The Legend of Zelda: Ocarina of Time starts
with a foreshadowing nightmare as the game unfolds. But what if we messed with that
nightmare? Could we confront Ganondorf? Or get lost in a nightmare-ish world. Honestly
I’ve always been fascinated by this super long intro to the game, so I hope you enjoy
my weird adventures trying to ruin it. I love breaking games, and it’s through the
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Now all legendary adventurers need a hero, and
we have to name our hero, so we're going to give them the most heroic name ever! Let's see here…
how about… Lunk? Introducing Lunk the Bizarro version of Link! And with that we start the game.
So as a heads up, I'm playing on a save file that I've been tinkering with a little bit. I've been
hopping around and actually went back to the title screen to start this game, so um that may play a
role in things? And I mentioned this specifically because for some reason, the top part of Link's
house is sort of glitched out? As you can see there's this horizontal strip that we can see the
level collision through. This collision map is normally obscured, but for some reason it's not
right now? What I'm gonna do is start waking up Link at different intervals. So we're going to
rewind time for a second, and the second we see texts on screen I'm going to wake Link up. Now if
we wake Link up at this moment, the screen stays completely dark. We can move around as Lin,k but
we we can't see anything. So enabling a different view - a collision view - allows us to see the
world around us through the darkness. And I always found it neat (but also odd) how Ocarina of
Time does their interiors. Like this house is basically like one big image wrapped around, and
yet they use a collision map to isolate certain areas that Link should not be able to walk to.
But the detail level is so low that we normally can't see anything, but in this collision view
we can see what the house actually looks like, in terms of the 3D space it actually occupies.
So you can see all these different objects and these collision boxes that you normally cannot
see, and it's kind of neat seeing it this way! So rewinding time again and putting Link back to
sleep, we're now going to wake him up as soon as he appears on camera. And doing so actually puts
a Link at the center of the room. Now there's like this table area that the camera always sort
of like shows out from. Normally you cannot get to this area, but Link spawns here and we're
able to jump off it. And of course changing our perspective is a little weird here, but we can
walk around and explore of the house in this early morning hour, and then we can also leave the house
and Saria comes running up to us as if nothing had changed. Now, this is all well and good, but
the reason we're here is specifically for this nightmare. Because as the story progresses, Link
has a nightmare that he's shivering about that is basically him seeing the future! And within
this nightmare he's standing outside of Hyrule castle and Zelda and Impa come racing out with
Ganondorf following them. And of course normally Ganondorf attacks Link at this moment, but Link
sort of just freaks out and then he wakes up. But this dream world was always kind of neat
to me because like it's the “future” but it's playing in real-time, at the start of the game.
So what if we were to interrupt this nightmare? Well doing so is actually kind of creepy! So when
you interrupt this nightmare, the things in front of you sort of disappear - Link is left alone on
this map, and Zelda, Impa, Ganondorf - all those people are gone. And the world is so dark and
ominous and empty! So as I'm running across Hyrule Field trying to see what this world contains,
every little action and every sound effect that I make echoes across this empty landscape…
and that sort of aids in the creepy factor!
The world is dark, and it's perpetually raining
around our character. Lunk has unfortunately become a very very soggy boy. And as I made my
way around to the front of Lon Lon Ranch and just really took in the Castle from far away,
it was kind of haunting… so of course I want to explore this, so I try heading into Long Long
Ranch and the game crashes. Apparently there's not a correct warp set up there, and the same thing
happens if we try to go into Hyrule Castle Town after the bridge comes down. Entering this map, or
attempting to, will crash the game. And something else that's kind of neat is that depending on when
we actually interrupt this nightmare, that will determine how bright the map is! So if we do this
during a time when the game is dark, of course the game stays dark. The world is pitch black,
and if we enable a collision viewer you can see that it looks like Link stepped into the Twilight
realm from Twilight Princess. As if exploring your nightmare wasn't Creepypasta material enough, we
have this now “new” abstract world that looks very very strange. Like I said earlier stopping this
cutscene kind of just unloads everything - none of the actors (the characters) persist after this is
unloaded. That's kind of a bummer because I really wanted to take a look at these things frozen in
time, or stuck in their idle animations, but we're going to take a look a different way! So we're
basically going to freeze the cutscene and take a look at the different components as it progresses.
