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Prerelease:The Legend of Zelda: Ocarina of Time/Sword on B
This is a sub-page of Prerelease:The Legend of Zelda: Ocarina of Time.
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Contents
- 1 September, 1998
- 1.1 Cutscenes
- 1.2 Interface
- 1.3 Characters
- 1.4 Story
- 1.5 Environments
- 1.5.1 Revisited - Kokiri Forest
- 1.5.2 Revisited - Inside the Deku Tree
- 1.5.3 Revisited - Hyrule Field
- 1.5.4 Revisited - Lon Lon Ranch
- 1.5.5 Revisited - Market
- 1.5.6 Revisited - Back Alley
- 1.5.7 Revisited - Temple of Time Exterior
- 1.5.8 Revisited - Temple of Time
- 1.5.9 Revisited - Zora's River
- 1.5.10 Revisited - Zora's Domain
- 1.5.11 Revisited - Lake Hylia
- 1.5.12 Revisited - Gerudo Valley
- 1.5.13 Revisited - Forest Temple
- 1.5.14 Revisited - Fire Temple
- 1.5.15 Know-It-All Brothers' House
- 1.5.16 Happy Mask Shop
- 1.5.17 Bombchu Bowling
- 1.5.18 Shooting Gallery
- 1.5.19 Bottom of the Well
- 1.5.20 Goron City
- 1.5.21 Ganon's Castle
- 1.6 Enemies
- 1.7 Info to Sort
- 2 October, 1998
- 2.1 Specifications
- 2.2 Items
- 2.3 Minigames
- 2.4 Story
- 2.5 Characters
- 2.6 Environments
- 2.6.1 Revisited - Link's House
- 2.6.2 Revisited - Kokiri Forest
- 2.6.3 Revisited - Sacred Forest Meadow
- 2.6.4 Revisited - Hyrule Field
- 2.6.5 Revisited - Castle Courtyard
- 2.6.6 Revisited - Chamber of Sages
- 2.6.7 Revisited - Ice Cavern
- 2.6.8 Forest Training Area
- 2.6.9 Talon's House
- 2.6.10 Ruined Market
- 2.6.11 Kakariko Village
- 2.6.12 Potion Shop
- 2.6.13 Windmill
- 2.6.14 Skulltula House
- 2.6.15 Fishing Pond
- 2.7 Enemies
- 3 November, 1998
- 4 Iwata Asks
- 5 3DS
- 6 Gold Cart
- 7 Removing Things
- 8 References
- 9 Index
September, 1998
Cutscenes
Title Cutscene
Because the game’s script and settings changed so frequently and drastically, cutscene director Takumi Kawagoe struggled with the question of how to keep his cinema scenes current each time something was altered, without having to remake them from scratch. Thinking ahead, he created the cutscene system that appears in the game today.[1]
The cutscenes in Ocarina of Time are not pre-rendered, which means that, rather than displaying a pre-recorded movie, the camera moves around in-game models on a pre-set path in real-time.
Some information is set in stone at the time of the cutscene’s creation, such as the path of the camera, which actors and objects are loaded, which map exits lead where, and the timing of the events and actions that take place in the scene. Other information, such as which outfit and accessories Link has equipped, and what the map looks like, are not.
The data that is not predetermined is generated in real-time, meaning that Link’s equipment in the cutscene will reflect what the player currently has equipped. Even if the developers change the appearance of the area in which the cutscene takes place after it is created, the cutscene will not need to be updated.[1]
This versatility was also influenced by Miyamoto’s feelings about cutscenes. Despite the fact that the game has nearly 2 hours of cinematic sequences, Miyamoto is not a fan of cutscenes himself, and doesn’t feel that they are a necessity for games. According to fellow staffers, if ‘’Ocarina of Time’’ was going to use cutscenes, Miyamoto wanted a tool that would allow developers to redo them over and over, right up until the day before the game’s completion. He had been drilling this lesson into the staff ever since Super Mario 64. The last thing he wanted was to listen to “I can’t fix it” because the cutscenes had already been made.[1]
Iwata: You made The Legend of Zelda: Ocarina of Time without knowing what kind of game it was until the various parts came together. How did that feel for you Kawagoe-san as you made the cut scenes? (laughs)[1]
Kawagoe: What should I say about that? (laughs) Even after the game was basically done, a lot had to be switched in. For example, "You know that item in that one dungeon? Well, we need to use that in another dungeon."[1]
Kawagoe: And that stuff tends to concentrate around the end of development. The script changed in one way after the next…or rather, it changed drastically.[1]
Kawagoe: How far we could adapt to those drastic changes was a way for us to show our skill.[1]
Iwata: Sometimes Miyamoto-san makes drastic changes, too.[1]
Iwata: Among the real-time demos, the opening scene is particularly striking. How did you make that?[1]
Kawagoe: Today, you can use a CG tool to move the camera, but back then we couldn't do that because of how the game was constructed, so we asked to make the system to enable Nintendo 64 console to move the camera and we used that.[1]
