The Legend of Zelda: Ocarina of Time/Curious Collision
This is a sub-page of The Legend of Zelda: Ocarina of Time.
Contents
- 1 Miscellaneous Collision Oddities
- 2 Out-of-Place Hookshot Collision
- 3 Inaccessible Epona Collision
Miscellaneous Collision Oddities
Hyrule Field
Gerudo Valley Entrance
To do: Add screenshot and info. |
Lon Lon Ranch
Silo
The silo building was a late addition to the ranch, evidenced by the lack of an exit to it in various cutscene setups. Its interior and exteriors don't quite match, with the interior having windows that aren't visible from outside. These may be represented by two brighter spots on the preview of the silo visible from Hyrule Field as it appeared in prerelease footage from 1998.
Forest Temple
Room 01 - Entrance (1F)
Forgotten Doorway Collision
A section of the collision above the doorway to the Skulltula hallway in the Forest Temple is set to a wood surface. Using the Moon Jump code to hit it with the sword generates a wooden collision effect.
Treetop Collision Oddity
There is a rectangular collision barrier atop the tree trunk where the treasure chest appears. It does not correlate to anything used in the final game.
Thieves' Hideout
Room 00 - Wooden Beam Room
There are two instances where collision for the logs here is positioned outside of the room itself. This, along with the fact that this place contains a Gerudo guard that fails to spawn because it is placed outside the map boundaries suggests that these aspects may be remnants from an older layout that underwent a redesign.
Ganon's Castle
Room 0E - Fire Trial (Lava Room)
An invisible collision object resembling a window exists on one of the walls.
Spirit Temple
Room 1
There is a small piece of leftover collision, right behind the wall to the left inside the passage that leads to room 2. The polygon type attributed to this piece is regularly used for the ground or walls.
Temple of Time Exterior
The collision data includes several parts pointing to earlier versions of the background render. Most notable are the dirt paths leading to both sides and the trees in front of the Temple of Time.
Out-of-Place Hookshot Collision
Water Temple
Room 0D - Dark Link Mini-Boss Room (3F)
The bottom edge of each door to Dark Link's arena can be targeted with the Hookshot.
Room 13 - Square Tektite Room (3F)
This room once held two Hookshot targets. Now, only the collision remains.
Room 14 - Multilevel Corridor
To do: Ask RanAS to talk to Porcino and figure out how to explain this in English. |
This unused Hookshot target is to the left of a used one. The used target is part of a timed puzzle that requires the Longshot to get past a gate.
Facing another target in the same room above.
Spirit Temple
Room 05 - Goddess Statue Room (2F)
In an brave effort to subvert society's concept of programming as the domain of sexually-frustrated nerds packed into cubicles, an unnamed-but-heroic martyr cast his very professional reputation on the line to... ensure the goddess statue's nipples were Hookshot-able?
Shadow Temple
Room 09 - Cavernous Room (B3)
Despite not differing in appearance from the other gargoyle perches in this area, one of the wooden posts here can be used as a Hookshot target.
Inside Jabu-Jabu's Belly
Rooms 08 to 0C - Various (1F) & Room 02 - Pit Room (1F)
The walls of the tentacle rooms, Dungeon Map room, and Boomerang room in Jabu-Jabu's Belly should be viable Hookshot targets. However, because the collision type used by Jabu-Jabu's walls contains an additional effect that cancels out this property, they are not.
In addition, were Adult Link capable of accessing the dungeon, and were it not for the effect mentioned above, he would be able to avoid the vortexes in the pit room where one first meets Ruto by aiming his Hookshot at the back wall.
Barinade's Lair
The walls of Barinade's Lair suffer the same fate as the rooms described above.
Fire Temple
Volvagia's Lair
The borders of Volvagia's island can be used as a Hookshot target, which may be a side effect of the fact that one can climb them.
Ganon's Tower
Ganondorf's Lair
Link can use the ceiling and stained glass windows of Ganondorf's tower room to Tarzan his way across the arena. The climbable walls of the central pillar are also target fodder, as is Ganondorf himself, when he has collapsed to the pillar's surface after finding himself on the business end of a strike from his own ball of lightning.
Kakariko Graveyard
Room 01 - Main Graveyard Area
While it makes sense for the wooden fence to be targetable, the reason that Link's Hookshot can grab onto one polygon that makes up the stone contraption outside of Dampé's Shack is more unclear.
Gerudo Training Ground
Room 02 - Flame Wall Maze
In this room, Link must avoid the proximity-activated flame walls and collect Silver Rupees in order to progress. In the top corner of the room is a wall out of which large stone boulders roll. It can be targeted with the Hookshot.
Ganon's Castle Exterior
The side of the pillar next to the entrance to Ganon's Castle can be hookshotted. Because the castle wall itself lacks collision in this area, this allows players to walk through the seemingly solid stone and fall into the lava below when they reach the end of the ground collision.
Shooting Gallery
The top of the gate that leads from behind the counter to the target range can be targeted with the Hookshot. As this location is considered a building interior, it is not possible for Link to use items outside of the target practice game.
Inaccessible Epona Collision
There are several areas in Hyrule where Epona's object is loaded, although it's not possible to enter these areas with her in the final version of Ocarina of Time, like Ganon's Castle exterior, the market, and Zora's River.
These areas still utilize collision polygons, colored in red, where Epona cannot walk further: on the staircases to the Temple of Time from the Market, the giant hole and the entrance to Ganon's Castle bridge, and the first fence of Zora's River.