in the famicom version, the pols voice enemies were defeated using the microphone on the famicom controllers. this feature was kept in the Japanese virtual consoles release on the 3DS and wii u since those consoles also had mics. but as for those of us in north america? nothing. we never got to kill the rabbit by screaming at it. truly the lostest of bits.
At least they changed them to be one-shot by the Bow for the international versions. Unfortunately the bow is pretty difficult to obtain in the Second Quest though... Would have been nice if they allowed us to use the Recorder to kill them instead, right? Would have made way more sense than the Bow.
@@EarthboundBenjy Even worse, keeping the hint about them hating loud noise or whatever it was, when an arrow is almost silent. I still thought the sword didn't hurt them until last time I played though, it takes a few hits, but you can save those rupees if you need to.
I wonder if it mean that there would have been no Sword beams in the beginning? It makes sense. If there's a boomerang that did damage to all enemies, then there's not much need for a sword beam. The choice then would be the long range boomerang with the disadvantage of needing to wait for it to come back for another attack or the multiple striking sword with the disadvantage of short range melee.
You can see the actual sprite for a single-headed Gleeok in-game, after cutting off all its other heads. So it does have a purpose in the final release.
2:32 You can only carry one potion at a time, so charging 10 extra rupees for one that works twice seems reasonable since you wouldn't want to make a trip back to the vendor in middle of a dungeon.
That would also be a waste since the whole dungeon will respawn when you leave. Only unlocked doors, bombed walls, and obtained treasure would persist, so that room full of Darknuts is just going to own you again.
3rd Dungeon could've been called something like "Temple" as the manji symbol is often used on Japanese maps to represent locations of temples. Also temples and Zelda pretty much go hand in hand
@@velvetbutterfly the dungeon is designed after a religious symbol, I don't think temple is that crazy for western audiences (weird tangent but temple of doom came out 2 years prior, so it was in the American lexicon already)
Probably changed dungeon names to level numbers so players had an easier time progressing. That way they didnt take on much harder dungeons by accident.
2:00 I feel bad for the Manji or whatever you want to call the symbol. It is/was this ancient geometrically pleasing symbol used by different cultures to usually mean good luck. But now because it was appropriated in a certain way, most people treat it as nothing more than a symbol of hate, leaving its positive ancestry unknown or disregarded.
Based on the little imps in later games and the way they would act like you woke them up, and then "curse" you with upgrades out of anger, "I'll give you this so leave me alone" seems to have been the characterization they decided to go with at least for later games.
You may also be interested in the prerelease material and Gigaleak assets for BS Zelda no Densetsu, the Satellaview remake of LoZ. There are art assets for unused bosses and an early overworld design, as well as a BS Link sprite that was never used.
This was extremely fascinating, i had no idea there was this much difference between the beta and release, imagine how differently our memories of OG Zelda would be if these ideas were what they went with on the final release.
An extra bit of interesting info on Miyamoto's appearance in the credits - it seems to have been a misreading of his name that led to Miyahon being written instead. The Moto kanji in his name can also be Hon.
I never knew about these changes explicitly so this was good to see! Lot of Zelda videos focus more on theories and lore bits or speculation so this is a nice change to see from the norm
I was always interested in the development of the original Legend of Zelda game. There were plenty of exploration games before like Adventure on the Atari 2600, but Zelda felt like a truly evolution, very different from many other games on the NES early years
Zelda was the first nes game i had seen and it was pretty mind blowing after playing the 2600 for a couple years before that. 2 attack buttons, great music and sound, and a save feature too!
he knows, it's the Manji and is a Buddhist symbol, it's even used on Google Maps as the icon for Buddhist temples the symbol is also present in many different forms across many cultures all over the world, and has been for thousands of years, some are even the exact same orientation as the certain infamous one
@@DessertArbiter Adolf Hitler and the National Socialist German Workers’ Party changed the swastika’s meaning to represent the “Aryan race.” The swastika that was altered by the Nazis to incorporate that meaning is called “Hakenkreuz.”
Seeing all these old screenshots and pictures from the manual reminds me of TUNIC, such a great underrated game! Also you correcting yourself was somewhat unneeded on the Gleeok segment. The 2 headed variant exists alongside the 3 headed one and a 4 headed one, found in dungeons 4, 6, and 8 in order
I love the classic Legend of Zorldo, I'm fascinated by the idea of having the option to choose your item at the start of the game... I'm curious how they would have implemented it! Also fantastic choices of music!