So we have Link in front of the drawbridge before it comes down, and then we get like this flash
of Impa and Zelda in the back? And they normally run by a Link but this is what they look like up
close. As they run by Link eventually they get off screen, and then Link reacts and Ganondorf appears
behind him. And Ganondorf indeed just appears behind him! If we go to take a look at Ganondorf
at this moment it's actually kind of neat because it reveals something else - all the sky boxes
in Ocarina of Time are actually squares, but we have a smaller rain box around the character that
constantly has the weather playing around them. This is why when I was running around the field
the rain was always following me! But if we move the camera out of this we'll notice us that the
rain isn't actually playing everywhere - it's just around us. Now the world we're in is a cutscene
map, and when these cutscenes are called upon it does load in a lot of different objects, and
all these objects are independent of one another. So if we want to we can just remove Ganondorf's
horse, and then he's just sort of floating there all weird! Unfortunately though, Ganondorf is much
more powerful when he's floating off his horse, so as we try to exit the nightmare out of fear,
as the nightmare is actually ending we get the inversion of what we saw before - the screen
gets brighter during this transition - so as we exit this and we turn on the collision viewer
as the world is bathed in light, well everything becomes gray, white, and dull blues! And this
makes the world feel a lot different as well.
And while I was running around this bizarre
grayish world, I decided to run to Kakariko Village because I actually did not try that warp
yet. My hunch was that going up the staircase was going to crash the game, but I was wrong!
It actually took me to Kakariko Village - the normal map - so that upon exiting the village
it took me back to the normal Hyrule Field! We exit one Nightmare and immediately enter
another as Kaepora Gaebora begins talking to us. I honestly don't know which one's
worse - a perpetual world of darkness, or a never-ending conversation with this cursed
owl! So of course Lunk, our pristine hero, does what any hero would do: they banished
themself back to the world of darkness. And back in this nightmare we decided to delete
both Zelda and their horse? So Impa just kind of comes strolling out the castle doing like this
power squat? Her burly form is so powerful that she just floats out of the castle and flies
off into the field! And equally as terrifying is if Ganondorf's horse is the only thing that
shows up. If we remove Ganondorf from the scene, well this is a really evil horse staring Link
down! But honestly during this whole thing I really want to just confront Ganondorf here in
the past - I mean why not defeat Ganondorf here, right now, in this nightmare and stop all the
events from happening in Ocarina of Time?! This was easier said than done… I was thinking
this would be not too difficult to have happen? But I was definitely wrong, because I spent
a lot of time trying to get Gandorf's fight to appear on this map. I mean imagine how cool
it would be if above this drawbridge Ganondorf just started floating around like his fight
in the castle?! And what I didn't realize, at least from what I believe, is that it was
actually the map itself that was preventing Ganondorf from appearing and fighting me. So I
started experimenting - I forced myself to load into Lon Lon Ranch without it crashing, and then
I try the same setup there. And, lo-and-behold, it actually works! I think there's something wrong
with Hyrule Field? I mean it's a massive map, but for some reason these things don't work there, and
maybe it's just the cutscene map I'm not entirely sure. But here we are, we stroll into Lon Lon
Ranch, and we see Ganondorf. And I have to say, have you ever just strolled into Lon Lon Ranch and
Gandorf is hosting an outside piano concert? Yeah me neither… until today! But the juxtaposition of
Ganondorf playing this piano and talking to us and laughing at us um while there's cows mooing in
the background… it uh definitely hits different! And what's kind of funny is I was trying to
actually break out this cutscene as well, so that when Ganondorf blasts us with
dark energy, well Lunk, our pristine hero, is nowhere to be found. But then we realize that
this piano area is an illusion, and Lunk was super pumped to fight Ganondorf! And uh he he dies in
one hit… Poor Lunk didn't even stand a chance! So I'm trying this again, and I have invincibility
on because I don't want Lunk to die. What I realize is that child Link's hitbox for a sword is
a little bit too low to always hit the magic back. Sometimes it doesn't even connect with the magic,
and we just get hits anyways. So the solution to this is to Z-Target so that we always use vertical
slashes when knocking the magic back. But even if we successfully volley the magic back and
forth and hit Ganondorf, well we run to another problem - we can't use light arrows as a child.
And of course we need light arrows to advance this fight! Even if we force the game to equip light
arrows with child Link, when he goes to use them it will just pull out the slingshot and shoot
normal pellets. And the slingshot pellets don't really do anything to Ganondorf - he sort of just
shrugs them off with his cape. But we can shoot them really really fast, and we can perpetually
hold them in place, and if we have infinite ammo on… well Ganondorf is never going to move again!
