Prerelease:The Legend of Zelda: Ocarina of Time/Early Sword on A
This is a sub-page of Prerelease:The Legend of Zelda: Ocarina of Time.
Contents
August 1997
In August, a new interface was revealed. Nicknamed Sword on A, its appearance was almost identical to that of the final game. As the name suggests, the functions of the A and B buttons were reversed, with A being used for items, and B to carry out actions. As with the A + C interface, using items first required equipping them onto the A button by pressing a C button. This feature would seemingly be removed soon after, as no items are visible on the A button in screenshots after September, when the interface textures received an update.
Specifications
In August, Nintendo confirmed what would become the final memory capacity of the Zelda 64 cartridge: 256 megabits (32 MB). The game had ballooned to four times the size of Super Mario 64.[1]
This good news was tempered by disappointment: In the same article, Nintendo chairman Howard Lincoln had announced that Zelda would be delayed in order to ensure that the game was perfect, and had enough time to be fully debugged.[1]
In an interview with Nintendo Power, Miyamoto shared that Zelda 64 would likely make use of the Rumble Pak.[2]
Camera
Z-Targeting
August 1997 marked the first appearance of Z-Targeting letterboxing.
Interface
May '97 | Aug.'97 |
---|---|
GUI | The B button is once again visible on-screen, and Link has gained a magic meter. |
A Button | The A button has moved again, to the side of the C buttons. It seems to share their function, as well. Link is seen with a sword, bombs, and his bow equipped to A. |
B Button | The B button has reappeared. It now serves as the action button, with its function changing depending on the context. Its default use appears to be calling Navi, whose name is written on the button in Japanese as "ナビィ". At various times, it also reads "おりる" (Drop Down) when Link hangs from a suspension bridge above Dodongo's Cavern, and "ジャンプ" (Jump) during the battle with Gohma. |
C-Left | Link’s bow and sword are equipped to C-Left. The number of available arrows Link has differs between screenshots. |
C-Right | Bombs are equipped to C-Right. Their number is always 8. |
C-Down | The Wind Medallion, later the Forest Medallion, is equipped to C-Down. |
Hearts | Link still has ♥♥♥♥♥♡♡♡ hearts, but the heart icons have been updated to their final design. |
Rupees | The rupees counter has lost a digit, and now reads 00. |
Magic Meter | The magic meter is empty, and almost half the size of the small meter in the final game. |
Link's Model
Link's undershirt and pants go from orange to a tan color. Their texture is highlighted in stripes, rather than the final game, which defines Link's muscles. His hair has gone from blonde back to a strawberry color. His boots now cover his entire leg, but maintain their reddish color from before. His sword is now the Master Sword.
April '97 | Aug.'97 |
---|---|
The original design of the shield used an unmirrored 64x64 texture, occupying the entire shield. This can be deduced from the asymmetrical details on the Triforce. The August 1997 design, however, is more similar to the final game's 32x64 texture, which is mirrored across the shield. Here, the Triforce has symmetrical details, hinting at the change to a mirrored texture.
Items
Sword
Link's sword icon has changed design again. It now resembles the Kokiri Sword, owing to the gem in its hilt.
Bombs
Bow
May 97 | August 97 | Late 97 Overdump |
---|---|---|
The design of Link’s bow has been updated as well.
Wind Medallion
August 97 | Late 97 Overdump |
---|---|
Though this medallion is equipped to C-Down in the screenshots, it cannot be set to C or even used in the final game.
It was originally called the Wind Medallion, a name which can still be found in the final game's texture data. It functioned like Farore's Wind, though it could be used anywhere in the game.
It received it's new Forest Medallion name, fitting its new Forest Temple theming, sometime after the ability to equip medallions was removed.
Hammer
The hammer makes its first appearance, plainer looking than its final design.
Characters
Navi can now be called using the B button. It appears that she turns pink around enemies.
Horse
The first appearance of a horse. This one seems to follow Link around.
