Mario 64.

The Water Temple was deliberately complex. Developers intentionally made the Water Temple confusing to test players’ spatial thinking, but later admitted it might have been too difficult.

Darker themes were toned down. Some early story concepts were much darker, especially involving death, war, and Ganondorf’s cruelty. Nintendo softened them to keep the game accessible.

Link’s animations were inspired by motion capture. While not full motion capture like modern games, animators studied real sword fighting and movement to make Link’s actions feel realistic.

Time travel was not in the earliest design. The child and adult mechanic was added later in development when Nintendo realized it could deepen gameplay and storytelling.

Hyrule Castle Town was once bigger. Early maps suggest Castle Town was planned to be larger and more detailed, but hardware limitations forced cuts.

Cartridge space limited content. The Nintendo 64 cartridge had limited storage compared to CDs, so Nintendo had to cut dialogue, animations, and even entire areas.

Sheik’s identity was hidden from many developers. Some team members did not know Sheik was Zelda until late in development to avoid leaks and preserve the twist.

Ocarina songs were designed to be simple on purpose. Nintendo wanted players to remember songs easily without menus, so they limited notes and complexity.

The camera system was one of the hardest problems. 3D cameras were new territory, and developers spent months fixing camera issues so players would not get disoriented.

Some dungeons were rearranged late in development. Temple order and layouts changed multiple times as Nintendo tested pacing and difficulty.

Ganon’s final battle was redesigned. The original final fight was simpler, but Nintendo expanded it to feel more epic and cinematic.

The Shadow Temple was almost cut. Because of its creepy themes and technical complexity, Nintendo considered removing it but kept it because it added emotional depth.

Shigeru Miyamoto wanted the game to feel like a playable movie. He pushed the team to make players feel like they were inside an adventure film, not just playing levels.

Without glitches, the fastest speed runs usually finish in about 3.5 hours. With glitches/hacking, the fastest recorded time is around three minutes and forty seconds.

The Forest and Water Temples were originally planned as Wind and Ice Temples, supported by unused text and design clues.

Phantom Ganon’s painting mechanic was inspired by an early concept where Link would jump into paintings, similar to Super Mario 64.

The development team included over 120 people, including stunt performers for sword fighting references.

The game cartridge was 32 MB, the largest Nintendo game at the time of its release.

The game’s popularity increased worldwide interest in real ocarina instruments.

In the German version, Princess Zelda jokes that the Keaton mask looks like a Pokémon, a reference to Pikachu.

Some characters in Ocarina of Time are named after towns from Zelda II, except Kasuto.

The Deku Tree scrub puzzle order matches the haunted book puzzle in Super Mario 64.

The Arwing from Star Fox 64 exists in the game but can only be accessed with cheat codes. It was used as a development placeholder.

One Comment Add yours

  1. mlouisebarbourfundyblue's avatar mlouisebarbourfundyblue says:

    Interesting write up about the game, Adam. Maybe in another universe, I am playing it. No time in this one. 😂

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