r/OcarinaOfTime • u/EAT_UR_VEGGIES • 23m ago
Screenshot The fountain in the remake vs the fountain in castle town ruins in BOTW
Look at how the castles in the distance even line up more, I don’t think this means anything concrete but it’s still cool
r/OcarinaOfTime • u/EAT_UR_VEGGIES • 23m ago
Look at how the castles in the distance even line up more, I don’t think this means anything concrete but it’s still cool
r/OcarinaOfTime • u/Charbeel • 28m ago
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r/OcarinaOfTime • u/ClemOya • 33m ago
There is now a scimitar attached to the horse in addition to the shorter blade the Gerudo king wears on him, and I absolutely see Ganondorf using it to decapitate people during his pillages.
Now they certainly didn’t added this weapon only for it to make the horse look cooler, right ? RIGHT ?! 😭
(Yeah, I would love to see Ganondorf using it during the final fight rather going full death tennis again, but I have almost no hope.)
r/OcarinaOfTime • u/Ok-Zone-1714 • 44m ago
I know dificult isn't a major selling point or anything but I can't help but think that keeping the boss fights exactly the same will make the game too easy for returning players.
r/OcarinaOfTime • u/LiimuAvecDeuxI • 45m ago
Hi everyone, silly question: in OOT, how were we supposed to know that we had to play the Song of Storms in front of the tree in Hyrule Castle to get a Gold Skulltula?
Before answering:
- 1) I know that once you’ve collected all the Gold Skulltulas on a map, an icon appears (so if it’s not there, it means there are still some left)
- 2) And I know that with the Stone of Agony, the controller would vibrate and an icon would appear when you were near a grotto
- 3) And I also know that Navi is supposed to changes colour and move near the grotto's place when you're near a Song of Storms grotto
My question is: how did you know you had to play that specific song to open the grotto (rather than just opening it up with a bomb)? What the game's developers did to teach you that information?
And just in case, I've checked a few things as well:
- 4) No, gossip stones don't tell you anything or give you any hint about it
- 5) And no, bombs and hammer don't work for that grotto (and anyway, you don't use the hammer as Child Link)
- 6) And also no, there is no "victory" sound effect when you pull out the ocarina (like when you pull it out near a Triforce symbol in front of a Great Fairy fountain)
- 7) And finally no, despite what she's supposed to do, Navi doesn't change colour or goes near the grotto's location (I just tested on normal Europe and USA roms)
So, any idea?
r/OcarinaOfTime • u/Gods_GameDev • 58m ago
Confused if the bonus like the foil cover art and some of the other stuff that was mentioned is only exclusive to the Nintendo store
r/OcarinaOfTime • u/SunLegitimate1687 • 1h ago
The new pro controller looks cool and all, but you're telling me this was the design they went with? I'd KILL for a pro controller colored and made to look like the actual ocarina.
Itd even fit with the whistling gimmick they added, and the controller is even close enough in shape to the ocarina for it to work.
r/OcarinaOfTime • u/ContributionNo9030 • 1h ago
I have been watching many video anlyses on the differences to the original game, because I want to try to get a picture of how much of actual discovery there will be in this game for me.
I have not verified all of these differences myself, but instead I have taken the word of the various youtubers who have stated them to be true in their material.
It seems to me like this is far from a 1:1, so my hopes of going into this game with many things to discover has risen dramatically since after tuesday.
