The Legend of Zelda: Majora's Mask: Changes from N64 to 3DS (Majora's Mask 20th Anniversary Special)
This is an updated version from the original video I've posted on the 27th April 2020.
Tweaks from the previous video include majority of the typos fixed that both I and viewers have found yesterday.
Flying Zora 3DS glitch actually exist, so the clip and text were revamped for accurate information.
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From April 27th 2000 to April 27th 2020,
the most highly anticipated N64 sequel has turned 20 in Japan.
This was easily one of the most requested projects but I declined it a few times for various of reasons.
Back in 2018, I tried to start the project in May for Majora's May month where I would playthrough both versions of the game but that ended way sooner than expected because the mini-hdmi port from my N64 snapped off. So it was out of action for nearly a year and a few months. I got the mini-hdmi port working again in the later half of 2019 and noticed that Majora's Mask was about to turn 20 years old in 2020. So with over 6 months of production time along with a 9-5 job, I decided to get it done once and for all. The final result shows that it surpasses the Super Mario 64 project in length.
Now I seriously doubt you are going to watch over 200 minutes of footage without stopping so here are some time stamps!
(0:00:49) Graphics - this will focus on assets that had a major makeover or important assets. So regular NPCs are not on the list and Bosses do get a fair share of comparisons later on in the video.
(0:06:09) Character's Abilities and Game Mechanics - This one focuses on the changes made to all playable forms and the core mechanics, it will not cover hard to execute glitches or 4th day glitch. The main focus is how it feels when playing the game.
(1:12:57) 3DS exclusive content - a short segment highlighting all of the new features that are exclusive to the 3DS version.
(1:23:30) Game Design and level design - the most detailed segment of the bunch, most of this will be adjustments to the level design but occasionally there will be examples of game design changes like the method of getting the Bombers' Notebook
(2:43:28) Boss battles - one of the most talked about subjects when comparing the game, even before it was released. The 3DS version was mocked for implementing the giant eyes when the main end of dungeon bosses are stunned.
(3:13:33) Cutscenes and credits - I only covered 2 cutscenes because there were some changes in their actions, not sound nor visual related. The credits is mostly faithful but it's also a good comparison to compare the visual quality of the NPCs.
I had my own policy when making this video by not using other clips from the internet. All of the footage you'll see on here was done/recorded by me.. except
Benstephens56 was awesome enough to record some footage that required the Circle Pad Pro and executed the extended hookshot trick to go out of bounds to show South Clock Town area from West Clock Town.
Stuff like audio changes and typo fixes were not included because the gameplay has the biggest impact than audio/visual changes where as typo fixes would also have to include localisation changes between English N64 to English 3DS. In the end, actions speaks way louder than words!
Fun facts:
Nearly every single N64 footage except for one section was done on a real N64 via UltraHDMI mod.
The Gamecube footage was done on a system with Digital to Digital HDMI out.
Bottle Adventure Documentation N64 version:
https://kaztalek.com/ba/
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