We're back with more secrets you didn't know about, showing off hidden sound features right in the palm of your hand, some absolutely wild glitches, and some references that call back to some really cool sources. That and a lot more. So, let's just jump right in. Young Link when standing in shallow water is obviously fine, no problem. But if you happen to have the Hylian Shield and you block, his animation has him curl up to the ground. Well, that's a problem now because he can't really breathe. And he starts to actually drown. This is probably one of the dumbest ways to die. In the original, Bombchus traverse water no problem, but in the remake, if a Bombchu hits the water, it will
actually flip upside down, and you can see it's underside. It only took two days after the Ocarina of Time remake's release that players already broke the game. Two major glitches were found, actor jumping and infinite jump slash cancel, both which lets us into areas we were normally never allowed to go, such as Young Link in adult dungeons and vice versa. This sequence breaking has already created impossible situations in normal gameplay where the opposite time era would be in the wrong cutscene. These cutscenes do take quite a bit of work as Child Link is ill-equipped to deal with these adult dungeons. So, every single gap has to be infinite jumped over. But for your efforts, cutscenes in these dungeons you're not supposed to be in
have the child's body stretched and rigged to the large adult frame. And if you do the opposite for finishing a child dungeon as an adult, the adult body is shrunk down and rigged to the small child frame. Absolute cinema. Whoa there. Did I catch you? An interesting side effect of triggering this is the fact that you can now play with the opposite gear, such as adult Link with the Kokiri sword and the Deku shield only meant for child Link, and child Link with the adult only master sword. Yes, this gear is fully usable and works as normal, but cannot be re-equipped after taking it off.
These glitches also let us get behind the scenes and a look at the twisty hallway and how it works in the Forest Temple. If you ever wondered how they did that effect, again, this was found two days after the release. Glitch hunters have been absolutely thrashing this game, so it's likely Nintendo is on its way to patch these up. Something the game sort of tells you, but you probably haven't utilized fully is hiding the text using the L 3 button during conversations. The thing is this is possible during fully voiced cut scenes as well. So if you want to watch the cut scenes like a cinematic animated movie, just hold L 3 the whole time.
What is the great Deku Tree want with this sleepy head anyway? The Bunny Hood is the only mask that goes on top of Link's head and actually gets squashed down when he's carrying something. A cool detail about how reference melodies are played back in the Ocarina menu is that these songs are played in how they were taught to you, including Epona's whistle, There was a secret with the Ocarina you'd likely missed right in the palm of your hands. If you have the rumble feature on and listen closely to the controller, each note is reflected in the pitch of the rumble.
It's not fully accurate, but it's pretty close. If there are Skulltulas on a wall you can't reach, one megaton hammer slam will bring them all down. Like in the original, you can shoot the skulls in Gerudo Fortress for a hidden rupee reward. And also the overhead Gerudo hanging signs, too. Also, reading a regular sign on the wrong side is apparently pretty hard to read. In the Temple of Time, there's a new detail that they put in the interior. On the pillars around the main hall, there are owl designs on the top, which happens to be Rauru's signature insignia, since he did build the Temple of Time. One question I got to ask the producers Eiji Aonuma and Hidemaro Fujibayashi was about the complexity of NPCs in the remake, saying that since
the Wild era games, they've really doubled down on NPC interactions. In the original game, each NPC didn't have a strict 24-hour routine, but in this game, they do. The director said that they wanted to make a full 24-hour routine for every NPC, and in Fujibayashi's mind, he said that's going to be a lot of work, but didn't want to discourage the younger staff from coming up with new ideas. So he agreed, and this eventually led him to reviewing every line of text of the interactable NPCs, discussing what can be tweaked and adjusted. And I think the effort shows in how alive the world feels. When you finally run into a ReDead, you obviously know that they were previously citizens of Hyrule. You can see a small bit of their
humanity left when you kill one of them without them noticing you. They'll actually walk over to their fallen friend and warn them. If you get the chance to get a closer look at the ReDeads in the remake, you 'll find a haunting truth, that when you adjust the lighting just right, you can still see their eyes. It's likely that they have no eyelids either, so hope you sleep well tonight. And like in the original, the Sun's Song is great for stunning a group of ReDeads. [screaming] One cool new interaction is with the boss Volvagia and with ice arrows. Where previously ice arrows just did increased damage, but this time, if you shoot the head, it can encase its entire head in ice, preventing it from
breathing fire on the stage. Now we're going into final fight interactions. So, if you haven't beaten the game yet, here's your warning. In the first Ganondorf fight, you can play tennis with the Master Sword, Biggoron Sword, and the Megaton Hammer. But if you're wondering if the famous trick with the bottles still works in the remake, yes, it sure does. In this fight, these blocks are also knocked down, but you can also knock these down yourself using bombs or your Megaton Hammer. When you're in the final battle sequence against Ganon, the awakened Master Sword is shown glowing not only in game, but in the pause menu as well.
This is probably one of my favorite secrets in the Ocarina of Time remake so far. In the final sequence of the game, there were several changes not present in the original. Two in particular were pretty notable. The epic hookshot with Zelda and Zelda throwing the Master Sword to Link. But what if I told you that this was not a brand new idea and very likely inspiration? First, the hookshot with Zelda, besides making Zelda Link shippers absolutely froth at the mouth, had the same rendition in Ocarina of Time the manga by Akira Himekawa, a somewhat canon retelling of the story, which I happen to have on my shelf. This version has a sequence of hookshotting while holding mallet, which did happen in Link's Awakening with Marin, but
more likely came from this Ocarina of Time manga to inspire this sequence. This referencing is even more likely because in the original N64 game, Zelda calls you over and you would have to hike all the way over to pick up the dropped Master Sword yourself. But in the manga, Zelda actually throws the sword to Link just like in the remake, even throwing it in the same awkward way. So, maybe these new additions aren't as original as you think, but a faithful callback instead. Ocarina of Time has even more secrets. So, stick around for the next episode as we'll uncover even more hidden things. And of course, for everything else gaming, stay right here on GameSpot.