Actions
Link has this leg-over-ledge mantling animation, instead of a pull-up animation. This ledge in Dodongo's Cavern is high enough that in final game he'd do a pull up instead of this climbing action. According to leaked commit logs, specifically "matutani 1997-12-09 Forced climb", Link wouldn't have automatically climbed ledges, suggesting it was a manual action.
Link was seemingly able to pull or push any wall he wanted to like in A Link to the Past.
Environments
Revisited - Dodongo's Cavern
Link pushes and pulls a wall at the side of the main chamber of Dodongo's Cavern. The cavern does not have these walls in the final game.
He then clambers up a ledge in the same room.
Prototype | Final |
---|---|
Prototype | Final |
---|---|
The bridge is similar looking, except with wider planks, though the area below it received many smaller changes.
Revisited - Lake
Link runs around an early version of Lake Hylia, a revised version from the April 1997 screenshot. This map is present in the late-1997 overdump and contains the unused Aria actor that is found in the final game's files.
Aug '97 | Overdump |
---|---|
Aug '97 | Overdump |
---|---|
April '97 | Overdump |
---|---|
The background is different in the April 1997 screenshot. Instead of a rocky mountain looking texture, the background seems to be made of a modelled mesh mountain. There's more decoration around the house, and the pier has more visible pilings, too.
Revisited - Desert
Prototype | Final |
---|---|
A clear blue oasis, and the first and only picture of the old hammer.
There are squat palm trees that didn't make it to the final game. What appears to depict a cooking pot was placed near some squat palm trees.
Tents can be seen around the area.
Link turns around in the sand.
Fire Temple
Link in the Fire Temple.
Prototype | Final |
---|---|
This area is near identical to the final game. However, it lacks the door between it and the lava-filled room that's at the end of the hallway. It seems like, at this stage of development, the entire dungeon was loaded at once, rather than each room being loaded individually.
The 2D texture of the lava geyser, seen in the distant background, is in the 2020 Leak's files.
Gohma's Lair
Our first view of Gohma's Lair. Child Link didn't exist at this point, so the battle was originally planned for Adult Link and his bow, rather than Child Link and his slingshot. The bow can be seen switching from C-Left to B during the battle, and at the end, the arrows are near empty from the Gohma fight.
September 1997
Story
September held the first tellings of Zelda 64's story. Unfortunately, some of the finer details were lost and muddled, due to contradictory and erroneous translations that appeared in Nintendo Power and on Nintendo's official English website.
Nintendo Power #100
The only time the story is presented accurately, though brief. This was the first time many people saw Zelda 64's story.
Finally, Miyamoto spoke to us about the story and setting of the most anticipated of upcoming N64 games. The biggest news is that Ganon will return as the bad boy of Hyrule. As Zelda fans know, Ganon has a thing for the Triforce and Princess Zelda. In the new adventure, Zelda will once again fall into the villain’s clutches. Part of the game will explain why Ganon, once a lowly thief, became such a twisted despot.
Miyamoto also described several areas, mentioning mountains, valleys, a deep ‘fairy’ forest, and the mythical Zola Lake.
As it turns out, everyone in Link’s clan has a fairy helper. - Nintendo Power #100[3]
Nintendo.com
A more in-depth preview of the game's plot, from Nintendo's English language website. It contains many minute differences from the final game, though it is accurate when compared to the text from the 1997 Overdump.
Prepare to journey once again to Hyrule, land of the ancestors of the gods, in Zelda 64. As Zelda 64 gets closer to release this winter in Japan, additional details about the game's setting and story line are being revealed by the game's developers.
Even though Zelda 64's story is set in the misty past, players will once again take on the mantle of the young hero, Link (perhaps an ancestor of the Link character who appeared in the Super NES and Game Boy games). As the story begins, Link is preparing for his coming-of-age ceremony, where he will receive his guardian spirit. In the tradition of his people, children receive a fairy from the Fairy Tree when they reach adulthood. This fairy becomes a person's life-long familiar, and accompanies him or her as they seek their fortune in the maze-like forest which surrounds their village, or in the lands beyond.
