Talk:Zelda 3 Prototype/@comment-25021327-20140707131016/@comment-5934310-20140707182840

I feel the same way; I hate it when creepypastas have supernatural elements that go unexplained, so I decided to keep all of creepy stuff completely explainable as something a programmer could've done. I even made sure that there were reasons for the player's reactions beyond being filled with an inexplicable dread.

I intentionally left the ending open to interpretation, allowing the reader to decide whether something actually came out of the game or if the player just saw the curtains moving. My original plan was for the ending to be the player wondering what the other four options in the debug menu were, but I didn't want to sequel bait. Officially, I'd say that the player's mind was just playing tricks on him at the end. The story was, as implied by the first sentence, written several years after it took place.