Iwata: First there was the music by (Koji) Kondo-san16, and you made the images to match that?[1]
Kawagoe: No, the music came later. The landforms of Hyrule Field weren't originally made for cut scenes, so even if you think, "I want to film a scene like this…"[1]
Iwata: The right place for it might not exist in the game.[1]
Kawagoe: Right. So I moved the camera around, like I was walking across the landforms on my own two feet, thinking, "Is this a good spot?" and "How about over here?" I went around looking for a place that would look good, just like searching for a location to shoot a movie.[1]
Iwata: You looked for a location virtually.[1]
Kawagoe: Right. At the beginning of the sequence, there's a scene in which Link is riding around on his horse. I thought that spot was good and waited for a while, and then the moon slid down into view.[1]
Iwata: By chance?[1]
Kawagoe: Yeah. "That's it!" I thought, and decided on that spot.[1]
Iwata: It was too good to be true! (laughs)[1]
Kawagoe: I think a lot of chance happenings contributed to The Legend of Zelda: Ocarina of Time, but I suspect that Miyamoto-san still thinks that real-time cut scenes are easy to change.[1]
Interface
Pause Menu
| Prototype | Final |
|---|---|
| xxx |
The item on the fourth bottle slot doesn't appear at all in the final game. Other than that, the item set seen here matches perfectly with the "debug" item set that the default save file contains (seen in the Debug ROM if you trigger Map Select during the Title Screen cutscene), with a Blue Potion taking the place of the unknown item. The debug item set shares the exact same idiosyncracies seen on this screenshot, like Link having both the Weird Egg and Pocket Egg at the same time or Adult Link having the Fairy Ocarina.
Magic Beans used to be usable as Adult Link in this build.
Deku Nut capacity maxed out at 50 rather than 40 in this build. The Debug ROM still gives you 50 Deku Nuts in the default save file, but due to technically being over capacity, the number won't display in green.
Though grayed out in this screenshot, other screenshots from the same time period show that you could once carry 50 Deku Sticks as well, rather than being limited to a measly 30 after getting both upgrades. Again, the Debug ROM reflects this by giving you 50 of those.
On the other hand, Bombs were limited to a measly 10. Just like the previous two, the Debug ROM gives you only 10 Bombs to work with, which is now lower than its new capacity of 20 (or 40 after getting both upgrades).
The "<- Rotate to Left" label was replaced with somewhat more descriptive labels in the final game.
Characters
Revisited - Saria
xxx
Revisited - Child Malon
| Prototype | Final |
|---|---|
![]() |
In the final game, Malon will appear in the Market after getting the Weird Egg from her but before waking up Talon in front of the castle. However, you can't get magic power without waking up Talon, so this combination is impossible to achieve through normal gameplay. In the default save file, however, Malon will be standing in the Market and talk about Epona (which she would normally only do in the ranch) due to the unique combination of quest status items and flags set by that save file.
Of note is the stacked boxes in the background. In the final game, breakable boxes are never stacked like that, save for a single instance in Gerudo Valley as a child behind the fence, and for a reason: these boxes have no gravity programmed so if you break the bottom two ones, the top one will be floating in mid-air.
Revisited - Ingo
xxx
Revisited - Darunia
xxx
Revisited - Ganondorf
xxx
Kaepora Gaebora
xxx
Impa
xxx
Medigoron
| Prototype | Final |
|---|---|
![]() |
![]() |
xxx
King Zora
| Prototype | Final |
|---|---|
![]() |
xxx
xxx
Child Ruto
xxx
Story
Saria's Song
xxx
Environments
Revisited - Kokiri Forest
| Prototype | Final |
|---|---|
![]() |
The minimap lacks the maze where you get the Kokiri Sword. The minimap also shows another house where the Kokiri Training Area would be, even though there clearly is no house visible on this screenshot.
Revisited - Inside the Deku Tree
xxx
Revisited - Hyrule Field
xxx
Revisited - Lon Lon Ranch
xxx
Revisited - Market
| Prototype | Final |
|---|---|
![]() |
xxx
| Prototype | Final |
|---|---|
![]() |
xxx
Revisited - Back Alley
| Prototype | Final |
|---|---|
![]() |
xxx
Revisited - Temple of Time Exterior
xxx
Revisited - Temple of Time
xxx
Revisited - Zora's River
| Prototype | Final |
|---|---|
![]() |
xxx
| Prototype | Final |
|---|---|
| xxx |
This Magic Bean spot does not exist in the final game.