Link's ceremony, however, is not destined to be a happy one. The Fairy Tree, source of guardian spirits, is captured by a strange creature from the depths of the forest. Link is able to locate his guardian spirit, Navie, and with her help, slay the creature. However, in the process, the Fairy Tree is grievously damaged. As its life force ebbs, the Fairy Tree speaks the words that will shape Link's destiny.
"Do not allow the thief, Gannondorf, to claim the Triforce..." the Tree mystically communicates. "Oh brave one, you must take this sacred stone to a wise man..."
Gannondorf was infamous throughout the land for his evil practices as the king of thieves. He lusted for the power of the Triforce, and searched throughout Hyrule for its resting place. Since Gannondorf was searching through the forest of Link's people, Link knew he was in great danger. He took the sacred stone from the Fairy Tree and set out for Hyrule Castle, the capital of the Hyrulian people.
Upon entering the castle, Link is welcomed by the young Princess Zelda, a woman of the Hyrulian royal family about the same age as he. She is well aware of the crisis facing the land of Hyrule. Zelda relates further details about the Triforce's hiding place, telling Link that he needs to find the three sacred stones that fit into a magical Ocarina, which serves as the key to hidden realm. Link's race with the evil Gannondorf to find the sacred stones and the hiding place of the Triforce is on!
Zelda 64 tells the story of an earlier age of Hyrule, when Gannon was merely known as the king of thieves and not the powerful creature of evil he becomes in the other Legend of Zelda adventures. In this role playing game, the story unfolds in a realistic 3-D world. The depth of the backgrounds, the dramatic camera angles, and the realistic objects and animation all combine to create one of the most immersive gaming experiences ever.
Although the game play has been designed so that anyone can enjoy it, the adventure will not be without its challenges. Great battles will reward the courageous.
The fairy, Navie, will accompany you on your journey, providing hints, warning you of enemy attacks and helping you search for items.[4]
Nintendo Power #103
The second translated version of this story appeared in Nintendo Power #103 three months later, in December of 1997.
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.[5]</ref>
In this translation of the story, the "Fairy Tree" is mistranslated as simply a fairy. The fairy, a female, is the one to warn Link of Ganondorf before passing away. Link is again told to seek out a wise man, who possesses a Spiritual Stone.
Spaceworld '97 Official Guidebook
The Spaceworld '97 Official Guidebook from November also contains a story synopsis.
Japanese | English |
---|---|
神々の子孫が住むと言われる地、
ハイラル。そこには多くの民族 がそれぞれの土地を守りながら 独自の文化を築いていた。 |
Hyrule: A land said to be inhabited by the descendants of the gods. Its myriad denizens have forged unique, individual cultures, while safeguarding their respective domains. |
そのハイラルにある『迷い
の森』の住人、コキリ族の少 年・リンク[=プレイヤー]は “守護精獲り”の儀式の朝を迎えて いた。 |
Link (the player), a boy of the Kokiri tribe dwelling in Hyrule’s Lost Woods, was approaching his “Guardian Spirit Bequeathal” ceremony. |
“守護精獲り”とはコキリ族の少年が妖精
の木からパートナーとなる妖精を受け取 り、森を自由に歩けるようになる一種の 巣立ちの儀式である。ところが妖精の木 は、怪しげな魔物によって乗っ取られ ていた。リンクは途中で救出した 妖精ナビィと協力して魔物を 倒すが、妖精の木はリンク に遺言を残し朽ち果ててい く。「ガノンドロフに トライフォースを渡して はならぬ… |
The “Guardian Spirit Bequeathal” is a type of ceremony marking the day when youths of the Kokiri tribe receive, from the Fairy Tree, a fairy that will act as their companion, and gain the ability to wander the forest freely. The Fairy Tree, however, had been overtaken by a suspicious influx of demons. Link joined forces with Navi, a fairy he’d rescued enroute, to defeat the monsters, but the Fairy Tree withered away, leaving behind one last request. “Ganondorf must not be allowed to claim the Triforce…” |
勇気ある者よ、この
精霊石とともに… ハイリアの知恵ある者を 探せ… |
“Oh, brave one, take this Spiritual Stone, and seek out the one with the wisdom of the Hylia…” |
Summary
Nintendo revealed the game to be a prequel, and the final game portrays the Imprisoning War depicted in the prologue of A Link to the Past.[6]
As they made Navi more of a character than an onscreen assistant, the game's story was rewritten to include elements like the Fairy Tree, and a people who each have their own fairy companion. Later, this expanded to include items like the Fairy Bow and the Fairy Slingshot.