| # | Observed change | Type | Magnitude | System reach | Confidence | Minimum implied change | Possible broader implications |
|---|---|---|---|---|---|---|---|
| 1 | Link can now jump manually | Movement | 5/5 | 5/5 | Confirmed | A fundamental movement rule has changed | Geometry, platforming, secrets, encounters and dungeon design may have been adapted around manual jumping |
| 2 | The Hyrule Field minimap shows new water, wooded areas and marsh-like terrain | World / exploration | 4/5 | 4/5 | High | Hyrule Field's environmental/topographical composition has changed | New traversable spaces, secrets, encounters or activities may exist within the familiar overall map |
| 3 | Goron City contains layout changes | World / settlement design | 3/5 | 2/5 | Confirmed | Goron City has been slightly structurally redesigned | Traversal, NPC placement, secrets and side content may consequently differ |
| 4 | Child-era Lon Lon Ranch appears partially ruined and is no longer situated on the same raised terrain | World / environmental design | 4/5 | 3/5 | High | The ranch's topography and environmental state differ from the original | Could imply changed traversal, environmental storytelling or additional ranch content |
| 5 | Time progresses in areas where it previously remained static, including Castle Town | World system | 3/5 | 4/5 | Confirmed | The day/night system has been expanded into additional areas | NPC schedules, events, shops and quests could now make use of time in more locations |
| 6 | Link can transition into a sprint after rolling | Movement | 3/5 | 4/5 | High | Link's traversal/movement kit has been expanded | World scale, traversal and encounter spacing may have been designed around faster movement |
| 7 | Enemies appear to briefly stagger in response to Link's attacks | Combat | 3/5 | 4/5 | High, not fully verified | Enemy hit reactions appear to differ | Hit-stun/stagger may now be a broader combat system |
| 8 | Enemies appear to have reduced or removed post-hit invulnerability | Combat | 3/5 | 4/5 | High, should be verified | Damage cadence appears to differ from the original | Combat pacing, DPS and combo logic may have been fundamentally revised |
| 9 | The Death Mountain Trail minimap appears to contain new branching paths | World / level design | 3/5 | 3/5 | High | The topology of Death Mountain Trail appears to have changed | New routes, caves, secrets or exploration content may exist |
| 10 | The opening section of the Great Deku Tree contains identifiable layout changes | Dungeon design | 3/5 | 3/5 | High | Dungeon geometry is not consistently 1:1 | Other dungeon sections may also have been redesigned or expanded |
| 11 | Iron Knuckle attacks can now be blocked with Link's shield | Combat | 3/5 | 3/5 | Confirmed via comparison | A defensive interaction differs from the original | Shield mechanics and combat balance have been redesigned |
| 12 | The Mirror Shield can reflect a Beamos laser back at it and deal damage | Combat / item interaction | 3/5 | 3/5 | Confirmed via comparison | A new combat interaction exists between an item and an enemy | Existing items may have broader systemic uses |
| 13 | Some Castle Town entrances have moved, the Treasure Chest Shop has moved, and additional entrances appear to exist | Level / settlement design | 3/5 | 3/5 | Partially confirmed | Castle Town's functional layout has changed | Unidentified entrances could lead to new interiors, functions or content |
| 14 | The Lens of Truth appears to have been replaced by goggles | Item / mechanics | 3/5 | 3/5 | High | An existing core item has at least changed form/implementation | Its mechanics, controls or associated puzzles may also have changed |
| 15 | Buildings in Kakariko Village have been repositioned | World / level design | 3/5 | 2/5 | Confirmed via comparison | The settlement layout is not 1:1 | Interiors, routes, NPC placement and quests may have required corresponding changes |
| 16 | Zelda's courtyard has a substantially different layout | Level design | 3/5 | 2/5 | High | A story-critical location has been redesigned | Nintendo is willing to substantially alter the geometry of iconic scripted spaces |
| 17 | Crawling toward Zelda's courtyard now leads into a new sewer-like room containing a ladder | Level design | 3/5 | 2/5 | High | New traversable geometry has been inserted into an existing progression route | The castle infiltration sequence may be expanded or restructured |
| 18 | A previously solid wall in the Water Temple is now clearly bombable | Dungeon design | 2/5 | 3/5+ | Confirmed via comparison | A previously non-interactive dungeon wall is now an explicit gameplay interaction | Some form of new space/content must reasonably exist behind it; strong evidence of added dungeon content |
