Items and Progression:
I intended to make items much more significant in the progression of your questing. This is not necessarily to say that the game would follow a strict Zelda type of gameplay route, as I don't find that suitable for an online atmosphere. It would be, however, similar but very much more open-ended. I was very much against the strict exploration rules set upon Graal The Adventure and the more recent Classic, where you're forced into a storyline before you can truly enjoy the world. I had hoped to make most of the world and dungeons immediately accessible, but also leave later dungeons only able to be found via some newer inventory. So you could probably explore and beat five dungeons without ever needed to use special inventory, but afterwards quests would start being locked behind specific areas that would make use of said inventory.
The items I had planned out for the above are as followed:
BOW AND BOMBS -- You would not immediately gain these as you typically do. Instead, they can be obtained together in the same dungeon that you most likely will first explore - the Castle Aqueducts. This was the sewer system under the castle, and you were intended to be thrown into it as a test by the King. In here, you could take two routes to complete the dungeon. One path would give you the Bow, the other the Bombs. However, after you obtain one of the weapons, you can use them to gain access to the other path, thus eventually obtaining them both in the same dungeon. Bombs were going to be used pretty much for more minor secrets instead of progression... blowing out cave entrances and such. However, I also planned to use them to blow specific chunks out of cliffs which would expose jagged cliffs underneath that would allow you to climb the cliff instead.
WATER-WALKING BOOTS -- These would be turned into literal water-walking boots. If you've played Majora's Mask you should be able to understand exactly what these will do. They would allow you to walk on water for a few seconds, or a specified distance, whichever I figured were more suited. This means they wouldn't be quite as 'powerful' in exploration as swimming, but would grant you access to a few areas before you were able to swim.
ZORBI FLIPPERS -- Allow you to swim, what more be said? However, I will state I planned to turn the aforementioned Castle Aqueducts into a sort of dungeon you could explore later on. Chances are when you first explored the dungeon you wouldn't have the flippers, but since it's a sewer of sorts it was planned to be full of alternative paths that you could swim through later on. I hoped to do this sort of thing for a lot of dungeons and areas.
ZORBI RING -- I didn't plan this one too much because it was intended for much later release, after the overworld started getting full. It would function like the old Graal the Adventure version. If you're not familiar, it would let you dive under water and explore the 'depths' of the seas. Basically an alternative overworld of sorts, but very limited. If I didn't do that, I'd give it the function to just let you dive and trigger things via where you dove -- finding items, going underwater to only specific areas...
HOOKSHOT -- I intended to get rid of the bird-shot. I personally thought it was a pretty bad idea... I was going to just replace it with a hookshot, however I was constantly trying to think of more innovative varieties instead of just a hookshot. The function of progression would remain the same, most likely... a way to pass over cliffs. However, I will say I was going to probably base the quest of getting this outside of a dungeon. Most likely involved obtaining a bird doll, chain, and Bruges bird(I think those were the items) and instead being exchanged a hookshot, as homage to the original quest.
HAMMER -- You would hammer stakes! I've only just recently thought of another method of using the hammer, though... a see-saw of sorts. Stand on one side and hammer the other to propel yourself upwards. Since I've only recently thought of this, chances are it would have seen itself implemented in the dungeons.
SLINGSHOT? -- This was just sitting on the back of my head. I was never sure if I was going to put it on the server. It would basically shoot a rock that would bounce a few times before disappearing. Unlike the bow, this could be shot in 8 directions, thus I could make puzzles revolve around bouncing the rocks around corners and such to hit switches. If you've played the Zelda Oracle games on the GBC, you should find that familiar
FIREROD -- This was also going to see a comeback. The details are now a blur, however... I'm not quite sure how I intended to implement this into the game. Chances are it would be traditional, however I was inspired by some ideas in Zelda: Spirit Tracks that involved melting snow. I also pondered the idea of ditching the firerod and instead adding elemental arrows.
CLIFF CLIMBING -- As you can probably see from the video, you were going to be able to climb specific cliff faces. I never came to a conclusion on how this was going to happen, though. It was either going to be a specific item that allowed you to do it, or an additional 'power' of a level 3 glove, since the gloves have always been pretty useless. I will say I had a lot of fun with this, and it opened up a lot of ideas. An event that involved players scaling a huge mountain, with rocks falling and the ability to drop bombs on each other sounds like a lot of fun!