In the words of director and script writer Osawa, and director Aonuma, "The addition of Navi had merits with regard to the script as well. We were able to expand the story around the idea of meeting and saying good-bye to a fairy, [as well as] the scenario surrounding Link not having a fairy at first. [This inspired the notion of] meeting and parting from a fairy — in which you start by finding a fairy and in the end you say good-bye."[7]
Character designer Koizumi noted that the team didn't determine most of the settings from the beginning, but rather just made them up as they went. It wasn't until the second year of development that Miyamoto and other staff members began saying that they wanted to see a small, cute Link. The developers brainstormed ideas that would allow them to include both Child and Adult Link in the same game, and came up with the idea of traveling seven years through time by drawing the Master Sword and returning it to its pedestal.[7]
This mechanic radically changed the game's script, which went through numerous revisions as team members pointed out oddities and paradoxes. The process triggered some heated exchanges.[7] Looking back, however, the developers remember that, right up until release, Zelda 64's development was in such disarray that it was impossible to tell whether or not the game was progressing or falling apart at the seams. Koizumi related that the staff didn't know what kind of game Ocarina of Time would be until all the parts came together.[8]
Concept Art
No new screenshots were revealed to the public in September. However, a piece of concept art that was published in Hyrule Historia appears to date from around this time.
Link's Model
Child Link
Sept. '97 | Oct. '97 |
---|---|
This poster marks the earliest depiction of Child Link, who did not appear in screenshots until October.
Adult Link
Adult Link's design is in a transitional stage, a mix between his appearance in screenshots from August and October.
Aug. '97 | Sept. 97 | Oct. '97 |
---|---|---|
Hair | Link's hair has changed from strawberry blond to light blond. |
Face | His facial features appear to be identical to his final model. |
Outfit | The sleeves and tights under the hero's tunic have changed from a light brown to white. |
Sword | He wields an early version of the Master Sword, detailed below. |
Shield | Despite most of Link's characteristics having changed to reflect his final design, the front of his shield still retains its Triforce and flourish design from August. Curiously, however, the design is upside down. |
Characters
Epona
Aug. '97 | Sept. '97 |
---|---|
Link rides a nondescript brown horse, similar to the one seen in August. A second horse is seen in the background.
Epona was not introduced until October, with her final design.
Presumably Navi, this sprite, with her purple dress and orange hair, resembles a healing fairy from A Link to the Past.
A Link to the Past | Sept. '97 |
---|---|
This marks the only depiction of Navi as a human-looking character. As mentioned previously, character designer Koizumi envisioned the fairy as a cute girl, but displaying such a character wasn't possible on the system due to the Nintendo 64's technical limitations.[7]
Ganondorf
Ganondorf is revealed for the first time, his menacing face looming in the background. Vaguely Moblin-like, his features are difficult to make out, and bear little resemblance to his final game's appearance. He would not appear in screenshots until November.
Princess Zelda
Princess Zelda makes her first appearance. While Adult Link and Child Link are both present, only Zelda's adult form is seen, playing an ocarina.