Revisited - Zora's Domain
| Prototype | Final |
|---|---|
![]() |
![]() |
This torch doesn't exist in the final game.
| Prototype | Final |
|---|---|
![]() |
![]() |
Neither does this bush.
| Prototype | Final |
|---|---|
![]() |
![]() |
xxx
Revisited - Lake Hylia
xxx
Revisited - Gerudo Valley
| Prototype | Final |
|---|---|
![]() |
xxx
| Prototype | Final |
|---|---|
![]() |
xxx
Revisited - Forest Temple
| Prototype | Final |
|---|---|
![]() |
xxx
Revisited - Fire Temple
xxx
Know-It-All Brothers' House
| Prototype | Final |
|---|---|
![]() |
![]() |
The entire house's interior was flipped horizontally and instead of having tree stumps that serve as seats, the Know-It-All Brothers were standing on platforms of some sort.
Happy Mask Shop
| Prototype | Final |
|---|---|
![]() |
xxx
Bombchu Bowling
xxx
Shooting Gallery
xxx
Bottom of the Well
A set of screenshots from Nintendo Power. A White Bubble is seen hopping around in the first screenshot instead of a Green Bubble. The second screenshot at the bottom shows that the green acid was once perfectly safe to stand in and the wooden beams didn't exist yet.
Goron City
| Prototype | Setup 04 |
|---|---|
![]() |
Interestingly, the final version of the game contains old settings of this scene, where the Goron would thank Link for defeating the Dodongos.
xxx
Ganon's Castle
| Prototype | Final |
|---|---|
| xxx |
Link fighting three Stalfos inside Ganon's Castle. In the final version you only have to fight two of them. The chest that would normally contain the Big Key is completely missing (it's normally engulfed in fire during the fight), so either it appeared after defeating the Stalfos or, more likely, Ganon's Castle simply did not have a Big Key - the default save file still reflects this as it gives you 8 Small Keys but no Big Key for Ganon's Castle.
Of note is that Ganon's Castle does not have a Dungeon Map or Compass in the final game - in fact the game doesn't display the Dungeon Subscreen for this dungeon on the pause menu.
| Prototype | Final |
|---|---|
| xxx |
A locked door inside Ganon's Castle. All doors that appear in the tower in the final are either barred doors or Big Key doors, but there are no locked doors or Small Keys to be found anywhere in the tower.
Enemies
Revisited - Skulltula
xxx
Revisited - Red Tektite
xxx
Revisited - Keese
xxx
Revisited - Stalfos
xxx
Revisited - Gohma
xxx
Revisited - King Dodongo
xxx
Barinade
xxx
Info to Sort
http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm
New story facts on Zelda V
September 27, 1998
Here's some interesting new information on Zelda V's story, characters and goals. If you don't want to know about all that yet, please skip this article. The fact listed here come from multiple sources, under which IGN64 and Nintendo Power Magazine. Major thanks go out to Bowza from Z64: THE Zelda 64 Page, though.
The quest of Zelda V will begin with Link as a child. In this form he'll have to collect three treasures, the Kokiri's Jade, Goron's Ruby and Zora's Sapphire. He'll be able to put these into his Ocarina of Time then. After he retrieves these things, he'll be placed into suspended animation. Pictures of Link trapped in a crystal quite possibly show this.
After he finally gets out of the crystal after a couple of years, he will be the older, fully grown Link. When he returns to the world as an adult, he will notice that Hyrule is in termoil, and that a once happy world is now in ruin. There are around 7 dungeons in this older world (similar to the Dark World), and to solve riddles, Link will have to travel back and forth through time using the Master Sword and the Ocarina.
Then on to some new characters. Firstly, there's Talon, who owns the Lon Lon Ranch. This ranch is where Link learns to ride his horse. Talon is a very lazy man, who prefers sleeping over working anyday. He hates turtles, but loves mushroom. As irrelevant as it sounds, you can bet it will have a purpose in the game. This is Zelda we're talking about, after all. Talon looks a lot like Mario, surprisingly.
Next to Talon, there's Ingo. He takes care of chores at the ranch because the owner is way too lazy! He teaches Link horseriding. He's not a big fan of Talon, his employer, but did have a crush on Talon's wife.
Then there's also Malon, Taron's daughter. She lives on the farm, and will no doubt become friends with Link. Link will meet her as both a child and as adult. She's a good singer, so perhaps she can teach Link some songs he can play on the Ocarina.
Finally there's Sheik, part of the Sheiker bloodline, known for its warriors. Link will meet with this mysterious man several times in his adult form.
To close this article, there's a bunch of little fun facts. Once again, there will be a fishing mini-game, just like in Zelda 4. This is not where the similarities with that game stop, as there will be an owl who gives you clues. Besides the similarities with the Game Boy game, Zelda V will also be similar to the Super Nintendo game. It begins much like it, as Link awakes from a dream of some sort, and control over the game begins in Link's house.
Niels 't Hooft
http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm
Zelda to be playable early
September 27, 1998
As you probably read elsewhere before, starting October 24 (when the big hype around Zelda V will start), the game will be playable in the major stores. So, if you can't really wait to get your hands onto an actual copy of the game, this should be your chance to test the game before you buy.