It would make sense they ditched actual names for the dungeons in favor of the level naming system so that it'd be more obvious to the player how dangerous the area likely was and to more easily remember which ones they have explored already.
the prototype game over theme actually sounds slightly more ominous than the final version tbh and i wish they would have stuck with that as the final sounds much too peaceful thus degrading the overall sense that you died
That is indeed a Manji at 2:00. It's used to mark Buddhist temples, among other things. The guide I have for the game from the Collectors Edition Gamecube disc calls it the Manji as well.
Very recently it was discovered that the Hyrule Encyclopedia released in Japan has a really old Zelda 1 screenshot of what appears to be the entrance to some kind of cave leading into a mountain. It's from the oldest known build of Zelda 1, and I'm a little bit surprised it wasn't covered here but it was a more recent discovery so I just thought I'd tell you about it
The development of Ocarina of Time is well documented and since the Giga Leak there's a lot more of information about how the game changed during production. A video about the scrapped content and changes of Ocarina of Time could last more than an hour
The red and blue bubbles are in the second quest dungeons. Red takes sword until u die or use a potion(not a fairy) blue returns sword. FYI the bubbles do nothing unless you have the magical sword. Wood and white are unaffected
Sorry for the delay lol just remembered about this earlier today and tested it in a dungeon. Although seemingly different, the graphics are still all sorts of messed up
Or: in that build, you couldn't buy a second blue potion if you already owned one, making the red potion being more than twice the blue warranted because that way you can drink a second time without having to return to the shop.
I used to have this game. Level 3 was referred to as a Manji in the instruction manual. If the dungeons kept the names, LEVEL-3 would have been called MANJI just fine.
The 1=headed gleok's sprite looks relatively normal in loaded in a dungeon with the correct sprite set, though the palette uses the dungeon's for some reason.
Other differences: Gleeok in the prototype can have more than one fireball on screen. Silver Arrows in prototype were through a walk through wall in first quest. (Go the next room to the right) The drops for enemies were different in the prototype as well. Certain version of the FDS version you can get the coast heart multiple times using the recorder. (Only works for each dungeon you’ve cleared thought)
Changing names for numbers was likely so the players could have a sense of progress. By entering a dungeon out of order, the players would expect it to be harder or that they couldn't progress because of the lack of an item.
2:01 How though is naming a manji dungeon "Manji"? It's literally in the manual (Page 34). It was probably changed so players know they're doing it out of order and maybe not get stuck for missing a item from a previous dungeon.
3:50 The Heart Container there seems to have one outline, followed by a transparent outline, followed by a big heart inside with its own outline. Fairly easy to replicate.
Wow, I'm shocked that it took this long to cover the original Zelda! I'm also shocked there's not as much as one might think in it. Can't wait for the next Zelda one!
Originally, the sword didn't fire a beam at full hearts, so the player could choose the melee sword or the ranged boomerang. I don't know why it was changed, but it was late in development. They made the sword the only choice. I don't know if the white and magic swords already existed or if they were added after this change. Since the boomerang was already in the game, but the dungeons were pretty much finished, they added the boomerang as an extra item in dungeon 1. Don't ask me where I got this info from. I read/heard it years ago from other CZcamsrs or articles that talked about prerelease versions of Zelda 1.
One of the STEANGEST things I ever saw in a Zelda game was a bad guy that would die from noises. One of the NES versions had a microphone and if you made a loud noise it would KILL certain badguys! One looked like a cat lol!
I wonder if that glitchy one-headed Gleeok would display correctly (with the regular Gleeok sprites) if loaded into a dungeon rather than on the overworld? I know a lot of NES games are set up so that certain enemies show up weird if put on a different map than they were intended to be (like if you hack SMB3 and put castle enemies and underwater/sky/pipe/etc. enemies together.)
Cheaper to buy two blue potions is something a BotW fan discovering the original would say. You bought the red because you could only hold one at a time since they took up the same inventory slot. OG Link had much smaller pockets I guess. Also, Lv.4 did have a 2-headed Gleeok, so not really a mistake there. Since there's already a 2 and 3 headed one, maybe they felt a single head would be too many of the same boss and changed it to the smaller Aquamentis instead? - referenced from LoZ collecter's edition guide, and I have been playing the original for the last week or two. A lot of the translation stuff I've heard from the Legends of Localization book, I think it mentioned the bible also have a full cross originally too. Even though it seems innocuous to me, being more agnostic than anything, in the end creating an original faith with Hylia and the three goddesses is much more satisfying in a fantasy game.