A Link to the Past | Sept. '97 | Hyrule Historia | Mar. '98 |
---|---|---|---|
This early incarnation of Adult Zelda is similar to another piece of undated concept art from Hyrule Historia. However, when compared, the simpler model that appears on the poster suggests that the second drawing represents a transitionary period between September's design and her final look. In addition, the Hyrule Historia piece seems to be more heavily based on her A Link to the Past design.
A Link to the Past | Sept. '97 | Hyrule Historia | Mar. '98 | |
---|---|---|---|---|
Bangs | Long | Long | Long | Short |
Shoulders | Stripe | No Stripe | Stripe | No Stripe |
Arms | Bangles | Gloves | Bangles | Gloves |
Dress | Stripe | No Stripe | Stripe | Stripe |
Tabbard | Triforce Crest | No Triforce Crest | Triforce Crest | Triforce Crest |
Sheik
Sheik's first design, and it's rather different. In the final game, only their name and turban remain of their Middle Eastern inspirations. In this early art, however, they have a darker complexion that is truer to their name's origins. Their face isn't covered, they have white hair, and they keep Zelda's blue eyes.
Sept. '97 | Mar. '98 |
---|---|
When Sheik next appears, in concept art and screenshots from March and April of 1998, only their model's blue eyes differed from the final design.
Items
Master Sword
The game's famous Master Sword makes its historical first appearance. While the Master Sword retained its purple coloring, its hilt and blade design later underwent several variations.
Ocarina of Time
The first appearance of the eponymous Ocarina of Time. It's already the exact shade of blue as the final's, though the toneholes appear in a nonsensical straight line, like they were only done as a rough example for the sketch.
Environments
Hyrule Castle
Hyrule Castle's flags and spires more closely resemble its appearance in Twilight Princess. The castle itself didn't appear in screenshots till November, but players wouldn't get a good view of its design until March, 1998.
Sept. '97 | Apr. '98 |
---|---|
In addition to the flag and spire design being revisited for Twilight Princess, flags were added to the castle in the Ocarina of Time 3D remake.
Twilight Princess | Ocarina of Time 3D |
---|---|
Enemies
Stalfos
The design of the Stalfos, with its heavy armor, differs from both the creatures' original incarnation and the final design that was introduced in October. This may suggest that the design on the poster was a remnant of an experimental look from the redesign phase.
Jan. '97 | Sept. '97 | Oct. '97 - Final |
---|---|---|
The monster's straight sword is closer to the original Stalfos design, rather than the jagged blade wielded by the final Stalfos design.
Lizalfos
The Lizalfos silhouette is identical to that of the usual Lizalfos model, with one difference. This one carries a curved scimitar, rather than the triangular blade wielded by Ocarina of Time's Lizalfos and Dinolfos, even in pre-release screenshots.
Aug. '97 | Sept. '97 | Majora's Mask |
---|---|---|
The curved scimitar was later given to the Dinolfos in Majora's Mask.
References
- ↑ 1.0 1.1 Zelda 64 News: The Biggest Cartridge Game Ever - N64.com, Aug. 21st, 1997
- ↑ The Game Masters - Nintendo Power #99, Aug. 1997
- ↑ Pg. 15 - Nintendo Power #100, Sept. 1997
- ↑ New Zelda 64 story info - ZHQ.com, Sept. 28th, 1997
- ↑ Pg. 27 - Nintendo Power #103, Dec. 1997
- ↑ Looks Like Ganondorf Is Both Good & Evil in This Zelda - 1101.net, Nov. 26th, 1998
- ↑ Finding the Right Location for the Opening Sequence - Iwata Asks - Nintendo.com, June 2011
Index
Introduction | Conception - November 1995 |
---|---|
A + B | November 1996 - April 1997 |
A + C | June - July 1997 |
Early Sword on A | August - September 1997 |
Sword on A | October - December 1997 • January - March 1998 • April 1998 • May - June 1998 • July - August 1998 |
Sword on B | August - September 1998 • October - November 1998 |