Niels 't Hooft
http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm
More gold
September 18, 1998
Still not sure how to get a Gold cart for Zelda V? This is how to do it: pre-order it after October 24 and before November 22.
Already pre-ordered? Go to the shop where you pre-ordered your copy of Zelda V after October 24 and before November 22, and ask them there: "Hello, I preordered Zelda for Nintendo 64 a while ago, will I get my game on a Golden cart?" If they tell you: "No," or "Dunno," ask your money back, and go to another chain, which does run the promotion, and pre-order it there. If they tell you: "Yes," then go back home happily.
Any store can participate in Nintendo's Gold-cart Zelda-hype promo, so most of them will probably run it. The promo starts October 24, that's why most retailers won't know about it until that date (not everyone has an internet connection, nor do they all check out the major gaming news websites).
Niels 't Hooft
http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm
Zelda goes gold
September 9, 1998
According to Nintendo, The Legend of Zelda: The Ocarina of Time is going to arrive on a Golden cartridge after all. However, this will only happen in a limited edition, for people who pre-order the game. They don't have an official line on this, but this is what Nintendo told one of our readers in an e-mail:
Yes, it's true. Between October 24 and November 22, game players can sign up with their favorite retailer to pre-purchase The Legend of Zelda: The Ocarina of Time. These pre-purchased games will come in a special gold-colored cartridge. Once the game formally launches on November 23rd, gold cartridges will no longer be available.
Because this is a recently announced promotion, we do not have a list of participating retailers. You will want to check with your local retailers to find out which ones will be taking part in the promotion. Please keep in mind that since this promotion doesn't start until October 24th, in-store personnel may not have all of the details yet. If you've checked with the retailers in your area, and they are not familiar with this promotion, please check back with them on October 24th.
What does this mean? Well, Nintendo will start advertising in favor of pre-ordering the game on October 24th. After that, certain stores will also advertise it, and have promotional material as to this. It seems highly likely that if you have preordered the game at a shop which participates in the promotion, you'll also get a gold cart, even if you didn't preorder. Check with them somewhere between October 24 and November 23, though, to make sure! If you have preordered already at a big chain like Toys R Us or EB, the chance is big you'll be able to participate. If you preordered at a smaller shop, there's a small chance you won't be able to participate... but the only way to find out is by checking with them after October 24.
Either way, if you didn't pre-order yet, wait until October 24, and do it, or you'll be missing out on a historical event, in the form of a golden Nintendo 64 cart.
http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm
Box art for Zelda V unveiled
September 27, 1998
Here it finally is... the box art for Zelda V. And surprisingly, it's not even far from the concept that I created months and months ago. Take a look at my version, and the one that it's going to be.
My box. My version, made months ago.
Nintendo's box. Nintendo's version.
This box also confirms that the official title will be The Legend of Zelda: Ocarina of Time instead of The Legend of Zelda: The Ocarina of Time as previously thought.
http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm
September 30, 1998
BowZa reports on Nintendo Power
The recent issue of Nintendo Power gives us more interesting news about Zelda V! First of all, a new weapon has been uncovered, it is called the Bombchu, and is described as "a mobile weapon that shuttles bombs across the ground and up walls". In addition, to turn on the Rumble Pak compatibility within the title, you will have to uncover the Stone of Agony, and, as reported several weeks ago, Link will be able to fish. Other mini games include bowling, with bombs of course, and a shooting gallery. In my opinion the idea of having to basically discover the Rumble Pak ability is great! It should be mentioned that the Rumble Pak will be used differently in this game than in most, and will be used to uncover secrets.
http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm
Z64: The Zelda 64 Page
Zelda commercials to be seen in theaters
September 27, 1998
That Zelda was going to be one of the biggest games ever was already known. But that Nintendo would be using all sorts of ways of promotion, including some that have never before been used to promote videogames, that surprised even me. Yes, it's true, starting October 24, you'll be able to spot commercials for Zelda V in the theaters. What movies they will appear with is still unclear.
Perhaps the most amazing part is that this promo won't only be appearant in the US, but it will be the same in Europe, including my home country The Netherlands. I can't wait to see that one! It only goes to show that Nintendo is really stressing the N64 and Zelda in Europe. Finally!
