Storyline:
A long time ago... Before life began, before the world had form, three golden goddesses descended upon the chaotic land of Hyrule. They were Din, the Goddess of Power, Nayru, the Goddess of Wisdom and Farore, the Goddess of Courage. Din, with her strong flaming arms, cultivated the land to create the earth. Nayru poured her wisdom onto the earth to give the spirit of law to the world. Farore's rich soul created all life forms who would uphold the law. These three great goddesses returned to the heavens, leaving behind the golden sacred Triforce. Since then, the Triforce has become the basis for Hyrule's providence. Where the Triforce stood became sacred land. In the vast, deep forest of Hyrule, the Great Deku Tree served as the guardian spirit. The children of the forest, the Kokiri, lived with the Great Deku Tree. Each Kokiri had his or her own guaridan fairy. Except one. His name was Link. Early one morning, Link was having a nightmare. It was the same nightmare he had every night. During a storm, Link would find himself standing in front of a mysterious castle. A rider on horseback, carrying a girl, would race by. The girl would look at Link as if to say something. Then, another rider would appear. This big man clad in black would look down menacingly at Link. Link would then awaken. "Link! Hey, get up, Link! The Great Deku Tree wants to talk to you!" As Link opened his eyes, he saw a fairy floating in front of him. This fairy's name was Navi. Navi was sent to summon Link to the Great Deku Tree. "Oh Navi, thou has returned!" said the Deku Tree. "Thank you, Link, for coming. Thy slumber these past moons must have been restless, and full of nightmares. A vile climate pervades this world. Verily, ye have felt it. The time has come to test thine courage. I have been cursed. I need you to dispel the curse with your wisdom and courage. Art thou prepared?" Link entered the Great Deku Tree and broke the curse. "Well done, Link! I knew that ye were worthy of carrying out my wishes. A wicked man of the Desert cast this dreadful curse on me. Employing his vile, sorcerous energies, the evil one is searching for the sacred realm connected to Hyrule. For it is there that one will find the divine relic, the Triforce, that contains the essence of the gods. Whoever holds the Triforce can make their wishes come true. Thou must never allow the desert man to lay his hands on the sacred Triforce. Thou must never suffer that man to enter the Sacred Realm of Legend. Link, go now to Hyrule Castle. There, ye will surely meet the Princess of Destiny. Present this stone to the Princess. I have foreseen that she will understand everything." The Great Deku Tree gave Link the Spiritual Stone of the Forest, before dying, the Deku Tree's last words were, "The future depends upon thee, Link. Thou art courageous."
Objective: Get all 3 stones, like in the game.
Players: For the 2 player, the lpayers will be link and the fairy, the fairy can use spells.
For 5 player, characters not decided, probably will be from various areas in the game.
Areas: All that you can get to in the game, as a kid only though.
Controls: Dropship unloaded, controls could be:
Push/Pull, Climb, use Sheild (blocks), . Maybe 1 more?
Item using: Dropship controlled, each 4 slots of it will be used as a 'c button'
Items:
Slingshot: Kills small units, does not affect largers ones. Will be Defiler-Gunner
Boomerang: Stuns all units for 3 seconds.
Milk: From the lon-lon ranch! Heals fully, can use 2 times.
Deku stick: More damage, breaks upon contact.
Bombs: Bought at various stores, kills most enemies.
More? Can't think of any right now.
Secret areas: Each of them will give a secret item that can and will be usefull to you in the game.
Health system: Gas is your health, start with 4, collect heart pieces for more life.
When a enemy hits the burrowed ling below you, it may die and you lose one gas, ling respawns.
Overview of what i might make the game have, probably half of most of this. Not area wise, but feature wise.
Kokiri Forest
After watching the opening cinemas, you'll awaken in your tree-house. Your first mission will lead you to the ancient Deku Tree, the sage plant that watches over Kokiri Forest. Unfortunately, a punk by the name of Mido won't let you up the path unless you have a sword and shield. Buy a Deku Shield from the merchant with coins found in houses and bushes. The Kokiri Sword can be found in a small hole in a rock wall. Kokiri Forest isn't too big, so take a look around, and you should find it in no time. Once you've got these things, go back to where Mido
was guarding the path and show him a thing or two!