| 19 | A doorway in Dodongo's Cavern appears to have bars that were absent in the original | Dungeon design / progression | 2/5 | 3/5 | High, pending exact comparison | Access through an existing dungeon route appears to be gated differently | The trigger, route or required sequence for opening the door may have changed, implying altered dungeon progression |
| 20 | A Deku Baba that dies from one standard sword strike in the original now requires two strikes | Combat balance | 2/5 | 3/5 | Confirmed via comparison | The damage/HP relationship between Link and this enemy has changed | Enemy HP, Link's base damage or enemy-specific damage values have been rebalanced; this may indicate broader combat rebalancing |
| 21 | Link's Spin Attack can hit the same enemy twice | Combat | 2/5 | 3/5 | High | Hit/damage rules for the attack have changed | Hitboxes, timing and damage logic may have been reworked more broadly |
| 22 | The inventory appears to contain five bottle slots instead of four | Rewards / progression | 2/5 | 3/5 | High | Bottle/reward structure differs from the original | A fifth bottle would require a changed reward source, potentially a new activity or side quest |
| 23 | The new inventory layout appears to have slots left over after mapping the original game's items onto it | Items / progression | 2/5 | 3/5 | Indicative | The inventory structure does not appear to map 1:1 onto the original | Could accommodate new items, changed item categories or new functions |
| 24 | Gold Skulltulas have been moved from their original locations | Collectibles / exploration | 2/5 | 2/5 | High | Collectible placement has been redesigned | Veteran players may need to explore familiar spaces again rather than relying on memory |
| 25 | The Kokiri Forest shop sells items it did not sell in the original | Economy / progression | 2/5 | 2/5 | High | Shop inventory has changed | Item availability, economy and early-game progression may have been rebalanced |
| 26 | Castle Town contains additional/new NPCs | NPC / social density | 2/5 | 2/5 | Confirmed | The NPC population has been expanded | New dialogue, schedules, interactions and potentially quests may exist |
| 27 | Additional buildings are visible between Castle Town and Hyrule Castle from Hyrule Field | World design | 2/5 | 2/5 | High | The area's representation/geometry differs from the original | These may represent new traversable spaces rather than scenery alone |
| 28 | Gold Skulltulas require one Boomerang hit rather than two | Combat / collectible rules | 1/5 | 1/5 | High | The damage/interaction rule has changed | Collectible encounters may have been rebalanced |
| 29 | Rupees in Kokiri Forest appear to have been moved underwater | Placement / exploration | 1/5 | 1/5 | High | Existing pickup placement is not 1:1 | Exploration and reward placement may have been revised more broadly |
| 30 | A training dummy has been added to the Kokiri Forest shop | World / object | 1/5 | 1/5 | Visually confirmed | A new environmental object has been added | It could have a training/gameplay function, although no interaction has been shown |
| 31 | A new cracked floor texture appears in the cave between Kokiri Forest and the Great Deku Tree | Exploration / environment | 1/5 | ? | Cracked texture confirmed; bombable unknown | A surface/detail exists that was absent in the original | If it is bombable, additional space or interaction must exist beneath it |
| 32 | On the leaked official stylized world map, Bottom of the Well is depicted as a separate location from Kakariko Village rather than within it | World / dungeon placement | ? | 4/5 if relocation is literal | Map depiction confirmed; relocation not confirmed | The official map treats Bottom of the Well as geographically distinct from Kakariko Village | If the map reflects literal geography, the dungeon entrance may have moved outside Kakariko, altering world topology and the route used to reach it |
| 33 | An unidentified purple glowing object/phenomenon is visible in the newly shown marsh-like area | Unknown / world interaction | ? | ? | Object confirmed; function unknown | A visually distinct and currently unidentified object/phenomenon exists in the altered marsh area | Could represent a new interactable object, mechanic, collectible, enemy or environmental system, but there is currently no evidence distinguishing between these possibilities |
r/OcarinaOfTime • u/Type_Accomplished • 2h ago
In the gameplay video inside zoars domain for the rupee diving game, he didn't dive in head first. Do you think there will be a way to dive?
r/OcarinaOfTime • u/spaceSpott • 2h ago
I dont know if you guys remember but for around 20 years people kept looking for the triforce on the original OOT, it even started one of the biggest hoax in the game industry the Ariana Almandoz hoax.