October, 1998
Specifications
Gold Cartridge
xxx
Items
Red Potion
xxx
Hookshot
xxx
Minigames
xxx
xxx
xxx
Story
| Screenshot | Translation | Japanese Script | English Script |
|---|---|---|---|
| リンク… 今 ハイラルを まもれるのは |
Link...now, we are the only ones who can protect Hyrule! |
リンク… 今 ハイラルを 守れるのは |
Link...now, we are the only ones who can protect Hyrule! |
| Screenshot | Translation | Japanese Script | English Script |
|---|---|---|---|
| まず、3つの精霊石を 入手しないと いけないと つたえられています。 |
First, it is said that one must collect three Spiritual Stones. |
And, in order to open the door, it is said that you need to collect |
| Screenshot | Translation | Japanese Script | English Script |
|---|---|---|---|
| ワタシは シーカー族の インパ。 ゼルダ様を お守りする者。 |
I am Impa, of the Sheikah tribe. I am Zelda's protector. |
I am Impa of the Sheikahs. I am responsible for protecting |
| Screenshot | Translation | Japanese Script | English Script |
|---|---|---|---|
| 勇気ある 少年よ… 新たな旅へ むかうのだな。 |
Brave child... you are heading out on a new journey, aren't you? |
勇気ある 少年よ… 新たな旅へ 向かうのだな。 |
You are heading out on a big, new adventure, aren't you? |
| Screenshot | Translation | Japanese Script | English Script |
|---|---|---|---|
| ワタシの役目は、 森の使者に 1つのメロディを |
My role is to teach a melody to the messenger |
私の役目は、森の使者に 一つのメロディを 授けることだ。 |
My role in the Princess's dream was to teach a melody to the one |
| Screenshot | Translation | Japanese Script | English Script |
|---|---|---|---|
| 見るがいい、あの山を。 あれが 炎の精霊石が ある、 |
Take a good look at that mountain. That is Death Mountain, the mountain of the |
見るがいい、あの山を。 あれが 炎の精霊石が ある、 |
Take a good look at that mountain. That is Death Mountain, |
Zelda's Lullaby
xxx
Saria's Song
xxx
Characters
Revisited - Saria
xxx
Revisited - Child Zelda
object_zl1.zobj
Revisited - Impa
xxx
Revisited - Ganondorf
xxx
Kokiri Kid
xxx
Cursed Skulltula People
xxx
Fisherman
xxx
Environments
Revisited - Link's House
xxx
Revisited - Kokiri Forest
xxx
xxx
Revisited - Sacred Forest Meadow
xxx
Revisited - Hyrule Field
xxx
Revisited - Castle Courtyard
xxx
Revisited - Chamber of Sages
xxx
Revisited - Ice Cavern
xxx
Forest Training Area
xxx
Talon's House
xxx
Ruined Market
xxx
Kakariko Village
xxx
Potion Shop
xxx
Windmill
xxx
Skulltula House
xxx
Fishing Pond
xxx
Enemies
Revisited - King Dodongo
xxx
Revisited - Redead
xxx
Freezard
xxx
November, 1998
Story
| Screenshot | Translation | Japanese Script | English Script |
|---|---|---|---|
| ワシの名は ラウル。 時の神殿を つくり… |
My name is Rauru. I am one of the sages who |
ワシの名は ラウル。 その昔 時の神殿を つくり… |
I am Rauru, one of the ancient Sages... Ages ago, we ancient Sages |
| Screenshot | Translation | Japanese Script | English Script |
|---|---|---|---|
| それゆえ お前の魂は 七年の間 ねむりつづけた… |
Therefore, your spirit continued to sleep for seven years. |
それゆえ お前の魂は 七年の間 ねむりつづけた… |
Therefore, your spirit was sealed here for seven years. |
| Screenshot | Translation | Japanese Script | English Script |
|---|---|---|---|
| お前が ねむっておった七年で ハイラルは すっかり |
During the seven years you slept, all of Hyrule became a |
わずか 七年で ハイラル全土を 魔物の国と 変えてしもうた… |
[His evil power radiated from the temples of Hyrule,] and in seven |
Characters
Revisited - Rauru
xxx
Environments
Revisited - Chamber of Sages
xxx
Information to Sort
http://web.archive.org/web/20000414160749/http://www.zhq.com/entry/news/november98.htm
Zelda on IGN64
November 4, 1998
IGN64 has been quite a bit of a busy site recently, when it comes to Zelda coverage. Not a strange thing, considering the fact that Zelda is the N64's biggest title yet, and that IGN64 is an N64 site.
Among the stuff they've had in the last week is a downloadable version of the Zelda trailer that will be showing in theaters, a new issue of Hyrule Times, in which they keep the Zelda facts from spoiling stuff to you in a smart way (but you quite likely read everything they tell on ZHQ already), and an interview with the guy who wrote the upcoming adventure book based on Ocarina of Time. Stupid thing is that in this (non spoilerproof) interview, more is spoiled then even I wanted to know. I'll be glad to warn you properly this time: spoilers are ahead!
Among new items are the Hoover Boots and the Mirror Shield. The six items adult Link has to get from the later dungeons are Medallions. Part of your mission as adult Link is to rescue all the Sages (as the seven Wise Men are now called, eliminating the problem of one of the Wise Men being female). The most interesting, and most spoiling new fact, however, is that the Sages will be aiding you in the final battle against the transmutated Ganon.
Jason Rich, the writer of the book, also said that there's only one Link and one Zelda in the series, but here at the ZHQ staff we're convinced he doesn't have any idea what he's talking about. An interesting thing he added, however, was: "Link and Zelda can pretty much become anything." Umm... yeah, right. We'll wait and see until we play the game.
