My Ultimate Game, Creating The Legend of Zelda: The Hero of Time

I have been developing this idea for a long time, and decided to comprehensively put it together based on all the Zeldas I have played up until the most recent console game, The Legend of Zelda: Skyward Sword. To summarize where I am going with this, I am basically taking all the amazing ideas I liked from as many of my favorite Zeldas into one single game. In addition, I am also trying to make it better than any Zelda ever made. With each newly released Zelda, I have noticed changes made to keep the franchise fresh by adding new ideas while taking things away that made previous installments so much better than the new ones. Since this game is going to be a sequel to Majora's Mask, most of its formula will be borrowed from its predecessors. Honestly, I thought the gameplay found in Ocarina of Time and Majora's Mask were really impressive, but future installments took away the little things we used to do that made all the difference such as striking with your sword while holding down your shield button. My goal is to not only preserve most of the original formula, but to improve and add additional brilliant ideas from Zelda games that came after. So, I am really excited to start creatively making this! Also, like Majora's Mask, masks and time will indeed make a return on this game I am creatively making. Most surprisingly, I'd like to imagine that this will be the very first M-rated Zelda game ever. Indeed, this game will explore extremely dark themes that surpass Majora's Mask, but it will also have a beautiful artistic expression surpassing Shadow of the Colossus and its epic cinematic presentations combined with a very tragic-themed stylized blood equivalent to Tim Burton's Sweeney Todd. I want to not only make this the most gorgeous "Hero of Time" Zelda ever, but to also present a story just as legendary as Ocarina of Time, explore personal, sad, and bizarre themes that surpass Majora's Mask, and a gameplay system that stretches its predecessors as Metal Gear Solid 4 did in comparison to the first Metal Gear Solid. All these elements combined will be presented in an artistically open-ended expression that keeps simplification in mind with all the complexities going on, so I am also trying to make things simple yet deep just as Shadow of the Colossus has done.


I mentioned earlier that this is a sequel to Majora's Mask. Now, what is my reason for doing that? Well, I was always curious about what happened to the Hero of Time after he randomly disappeared to the woods at the end of Majora's Mask. Plus, 3 time's the charm! Having the Hero of Time return offers great potential for exploring deeper into one of our favorite and most popular Links in the entire franchise. So, where does this game fit into the official Zelda timeline? That is self-evidently obvious, but I would like to elaborate: the game takes place a few years after Majora's Mask, but before the execution of Ganondorf (a flashback scene from Twilight Princess). This creates symbolic relevance on the fact that I want this game to have a desert setting from the start of the game, which means exploring lore from the desert area in Twilight Princess like Arbiter's Grounds. Another symbolic aspect of that scene I will explore (as you continue reading this below) are the distinguished themes of water compared with other elements of the game in order to justify and foreshadow the death of the water sage that Ganondorf successfully killed after the execution failed to eliminate him.

As you can probably tell, I am also taking advice from the most current Wii U Zelda in development at this time, which is trying to break the mold of conventional Zelda games. I am breaking conventions with the following: start our hero at the desert than typically from a forest-themed environment, and slightly change the formulaic order of the dungeons and items. It's going to throw off the player at first with mainly items, but eventually it's going to feel rewarding. Not to mention, there's going to be multi-layered depth and purpose from the items in this game, which helps greatly increase replay value. I can list an endless amount of other new major changes, but I think I will leave most of the explaining below. Alright, I'll give one more! Ha ha! Do you remember how most Zelda dungeons seem to have one item rewarded to you, and used against the boss and puzzles (with exception to dungeons like Stone Tower Temple, which awarded more than just the light arrows)? Well, in THoT, you will expect more than one item rewarded from each dungeon. How exciting!
The 5

Now, how about we begin with the most exciting part of any Zelda game? Dungeons! In THoT, there will be 5 grand, challenging dungeons. 5 is something very symbolically important in this particular Zelda title. I would like to recall that in Majora's Mask, we had 4 major dungeons outside of the final dungeon. I am including one more. Plus, due to the potential level of challenge from the start of this game, Link will begin his journey with 5 hearts. You will need it! In Skyward Sword, Link starts with 6 hearts. I reduced one in order to balance a slightly greater challenge than Skyward Sword, which I remember how many near death experiences I had from the start of its first dungeon. Now, let us go over the 5 dungeons in order:

  • Desert Temple
  • Forest Temple
  • Water Temple
  • Fire Temple
  • Desert Temple

Now, let us be very clear. The reason why Desert is listed twice is due to the fact that the desert temple you start with, like the Spirit Temple in Ocarina of Time, is done in two parts. There's another part of that dungeon that cannot be completely accessed until the end of the Fire Temple. The only difference is that accessing the Desert Temple again won't happen until near the end of the game compared with the immediate return in the Spirit Temple.