Great job on researching the information. Where were able to locate the official Japanese guide for a Link to the Past? (at 10:00) That is a very interesting image. I can make out Chapter 6?
Actually you can. If you already have a Blue Potion & buy another one, it changes your Blue Potion into a Red One, allowing you to upgrade it at the cost of 40 rupees. However, it's still more cost effective to buy a Red Potion for 68 rupees if you can afford it.
Zelda videos don't typically do very well on my channel, so likes & comments are EXTRA appreciated! Hope you have a great day!
zelda games are awesome
Ok
Hope you have a great day too everybody subscribe
The Zelda series is my ALLTIME FAVE series so I'd comment and like EVERY Zelda vid!
Zelda videos on your channel are awesome you should definitely make more of them
in the famicom version, the pols voice enemies were defeated using the microphone on the famicom controllers. this feature was kept in the Japanese virtual consoles release on the 3DS and wii u since those consoles also had mics. but as for those of us in north america? nothing. we never got to kill the rabbit by screaming at it. truly the lostest of bits.
At least they changed them to be one-shot by the Bow for the international versions. Unfortunately the bow is pretty difficult to obtain in the Second Quest though...
Would have been nice if they allowed us to use the Recorder to kill them instead, right? Would have made way more sense than the Bow.
@@EarthboundBenjy Even worse, keeping the hint about them hating loud noise or whatever it was, when an arrow is almost silent. I still thought the sword didn't hurt them until last time I played though, it takes a few hits, but you can save those rupees if you need to.
this is actually still in the international versions, but inaccessible without emulation for obvious reasons
At least that's how you kill them in Phantom Hourglass. Well... it only stuns them, but it's the best we'll get.
If zelda 1 get a more faithful remake then maybe make the flute kill the pols voice
The English manual did name the dungeons. On page 34: Eagle, Moon, Manji, Snake, Lizard, Dragon, Demon, Lion, Death Mountain.
I wonder if the boomerang would have dealt damage if you were originally able to choose it instead of the sword
The Boomerang can defeat bats with one hit in the final, so it probably did
I wonder if it mean that there would have been no Sword beams in the beginning? It makes sense. If there's a boomerang that did damage to all enemies, then there's not much need for a sword beam.
The choice then would be the long range boomerang with the disadvantage of needing to wait for it to come back for another attack or the multiple striking sword with the disadvantage of short range melee.
@C: uhm, actually, the "keys" are called bats
@@void4972no, they're called keese. Just like how you're called stupid.
@@jdb2002 Keese are "0 HP". If Lord Banana dealt 1HP it would be a much more powerful weapon.
You can see the actual sprite for a single-headed Gleeok in-game, after cutting off all its other heads. So it does have a purpose in the final release.
Clever observation, I hadn't even thought of that. :P
2:32 You can only carry one potion at a time, so charging 10 extra rupees for one that works twice seems reasonable since you wouldn't want to make a trip back to the vendor in middle of a dungeon.
That would also be a waste since the whole dungeon will respawn when you leave. Only unlocked doors, bombed walls, and obtained treasure would persist, so that room full of Darknuts is just going to own you again.
Honestly I never buy the blue potion
3rd Dungeon could've been called something like "Temple" as the manji symbol is often used on Japanese maps to represent locations of temples. Also temples and Zelda pretty much go hand in hand
Or "Manji".
@@indigofenix00 Yeah that's the actual name but it doesn't fit the naming scheme IMO
@@eclipseRz that's what it's called in the manual, though.
They wouldn't have gone with that since "Temple" was too religious in those days, which is why Zelda 2 called them all Palaces
@@velvetbutterfly the dungeon is designed after a religious symbol, I don't think temple is that crazy for western audiences (weird tangent but temple of doom came out 2 years prior, so it was in the American lexicon already)
Probably changed dungeon names to level numbers so players had an easier time progressing. That way they didnt take on much harder dungeons by accident.
That's probably more likely lol
It's actually incredibly common for game designers in the 80s and 90s to use pseudonyms to avoid being scouted by other companies
5:13 They are also noticeably "angrier" with their furrowed brow over their eye.
Seems Zelda and Shantae have alot of one-eyed characters in them.