IGN64 also revealed that to develop The Legend of Zelda: Ocarina of Time, Nintendo spent $10 million. 200 people worked on the game in two years. If you want to read more, head to IGN64.
http://web.archive.org/web/20000414160749/http://www.zhq.com/entry/news/november98.htm
Zelda meets the British press
November 4, 1998
If you've ever read any of them, you know that British gaming magazines are the best in the world. This month a couple of them had some interesting stuff to tell about Zelda V.
It began with Nintendo Magazine, which is pretty much the equivalent to Nintendo Power, but kinda annoying at that. The magazine was proud to present the first Zelda review to appear in any UK-mags. It was clear that the writer of this review went to the same event as I did (as it's been the only opportunity for anyone in Europe to play the game). However, the review wasn't exactly top notch. It said: "This is THE game of the decade," but that was pretty much all it had to tell. It never became clear what exactly makes Zelda so good. It did unveil the second magic spell, however, which I hadn't discovered myself, yet.
http://web.archive.org/web/20000414160749/http://www.zhq.com/entry/news/november98.htm
Nov. 23rd, 1998
ZHQ's co-webmaster Steve Fairbank reported on his favorite magazine Electronic Gaming Monthly: "EGM has an incredible sixteen pages of Zelda in this month's feature. The first half of the article, entitled "The Hyrule Tattler," tells about the magazine's exploits of Hyrule at the Zelda Summit. The ocarina, controls, areas, and events of Zelda V are discussed in the first eight pages. The second section, "Zelda 101," looks back on eleven years of Link. The storyline, gameplay, outcome, and the Japanese version of each Zelda entry are featured in this part. The CD-i and Satellaview games are also told about in Zelda 101.
http://web.archive.org/web/20000414160749/http://www.zhq.com/entry/news/november98.htm
News on Zelda DD
November 23, 1998
I'm wondering whether I should be happy with the latest news on Zelda DD. It was, in a way, easy not to know anything about the game at all. If you're a fan, you know that previously, the Zelda game for the 64DD was one big mystery.
Last Friday, however, IGN64 ran a story on this game. They sat down with Mr. Miyamoto when he was in San Francisco to talk about Zelda last week. And, they asked him about Zelda DD.
As you may remember, Nintendo initially announced that Zelda would include so-called 64DD hooks, which allow the game to access data stored on a 64DD disk (if the drive is connected).
"Ocarina of Time has been designed with the disk drive system in mind," Mr. Miyamoto told IGN64. "More specifically, if you connect Zelda with the disk drive, an icon will appear on screen, announcing 'Ura-Zelda', or 'Another Zelda'. There were several ideas that I could not incorporate [in the current game] because of the time shortage and other reasons. In the future, I want some new areas and new dungeons to be available for players who have already finished Ocarina of Time, where they will find new challenges."
While the prospect of new adventures and dungeons sounds intriguing, even Mr. Miyamoto is still unsure about the future of the disk drive add-on which would unlock the new quests when coupled with the optional Zelda DD disk: "We were assuming that the disk drive system would be introduced next year," said Miyamoto. "But since the DD hasn't been introduced, we have to still determine product reliability and other factors -- which may not allow us to release Ura-Zelda next year."
So what happens to the extra quest if the DD doesn't come out? Said Miyamoto candidly: "If that happens and we cannot introduce this second game, we may have to have a special edition release in the future."
Since Nintendo of America is currently not planning to release the 64DD in the US, the prospects of a special edition of "Ura-Zelda" or perhaps a lock-on cart with new adventures are a good indication of what's to come in '99.
Iwata Asks
Iwata: My own impression is that The Legend of Zelda: Ocarina of Time firmly established the "essence of Zelda."[2]
Aonuma: That's right. That's why it's been hard to make anything ever since! (laughs)[2]
Aonuma: Something I always think as I work on the series is how hard it was to make The Legend of Zelda: Ocarina of Time, but it was also a great time. As mentioned earlier, we were making something unprecedented.[2]
Iwata: There wasn't anything you could compare it to.[2]
Aonuma: As we went through a process of trial and error and watched it take shape each day, it was really fun working on it. Each day we said, "Oh, look at what we did!" and that built up.[2]
Kawagoe: For example, we were really impressed when the sword was able to cut a sign.[2]
Aonuma: Yeah. Miyamoto-san put that in when everyone was exhausted. (laughs)[2]
Koizumi: (Kazuaki) Morita-san17 at SRD programmed that. You don't just cut the sign, but float it in the pond. When Miyamoto-san saw that, he burst out laughing and said, "Now that's The Legend of Zelda!"[2]
Iwawaki: Yeah, he said that. (laughs)[2]
Koizumi: I remember it clearly.
