User:GlitterBerri/Prerelease:The Legend of Zelda: Ocarina of Time/Sword on A (Part 1)

=October, 1997=

Interface


GUI: No change.

A Button: Link is only seen with his sword equipped to A.

B Button: The B button still serves as the action button, its function still changing depending on context cues. When Link has the option of getting off Epona, it reads "おりる" (Get Down). When Link rides Epona, it reads "むち" (Whip), which was localized to "Faster" in the English version of the game. In the screenshots featuring Child Link, it defaults to "ナビィ" (Navi).

C-Left: Adult Link is shown with his bow and 16 arrows equipped to C-Left. Child Link has a slingshot with 1 unit of ammo.

C-Right: Both Adult and Child Link carry the Ocarina of Time, inset with three Spiritual Stones.

C-Down: Adult Link has 16 bombs set to C-Down. Child Link has a Deku Stick which is seemingly unbreakable, from its lack of a counter.

Hearts: Adult Link has 3/8 hearts. Child Link has 3/3 hearts.

Rupees: Adult Link carries 10 rupees. Child Link carries 00.

Magic Meter: The magic meter is now full.

Ocarina of Time
The Ocarina of Time.

Another major challenge in my Zelda history: creating the ocarina music in Ocarina of Time. I had to create all of those memorable tunes with only five tones of the classic do-re-mi scale. Specifically: re, fa, la and ti (and the higher-scale re). Since each of these songs, like Zelda's Lullaby and Epona's Song, had a particular theme, it was quite challenging, but I think it all felt really natural in the end.

Nintendo Power: Where did you get the idea to make Link travel from childhood to adulthood in Ocarina of Time?

Miyamoto: The basic concept of the Zelda series remains the same in this game, in that you have to carefully and constantly plot out what you have to do. We wanted to make a virtual, three-dimensional world that would be a very dynamic place where Link could "live." The story was more of a supplemental element we incorporated into the latter part of the design. We really wanted to describe Link's development of abilities as he grows from a child to an adult, so we used motion capture technology. We thought game players would want to play as an adult Link, even though in the previous games, with the exception of Zelda II: The Adventure of Link, Link was always a child. For those who were accustomed to the earlier games, we accommodated them with the inclusion of a young Link. The concept of young and old Link matched other Zelda games, since they usually had some sort of parallel world for Link to travel between. The parallel world in this case just happens to be a time shift--going back and forth between times. I thought that worked well with the overall theme of the Zelda games.

Game Specifics
Zelda 64 was again stated to be slated for a Japanese release at the end of the year, only a few months away at the time of the magazine's publishing. The American language release was forecasted to be spring, 1998.

Story
Link is once again on a quest to save Zelda, and many of the classic story elements from the originals re-appear in Zelda 64.

The main character, Link, can use a boomerang, will possibly capture, train, and definitely ride a horse, and can run and walk along the same lines as Mario in Super Mario 64. Link can also sling arrows, and has a vertical and horizontal attack when using his short sword.

It’s believed the game is based on an day/night system, as sunsets and differentiating screen-shots have shown. It’s also clear that Link can be played as a young boy as well as a fully grown man. Nintendo hasn’t made clear exactly how this time change will evolve in the game, but it’s clear it exists.

Camera angles are dynamic. The camera is believed to move on its own, picking the best view to see the action from, but also enables gamers to pick and choose their own. The camera will often pick the most dramatic viewpoint, either overhead, appearing at foot level or a few close to an isometric perspective.

Fights occur in realtime, and are not turn-based. A fairy will help you determine from which directions enemies are appearing.

The 64DD disks will update the alter the cartridge-based game.

Hot off the press, the Japanese magazines Dengeki Nintendo64 and The Dream 64 both feature extensive reports on Zelda 64’s progress, including some exciting information on all new items and the game’s storyline.

Reminiscent of Square’s Super NES hit Chrono Trigger, Zelda 64 lets players travel back and forth in time. But unlike Chrono and his friends, Link will actually appear in two different versions: As a sword-wielding 18-year-old with an earring, and as a child. Link’s age also determines which items he can use. For example, only the adult link can handle the heavy bow and the sword whereas young Link uses the sling shot, wooden stick and the dagger. And since the world of Zelda 64 is much larger than in previous installments, Link will also be able to ride a horse (Dengeki speculates that only the older Link can do this). But don’t worry, all the landmarks of Hyrule seem to have made the jump from 16 to 64-bit, including Turtle Rock, Hyrule Castle, and even Death Mountain.