Deku Tree
If you haven't got some by now, make sure to get some Deku Sticks either from the Kokiri Merchant or by beating up on some Deku Babas. You'll need them on the inside of the tree. Once you've been properly introduced to the tree, you'll venture inside for your first mission.
Upon entering the tree, your first enemy encounter will involve a Deku Scrub. Thank goodness for your Deku Shield. Lock on to the little punk and lower your shield, it'll reflect his attack right back at him, and he'll give you some useful information after you've approached him.
After your scrubby experience, look around for a ladder that doesn't quite reach the ground. Obviously, it's too high to reach, so now would be the time to pull out your Slingshot. Aim at the ladder and give it a shot. Magically, the ladder will drop. How convenient, eh? Being the smart lad Link is, the next course of action would be to climb up the ladder and move into the next room.
Be sure to listen to your fairy, Navi. While it may occasionally repeat itself, it always has something useful to say. That said, pull out a Deku Stick and light it on the lit torch. Once it's lit, light the unlit torch and check out what happens. Do yourself a favor and put the stick away after you've lit the torch, so it doesn't burn up completely. This way, you can use the stick later.
When you meet up with the giant Skulltulas, wait until they turn around and expose their soft underbellies. A quick hack to the midsection will make short work of these arachnids. Either way, make your way up to the third tier and look at the ground below you. You must jump from the third tier and land smack dab in the middle of the webbing. Your momentum will send you plunging through to the level below.
Once you've landed, look for the webs covering a wall. Pull out a Deku Stick and light it from the available torch. You must cross the water where it's shallow, or your flame will go out. Run over to the webbing and burn it, which will reveal a door. Head in.
While it may seem impossible to progress after you've gotten this far, don't despair. The answer is as simple as this: turn around and look at the end of the hallway behind you. Above the door is an eye just waiting to get poked. Boink it with your Slingshot and watch as doors open before you.
In this room is a pool with a spiked log rolling over it. Jump into the drink and look for a switch in the water. Dive down and press it and get back to where you came in quickly. Jump onto the floating platform before the water rises back up. Pull out your shield to duck and jump across to the other side when your platform gets close enough.
At this point, you'll be in a room where you must light a torch, but the lit torch is on the other side of a deep water channel that will extinguish your torch. Move the blocks around to create a bridge of sorts between the two sides. Now, you can light the torch. Next, you'll meet three Deku Scrubs. Hopefully, you'll remember the numerical sequence the other Deku Scrub told you before: 2-3-1. As before, lock on and deflect their attacks back at them. Defeat each Scrub in that order to open the next door.
This is where you'll encounter your first boss: Gohma.
Hyrule Field
After you beat that nasty Gohma, you'll trigger a cutscene where more of your destiny is revealed. From this point, the Deku Tree has told you it is time to venture out into the world beyond. The first place you see outside Kokiri Forest is Hyrule Field. As you're leaving, your friend Saria will give you an Ocarina to remember her by. As you might imagine, this Ocarina will be crucial to your adventure. As words are exchanged, Saria will watch as you leave behind the only village you've ever known. Saria is a good friend and will help you throughout the game.
Hyrule Field acts as a conduit to all the other areas in the land of Zelda. Anywhere you must go, you'll usually cross Hyrule Field to get there. Unlike the towns and villages, when you're in Hyrule Field, time passes quickly. You can literally watch the sun or moon travel through the sky. Should you find yourself travelling through the field as the sun sets, get ready to meet up with some creatures of the night, mainly Skeletons who have nothing but malicious intent in their hollow minds. They're easy to crack though, and a few shots later, you'll be home free.
Anyway, your next objective is to get to the Market. You must enter through the drawbridge, but if you're travelling at night, you must wait until the sun rises. The locals pull up the drawbridge at night for security reasons.