Shantae, of course, being the only one with one-eyed snakes… *cough*
Your videos are very enjoyable! I’m happy your doing an legend of Zelda lost bits
The leg of zorldo
Ow Leg gen of zorldo 2 the ad ve of lik
yes
Me fav leg of zorldo bret of wid and leg of zorldo spir tak
*THE LEG!*
@@RadioballZ129 nd leg of zorldo ter of kidom
2:00 I feel bad for the Manji or whatever you want to call the symbol. It is/was this ancient geometrically pleasing symbol used by different cultures to usually mean good luck. But now because it was appropriated in a certain way, most people treat it as nothing more than a symbol of hate, leaving its positive ancestry unknown or disregarded.
🙋♂️
Nazis
Based on the little imps in later games and the way they would act like you woke them up, and then "curse" you with upgrades out of anger, "I'll give you this so leave me alone" seems to have been the characterization they decided to go with at least for later games.
You may also be interested in the prerelease material and Gigaleak assets for BS Zelda no Densetsu, the Satellaview remake of LoZ. There are art assets for unused bosses and an early overworld design, as well as a BS Link sprite that was never used.
Yeah I heard about those! I briefly covered the BS game in my Satellaview video, but I'd like to maybe revisit those in a future video
This was extremely fascinating, i had no idea there was this much difference between the beta and release, imagine how differently our memories of OG Zelda would be if these ideas were what they went with on the final release.
An extra bit of interesting info on Miyamoto's appearance in the credits - it seems to have been a misreading of his name that led to Miyahon being written instead. The Moto kanji in his name can also be Hon.
To think there’s a reality where Zelda games major branding is called the “power triangle”
I never knew about these changes explicitly so this was good to see! Lot of Zelda videos focus more on theories and lore bits or speculation so this is a nice change to see from the norm
I was always interested in the development of the original Legend of Zelda game. There were plenty of exploration games before like Adventure on the Atari 2600, but Zelda felt like a truly evolution, very different from many other games on the NES early years
Show me BOTW back in 1986 and I would've shit my paints then fainted
Zelda was the first nes game i had seen and it was pretty mind blowing after playing the 2600 for a couple years before that. 2 attack buttons, great music and sound, and a save feature too!
I really love how you implement sound effects from the game you're covering in your intro. It's such a fun and cool detail! 😄
I wonder if that 1-headed gleeock would load in properly if you loaded it within a dungeon that normal gleeock appears in
Timely upload, Tetra! Anyone eager to play "Tears of the Kingdom", including myself, will appreciate this!
That's the hope! Thanks for watching 🙏🏼
6:11 That isn't Game Over music. It plays when the screen begins to roll after saving Zelda.
2:02 this is actuelly a peace symbol
Untill a certain person, got rejected from art school and mirror flipped it for his own deeds
he knows, it's the Manji and is a Buddhist symbol, it's even used on Google Maps as the icon for Buddhist temples
the symbol is also present in many different forms across many cultures all over the world, and has been for thousands of years, some are even the exact same orientation as the certain infamous one
@@DessertArbiter Adolf Hitler and the National Socialist German Workers’ Party changed the swastika’s meaning to represent the “Aryan race.”
The swastika that was altered by the Nazis to incorporate that meaning is called “Hakenkreuz.”
Seeing all these old screenshots and pictures from the manual reminds me of TUNIC, such a great underrated game!
Also you correcting yourself was somewhat unneeded on the Gleeok segment. The 2 headed variant exists alongside the 3 headed one and a 4 headed one, found in dungeons 4, 6, and 8 in order
Tunic's manual is a reference and a homage to LoZ's so it makes sense.
I love stuff like this. Would be cool to play with Boomerang as if you could be a pacifist and NOT kill anyone... somehow.
I love the classic Legend of Zorldo, I'm fascinated by the idea of having the option to choose your item at the start of the game... I'm curious how they would have implemented it! Also fantastic choices of music!
That boss at the end, probably had just 1 head so it was easier for the developers to test the functionality, before adding multiple.
It would make sense they ditched actual names for the dungeons in favor of the level naming system so that it'd be more obvious to the player how dangerous the area likely was and to more easily remember which ones they have explored already.
the prototype game over theme actually sounds slightly more ominous than the final version tbh and i wish they would have stuck with that as the final sounds much too peaceful thus degrading the overall sense that you died
Thanks for this video! It's so curious to see what was left behind in games that defined the standard for its sequels...
