A dedicated Zelda II fan has taken the time to make a FPS 3D version of The Adventure of Link. Even though it lacks some original elements and the player can only go as far as the first palace, it is rather amazing none the less. A lot of the gameplay is the same (aside from earning experience points and the fact that it is a First person Zelda game). The designer of this game also decided to throw in some Legend of Zelda easter eggs (found in caves). Continue reading to check out some screenshots, full list of changes and the link to the website where you can play this unique fan game!
Category Archives: Zelda Development
Majora’s Mask Debug Rom
Although it was released to the public sometime back in March by the user Cendamos, it has recently come to our attention that the debug rom for Majora’s Mask is available via Zelda64.net. A debug rom is what is used to test the game prior to its release, and therefore may contain data not available in the final version of the game. Some of you may recall the Ocarina of Time debug rom and the wonders it had to offer (such as beta areas being accessible), and the MM debug rom is no different. This is truly any beta Zelda fan’s dream rom to have. Check out some gameplay videos after the break!
Iwata on Ura Zelda and More!
Zelda directors and Nintendo president sat down to discuss the Legend of Zelda series as a whole. They mention more about Ura Zelda, Ocarina of Time development, Majora’s Mask, Zelda Wii and Spirit Tracks. They also continue to go into far more detail on Spirit Tracks. This interview is separated into six segments.
Aonuma
That’s right. It made us very, very happy (laughs). Even after its release, I felt that we’d really done something special; I felt very fulfilled. At the time, I think (Shigeru) Miyamoto-san had that same feeling, but apparently he also felt as though there was still quite a lot left to do.
Iwata
Yes, Miyamoto-san really is greedy about things like that, isn’t he. (laughs)Aonuma
And so he said: we’d already made 3D models for The Legend of Zelda: Ocarina of Time. By changing the situation, couldn’t we make new ways to play, a new story?
Iwata
So you made The Legend of Zelda: Majora’s Mask.
Aonuma
No, we didn’t just start making The Legend of Zelda: Majora’s Mask, not right away. There was actually a flip-side, and in the beginning, the idea was to make a “Ura (Flip-Side) Zelda”.Iwata
That “Ura Zelda” (The Legend of Zelda: Ocarina of Time: Master Quest) was developed for the 64DD5. Ultimately, we recorded it on a limited edition disc that went to people who reserved The Legend of Zelda: The Wind Waker6.
Aonuma Talks Previous and Future Zelda Titles
Aonuma spoke with Eurogamer (while promoting Spirit Tracks in Europe) and mentions Ocarina of Time, Spirit Tracks and Zelda Wii.
Eurogamer: Let’s go right back to the beginning. What’s your earliest gaming memory, and when did you decide you wanted to become a game designer?
Eiji Aonuma: My first encounter with any videogames in my childhood was Game & Watch, the series of portable games products launched by Nintendo. I was amazed by knowing that within such a small LCD screen such an awful lot of different things were able to be done. That was my first memory of any videogames.
Since then, however, I do not have any recollection of what kind of games I was deeply into. I hardly played with any before I was grown up, even though a lot of my friends and people around me were already playing with Nintendo Entertainment System.
As a university student, I was more excited learning about the arts and wondering whether I should be an artist or not.
In my university and grad school days I was thinking what I should do in my life, whether I would be an artist, or whether I would like to do something else. I wanted to surprise people in a meaningful way, and I decided that as the theme of my life – and I happened to know there was a company called Nintendo whose job was also to surprise people in a meaningful way.
That’s why I became interested in joining the company, and the company hired me. At that time I was not thinking about becoming the game creator myself. I thought I was probably hired because the company was interested in me as a product designer, because that’s what I studied at university.
It was only afterwards I learned something about The Legend of Zelda, and when I started playing it I was deeply into it and surprised by the potential of videogames. I didn’t know that so many things could be done! And later on Mr Miyamoto gave me the opportunity to work on Zelda, which happened to be Ocarina of Time – and before I knew it exactly 12 years have already passed!
The Legacy of the Zelda Series
Zelda 64 Trailers Recap
Here is a quick recap on most of the trailers shown during the development phase of Ocarina of Time (Zelda 64). I have listed them in order from oldest to newest. Enjoy!
| Nintendo 64 Tech Demo from Spaceworld 1995 |
First Official Zelda 64 Trailer (Triforce Scene) |
| Rare Zelda 64 Trailer |
Another rare trailer |
| Small Zelda 64 Promo |
Ocarina of Time – One of the final trailers. |
Visit IGN to view a few other gameplay videos/trailers. And stay tuned for a recap of trailers for Zelda Gaiden (Majora’s Mask), The Wind Waker and Twilight Princess sometime in the near future.

Aonuma
Eurogamer: Let’s go right back to the beginning. What’s your earliest gaming memory, and when did you decide you wanted to become a game designer?