The Market
As you enter the Market area, you'll first pass a building you can enter through the available door. Inside is a guard and a room full of vases. Surprisingly enough, the guard is bored to death and actually encourages you to vandalize the joint. Pick up the vases and chuck them against any wall to collect the gems found inside. Hey, it's free money! Yeah! Get as much as you want, and if that isn't enough, leave the building and then go back in again. Any vases you destroyed will be replaced and you can start all over again. Generous!
Upon your arrival in the market, you should look for a girl named Malon. She'll have a little favor to ask of you, and in return, she'll give you an egg. It's nice of her to give you your compensation before you've done a thing, huh? Regardless, you must find her father and get his sleepy butt home before Malon freaks out.
Before you head over to the castle to find Malon's dad, there will be a number of places you might want to check out like the Bazaar, the Potion Shop, the Happy Mask Shop, the Treasure Box Shop, Bombchu Bowling, the Shooting Gallery, and the Bombchu Shop. Check 'em all out and talk to the various store owners. They all have neat things to buy and do. If you have enough Rupees, you might want to pick up a Hylian Shield at the Bazaar.
Your next move will be to head up to Hyrule Castle. It's easy to find. All you must do is run around the Market area until you see the Castle in the background. Then, just run up the path to the Castle.
Hyrule Castle
Once you approach the Castle, you'll realize that the way in is heavily guarded. It's really not that difficult to sneak past the guards though - just stay out of their line of sight. A little trial and error, and you'll get past the first wave in no time. The hardest part is getting past the guards near the flight of stairs. Instead of trying to sneak past them, look for the wall beyond the farthest guard, and you'll notice that there's a patch of vines and stuff you can climb. Shimmy up this part of the wall and jump into the water. Go to the opposite end of the water and climb out the other end where the hill slopes down. You're in the clear! Keep travelling in that direction, and you'll come across Malon's father, snoozing away. Conventional methods of waking someone up don't seem to work on this lazy-bones, so cut to the quick and unleash the chicken, who by now should have hatched. rooster-a-doodle-dooo indeed!
Now that this fat, Mario-looking guy is out of the way, you can move those big crates around so you can jump across to the entrance in the wall. After you've crawled through the hole (assuming it's daytime), you must cross a series of obstacle courses, namely guards who are on patrol. You simply must study their patterns, and you'll get by these guards with no problem. Even so, should you get caught, you'll just start at the point where you left Malon's father, so don't give up! Try and try again!
Once you've gotten past the last guard, you'll meet up with Princess Zelda herself. Right on, brother! She's a cutie! After some revealing conversation you'll meet Impa, Zelda's Sheikah guardian. After another short chat with the lady-warrior, you'll once again leave the kingdom, this time for Lon Lon Ranch.
Lon–Lon ranch
Upon entering Lon Lon Ranch, there are two buildings, one on the left and one on the right. On the right is a stable with Talon's stablehand, Ingo, working inside. A really bitter fellow, give him a listen and then head back across to the other side. Inside you'll find Talon, surrounded by a flock of Cuccos. You can choose to play his game if you wish (he'll explain it) and should you win, you'll walk away with a gallon of Lon Lon Milk, something that'll definitely come in handy should your health run low.
After you're done horsing around with Talon and Ingo, make your way to the center of the ranch, where you'll meet up with Malon. This melodic girl will teach you a song that, of course, will become useful later on. Don't worry if you have a bad memory, the melody will be logged in your songbook, which is accessible via the pause screen. During this time, you'll also meet the pony of your dreams, Epona. After you're finished with your music lesson, head back into Hyrule Field. It's off to Kakariko Village you go!