Iwata: Aside from cutting the signs, The Legend of Zelda: Ocarina of Time was a game with lots of forms of gameplay that players were experiencing for the first time and that must have made them think, "What's this?" and "What's going on here?"[2]
Kawagoe-san, why do you think you were able to make a game like that?[2]
Kawagoe: In some ways, I think it was because of a certain fearlessness on the part of the staff. We were just getting acquainted with the Nintendo 64 hardware and began development in a state of excitement over all the possibilities. As a result, our feelings and behavior packed a lot into the game out of a sense of "Well, if we can do this, then let's do that, too!"[2]
Kawagoe: Put another way, it's like we were plunging into a pathless, misty expanse and thinking, "I'm sure we can do this!"[2]
Iwata: I think that fearlessness was indeed a big factor. You were a group of people who hadn't learned before you began how hard it could be or how long it could take. (laughs)[2]
Aonuma: We really hadn't.[2]
Iwata: The group believed that anything was possible with the Nintendo 64 system, plunged ahead, discovered a lot of interesting stuff, omnivorously adopted it, and threw it all together in a way without any friction, resulting in a dense concentration of material.[2]
Kawagoe: But as with the moon sliding into view, which came up earlier, a lot of things fell into place by chance.[2]
Osawa: We'd be feverishly working away at it and all of a sudden be like, "Oh, we did it!"[2]
Aonuma: We'd get a lot done that we hadn't even imagined.[2]
Kawagoe: I feel like we encountered a lot of such happy chance occurrences.[2]
Iwata: So the developers could get excited about the daily discoveries.[2]
Osawa: Almost every day, I was like, "You made that?! Well then, I'm gonna..."[2]
Aonuma: Each day, I experienced the reward of seeing the practically empty world that I had first designed with only squares and triangles rapidly become a realer one as various people added their input. I was incredibly happy about that.[2]
Kawagoe: I suppose we could do that because we were all young.[2]
Iwata: Koizumi-san, I think you're the youngest among the team members here today. How old were you when you made The Legend of Zelda: Ocarina of Time?[2]
Koizumi: I was about 26 or 27. How about you, Aonuma-san?[2]
Aonuma: I was in my thirties without doubt.[2]
Koizumi: (looking serious) I was the youngest among those of us here, so I was ill at ease (laughs) and couldn't really say what I wanted.[2]
Aonuma: Huh? No way! You always said the harshest things! (laughs) Everyone: (laughs)[2]
Koizumi: Did I? (laughs) I think it will show up in the next session of "Iwata Asks," but the designers (Yoshiki) Haruhana-san and (Satoru) Takizawa-san were in their early twenties then, and they kept up their enthusiasm. The development period was two and a half years.[2]
Iwata: And it was a particularly intense two and a half years.[2]
Koizumi: When it's that long, you should run out of breath, but we never did.[2]
Koizumi: It wasn't hard at all for me to work until or past midnight every day.[2]
Kawagoe: Yeah, we were all young. (laughs)[2]
Osawa: It was fun how each day was different.[2]
Koizumi: It sure was.[2]
Iwata: We raced along for two and a half years, experiencing immense changes each day.[2]
Aonuma: That's right.[2]
Koizumi: Work is generally fun, but that may have been the most satisfying time. I was able to make a lot of selfish demands, so I think we caused everyone trouble…but it was fun.[2]
Aonuma: We weren't selfish—we were dedicated.[2]
Osawa: I think if the same team ever had to make the next The Legend of Zelda: Ocarina of Time, it would probably be fun.[2]
(That's the joke!)
3DS
Iwata: Lastly, I'd like each of you to say a few words regarding the return of The Legend of Zelda: Ocarina of Time 13 years after its original release. Shall we start with you, Iwawaki-san?[3]
Iwawaki: Sure. I actually tried out The Legend of Zelda: Ocarina of Time 3D for the Nintendo 3DS system and felt that big world of The Legend of Zelda drawing me in.[3]
Iwata: That immense world was in the palm of your hand.[3]
Iwawaki: Yes, just like that. I felt like that world was right there. I hope everyone else will enjoy the world of The Legend of Zelda to the fullest.[3]
Aonuma: As mentioned earlier, it was really fun when we were making the original game, because each day we made rewarding progress and the world in the game rapidly came together. I think the players could sense the fun we had.[3]
Iwata: You feel like the developers' feelings reached the players through the game.[3]
Aonuma: Right. Our feeling 13 years ago is even further amplified in the Nintendo 3DS version. I hope the players will sense that. If you go on an adventure in that broad world in the Nintendo 3DS version, new discoveries await.[3]
