Posted by NofrikinfuN in 06-02-2008, 03:08 PM
Here are a couple I discovered over the weekend after completing Majora’s Mask and beginning my first serious playthrough of the original Legend of Zelda.
In Majora’s Mask when you make the river flow in Ikana Canyon, the music box house will start playing a tune. Sometimes it will play the tune from Boo’s Haunted House in Mario 64.
In Legend of Zelda, the flute plays the same tune as the flute in Super Mario Bros 3. They also both summon a whirlwind to transport you somewhere.
It’s kind of shocking when you get down to it just how often Nintendo franchises cross cameos with one another. You could almost picture all the franchises co-existing on a single world.
Posted by Coolio McAwesome in 01-30-2008, 07:41 AM
In the beta version of the Legend of Zelda, players were given the choice between sword and boomerang at the beginning of the game.
Page 41 of the Zelda manual even shows a picture of the beta cave.
Posted by morningbus in 01-29-2008, 02:32 AM
How about this, as I just recently found this out:
The original Japanese Legend of Zelda used the Famicom’s second controller microphone to kill Pols Voices with your voice.
In the American version you just attack them normally. However, in the instruction manual, they still give you a, now confusing, clue on their weakness with “[Pols Voices hate] loud noises.”
Not earth shattering, but interesting nonetheless.
Posted by Link in 01-27-2008, 05:19 AM
Keeping with the Zelda theme, Zelda II’s overworld is just north of Zelda I’s, and they actually overlap at Death Mountain/Spectacle Rock. Hand drawn example here:
Posted by Charron in 01-27-2008, 05:32 AM
Not as mind-blowing as the dungeon quilt, but five of the second quest dungeons from the game spell out (albeit out of order) Zelda:
Originally Posted by KittenMaster:
The dungeons fitting together is likely just a clever way of storing data on the NES, where they only have to pull data from one big map instead of multiple ones.
Likely, but the Second Quest doesn’t follow that, and if it was necessary then those would be too. So it may have just been an optimization, not a requirement.
Posted by john tv in 01-27-2008, 05:06 AM
I actually have an image of this on my other PC, but I’m lazy, so for now, text explanation only. Many of you should know this already (I hope), but in the original Zelda, the dungeon maps for Levels 1-8 interlock with each other to form one big…well, rectangle. It’s not a coincidence, though — when you put the images together, it becomes very obvious it was designed this way intentionally.
Posted by Platy in Today, 10:35 PM
Every dungeun fits a square because it takes less space in the cartridge if everything is in the same “grid”.
Kinda like this … but i remember it being much more perfectly fitted
edit : the empty spaces are probably the sidescrolling parts that you can see it here
Cacildo´s note: Had to ask for some help about this one and Platy gave me a hand. Thanks!