The Lost Woods
At the top of the hill, in Kokiri Forest, is an entrance to the Lost Woods. You'll know you're headed in the correct direction when you find the vines you can climb. Once you've gotten to the top, enter the Lost Woods. At this first area, if you go left, you'll encounter a critter on a stump. You can't do anything with him right now, but remember this place for future reference. If you go right at the first area, at the next area make a left. In this next area, you can go straight, left, or right (keep in mind that some of these entrances might not be accessible just yet), but you'll want to make a right. At this point, the area you're in should have a little pond with a stone monument sticking out of it. Facing the pond, make a left into the next area. In this room, go forward again. In the next area, make a left. When you get to this area, make a right, and you should land in Sacred Forest Meadow, where you'll face a small maze. Keep an eye out for Deku Scrubs and remember to lock on and block with your shield. After a little maneuvering through the maze, you should arrive at two stone pillars that signify the entrance to the Forest Temple where Saria awaits you. There, she'll teach you an Ocarina melody with which you can contact her at any time.
Kakariko Village
In Kakariko Village, you'll discover a number of mini-missions and not so mini-missions for you to spend some time on (like Skulltula House, Cucco woman, and so on) as well as some mini-games for you to play. However, Kakariko Village also serves as a gateway to the Graveyard, where you'll learn an important Ocarina melody, and to Death Mountain, another important destination. To get up the path to Death Mountain, you must show the guard at the gate the letter you received from Zelda. Suitably impressed with your name-dropping, he'll let you pass.
Death Mountain Trail
The path to Death Mountain is littered with Tektites, so keep an eye out for these spidery creatures and deal with them as they come. You'll find that Death Mountain envelops a number of eventual destination points: Goron City, Dodongo's cavern, the Great Fairy's Fountain, and The Crater. The entrance to Dodongo's Cavern is at the top of the first part of the path. You can tell by the boulder that blocks its path. Instead, you'll want to continue following the path until you begin to encounter the loaf-like creatures called the Gorons. Talk to each one you see, as they'll provide you with important information. As a word of advice, make sure to check out every sign you see, since they'll most likely point you in the right direction. At no time should you find yourself in Goron City.
Upon your arrival at Goron City, you'll be treated to a vertigo-inducing view of the city. Make your way down the spiraling paths until you get to the bottom. Talk to the sleepy Gorons you come across and listen to what they have to say. Once you get down to the bottom of the city, you'll come across the Royal Crest, which is on the floor in front of a door blocked by metal bars. Remember this tip whenever you see the crest: Always play Zelda's Lullaby. Play the tune, and the door will open for you. Run inside and light a Deku Stick on the lit torch; then run outside and light the torches out there.
When you find Darunia, the Goron leader, play Saria's Song for him. Other songs will amuse him, but it's Saria's ditty that really gets him going. After he's done making a fool of himself, he'll offer you a challenge involving the Goron's Ruby and King Dodongo. Fortunately, he also gives you the Goron's Bracelet. This lets you pick up rocks and Bomb Flowers. Bid the big guy farewell and head off to Dodongo's Cavern.
Back near the entrance to Goron City, you'll find a single Goron near a single Bomb Flower. At this point, pick up the Bomb Flower and heave it over the ledge. Throw it where the fence is shorter than the rest. It may take a couple of tries, but you should blow up the boulder blocking the entrance to Dodongo's cavern.
Once that's been taken care of, run down to the entrance and head in. Run and jump to the platform in the center, avoiding the Beamos situated in the middle. Jump across to the west side and use a bomb on the false wall. Inside is a chest with a Dungeon Map. Grab that and run back across the middle platform to the east ledge. Use another bomb on the doorway at the top, and you'll open up a new path.
Here, you'll find two Armos and a switch. Grab and pull one Armos on top of the switch to hold it down. This will open a door to the next room. Inside this room will be two Lizalfos. You can throw Deku Nuts at them to stun them while you attack, or you can lock on and alternately use your shield and sword to dispatch them. Once defeated, a new door will open.
Bomb your way past the rock wall and pull out a Deku Stick. Use the stick to light the three unlit torches in the room. Head through the door on the west side. Step on the switch in the hallway to open the door on the other side of the main entrance. Jump across and enter the doorway. Here, you'll find a large column with two rows of Bomb Flowers running along its right and left side. Grab a Bomb Flower from the wall behind you and place it in between the gap between the two rows of Bomb Flowers. This should set off a chain reaction that reveals the column to be a large set of stairs.