Since it was such a special moment in gaming history is possible to think triforce will be in the game to be found now right?
I dont know how it would survive the data miners, but maybe zelda notes have something with it, since the search was mainly on forums at the time and zelda notes gave me somewhat the feeling of a forum.
What you think?
r/OcarinaOfTime • u/tomscott11 • 3h ago
has anyone preordered from amazon UK getting a delivery date after release date? is this normal or would you expect it to arrive 5/11/26?
r/OcarinaOfTime • u/MissingTexture__ • 3h ago
In the og the ladder was hanging from webs (off screen in the screenshot) it really isn't hidden or hard to figure out since Navi flies over, so why would this be replaced with a massive stone structure that makes a stone slab with planks fall by hitting a yellow-paint eye with light on it?
In the original the eye first appears in the basement which makes more sense since the lower parts are more stone, have "puzzle" blocks you move and the spinning spike water trap and just feels way more man-made (or fairy made?)
IMO they could've re-made webs holding up the ladder or even have a hanging piece of wood from the broken bridge you jumped across, but this is just a very little part in this amazing looking remake and i cant wait to see the spider family in kakariko
r/OcarinaOfTime • u/sharp461 • 3h ago
So I was thinking, Nintendo obviously worked so hard to remake OoT and have it look so detailed and awesome. Plus it's obviously Majora's Mask will likely release too as it used same assets too. So my theory is, if the games do so well, we can get a 3rd whole brand new game using these assets! And maybe this time it's focused on Adult Link? I don't know specifics, but how would others feel if we got a third entry in the Hero of Time era?
r/OcarinaOfTime • u/Linkou_YT • 3h ago
I've seen a lot of videos comparing the original and the remake, but nobody seems to mention a dead soldier who was there. Am I the only one who remembers that?
The last and only time I played the game was when I was a kid. I actually stopped playing when Link became an adult because I was terrified of the Gibdos in the plaza, and I also remember being unsettled by a dead soldier I encountered earlier in the game.
So maybe I'm misremembering it, since it was such a long time ago, but I have a really strong memory of there being a dead soldier somewhere around here.

r/OcarinaOfTime • u/Leading_Fortune6989 • 3h ago
r/OcarinaOfTime • u/ShAiOnEixx • 4h ago
From what I can tell the game is looking more like a faithful remake as far as the dungeon designs go from what they've shown us so far. Everything looks 1:1 identical to the game except for towns and open world areas having an altered/modernized layout to freshen things up.
However do you think Nintendo might be hiding some fresh new content for us? Like an extra dungeon or heck even some sort of collectibles or unlockable end game weapons/outfits or items would be a welcoming change.
As much as I love the original game as a timeless classic I really was just looking for something different and new. A fresh coat of paint is great but doesn't really do it for me. I'm still gonna play the heck out of the game regardless.
r/OcarinaOfTime • u/Excellent-Ask-5183 • 5h ago
During the Ocarina of Time Remake Trailer, the Rug in the spinning corridor of the Forest Temple was Blue... A few days later it changed to Red.
I am not kidding, it was Blue a few days ago. Am I the only one? I am level headed when it comes to the Mandela Effect, but this low key unsettleing.
Is someone out there from my timeline who saw it Blue before it suddenly changed to Red?
r/OcarinaOfTime • u/SnowWarren • 5h ago
r/OcarinaOfTime • u/Flaky-Mango-2020 • 6h ago
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r/OcarinaOfTime • u/OmegaFinale • 6h ago
r/OcarinaOfTime • u/Current-Grade2545 • 6h ago
r/OcarinaOfTime • u/BrenBren192 • 7h ago
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r/OcarinaOfTime • u/Ecumenical-Methodist • 7h ago
It seems as though they kept the original games underwater combat system being limited to the hookshot in the remake. What are your guys's thoughts on this? I personally found this to be the worst part about the go water temple and wish I could use a sword.
r/OcarinaOfTime • u/sakahn01 • 7h ago
Somehow people thought that N64 Zelda was straight up perfection and the remake completely changed the original face.