I would absolutely listen to Tetrabit telling me Zelda lore while vibing in the Milk Bar
Sounds like a good time 😁
That is indeed a Manji at 2:00. It's used to mark Buddhist temples, among other things. The guide I have for the game from the Collectors Edition Gamecube disc calls it the Manji as well.
The prototype game over sounds like the sad version from His World
@10:06 Wouldn't the 1 head Gleeok look normal if put in a dungeon as oppose to the over world?
The prototype Game Over music sounds straight out of a horror game
Of course it is a child being ripped apart by monsters is straight out of horror
Very recently it was discovered that the Hyrule Encyclopedia released in Japan has a really old Zelda 1 screenshot of what appears to be the entrance to some kind of cave leading into a mountain. It's from the oldest known build of Zelda 1, and I'm a little bit surprised it wasn't covered here but it was a more recent discovery so I just thought I'd tell you about it
Woo Zelda lost bits! Such an underrated series, thanks for covering it!
Now I want an Ocarina of Time and Majora's Mask lost bits!!!
The development of Ocarina of Time is well documented and since the Giga Leak there's a lot more of information about how the game changed during production. A video about the scrapped content and changes of Ocarina of Time could last more than an hour
@@pablocasas5906 Tetra (if he decides to do it) could just make it in parts every so often so as to not overwhelm himself
Changes to the map, text, graphical tiles etc are the easiest things to make so it makes sense that they were tweaking stuff all the way until release
Funny you mention changes made later in development... Nintendo of America had a track record for changing game content before release in the U.S.
The red and blue bubbles are in the second quest dungeons. Red takes sword until u die or use a potion(not a fairy) blue returns sword. FYI the bubbles do nothing unless you have the magical sword. Wood and white are unaffected
Videos like this always let me think "how would the series look if anything of this had been in the first game?"
2:01 I'm surprised Nintendo didn't change the whole design of the level.
Nice vid, but maybe you should have tried loading the unused enemy into a dungeon? Could've maybe made it use proper sprites like the actual boss...
I'll test it later today
Sorry for the delay lol just remembered about this earlier today and tested it in a dungeon. Although seemingly different, the graphics are still all sorts of messed up
@@TetraBitGaming Oh okay, so it was far enough in development to not just use the original boss's sprites
Or: in that build, you couldn't buy a second blue potion if you already owned one, making the red potion being more than twice the blue warranted because that way you can drink a second time without having to return to the shop.
oh theres so many hidden stuff and i love u uncovering them i hope u notice this keep going for ever!
I used to have this game. Level 3 was referred to as a Manji in the instruction manual. If the dungeons kept the names, LEVEL-3 would have been called MANJI just fine.
The 1=headed gleok's sprite looks relatively normal in loaded in a dungeon with the correct sprite set, though the palette uses the dungeon's for some reason.
Other differences: Gleeok in the prototype can have more than one fireball on screen. Silver Arrows in prototype were through a walk through wall in first quest. (Go the next room to the right) The drops for enemies were different in the prototype as well. Certain version of the FDS version you can get the coast heart multiple times using the recorder. (Only works for each dungeon you’ve cleared thought)
2:01 Tbh it looks more like a shuriken than the bad austrian painter man with a funny mustache symbol
Changing names for numbers was likely so the players could have a sense of progress.
By entering a dungeon out of order, the players would expect it to be harder or that they couldn't progress because of the lack of an item.
2:01 How though is naming a manji dungeon "Manji"? It's literally in the manual (Page 34).
It was probably changed so players know they're doing it out of order and maybe not get stuck for missing a item from a previous dungeon.
The prototype game over theme kinda reminds me of his world from sonic 2006
3:50 The Heart Container there seems to have one outline, followed by a transparent outline, followed by a big heart inside with its own outline. Fairly easy to replicate.
Wow, I'm shocked that it took this long to cover the original Zelda!
I'm also shocked there's not as much as one might think in it.
Can't wait for the next Zelda one!
Wow, this is honestly really interesting.
6:11 GUYS LOOK, IT'S HIS WORLD EMOTIONAL REMIX!
Originally, the sword didn't fire a beam at full hearts, so the player could choose the melee sword or the ranged boomerang. I don't know why it was changed, but it was late in development. They made the sword the only choice. I don't know if the white and magic swords already existed or if they were added after this change. Since the boomerang was already in the game, but the dungeons were pretty much finished, they added the boomerang as an extra item in dungeon 1. Don't ask me where I got this info from. I read/heard it years ago from other CZcamsrs or articles that talked about prerelease versions of Zelda 1.
