Originally released in 1998, The Legend of Zelda: Ocarina of Time was very quickly lauded as a revolution in the video game industry. Beyond packaging 3D gaming in a cohesive package that was not only gripping, but filled with clear artistic merit, Ocarina of Time’s game design was simply refined to a perfection. The core game is so strong, OoT could release today and still meet similar reception. 

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The fact of the matter is that good game design doesn’t age, and Ocarina of Time is one of the best designed games of all time. All the same, even though Ocarina of Time is one of the most comprehensive entries in the Zelda franchise, it’s home to a surprising amount of cut content. 

10 The Sword Beam

Link's iconic Sword Beam was a staple of The Legend of Zelda on par with his tunic, the Triforce, and Link's mere presence. Where Link would go, so would his sword beam. As Ocarina of Time's combat was developed with Adventure of Link in mind, Nintendo knowingly went into the shift to 3D with a mindset to translate 2D Zelda's combat as accurately as possible, while expanding upon it.

At one point, this meant the Sword Beam was included as part of Link's skill set. Presumably, it would be unlocked after Link acquired the Master Sword and would likely function as a long-range, targeted attack. With that in mind, it's really no wonder why Nintendo would remove the Sword Beam– it would both trivialize and overshadow combat in a 3D space.

9 Jumping

In making use of a 3D space, Nintendo were keen on taking advantage of verticality's role in dungeon and world design. With three dimensions, The Legend of Zelda's puzzle-solving & combat could be given a great level of depth, both conceptually and literally. At one point in development, this meant the natural inclusion of a jump button.

Recognizing how this would invite platforming and thus draw comparisons between Super Mario 64 & Ocarina of Time (thus diluting their respective brands,) Link's jump command was removed for an auto-jump that would trigger based off level geography. Notably, Link can technically jump when targeting, but it's part of his dodge-kit.

Zelda Ocarina of Time Ganon vs LInk Final Boss

With the advent of 3D gaming came a natural desire to bring the medium closer to reality. As video game stories became more emotional and philosophical, it only made sense for character models to become more expressive. Nintendo originally intended for Link to physically react to any damage he took, eventually slowing down the closer to death he is.

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While an interesting concept in theory, it's not hard to see why Nintendo didn't fully implement it. For starters, this would require even more animation for Link (an already dynamic character,) while making the gameplay harder than it needs to be.

7 Tamer Great Fairy Designs

There's always been a strange, somewhat uncomfortable sexual energy to the Great Fairies as depicted in the Nintendo 64 games– Ocarina of Time and Majora's Mask. Clothed entirely in leaves, the Great Fairies' gestures, mannerisms, and moaning make learning magic quite the charged experience. One could argue this ties into Ocarina of Time's theme of growing up, but this wasn't her original design.

Best screenshots show a more traditional fairy in her place– think A Link to the Past's Great Fairy brought into 3D– while concept art of Navi seems to confirm Ocarina's fairies were once uniform with the rest of the franchise.

6 Light Temple

Link pulling out the Master Sword and awakening seven years in the future might very well be Ocarina of Time's defining moment. In an instant, Link and Zelda have failed, essentially handing Hyrule to Ganondorf on a golden platter. Still, bestowed with Rauru's Light Medallion, Link's worth as the Hero of Time is acknowledged and he's sent off to find the rest of the Medallions.

Rauru's Light Medallion always sticks out as notable since it's the only one not tied to a dungeon, but this wasn't originally meant to be the case. The Light Tempe likely would have been located within the Temple of Time, serving as the gameplay introduction to Adult Link.

5 Wind Temple

It's worth pointing out how late in development the Wind Temple must have been switched to the Forest Temple. The Forest Temple's section in Ganondorf's Castle features zero resemblance to the Forest Temple in game, both in regards to aesthetic and puzzle design. The Forest segment instead focuses on wind, requiring Link use the hookshot and Hover Boots to maneuver the area.

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It's since been confirmed that the Wind Temple was indeed the original incarnation of the Forest Temple, with its leftovers being used as a means to fill Ganon's Castle. It's a great re-use of cut content, but it shines a spotlight on the Wind Temple's absence.

4 Ice Temple

Just as there was once a Wind Temple, there was an Ice Temple to round out Ocarina of Time. This one makes a bit more sense, and might seem obvious to an observant player. After all, the lead-in to the Water Temple focused not on water, but ice. Link is greeted by snow when he visits Zora's River, Zora's Domain is completely frozen over, and the Ice Caverns is connected right next to Jabu-Jabu.

The Water Temple's portion in Ganondorf's Castle is blatantly taken from the Ice Cavern– likely a room that was removed and reprocessed from when the mini-dungeon was still the Ice Temple. Considering how easy the Ice Cavern is, one can understand why Nintendo opted to design the Water Temple in its stead.

3 Ganon’s Tower As A Hub

A very early vision for Ocarina of Time saw it structured in the vein of Super Mario 64. Like Mario before him, Link would exclusively explore Ganon's Tower, entering dungeons through a central hub. Although it hadn't been developed yet, Symphony of the Night might be the closest conceptual comparison.

It's really for the best Nintendo saw fit to create a proper overworld for Ocarina of TimeSuper Mario 64 already made use of an isolated adventure, The Legend of Zelda needed to up the ante. Hyrule Field allowed Ocarina of Time to better embody a full-on adventure, while keeping itself distinct from Super Mario 64.

2 Medallions Were Once Usable

It's interesting how liberal beta screenshots of Ocarina of Time were with featuring the Medallions as usable items. Everything seems to indicate they'd serve as spells (the Wind Medallion allowing Link to use Wind magic, the Fire Medallion presumably allowing Link to use what became Din's Fire,) but they were ultimately cut from the final release.

This does make sense as magic is broken down in a fairly streamlined fashion in Ocarina of Time. There are three spells– one per each Goddess– and three elemental arrows. With no real need to tie magic to Medallions, they remain important but become key items.

Refining Link's mobility was clear an important goal for Nintendo. He couldn't move with the fluidity of Mario, but Link still had to be dynamic, fluid, and fun to control. Outside of combat, Link's controls are fairly simple, but turning on targeting allows him the ability to dodge & jump virtually anywhere. It's limited jumping and dodging, granted, but enough for combat.

Interestingly, Link originally had the ability to do a front flip to play off his back flip. Considering nothing in the game really requires Link to flip or dodge forward, it's understandable why Nintendo would remove the mechanic– more features isn't always better.

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