Desert Temple
The first dungeon in the game is the Desert Temple, a training ground for Link (or the gamer) to get used to the game's controls. Do not expect it to be easy, though. It will push the player to know what to expect on the rest of the game. It is one of the most challenging starter dungeons you will ever face since Skyward Sword's first dungeon. Hence, the reason why the developers started that game with 6 hearts. In this dungeon, Link basically has nothing to help him progress through this dungeon. Long story short, before entering this dungeon, the game's story revolves around Link imprisoned and losing everything he had in the process (very similar to Metroid Prime). Link escapes with the assistance of his first comrade, who rewards Link with all that he can provide him that helped Link escape in the first place: the hookshot. Yes, shocker! The first item of the game is the hookshot. Take a deep breath, be open-minded, get used to it, and move on reading. This is equivalent to the way Link escaped from prison in Gerudo Valley from Ocarina of Time. So, back to discussing the dungeon, having just the hookshot isn't as bad as it sounds. Sure, you do not have a sword and shield yet, but a ranged weapon is better than nothing. In this dungeon, you learn the mechanics of how to use the hookshot. Trust me, there's more to the gameplay mechanics of the hookshot than just extending chains. I will discuss this further on "the items" section below. Before moving on to discussing the weapons rewarded in this Temple, let me explain myself on the randomly selected hookshot as your first item: the reason for doing this is to throw off the gamer a bit, and present a sense of realism to progressing towards the game rather than a logically consistent one. However, I don't always do that throughout this game. I create a balance. Throughout this process, the items are treated in extremely free and creative ways. You need to find out how to use those items in new ways rather than having Fi from Skyward Sword constantly spoon-feeding everything.
So, what weapons are rewarded in the Desert Temple? Well, the sword is indeed one of them. However, you will be able to retrieve the shield first at midpoint like the Spirit Temple's retrieval of the gauntlets and the mirror shield. I know, you get the shield first without a sword still? The hookshot is meant to do damage, while the player gets to learn the mechanics of the shield. After Link gets back his beloved Hylian Shield, he will also be rewarded back his trusty sword. To conclude, it seems rather comical when you think about it: going back to the first Zelda where the old man gives Link his first item (the sword), I break that tradition with providing the hookshot early into the game. As traditional Zelda games are concerned, the hookshot is commonly rewarded midway through every long Zelda quest. As you read further, the hookshot is treated as a very special item with very refreshing gameplay mechanics that expand far beyond any hookshot from previous Zelda games.
Forest Temple
The second dungeon is the Forest Temple, and it will be the hardest forest-themed dungeon with an even more bizarre atmosphere that surpasses the Forest Temple in Ocarina of Time. Now, before I begin elaborating this dungeon with generalized details, let me first explain the way those dungeons are structured. The two parts of the Desert Temple are distinguished from the trio dungeons (Forest, Water, and Fire). Those are actually the dungeons where you will be given your transformational masks as one of the rewarding items. Now, before this dungeon even began, you have already discovered items like the deku nuts and deku sticks. The Forest Temple is filled with thick trees with plentiful quantity as if this dungeon adapted and matched with the surrounding forest environment. It's as if you are not sure whether you have entered a dungeon or not.