I also found it interesting that Ganondorf always pulls his cape up to defend any time you shoot
a pellet - even if it's at the ground, or behind you. I guess I always thought it was only if
you're aiming at him, but that does not appear to be the case. So all hope of defeating Ganondorf
within this nightmare was unfortunately lost. But you know, nightmares tend to get worse as they
go on, and so do this one! The timeline began to repeat and warp in on itself, and suddenly more
Ganondorfs appeared! Watching tons of Ganondorfs play the piano at the same time is like a weird
fever dream? The dudes got like spider hands with like 30 fingers as he slams the keys. At
this point I can't even tell what's going on anymore - there's like overlapping cut scenes like
Ganondorf’s telling me to give him the Triforce, while also blasting me with dark magic,
and one of the Ganondorfs is knocking out Piano Man on the keys, and there is just too
much going on to understand what is actually happening. But suddenly everything comes to
a head, and I see three Ganondorfs in the sky throwing energy at me. And so I run underneath
them not thinking, and all of them start to ground pound the field beneath them, and um…
because of all their combined Glory the game just crashes. And so Link awakens for this
nightmare, and he's back within his house. But we're not done yet - I have a little bit more
to show you. So after this nightmare takes place, Navi appears in front of the great Deku Tree.
And I'll be honest, I never knew this, but in this scene Link is actually up above the Deku Tree
on the perimeter of the map. He's like standing up to the right in this upper part of the Forest
that is normally inaccessible. And if we interrupt the scene, we can actually explore this area! So
there's not really a ton up here, it just encloses the map down below, but if we were to follow it
to the edge where the loading zone is, and then jump down below and skip the loading zone, well
Kokiri Forest (the town area) is unloaded! The trigger for this is in the hallway between the
Deku Tree and the village. And we missed that so it never happened! So if we start the scene over,
and we let Navi begin to fly to Link's house, well if we interrupt the scene at that point, the
great Deku Tree area will be unloaded, and Link is just floating in the sky! There is a low-poly
version of the Deku Tree that you can normally see in the background, that is over here and
looking at it from this angle is kind of funny! But I want to try something different -
I wanted to try to see what happened if we made Link an adult on this map. And doing
so is a bit tricky, but we can get to work, and when Navi begins flying around, well the only
person in the village is Mido. Unfortunately Mido is stuck between two timeline lines - as adult
Link is experiencing his child timeline’s cut scene that starts the game. And now I try to
get adult Link to appear in the other instances, like I want adult Link to wake up on the
bed, or I want an adult Link to encounter Ganondorf in the nightmare. Maybe there's
someone out there who can actually do it, but I was not able to, so unfortunately
that was a bust. But I would have loved to see adult Link shivering in the bed and just
being too big for the bed he was sleeping on. But as a final bonus before we end this video,
we want to take control of Link on the title screen. And doing so can lead to a wrong warp that
actually takes us to the Deku Tree when we advance the telescreen menu. And on this title screen
area I got rid of the logo on the start button, and I was trying to mess around with Link on
Epona as well. For example: giving Link access to a shield while on Epona so he could defend
himself from well… nothing in this scenario, but using a shield on Epona would have been really
cool! Or even taking your sword out on Epona! And that's the thing, if we mess with the game, but
you can't swing your sword. Now a lot of this stuff is very similar to doing the swordless
Link glitch. I used to do that all the time as a kid - I would have Beast Ganon knock the Master
Sword out of my hand, and I'd pause and save the game while the Master Sword was unequipped, and
then when you loaded the game and when an Epona, you could use all sorts of weapons. This is the
same method I used to try to touch the moon in Ocarina of Time many years ago! While latching out
to an object with hook shot while on top of Epona, and then getting off Epona, you can move all
around hook shot then. But in this instance, things are a bit weird - I'm using bombs on top
of Epona while running around ,and thankfully it doesn't hurt me and knock me off the horse, but I
also can just do a roll off of Epona. Instead of getting off Epona normally, I just roll off her
and by doing, so I'm controlling both Epona and Link. And this is kind of funny because I can now
get back on Epona from anywhere on the map, and Link will just sort of crawl out of the earth like
a zombie? He just like warps beneath the horse and just rises out of the ground trying to get on top
of Epona. And if we rotate Epona at this point, um Link will try to get on the horse backwards
before ultimately correcting his orientation. So yeah, there's a lot of funny results when
you mess with the game on the title screen and during the intro cutscene! As always I hope
you guys enjoyed Lunk's Bizarre Adventure, subscribe right now if you did, and I will
see all of you in my next video. Cheers!