N64.com believes that the time travel gimmick will take the spot of Zelda III’s Light World/Dark World theme, in that players can switch between two slightly different worlds and take advantage of the geographical differences to access new areas. While the Super NES Link could travel between the two dimensions with the help of a magical mirror, Zelda 64 introduces the “Tower of Time” and the “Ocarina of Time.” Link receives the ocarina fairly early in the game, but needs to find four magic stones before he can use it.

Here’s a list of some of the items and weapons Link can find and use in the game:

Dagger Sword Bow and Arrow Boomerang Ink Stone Sling Shot Stick Hammer Ocarina of Time Bombs Whip Grappling Hook Glasses Nut

N64.com will feature a an updated preview of the game soon, followed by exclusive Zelda coverage from next month’s Nintendo Space World.

These were the first mentions of what would become the Spiritual Stones. That they are called "magic Ocarina Stones" in Nintendo Power owes to the fact that they were originally set into the Ocarina of Time, which, like Ganon's human form, was also seen and named for the first time in October.

The "magic stone" moniker is even present in the map select of the Ocarina of Time: Master Quest Debug ROM:

Map 27: だいようせいのいずみ / Great Fairy Fountain

Cutscenes: Link is granted a magic meter and the spin attack, a larger magic meter, and double defence.

Exit: Exits to Death Mountain.

Map 28: とびこみようせいあな / Fairy Hole You Dive In

Cutscenes: Link is granted Farore's Wind, Din's Fire, and Nayru's Love.

Exit: Exits to Zora's Fountain.

Map 29: まほうせきのようせい / Magic Stone Fairy

Cutscenes: Link is granted Farore's Wind, Din's Fire, and Nayru's Love.

Exit: Exits to Zora's Fountain.

Map 29 is identical to Map 28 in everything but name.

"In Zelda 64, Link is given a mission to find the Triforce, but Ganondorf, king of the thieves, is also hunting the powerful artifact. With the help of Zelda, three magic Ocarina Stones, and Navie the wood fairie, Link sets off on his greatest quest ever." ~ Pg. 103 - Nintendo Power #101, Oct. 1997

Summary
Paired with the information from Nintendo Power #100, the basics of the story now include the following:

The existence of Kokiri Forest, Link's identity as a Kokiri, his receipt of Navi the fairy as a tradition of his tribe, the need to collect the Spiritual Stones, the rise of Ganondorf, and Zelda's kidnapping.

The locations revealed up to this point are Death Mountain, a unnamed valley, Kokiri Forest, Zola Lake, Turtle Rock, and the Tower of Time.

Turtle Rock may be a misinterpretation of the screenshot here ???. The Tower of Time presumably refers to the Temple of Time in the final game. ??? Hyrule Castle Town, Majora's Mask Tower of Time...

Adult Link




Hylian Shield, early master sword, ???.

Child Link


It wasn't until October 1997 that Child Link first appeared on the scene. Trusty Deku Shield in hand, he was first shown standing at the foot of Death Mountain, and wielding the dagger inset with a green gem that would later come to be called the Kokiri Sword.

Dampé


Even in the future, this plucky gravedigger is alive and well. He's even awake during the day, instead of sleeping in his shack like usual.

Epona
For a long time now -- ever since Ocarina of Time -- Mr. Miyamoto has talked about how he'd like Link to be able to fight on horseback so he could have mounted battle scenes with Link swinging his sword. Unfortunately we were not able to do that in the N64 games. - Aonuma

When Ocarina of Time was made, the development team went to study the motions and behavior of a real horse. - Designer Keisuke Nishimori

Pre-Existing
???

Newly Introduced
The IGN article revealed a little more information on Link's items, as well as introducing new ones.

"'Only adult Link can handle the heavy bow and the sword whereas young Link uses the sling shot, wooden stick and the dagger.'"

It also lists some of the items Link can use the game, which include the "Ink Stone" and the "Whip". While the identity of the former is unclear, the Whip is what Link uses to whip Epona into going faster. It's unlikely that this was ever an inventory item. Chances are, it was included after the IGN staff saw the word "むち" (Whip) on the B button in screenshots depicting Link riding Epona.