This temple rewards the following:

  • Bow and Arrows
  • Deku Mask
  • Whip

Wow, 3 items in one dungeon? I know what you are thinking. There's something to be understood about the trio dungeons: the masks actually are somehow connected to one of those items, so as soon as you dig deep into the Forest Temple, you'll receive 2 items at once somehow. Another thing that's impressive about the Deku Link is his ability to combine previous items for new uses. For instance, the whip is inherently combined with the Deku Mask. Technicality aside, this Deku Shrub is one that can do things others shrubs can and cannot do. I will elaborate with visual aid on the technical aspects of this shrub in the future. For now, that whip is treated like the sword for Link. Just like enemy Deku Shrubs, Deku Link can use the Deku Nuts for projectile stunning attacks. Also, there's a way to combine the preexisting magic bubble used from Majora's Mask combined with the Deku Nuts for a more devastating paralyzing strike. Again, all item controls will be explained in the section I write about items.

Water Temple

Remember when I said earlier that water is a very symbolic theme in this game to represent the foreshadowing of the Sage of Water's death by the hands of Ganondorf? Well, in this water-themed dungeon known as the Water Temple, it is simply a combination of the Shadow Temple and the Great Bay Temple mixed together. It is an eerie place filled with death, evil, frightening moments, and mystery. Not only that, it will utilize some means of transporting water to a minimal level by destroying bouldered walls that block the path of water flow that existed in the past. Yes, this means that bomb arrows will be making a return to this game. As previously mentioned in the Forest section, Link's magic bar finally makes a comeback. Now, onto the items rewarded in the Water Temple:

  • Ice Arrows
  • Zora Mask
  • Dual Gale Boomerangs
  • Lens of Truth

Like I said, the trio dungeons receive trio items. Get it? Tee hee! However, with the exception of the Water Temple, it will have a total of 4 in the very end. Remember that water is a special theme of this game. This also means that ice arrows may be used to create platforms on water where there are no hookshot points to help Link across. Now, I know what you're thinking. Why repeat the mask transformations? What's so creative about that? I think that's a very good point. Honestly, I think returning to those well-known races are worth exploring and updating further from what Majora's Mask has already established. I loved swimming as Zora Link! However, if anything, those transformations look very different from the Majora's Mask counterparts. So, they have their own creative designs with some updated gameplay mechanics that can be combined with other items. For instance, Zora Link has always been able to share actions similar to Link. Henceforth, Zora Link is perfectly capable of using the hookshot. This is done for reasons to conduct Zora Link's electrical embodiment to the hookshot's chains for more devastating results against enemies. In addition, the dual boomerangs will also be yours in Link's form. With the help of the divine, we introduce to the origins of the legendary Gale Boomerang from Twilight Princess. There's two of them, though! At the end of the game, one will be gone while the other lives on for Twilight Princess Link to claim back from the monkey (he finds it at the time of Twilight Princess times). I would also like to add that due to the inherent embodiment of the electrical attack of Zora Link, his dual boomerangs (while released) may also be combined with electricity for more devastating damage. Now, there's actually something very distinguishing about the Water Temple. You will return to this Temple after progressing far into this game in order to retrieve its fourth item: the Lens of Truth. With this, you may see things as well as unlock the secrets underwater while swimming as Zora Link. Yes, you can use the Lens of Truth while as a Zora underwater. The Lens of Truth is meant to symbolize the shadow-themed dungeons from Ocarina of Time, so it's a means of communicating to the audience on the foreshadowed death expected from the Sage of Water before the events of Twilight Princess.

Fire Temple

Now, before I begin with the fourth dungeon known as the Fire Temple, let me just stress that this is the point at which you will see a dramatic rise in difficulty. This is going to be the most difficult dungeon that you wished you had more hearts! The fact that I broke the formulaic order of Forest, Fire, and Water is my opportunity to allow this fire dungeon to surpass the environment of the original Fire Temple from Ocarina of Time. Now, let us explore the items rewarded in the Fire Temple:

  • Fire Arrows
  • Goron Mask
  • Megaton Hammer

This Goron Link is going to be a favorite for quick transportation just like the Goron Link in Majora's Mask. However, there's going to be an added level of charge to speed him up even more than the spiked form (coal form in this game). If there's anything to be understood about Darmani the 6th, he has cracks all over his body filled with coal and dirt surrounding his body with a back with holes to release coal. Basically, the theme of designing this Goron Link is steam, coal, and lava. What do I mean by lava? Well, the beauty of this Goron is when he immerses himself in lava, he's capable of charging his body with a meter that randomly appears under the magic meter to be utilized and released at the discretion of the gamer. That is where his third speed form comes into play. After the coal form, Goron Link releases the lava preserved from within his chi to release it into a fireball. It is actually possible for you to preserve this lava all the way to Hyrule Field, and use it to travel around. As you look behind, the grassy path will be marked with a single line of fire. It's a beautifully surreal site to behold during the day and night to have lava interacted outside. You may also preserve lava in a bottle to recharge Goron Link. Other additions to Goron Link's gameplay mechanics is the inclusion of the bomb combined with the Goron Ground Pound to create an explosive result. Aside from Goron Link's impressive punching combinations, he also has the most devastating physical attack aimed straight at the ground. This translates to unlocking the Megaton Hammer, which will welcome even more diverse mechanics for both Link and Goron Link. The Fire Arrows are treated the same to light things on fire like torches, melting ice, activating explosives like bomb flowers, and burning enemies to the crisp.

Desert Temple Revisited

The second part of the Desert Temple is kind of like a comprehensive dungeon with all the elements from previous dungeons utilized to the fullest extent. It is also a long, challenging dungeon that will promise the use of all mask transformations and its accompanying items. Speaking of items, the following are rewarded in the Desert Temple (Part II):

  • Dark and Light Arrows
  • Mirror Shield

As you can see, in combination, you will switch between a total of 5 arrows: regular, ice, fire, dark, and light. In The Wind Waker, there was a total of 4 configurations. The bomb arrows are separately assigned, and can be combined with either of the elements with different circumstantial effects. For instance, combining bomb arrows and fire arrows upon release will blow Link up. It's a comedic easter egg! The ice arrows upon release will freeze the bomb itself. After the ice shatters, the bomb will continue its timer and explode. It's a neat effect! We know how normal arrows work with bomb arrows. As for dark arrows, these babies extinguish sources of light like the sun, brightly lit rooms, undo the sun symbols, and so much more. In combination with the bombs, the light of the bomb will extinguish after release, and the bomb becomes a dud. You can still pick up that arrow to resupply it back as well as the bomb. It's another comedic circumstance! As for the light arrows, the end result is equivalent to the 1-hit KO like The Wind Waker. It makes the enemy disappear from existence. However, the end result of the light arrow combined with bombs will not make the enemy disappear, but blow them up into little pieces. It's a violent site that will be utilized for the purposes of puzzles. The Mirror Shield is used in the same ways, but it can be used in combination with the Dark and Light arrows against enemies, bosses, and solving complicated puzzles. As you can imagine, this is going to be one hell of a dungeon that may surpass favorites like the Spirit Temple and the Stone Tower Temple.

The Items
Before I begin explaining in great detail about how each item operates and how each is controlled with the Gamecube controller, let me restate that my intention is to expand on the old items revisited in this game as well as add new ones to the mix. I intend to utilize these items with as much integrity as possible with multiple purposes that may be combined in other ways never thought of from any Zelda game.
I would like to start with the first item Link receives in the game after losing all of his stuff: the hookshot. Now, this item is given to him as a gift by a stranger that helped him escape from imprisonment. This NPC will be an important part of Link's main quest later. For now, any Zelda game's hookshot or clawshot generally work in the same ways: the chains extend to allow the tip to hit a target, then immediately retracts with Link going straight to the target. The difference is the player's ability to control that entire process with a bit more freedom that approaches reality. In other words, the hookshot is controlled a bit more manually than automatically:
Before I begin, let me first be clear that the item button will be also known as the button assigned to use the item (X, Y, or Z button). Pull out the hookshot by pressing and holding the item button. Upon release will extend the chains until the maximum distance is reached. Then, it stops in its tracks! That is the prime difference there! The hookshot's extended chains will only react as soon as the player chooses to press the item button again. Or, hold the item button to retract and still continue aiming for the next target of interest.

Now, what is my reason for making such a vital change by expanding it with additional steps? Well, it all comes down to the core of things I favor in Zelda games or any games in general: strategy and problem-solving. This is an opportunity for the player to utilize this new mechanic for the strategic purposes of defeating enemies, and for the expansion of creative ideas in problem-solving during a temple.

