Ahh yeah, the trompe l'oeil effect. I was pleasantly surprised when it actually worked, one of those "ah fuck it, let's give it a shot -
OMFG WAO" things.
(recently finished a first Okami playthrough, incidentally... lots of moments like that in there, and OFC the Zeldas it's modeled on)
It's not a SOTNesque without a promising, curious, ultimately pointless room, imo. (COTM misses this element, but then it's the one member of the sub-series with zero IGA presence - and moreover, its badass Battle Arena makes up for it a thousandfold
). Memories of That One Trapdoor from the Entryway's garden. Spent the whole game, literally from Minute 01, waiting for it to open up. Was a little steamed when I finally resorted to GameFAQs and learned the awful truth.
Well, the annoying truth. >_>
In ROTN, it was that painting with the tracking eyeball that wasted a bit of my time. I thought there was some neat "security grid" trick, where avoiding its gaze (super speed? invisibility? ZA WARUDO?) might open something up (particularly with the visible space directly under it). A seemingly-promising candidate for that last map%.