Very few games will ever leave a mark as massive as the one left behind by The Legend of Zelda: Ocarina of Time, which debuted a little more than 17 years ago. Still one of the most critically acclaimed games of all-time, Ocarina of Time definitively proved what 3D games were capable of, not only setting the standard for future Zelda games, but for all open-world adventure games to come. Everything from Grand Theft Auto to Assassin’s Creed owes Ocarina of Time ample gratitude.
But what inspired Ocarina of Time? And how was this groundbreaking game made? Here are a few things you may not know about gaming’s gold standard…
The Legend of Zelda: Ocarina of Time was inspired by the black sheep of the Zelda series.
While Ocarina of Time is beloved, Zelda II is sharply divisive, with some fans defending the game, but many more not particularly enjoying it. With its RPG-style progression, unforgiving action, and side scrolling dungeons, Zelda II certainly feels different than any other game in the series.
Well, the weird-as-heck Zelda II actually served as Ocarina of Time‘s main inspiration early in development. During the SNES era, Zelda-creator Shigeru Miyamoto and another developer named Yoshiaki Koizumi made a polygonal version of Zelda II as an experiment. When working on the project, Koizumi grew to admire Zelda II‘s sword fighting system, in which you have to quickly duck, dodge, and parry your opponent’s attacks. A few years later, Koizumi became one of the first developers to join the Ocarina of Time team and he brought his love of Zelda II with him. A lot of the things you associate with Ocarina of Time — horse riding, the open Hyrule field, fiendish, puzzle-filled dungeons — weren’t originally in the plan. What Koizumi and the team really wanted to do was create a more complex, 3D version of the battle system from Zelda II. The end result was a Zelda game that was more action-based than past titles in the series.
Shigeru Miyamoto wanted Ocarina of Time to be a first-person game.
Life is a first-person Zelda game when you have your own Master Sword.
Nintendo isn’t particularly well-known for its first-person games, but Shigeru Miyamoto is actually a self-professed fan of first-person shooters. No, really. With the The Legend of Zelda: Ocarina of Time, Miyamoto and his team planned to really push the capabilities of the N64, and so he felt a first-person perspective would force the player to focus on the cutting-edge environments they were creating. There were even plans to put the game on rails in between dungeons, essentially taking players on a guided tour of Hyrule.
Why was the first-person perspective dropped? The most basic reason possible – the development team liked the 3D version of Link they had created, and they couldn’t bear to keep him from being on screen. Sometimes you just have to go with what looks cool.
Ganon’s Castle was originally a hub similar to the castle in Super Mario 64.
The Legend of Zelda: Ocarina of Time fits a crazy amount of game into a tiny amount of storage (the game’s cartridge is a mere 32 MB). Initially, the development team wasn’t sure how much space they would have to work with, so the original plan was to take a page from Super Mario 64 and center the game around Ganon’s Castle. Like in Mario 64, Link would travel to different areas and dungeons by jumping through paintings, but aside from the castle, there’d be no central overworld to speak of. The Phantom Ganon boss from the Forest Temple that leaps between paintings is a holdover from this version of the game.
Ocarina of Time only featured adult Link at first.
Zelda fans tend to be split as to whether they prefer precocious kid Link or the strapping grown-up version, but in Ocarina of Time, you get the best of both Links. This very nearly wasn’t the case, as the development team didn’t think there would be enough space to store the animations for both young and adult Link, so they chose to focus solely on the adult variant. It wasn’t until they were deep in development that they realized most of adult Link’s animations could be reused for young Link and decided to put both in. This required a major revamp of the game’s story, but it was for the best, as Link’s growth from naive kid to man is one of the things that really sets Ocarina of Time apart from other Zelda games.
The game’s tone and characters were inspired by Twin Peaks.
We never got a Twin Peaks game, but Ocarina of Time is a damn good substitute.
Ocarina of Time may not feature a scene where Link enjoys some cherry pie and coffee at a local Hyrulian diner, but according to Shigeru Miyamoto, the game’s world and plot were deeply inspired by David Lynch’s Twin Peaks. Specifically, Miyamoto and his team liked the way Twin Peaks often focused on quirky character interactions rather than worrying too deeply about a coherent plot. Ocarina of Time‘s story is actually relatively simple, but it feels epic because you meet so many memorable (and sometimes rather creepy) characters along the way. This approach would be pushed even further in the next Zelda game, Majora’s Mask, which was almost entirely focused on navigating the interlocking lives of the game’s cast of weirdos.
The fishing minigame was created in secret by a guy slacking off at work.
Dude, aren’t you supposed to be, like, saving the world or something?
Who doesn’t love Ocarina of Time‘s fishing minigame? Really, it’s more than a minigame – in terms of depth, it could almost stand on its own. These kinds of extras are fairly common today, but back in 1998, Nintendo dropping a fully-developed fishing game in the middle of a Zelda game just for the heck of it was kind of mindblowing.