Mount the stairs and head into the maze of Razor Traps that litter the next room. This room is all about timing. Wait for your opportunity to pass and do so, step by step. Once you reach the other side, pull the block out and climb up to the exit.
Here, you'll encounter a path blocked by a wall of fire. Unsheath your Slingshot and aim for the eye set in the wall above the exit. Plunk that sucker and watch as the flames disappear. Head through the exit, and into the next room you go!
Run across the bridge and locate the holes in the middle. There are two holes, conveniently situated above the two empty eye holes in the enormous skeleton below. What you must do here is make a short run up to the holes and drop a bomb through each one. Provided the bombs land in the eyes, you will open up access to the next area.
Once you arrive in this room, you must run around the side tunnels until you find the block you need to push into the middle of the floor. This room can get a little confusing, but after a little while, you can figure it out. No problem! Complete this task, and a door will open for you. It's time to meet King Dodongo
Zora’s River
As you walk up the path to Zora's River, you'll eventually come to a Magic Bean salesman. You'll want to buy as many as you can; but as you buy more, you'll notice that the price goes up. Look to the bare patch of ground next to him, and you'll see a spot where you can plant these beans. Keep in mind that similar spots are located all around the land of Hyrule, so anywhere you see one, try and plant a Magic Bean. Other things like bottled bugs can also be put in the ground for interesting results.
Once you've bought as many Magic Beans as you want or need, run back to where the river bends, near the circle of rocks just before the salesman. That's the point where you'll want to jump across the river. Anywhere else will simply put you in the drink. Follow the path until you reach the top, right in front of the waterfall (make sure to keep an eye out for those annoying Octorok's along the way). Look at the ground in front of the waterfall, and what do you see? The Royal Crest, that's what! Bust out Zelda's Lullaby, and you'll be in business. When the waterfall stops flowing, get yourself through the entrance to Zora's Domain.
Zora's Domain
Shortly after your arrival in Zora's Domain, you'll eventually run across a Zora or two. Listen to what they have to say, since it's always informative. Make your way to the top of the cavern, and you'll see King Zora. Doubtless, you'll find that this fat fish isn't the chatty kind, so Link must take his efforts elsewhere. Facing King Zora, run to the left down a short passage, where you'll find a Zora diving instructor. Take him up on his challenge to dive for Rupees, and should you win, you'll receive a Silver Scale. Using this scale, you can dive longer than you previously could. Look around the pool in the cavern, and you should find a small entrance submerged in the water. Dive down, enter the doorway, and you'll emerge in Lake Hylia.
Lake Hylia
Once you surface in Lake Hylia, look around until you find a bottle. Dive for the bottle, and you'll find that it has a letter inside it. You must show this to King Zora eventually. But for the time being, take the time to look around. In the region of Lake Hylia, you'll find the Lakeside Laboratory, the Scarecrow Dancers, and the Fishing Pond. Check out the Lakeside Laboratory and talk to the old man if you want. After that, go over and talk to the Scarecrows. One of them will ask you to play a special melody for him. It's entirely up to you what melody you play, but make sure it's one you can remember easily.
You must remember it later - about seven years later! Lastly, swim over to the Fishing Pond for some fishing fun. To make a long story short, the bigger the fish, the bigger your prize. Don't bother turning in the fish unless the proprietor says something like, "Wow, this is a real lunker!" because it won't be big enough to get a prize. You'll know you've achieved your best prize when you get a Piece of Heart from him. Make sure not to waste too much time here. There's a kingdom to be saved! Now, it's back to Zora's Domain!
Jabu-Jabu’s belly
Back in Zora's Domain, run back up to where King Zora is perched. Pull out the bottle with the letter in it, and fish-head will snap out of his trance. After a brief conversation, King Zora will slide to the side and let you meet Lord Jabu-Jabu, the gigantic fish deity of the Zoras. Before you head out to meet the big fish, make sure you have a fish in one of your bottles. You can either buy one or, if you head back to the shallow water close to where you were diving for Rupees, use the bottle to scoop up a fish where you see small schools of fish swimming around.