Never Seen Again
???

Hyrule Field


Link rides around a markedly different Hyrule Field. Lon Lon Ranch is missing.



Hyrule Castle Town can be seen in the distance, with the Temple of Time spire rising from the city. A grassy hill leads up to Kakariko village instead of the stairs of the released game, and the tree next to the entrance is missing. The tree upon which Kaepora Gaebora perches is not present in most of the cutscene environments, making it evident that it was added to the game fairly late.



Link gallops down a bare path.

Hyrule Castle Town


Epona rears as the drawbridge lowers at midday. There are no short stone walls hemming in the drawbridge, but a long, smooth wall stretches from the city tower in the background, rather than the usual cliff.



Unlike the released game, the market is not ruined in the future. Adult Link is able to gallop across the intact drawbridge on Epona. This is possible to do in early cutscene environments, which results in Link appearing in the guard house map without Epona, as though he'd walked in like usual.

Grassy Road


A road surrounded by fences and fields disappears into the horizon.

Death Mountain


Adult Link vies against a Tektite at the start of Death Mountain Trail.



Child Link scopes out Death Mountain for himself.

Forest Temple


The elevator in the main chamber of the Forest Temple sits above the ground, despite none of the torches being lit.



Stairs lead downwards to a Poe painting.



Link stands at the entrance of the lush well room.



In addition to being part of the Forest Temple, a copy of this chamber can be found as a test room that was re-added to the leaked Ocarina of Time: Master Quest Debug ROM, in which it can be accessed using the map select menu.

The test room is called "sutaru", short for the "Stal" of "Stalfos" in Japanese. It is a circular room with no windows and doors, used for testing battles. While it is a duplicate of the room in the Forest Temple where Link obtains the bow after fighting two Stalfos, the Forest Temple bow room has doors and another level underneath.

In the Debug ROM, Dark Link stands in the middle of the room, waiting to face off against the player. A handful of unused actors attached to the map include the two Stalfos one would expect to find there.

Phantom Ganon's Lair


Link narrowly avoids an electrical charge in Phantom Ganon's painting-covered room.

Volvagia's Lair


Volvagia emerges from the lava pools of its mountain lair.

Ice Cavern


Link walks along a corridor in the Ice Cavern.

Morpha's Lair


Link swims around in Morpha's Lair. Unlike the final version of the game, his weapon is not automatically unequipped when he enters deep water. It is still possible to swim with the sword, bow, and hammer in hand in early cutscene environments.

Gerudo Valley


The first screenshot of Gerudo Valley.



Gerudo Training Ground


Link stands in the entrance of the Gerudo Training Area.

Graveyard


A near-final version of Kakariko's graveyard is unveiled. The writing on the grave only goes halfway down, unlike the final game, in which it is covered in nonsensical Hylian.

Fire Temple


Link waits for the fire-powered elevator to take him to the upper reaches of the Fire Temple.



Maybe this wasn't such a good idea.

Blue Tektite


A skinny-legged blue Tektite lunges at Link.

Bubble


A Blue Bubble in the Forest Temple.

Phantom Ganon


Phantom Ganon flies across the room.

Volvagia


Volvagia glares daggers at Link, who surprisingly doesn't have the Megaton Hammer equipped.

Morpha


Morpha attempts to choke the life out of Link.

Poe


Poes get a graphical update to match the way they look in the released game.

Stalfos


Stalfos are also updated to their final design.

=November, 1997=

November, 1997 marked an exciting time for Zelda fans. This was because the first-ever playable demo of Zelda 64 debuted at Spaceworld '97. The exhibition, showcasing up-and-coming Nintendo hardware and game software, was held from November 21st to 24th, and saw 135,011 visitors. Western fans got to hear about the game vicariously through news outlets like IGN64.com.

The demo itself was a collection of test levels, put together just for the show. While the story and the magic system remained largely shrouded in mystery, Nintendo showcased the battle system, Link's large array of equipment, and a number of environments.

Specifications & Release Date
It was announced that a Japanese release for the game could be expected in April, 1998, and that the price would be set at ¥6,800. (Around $53 USD, at the time.)