Upgrading the hookshot
Outside of this mechanical expansion of gameplay, there are other amazing aspects about the hookshot. Throughout your adventures, this hookshot has the ability to get upgraded with the stranger. In a sense, this item you first start with grows alongside you as you progress through the main quest. Upgrades such as extending its distance, adding customized designs to increase its damage potential against foes, and having a second hookshot added into the mix for more multitasking damage potential. Now, how can one control a second hookshot after extending one? Well, for the second hookshot to only be extended is when the player switches their L-targetting on a second enemy. That is the only condition to allow the second extension of the hookshot. The beauty of this is the first one is still extended without distrupting it at all. After the second one is done, L-targetting is the only way to retract one at a time. Without the use of L-targetting allows for both hookshots to retract at the same time.
Using the hookshot as Zora Link
The beauty of your first item in the game is its compatible use with the Zora Link form. See? Water's a very distinguished and special expression to this game. I told you for the millionth time! Anyways, the hookshot's conductive material works well with Zora Link's electricity. I have mentioned before that Zora Link's dual boomerangs can be applied with electricity to increase damage, and the same applies with a hookshot extended with the tip stuck on an enemy or target. After the hookshot is at its extended state, all that must be done is to press the R button. The R button is the only way to activate electricity when Zora Link either uses the hookshot, the boomerang, or while he is swimming (just like Majora's Mask).
Hylian Shield

My Ultimate Epic Film, Shadow of the Colossus

After watching several amazing films that inspire the shaping of a dream perfectionist epic, I decided that Shadow of the Colossus would be the perfect game to be turned into a film. Like my personal Zelda game, I have been fantasizing about this idea for many years after experiencing Shadow of the Colossus in HD on the Playstation 3. Just thinking about its legendary shots give me goose bumps.
What is the film going to be like?
Let me put it this intention for this special film is to really put a dramatically powerful impact on the audience in numerous ways. It's almost like watching this cinematic experience as one of those global, life-changing situations. Shadow of the Colossus would be a work of art game-to-film adaption that acts as a savior to all of humanity. That is generally what I am trying to achieve with my audience.
The style of the film is something I love to talk about. It's going to be almost like the video game, basically. The movie is going to be almost like a silent film in terms of little dialogue added into the screenplay just like "Wall-E". Most of the sound coming out of the film is extremely natural. The environment (the deserted landscape) surrounding Wander is going to take most of what the audience can hear as if the place is its own character in the story. Other than that, there will be moments where music will be unexpectedly played during special situations that closely mimic the actual game like during an encounter with one of the Colossus.
The film's most beautiful scenes will definitely have the epic opening and ending shots from the game. All the amazing moments in the game will be included in the film. The shots will be done in a way that not only mimic the game's cinematic, but I am also trying to make it a whole lot better in terms of scale. When it comes to the opening shots and showing the deserted landscape, I want it shot in a way that's inspired by how Stanley Kubrick shot his "2001: A Space Odyssey". The scale of shooting this film from its opening landscape shots to its silent space environment is something I would like to achieve in Shadow of the Colossus. I would love to choreograph the shots in ways that show just how huge the Colossus look in comparison to Wander. I would also like to concentrate on action scenes where it's all going to be done in one shot like "Gravity" and "Children of Men". In a way, I am simply doing it as if you are playing the game. However, the only difference is that you are only watching an exciting movie that is controlled by my choreographed action scenes combined with controlling the camera in beautiful ways that effectively tell a story.
The Bosses
Now, people might be wondering if I am actually including all 16 Colossi. And if so, how in the world am I going to squeeze all of them into one story that make it feel naturally balanced to not bore the audience? Well, here's the kicker: I am not going to include all 16 bosses. What I will do is add the bosses that help contribute well to the overall progression of the story, and how it impacts the development of the characters. Remember, Wander is not the only person in the movie that the audience will be emotionally attached to. There's the girl, Wander's horse Agro, the Colossi, and the deserted landscape. These bosses will directly affect Wander's change in psychology as well as the change in the deserted environment in negatively tragic ways.
So, what bosses am I going to include? Well, first off, I want to make sure we have a great deal of diversity. For starters, I want to remove the bosses that I have no intention of exploring: 2, 6, . The bosses I'm definitely including in the film are the following: 1, 3, 4, 5, 8, 9, 11, 13, 14, 15, 16.

