# How collision detection in Zelda: LTTP was done!

**URL:** https://forum.kirupa.com/t/how-collision-detection-in-zelda-lttp-was-done/638666
**Category:** random
**Created:** [September 1, 2018, 5:33am UTC](https://forum.kirupa.com/t/how-collision-detection-in-zelda-lttp-was-done/638666 "2018-09-01T05:33:15Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![kirupa](https://yyz1.discourse-cdn.com/flex011/user_avatar/forum.kirupa.com/kirupa/32/11616_2.png) [@kirupa](https://forum.kirupa.com/u/kirupa)
#### Post date: [September 1, 2018, 5:33am UTC](https://forum.kirupa.com/t/how-collision-detection-in-zelda-lttp-was-done/638666/1 "2018-09-01T05:33:15Z")

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I may have mentioned this before, but Zelda: A Link to the Past is probably my favorite game of all time. The pixel art, colors, music, and so on were just perfect. Anyway, I was randomly looking at Zelda-related stuff and stumbed onto this: [https://gamedev.stackexchange.com/questions/8336/how-was-collision-detection-handled-in-the-legend-of-zelda-a-link-to-the-past](https://gamedev.stackexchange.com/questions/8336/how-was-collision-detection-handled-in-the-legend-of-zelda-a-link-to-the-past)

It discusses how collision detection in the game was handled. If you are looking for something random to learn, then this is what you need 🙂

Cheers,  
Kirupa