A number of technical details were also revealed. IGN64 reported that the game would run at frame rates of between 24 and 30 frames per second,, have a built-in EEPROM that allowed for three different save files, , and would not require a separate memory pak.

64DD
As N64.com reported earlier this year, Nintendo is actually working on two different Zelda games for the N64: The cartridge game The Legend of Zelda: The Ocarina of Time and a second, yet to be seen 64DD title -- and both will be action RPGs. In an informal talk with Shigeru Miyamoto after N64.com’s interview (coming tomorrow), the game designer revealed that the second Zelda title will probably make it out in Japan before the end of ‘98. The game, which is only known under its working title, Zelda DD, is being developed independently from Zelda: The Ocarina of Time, by an entirely different team.

Nevertheless, Miyamoto said that Nintendo has not yet decided whether Zelda DD will be a completely new game -- it may still turn out to be a plug-in adventure which requires the original Zelda cartridge game and simply supplies that game with a new quest. Since Miyamoto mentioned in Japanese interviews that the second Zelda title would be less action-based, we asked him whether it would be an action-RPG, or more turn-based like Final Fantasy. The answer: “An action-RPG, definitely.”

Interface
Because Link is shown with a variety of equipment setups in this batch of screenshots, only three things remain consistent:

GUI: No change.

A Button: Link is only seen with his sword equipped to A.

B Button: The B button still serves as the action button, its function changing depending on context cues. It allows Link to do actions such as jumping, climbing, descending, pulling, pushing, mounting his horse, reading, opening, talking, swimming, pushing and pulling walls, opening chests and drawers, and hanging from ledges. When Z-targeting, it reads "ジャンプ" (Jump). When Link is holding a bomb, it reads "なげる" (Throw). When close enough to an NPC, it reads "しゃべる" (Speak). When scrolling through dialogue boxes, it reads "つぎ" (Next). When riding Epona, it reads "むち" (Whip). When sitting idle on Epona, it reads "おりる" (Dismount). When Navi has something to say, it reads "ナビ" (Navi). Its default message appears to be "チェック" (Check).

Hearts: Both Child and Adult Link have 8 heart containers.

Rupees: Both Child and Adult Link carry 00 rupees.

Magic Meter: None.

Controls
The joystick moved Link, allowing him to walk or run, depending on how hard the stick was pushed.

Minimap


In some areas, you could bring up a map in the lower left corner by pressing the L button.

Menu
As in the released game, pressing the Start button in the demo opened the menu, which consisted of several screens.

One screen was an extensive map system, one was an item screen, one was an equipment screen, and one was "a special item screen that showed items that could only be used at certain moments in the game."

Players could equip items by highlighting the item they wanted and pressing the C button they wished to assign it to

Z-Targeting

 * If you lock onto an enemy with Z-targeting, Link faces the target and strafes sideways.
 * During battle, Link can do a backwards flip by pulling the stick in the opposite direction.
 * Press B when it says Jump, then press A, and Link will lurch forward and attack with his sword.

Equipment
Players were capable of assigning items to C-left, C-down, and C-right. IGN64 complimented how seamlessly Link's equipment interacted with the environment, gushing that "you can try to hit anything you see with your sword, bow, boomerang, hammer, or stick."

Sword


Link carried his sword in his left hand. Pressing the A button to draw the sword would only cause Link to take it from its sheath, while pressing it again would cause Link to swing the blade horizontally. If the button were pressed three times, Link performed two swings and one downward slash.

Link was capable of swimming with his sword out, and climbing up a ledge with sword in hand would cause Link to struggle a bit.

Holding down the A button would make the sword glow, and Link would perform a spin attack upon its release. Turning the joystick in a circle and pressing A would also allow Link to perform a similar, less-powerful attack.

Apparently, some of these actions were slightly different for Child Link, who carried a dagger instead of a sword.

In the released game, pressing the B button causes Link to draw and slash his sword immediately. He is unable to swim with the sword, and will automatically sheathe it when the player enters the water. Trying to climb a ledge with the sword drawn does not slow the hero.

Shield
As in the released game, Link was able to use the R button to block enemy attacks with the shield. However, he could not swing his sword while he was protecting himself.

Bombs


Pressing the button the bombs were equipped to caused Link to take out a bomb and ignite it. It was possible to walk around with it, and Link could either put it on the ground in front of him, or walk in a certain direction to throw it. Holding it too long, however, and something bad would happen.



