In 1998, "The Legend of Zelda: Ocarina of Time" made its debut on the Nintendo 64, bringing the popular series into 3D for the first time. It set standards for 3D action-adventure games that a lot of games still follow.

samurai swordPerhaps its biggest innovaton was "Z-targeting," a system that allowed players to easily lock on to enemies in combat with the press of a button. Link, the game's hero, would automatically face the enemy he was locked onto and strafe around them, allowing the players to engage in much deeper one-on-one sword combat than they could in previous games.

That kind of lock-on targeting eventually became the standard in games like "Kingdom Hearts" and "Dark Souls," but the story behind its creation is rather unusual: It came from a trip to an amusement park.

Link locked onto a mini-boss in "The Legend of Zelda: Ocarina of Time."

In a 2011 interview
on Nintendo's web site, several of the original developers recalled that they wanted the game to incorporate elements of Japanese samurai cinema. For inspiration, they took a trip to Toei Kyoto Studio Park, where they watched a period drama performance play out.

They saw a ninja lash out at a samurai with a chain. When the samurai grabbed the chain and strafed around the ninja, that became the basis for Z-targeting.