My Own Super Smash Bros.

This has been an idea where I attempted to make my own Super Smash Bros. game with new characters, and the proper modifications of existing character clones that lacked originality. I started this since after the release of Melee, but now I am back to expand on it after the release of Super Smash Bros. 3DS. Some of the major things I want to discuss below is my roster of the game, the modifications made with some of the characters, and a gameplay system that expands the use of the smash ball into the special smash.
The Roster
When I first started fleshing this idea out on paper, I think the roster total I came down to is 48 characters. Now, I'm not sure if that quantity is going to be reached, but I'll get started anyways. Before I begin, please note that the secret characters are italicized.
Mario Universe:
  1. Dr. Mario
  2. Mario
  3. Mario and F.L.U.D
  4. Paper Mario
  5. Luigi
  6. Luigi and Poltergust 5000
  7. Peach
  8. Daisy
  9. Bowser
  10. Giga Bowser
  11. Baby Bowser
  12. Donkey Kong
  13. Diddy Kong
  14. Wario
  15. Waluigi
Zelda Universe:
  1. Link
  2. Toon Link
  3. Zelda
  4. Sheik
  5. Ganondorf
  6. Phantom Ganon
Metroid Universe:
  1. Samus
  2. Zero Suit Samus
  3. Ridley
Pokemon Universe:
  1. Pikachu
  2. Jigglypuff
  3. Wigglytuff
  4. Lucario
  5. Mewtwo
Star Fox Universe:
  1. Fox
  2. Falco
  3. Krystal
Misc. Characters:
  1. Pacman
  2. Mrs. Pacman
  3. Megaman
  4. Little Mac
  5. Conker
  6. Banjo and Kazooie
  7. Wander
Changes in Gameplay
Special Smash

The way special smash works is slightly inspired by the WWE games that came out on the Nintendo Gamecube. Basically, every character from the start of any fight will have a meter indicated below their character picture and damage indicator. This meter fills with the following: attacks successfully executed and items grabbed that help the meter go up. As soon as that meter fills up, it adds the quantity of special smashes you have obtained next to the meter, which basically means those special smashes can be saved for later use. In order to execute the special smash, press the A + B button together. Like the specials, every character will have 4 special smashes:

  • A + B
  • Forward, A + B
  • Down, A + B
  • Up, A + B

Those attacks are either stronger versions of the original specials, completely fresh attacks, or smash ball moves used from previous installments.

Character Moves
Dr. Mario


Megavitamins Charge: Tap B to fire a quick, bouncing megavitamin. Hold B to add more concentration to the megavitamin.

White Sheet: Reverses opponents, and deflects back projectiles.

Dr. Tornado: A slower, yet more powerful version of Mario's, except it launches opponents sideways.

Dr. Jump Punch: Similar to Mario's, but it packs more punch with different sound effects.

Special Smash:

Giant Megavitamins: One giant megavitamin starts bouncing. As soon as it hits its target, it expands into multiple smaller megavitamins.

White Sheets: A move with greater range that will make nearby opponents dizzy, while deflecting projectiles with a stronger recoil.

Dr. Tornadorama: Increased range and attack duration that takes on multiple foes that sends them flying sideways

Super Dr. Jump Punch: A powerful move that takes on multiple foes with megavitamins scattering the area with each hit



Fireball Charge: Tap B to fire a quick, bouncing fireball. Hold B to add more concentration to the fireball.

Super Cape: Reverses opponents, and deflects back projectiles.

Mario Tornado: A quick spin that launches opponents upward.

Super Jump Punch

Special Smash:

Giant Fireball: One giant fireball starts bouncing. As soon as it hits its target, it expands into multiple smaller fireballs.

Super Capes: A move with greater range that will make nearby opponents dizzy, while deflecting projectiles with a stronger recoil.

Mario Tornadorama: Increased range and attack duration that takes on multiple foes that sends them flying high

Super Duper Jump Punch: A powerful move that takes on multiple foes with coins scattering the area with each hit.