Equipped, head outside to meet this Jabu-Jabu. When you get right in front of his snout, pull the fish out, and he'll open his gaping mouth. Once inside, you'll find that a closed membrane impedes your progress. Look at the ceiling, and you should find a dangling tonsil, which would make great target practice for Link and his Slingshot. Shoot that flapper and watch in amazement as the wall opens up.
You'll run into the Princess Ruto, who, after giving you much royal grief (Zelda was never like this!), will leave with you provided you carry her on your shoulders. While this may be a pain in the butt at times, there are other moments when it will prove useful. Unfortunately, with this royal pain on your back, you can't fight or swim. When you must do either of these things, you must put her down or throw her. Don't worry, she's tougher than she looks. If you should lose her or throw her somewhere you can't reach her, just go back to the room where you originally found her. She'll be waiting for you right there.
In this level you'll have four objectives: Find Princess Ruto, find the Boomerang, defeat Bigocto, and defeat Barinade. Through a series of well-thought-out puzzles, you must first find the Boomerang located straight through the room where you found Ruto. Then, go to the right. On the exact opposite side where you find the Boomerang is the Map. Down the hallway leading to the map is a branch to the room where you'll find the compass. Once you find the Boomerang, your life will become much easier. You'll never run out of ammo, and you can whack the nasties in Jabu-Jabu's belly from a distance.
Jabu’s Belly CONTD
After you've found the Boomerang, you can take care of the large Parasite Tentacles that hang from the ceilings around Jabu-Jabu's belly. Lock on to the nasty appendage and hurl the Boomerang. It will withdraw into the ceiling and stay there unless you lure it out by creeping closer to it. Move closer, and when it comes down, backflip out of the way and throw the Boomerang as it extends itself. After you've destroyed the green tentacle, jump into the hole it leaves, and Ruto will find Zora's Sapphire. Get ready for some eight-armed fun.
In the basement level of Jabu's gut you'll encounter the mini-boss Bigocto. The tactic here is to run along the inside of the circular path and catch up with Bigocto's backside. Lock-on to him and throw the Boomerang. While he's stunned, run up to him and hack him up with your sword.
After you beat Mr. Octopod, take the platform for a lift to the next room. Whack the swinging sponge with your Boomerang to chill it out and hop across to the room with the ledge. Head up and place a box/crate on the switch, which will open a door close by. You'll see another dangling tonsil hanging from behind an impenetrable web. Lock on to the dangling tonsil and angle yourself so your Boomerang curves around the side of the web. After you hit it, a door will open up to a room where Barinade awaits. After you beat this membranic monstrosity, you'll get a Heart Piece. Princess Ruto will also be there to simultaneously chastise you and give you Zora's Sapphire. Cheeky brat! While instinct (and Navi) encourage you to head straight for the castle, instead, buy as many Magic Beans as you can and plant them wherever you see a good spot. In a very short time, you'll be glad you did.
Hyrule Castle
Once you return to Hyrule Castle, you'll trigger a cutscene that will alert you to the first real turning point in the game. Watch this impressive sequence, and once the smoke has cleared, jump in to the moat. After a quick look, you should see the Ocarina of Time that Zelda threw at you during her getaway. After another short sequence, you learn the Song of Time.
After you're done, go climb the vines near the entrance to the Castle and look for the rock near the bridge. Bomb that sucker and hop in the hole. Here, you'll meet the Great Fairy, who'll teach you Din's Fire magic. Head back to the market (where you can play some games before you... well, go play some games now if you want) and make your way to the Temple of Time. After playing the Song of Time at the altar, the three Spiritual Stones will appear and settle in the altar. A door will also open behind the altar. Head inside and pull the Master Sword from the Stone. You go, Link! After another cinematic sequence, you will awaken seven years later and meet Sheik.
Comments on additions to it, and what you think of it.
NOTE: I did not write the overview.
EDIT: All this hard work not a single post

EDIT2: I bet if sum1 like DK or Wooden posted this it would have some replies...