Iwata: Some who played the Nintendo 64 version may not have played it to its fullest.[3]
Aonuma: That's right. We put in all sorts of weird stuff (laughs), so I hope everyone will find those things.[3]
Kawagoe: The Nintendo 3DS version is a remake, but there are different directions to take with a remake. I don't think simply spiffing up the graphics and making it more luxurious would inspire the same moving experience. But this remake plays out the stereoscopic 3D, allowing players to experience the splendor of the Nintendo 64 version from a new perspective. I think that's great.[3]
Iwata: Kawagoe-san, have you played the Nintendo 3DS version?[3]
Kawagoe: Yes. I was surprised to see what the landforms we had created were like![3]
Iwata: You didn't know until seeing them on the Nintendo 3DS version?[3]
Kawagoe: No. On the Nintendo 64 version, I sort of knew what they were like by filling in their real forms in my head, but on the Nintendo 3DS version, like when looking at Hyrule Field, I got a much clearer sense of what the landforms and distances were like.[3]
Aonuma: That surprised me, too.[3]
Iwata: You were surprised even though you had made them.[3]
Kawagoe: A discovery 13 years later![3]
Iwata: I see. How about you, Koizumi-san?[3]
Koizumi: I'm really scared to play the Nintendo 3DS version. That's because I feel like if I encounter my work from 13 years ago, I'll find a lot of stuff to make me cringe.[3]
Kawagoe: I was the same way. (laughs)[3]
Koizumi: But they're making the Nintendo 3DS version in Tokyo, so they asked me to check it. I hesitantly tried it out (laughs) and was pleased to see how handsome Link looks![3]
Osawa: I haven't laid hands on the Nintendo 3DS version yet. That's not because I'm scared like Koizumi-san, but because I want to buy it myself and play it like any other gamer. I'm really looking forward to seeing how what we made 13 years ago has changed, and I'm glad what we made 13 years ago has been shed new light by someone else so I can enjoy it too.[3]
Iwata: I suppose you'll feel like you're opening a time capsule.[3]
Osawa: Yes. The only Legend of Zelda game I've ever worked on was The Legend of Zelda: Ocarina of Time, so I felt like I had done everything I could. But today, 13 years later, I even want to enjoy looking at it again and noticing places where I could've done better, so I can't wait for the release date.[3]
Aonuma: I've been involved with every game in the series since The Legend of Zelda: Ocarina of Time, so I don't feel that way. I'm like, "Tch!" (laughs)[3]
Gold Cart
アメリカのゴールドバージョンゼルダは、カートリッジの外側がゴールドで、予約限定のやつですね。元々アメリカで発売してるゼルダは1作目からゴールドで、今回も全部ゴールドの予定だったんですが、色々問題がありまして。
そこで最初の何万個かだけ限定にすることにしました。とにかくアメリカ人にしては珍しく前金を入れて予約してくれて、予約も数十万個頂いたみたいです。何かイベントでも開いて日本でも販売してみたいですね。[4]
Removing Things
なのでモニターをとって全員が「つまらない」と言ったものは排除しましたが、ばらけたものは残しました。かなり好みが分かれると思いますよ。[4]
Concept Art
Link
xxx
xxx
Guard
| Concept Art | Final |
|---|---|
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xxx
Kakariko Village
| Concept Art | Final |
|---|---|
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|
No crate if Adult scene setup, no brown fence.
Dodongo's Cavern
| Concept Art | Final |
|---|---|
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|
Bombable walls are brown doors, ceiling is red. Closest bridge has one large gap, farthest has none instead of two.
Fire Temple
| Concept Art | Final |
|---|---|
![]() |
|
xxx
Oasis
| Concept Art | Final |
|---|---|
![]() |
|
Extra rock platform, positioning of rock is different.
Desert Colossus
| Concept Art | Final |
|---|---|
![]() |
|
No doors in hands, sign.
Shadow Temple Exterior
| Concept Art | Final |
|---|---|
![]() |
|
Not enough torches.
Ganon's Castle Exterior
| Concept Art | Final |
|---|---|
![]() |
|
No stairs and pillar beside path.
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 Finding the Right Location for the Opening Sequence - Nintendo.com, Date Needed
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 2.24 2.25 2.26 2.27 2.28 2.29 2.30 2.31 2.32 2.33 2.34 2.35 2.36 2.37 2.38 2.39 2.40 2.41 “Now That's The Legend of Zelda!” - Nintendo.com, Date Needed
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 3.21 3.22 3.23 3.24 3.25 Thirteen Years Later - Nintendo.com, Date Needed
- ↑ 4.0 4.1 4.2 Miyamoto Interview - Game Staff List Association Japan, 1998
Index
| The Legend of Zelda: Ocarina of Time prerelease phases | |
|---|---|
| Introduction | Conception - Dec. 1995 |
| A + B | Oct. 1996 - Apr. 1997 |
| A + C | May, 1997 - Jul. 1997 |
| Early Sword on A | Aug. 1997 - Sep. 1997 |
| Sword on A | Oct. 1997 - Dec. 1997 • Jan. 1998 - Mar. 1998 • Apr. 1998 - Jun. 1998 • Jul. 1998 - Aug. 1998 |
| Sword on B | Sep. 1998 - Nov. 1998 |













































