Get all your news in one place.
100's of premium titles.
One app.
Start reading
GamesRadar
GamesRadar
Technology
Nikole Robinson

The Legend of Zelda: Majora's Mask: Inside the surrealist sequel that was never supposed to exist

Majora's Mask 3D

The strict time constraints and constant pressure of Majora's Mask mirror perfectly the creation and development of the game itself, completed in just one year. After 1998's Ocarina Of Time became an instant hit and redefined 3D gaming, series producer Shigeru Miyamoto wanted to both capitalise on its success and further utilise the game's engine; the iconic title originally used the same engine as Super Mario 64, but so many modifications were made during Ocarina's three-year development that it became its own beast. 

The spawning of a sequel ties in heavily with the failure of the 64DD, a Japan-only peripheral designed to expand the limitations of the Nintendo 64. Ocarina Of Time was intended to be a flagship title for this new device, but Link's expansive range of motion was stunted when the game was read from a disc, thus the code found its home on a 32-megabyte cartridge instead. However, this halved the available space, meaning many concepts, enemies and locations went unused in the final release. 

Sign up to read this article
Read news from 100's of titles, curated specifically for you.
Already a member? Sign in here
Related Stories
Top stories on inkl right now
One subscription that gives you access to news from hundreds of sites
Already a member? Sign in here
Our Picks
Fourteen days free
Download the app
One app. One membership.
100+ trusted global sources.