As in the released game, Bombflowers produced an unlimited supply of bombs. However, this one is unusually rainbow-hued.

Bow

 * If Link uses the bow while Z-targeting, press the C button and he will shoot.
 * If Link uses the bow during regular gameplay, the camera will zoom in for a behind-the-bow perspective.

Deku Stick

 * Link can use the stick like the sword and hit things that are far away.

Hammer

 * The Megaton Hammer can pound things into the ground.
 * It also works as a weapon, but you have to be close to the enemy.

Deku Nuts

 * Link can throw a magic nut that explodes in a flash of light and blinds his enemies.
 * Link can now easily attack them without getting hurt.

Boomerang

 * It leaves a cool trail when it is thrown.
 * It returns to Link whether or not it hits its target.
 * If Link is in the middle of a jump and not ready to catch the Boomerang, it may hurt him.

Rupees

 * Link can collect green and red rupees that are left over when he defeats an enemy.

Story



 * Zelda 64 starts with Link in the rain.
 * A cutscene shows Link watching in fear as Impa and Zelda ride away from Hyrule Castle on horseback.
 * Link runs to the lowered drawbridge and tries to cross the castle moat, but his path is blocked by Ganondorf.


 * As the Ocarina camera system became finalized, I began to devote my energy to making some of the cut-scenes and demo movies for the title – about half of those finally used – starting with storyboards and then creating the final versions. - Cutscene Designer Yakumi Kawagoe





Navi

 * Navi hovers over Link's head and greets NPCs with "Konnichiwa!"
 * When you Z-target an enemy, Navi flies over to the target and turns red, pointing out its location.
 * So far, Navi is the only speaking character seen in the game.
 * She often shouts advice about what to do when battling.

Epona

 * Use the B button to mount the horse.
 * Link can use the joystick to ride in any direction at varying speeds.
 * The horse can be whipped to run faster.
 * Every time you whip the horse, you deplete one carrot from your carrot meter.
 * The need for this is currently unknown, but it is likely that there will be some sort of race.

Saria


Saria. An early model of Saria exists in the game with her doing that wave animation. WHOA!

Fado


Fado.

Environments

 * There is real light-sourcing.
 * Both enemies and Link are lit according to their environment.
 * They cast varying shadows in the appropriate directions.


 * There are huts, treasure chests, friendly and unfriendly characters, signs, and fairies that whizz through the air.


 * In the demo, you could enter Hyrule Castle Town.
 * It was displayed from a central camera angle.
 * The camera is stuck in the middle of a town square, following Link as he goes into the distance.


 * Depending on what you hit with your sword, you hear a cool metal clank or a crunch noise.
 * The bow makes convincing noises.
 * The screams of the Dodongo are downright scary.


 * There wasn't much music implemented yet.
 * The overworld was filled with bird calls, animal noises and footsteps.
 * The dungeon music is ambient, with low, pounding bass notes and a siren-like string sound.
 * The typical Zelda theme music wasn’t in yet.

Link's House


Because the pre-rendered backgrounds of Ocarina of Time were created before all the details of the game were finalized, they sometimes contain oddities that reflect an earlier stage of development. The pre-rendered background that is seen outside the door of Link's house appears to depict the three pillars in the Lost Woods area that bridges Hyrule Field and Kokiri Forest. This has prompted speculation that Link's House was once situated on that map. In Twilight Princess, Link's house is located in the map that bridges Ordon Village and Faron Woods.

This version of the prerendered background to Link's house is missing a balcony.

Kokiri Forest


I know that sounds theoretical, so let me explain a specific instance from one of the environments of The Legend of Zelda: Ocarina of Time. When I started work on Kokiri Village, the creative guidance that I got was to program their environments in a way that evoked a feeling of wonder – and then the turned me loose to explore what that meant. So I created a place where eerie light balls floated around. To that I added another touch: that the lights would follow the character’s movements. Then and now, I sometimes build these touches into the environments and surprise the designers with them. In that case, the designers really liked the wondrous effect and decided that the floating lights would stay in the game. - Environmental Programmer Makoto Sasaki



xxx

Hyrule Castle Town


xxx



xxx



xxx

Hyrule Castle


xxx



xxx



xxx



xxx



xxx



xxx

Temple of Time








King Dodongo's Lair


xxx

Hyrule Field








Death Mountain






Dodongo's Cavern








Enemies

 * There were Octoroks and Stalfos.
 * There were also new enemies.
 * Link encounters Gorons, "man-eating plants", and Tektites.