One of the STEANGEST things I ever saw in a Zelda game was a bad guy that would die from noises.
One of the NES versions had a microphone and if you made a loud noise it would KILL certain badguys!
One looked like a cat lol!
ohh, then we'll get one for Tears soon enough. Has there bee a Lost Bits on the Oracle games?
The Manji dungeon shape was so-labeled in the manual that came with the NES version I got in 1988 (or maybe '89?).
Hilariously, the prototype game over music reminds me of the opening chords for sonic's his world theme
1 headed gleok might have been a phase where if killed grew 2 extrw heads much like a real hydra
Love it keep up the great work!!!
The beta game over theme kinda sounds like "his world"
This is going to sound out there, but the game over music in the prototype sounds like the music from sonic 06 when the cast finds out sonic is dead 😂
I wonder if that glitchy one-headed Gleeok would display correctly (with the regular Gleeok sprites) if loaded into a dungeon rather than on the overworld?
I know a lot of NES games are set up so that certain enemies show up weird if put on a different map than they were intended to be (like if you hack SMB3 and put castle enemies and underwater/sky/pipe/etc. enemies together.)
2:01 Painter moment
Just putting this out there: the American instruction manual lists all the dungeon names, and does actually call the one dungeon the Manji Dungeon.
2:01 That is a symbol the samurai would use dummy.
1:24 those ARE the mario blocks
The Game Over prototype music sounds like Devil Make a Deal by The Midnight
Good old legend of Zelda I’m surprised you didn’t make it
The prototype game over music sounds like something straight out of corpse party
Cheaper to buy two blue potions is something a BotW fan discovering the original would say. You bought the red because you could only hold one at a time since they took up the same inventory slot. OG Link had much smaller pockets I guess.
Also, Lv.4 did have a 2-headed Gleeok, so not really a mistake there. Since there's already a 2 and 3 headed one, maybe they felt a single head would be too many of the same boss and changed it to the smaller Aquamentis instead? - referenced from LoZ collecter's edition guide, and I have been playing the original for the last week or two.
A lot of the translation stuff I've heard from the Legends of Localization book, I think it mentioned the bible also have a full cross originally too. Even though it seems innocuous to me, being more agnostic than anything, in the end creating an original faith with Hylia and the three goddesses is much more satisfying in a fantasy game.
prototype game over theme is some horror movie stuff
It would be cool if a pikmin 4 lost bit could be made, or perhaps the entire pikmin series
At 6:10 when put at 2X speed it kinda sounds like the beginning of His World
Is it just me or does the early game over sound kinda sound like the beginning of, Separate Ways, by Journey?
Miyahon is interesting because in 宮本 the kanji 本 can be read as "moto" or "hon"
Next episode: cut content and unused sprites on tetrabitgaming
The prototype game over theme is unsettling. That's probably why they changed it.
Link being Christian is great honestly
The level one arrow design was rto teach players u could move bricks sometimes
The difference in price with the red potion is probably because of the added value of carrying two doses of medicine at once, just saying.
They would have had to delay the original game like a month or so due to Bolero had not entered public domain yet.
Why do those scrapped rooms remind me of the Village of Outcasts and Ice Temple in Link to the Past?
Jaundice? John is what?
Is it me or is the Game Over song from Zelda the ending song in Mario 2 USA
Miyahon is totally miyamoto's club name
The 8-bit renditions of the Nintendo 64 Legend of Zorldo tunes sound great! But ... I'm also a massive sucker for that kind of detail so...
It's dangerous to go alone take this lost bits video
Due to Tears Of Kingdom being out, This is probably a great day to watch this.
Great job on researching the information. Where were able to locate the official Japanese guide for a Link to the Past? (at 10:00) That is a very interesting image. I can make out Chapter 6?
2:40 I believe you can only carry one potion at a time. So buying two blues is not an option.
Actually you can. If you already have a Blue Potion & buy another one, it changes your Blue Potion into a Red One, allowing you to upgrade it at the cost of 40 rupees. However, it's still more cost effective to buy a Red Potion for 68 rupees if you can afford it.
I enjoy everytime you upload
Thank you 🙏🏼
sick stuff there, interesting to learn
Perfect timing i just got my first GameCube controller for my nintendo wii