 * You could test three different boss battles.


 * The first battle was two tall and scary Stalfos in sutaru.
 * Both attack you at the same time.
 * When you kill them, they crumble to a heap of bones.


 * The second is Gohma.
 * Gohma crawls along the ceilings and drops Gohma Larva that attack you.
 * Then it descends and faces you eye to eye.
 * Use the bow to shoot Gohma in the eye.


 * The third is King Dodongo.
 * It is introduced by a cutscene where Link stares in fear at something big from the monster's perspective.
 * The battle takes place in a cave with a glowing lake of lava at its centre.
 * King Dodongo breathes fire.
 * If Link gets hit by the flames, he is swept off his feet.
 * KD also rolls into a ball and tries to crush Link.
 * When KD screams or prepares to breathe fire, throw a bomb into its mouth.
 * The explosion weakens KD and brings him to his knees.
 * Then, attack his head.
 * When you kill KD, a cutscene shows KD sinking into the flaming lava pit.

Nintendo Power #103
The outline of the story for Zelda 64 comes straight from EAD, the chief game development department at Nintendo Company Ltd. in Kyoto, Japan. Although EAD considers everything “tentative” until the final version of a game is completed, much of what you read here will be a part of Mr. Miyamoto’s greatest epic. Long ago, before Gannon stole the Triforce and kidnapped Zelda, Link set out to his coming-of-age ceremony in the Maze Woods. It was the custom of his tribe, the Kokiri Family, that a young man would receive a guardian spirit or fairy who would stay beside him and guide him throughout his life. But as Link walked through the woods, he discovered that a monster had captured one such fairy. Gallantly, Link came to the rescue and defeated the monster, but the fairy was mortally wounded. In her dying breath, she warned Link not to allow Gannondorf to possess the Triforce and to seek out a wise man and his spiritual stone. At the same time, Gannondorf, the king of thieves, was searching for the legendary Triforce so that he could steal its power. In time, Gannondorf stumbled into the Maze Woods and neared the secret place where the Triforce was kept. Link went to Hyrule Castle for help. Princess Zelda knew of the Triforce’s hiding place, but to reach it they would have to find three magical stones to unlock the secret. Thus begins the adventure.

We know that settings include at least one substantial town, a forest maze, a desert, a swamp, a canyon, a farm, building interiors, and dungeons.

Swords, bows and arrows, bombs, shields, and special items will be activated using various Controller buttons and using combinations of weapons will also be possible.

We also know that Navie, Link’s fairy helper, will warn you of impending attacks from enemies, and she will take an active role in defending and healing her young ward.

There’s also a suggestion that the horse may not always be your trusted steed. Perhaps you have to capture it and train it before you can ride it.

While you’re moving about, you’ll also feel the motion since Zelda 64 will make use of the rumble pack.

In addition to Link’s steed, you’ll also find warps that transport Link instantly across the world.

At a reported 256 megabits, Zelda 64 will be the largest game for the N64, doubling the current game on the market.

One of the central themes of the game has to do with time. In fact, you will move backward and forward in time at different stages of the game.

During earlier times, Link will appear as a boy of about ten years of age, while in the later stages he is a heroic youth in his teens. Kid Link, as the EAD team calls him, will have special abilities and will be able to use certain items that Teen Link won’t be able to use.

Release Date
1.) There is no US release date for Zelda yet. The game is coming out in Japan in April and should arrive in the West a few months later. However, it is also possible that Nintendo will make the game its big Christmas ‘98 title. We will have to wait and see.

64DD
2.) There are two Zelda games coming out for the N64 in the near future. The Legend of Zelda: Ocarina of Time (commonly referred to as “Zelda 64”) will appear on a 256megabit (32MB) cartridge. That's four times the size of Mario 64. But Nintendo is also working on a Zelda game for the 64DD, the optional disk drive add-on (which doesn’t have a US date / price yet either). This game doesn’t have a name as of yet and is commonly referred to as Zelda DD.