If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Prerelease:The Legend of Zelda: Ocarina of Time/Sword on B (Part 2)

From The Cutting Room Floor
Jump to navigation Jump to search

Contents

October, 1998

Animation

The game prior to October 1998 showed Link having more animation to him than what the final game ended up having. This was apparent when Link turned around. In the final game he just snaps to face the other direction or how his sword didn't automatically slash when drawing it. Naoki Mori who worked as a Cinema Scene Director spoke that responsiveness was a higher priority than how good the animation looked.

https://www.1101.com/nintendo/nin1/nin1-10.htm
(Naoki Mori, Cinema Scene Director): "It was very difficult last year when we showed the game at "Space World.".

When we listened to the player feedback, we found that the "movement response" was not very good. People were commenting that "the response of the movement is slow." We had to cut a lot of the animations. I thought it was a shame because the animations were beautifully done. The emphasis was on response. We had no choice.

For example, before, you had to pull out the sword once, press the button again, and then slash. But that was too slow a response, so we changed it to a series of actions, such as pulling out the sword and slashing with it immediately after pressing the button. But that was too much, like pulling it out and then suddenly switching it up to another animation. I wanted to show a little bit of "pulling out the sword" after pulling it out in order to make it look better. 

In another interview, this time with Shigeru Miyamoto. He explains the removal of certain animations to make it easier for the player to understand Link's controls.

https://archive.org/details/64dream-january-1999-ozidual/64Dream%201999%2001%20%28J%20OCR%29/page/n91/mode/2up
Some people said the game was difficult to control in earlier stages of development.

Miyamoto: The control system has been considerably improved. I was also very confused by the responsiveness. If you can move around really smoothly like in Mario, there's no sense of realism, but if there's this exaggerated performance, you'd get stressed out. Therefore, we cut out a lot of connections between movements and left them by themselves so the player could immediately understand the motions.

Did you originally have the idea of an action button?

Miyamoto: Yes. Even if we, the creators, think it would be better to have Link roll in this scene, or read signs here, the player may not have the same intuition as us, so we decided to display action icons to ensure they understand. In Mario 64, even if I wanted to read in front of a sign, I would end up jumping instead, and I really hated that feeling. Therefore, we decided to create an action icon that instantly responds to what you're trying to do.

Well, that's pretty smart, isn't it?

Miyamoto: Well, it took quite a bit of time and effort. One thing, though, is that the icon will jitter around if you keep pushing up against a wall, so you have to bear with that. If we stopped that, the reaction time would be a lot slower.

Translation: CDi-Fails

It's worth to mention that while a lot of this animation work didn't make the cut. A lot of these removed actions were brought up in future Zelda instalments. Many unused animations exist for Link in the released game as well as the leaks have mentions for animation names that were removed from the final product altogether.

Cutscenes

Title Screen

Prototype Final
OoT-Title Screen Oct98.png OoT-Title Screen Oct98 Comp.png

Hyrule was almost met with a terrible fate in Ocarina of Time.

Kokiri Forest Opening

Prototype Final
OoT-Kokiri Forest Opening CS Oct98.png OoT-Kokiri Forest Opening CS Oct98 Comp.png

The Kokiri Girl NPC was adjusted to be in her final location just before release for the Kokiri Forest opening cutscene. What's interesting to note is that she was in her final location in the regular gameplay setup already in May 28th, 1998 E3 1998 demo.

Learning Zelda's Lullaby

Prototype Final
OoT-Zelda's Lullaby1 Oct98.jpg OoT-Zelda's Lullaby1 Oct98 Comp.png
Prototype Final
OoT-Zelda's Lullaby2 Oct98.jpg OoT-Zelda's Lullaby2 Oct98 Comp.png

xxx

OoT-Zelda's Lullaby3 Oct98.jpg

xxx

Kakariko Village on Fire

Prototype Final
OoT-Kakariko Village On Fire CS Oct98.png OoT-Kakariko Village On Fire CS Oct98 Comp.png

This cutscene setup environment still had the stone circle placed which was a remnant of Mid '98 Kakariko Object placement work. It was removed for the final release though. v1.2 revision made the tree match that of the regular gameplay setup.

Items

Red Potion

OoT-Red Potion Oct98.png OoT-Red Potion 2 Oct98.png OoT-Red Potion 3 Oct98.png OoT-Red Potion 4 Oct98.png

xxx

Hookshot

OoT-Hookshot Oct98.png OoT-Hookshot 2 Oct98.png OoT-Hookshot 3 Oct98.png OoT-Hookshot 4 Oct98.png OoT-Hookshot 5 Oct98.png OoT-Hookshot 6 Oct98.png

xxx

Minigames

OoT-Fishing Game Oct98.png OoT-Fishing Game 2 Oct98.png OoT-Fishing Pond Oct98.png OoT-Fishing Pond 2 Oct98.png OoT-Fishing Pond 3 Oct98.png OoT-Fishing Pond 4 Oct98.png

xxx

Story

OoT-Story 1 Oct98.png
Screenshot Translation Japanese Script English Script
リンク…
今 ハイラルを まもれるのは
わたしたちだけ なのです!
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
わたしたちだけ なのです!
Link...now, we are the
only ones who can protect Hyrule!
OoT-Story 2 Oct98.png
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.
三つの精霊石を あつめ、
神殿に おさめよ… と
伝えられているのです。
And, in order to open the door,
it is said that you need to collect
three Spiritual Stones.
OoT-Story 3 Oct98.png
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。
全ては 今、姫が 話されたとおり。
I am Impa, of the Sheikah tribe.
I am Zelda's protector.
Everything is as the princess has said.
私は シーカー族の インパ
ゼルダ様を お守りする者。
すべては 今、姫が話された通り。
I am Impa of the Sheikahs.
I am responsible for protecting
Princess Zelda. Everything is
exactly as the Princess foretold.
OoT-Story 4 Oct98.png
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 a courageous boy...
You are heading out on a big, new
adventure, aren't you?
OoT-Story 5 Oct98.png
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
さずけることだ。
My role is to teach
a melody to the messenger
from the forest.
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
from the forest.
OoT-Story 6 Oct98.png
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、
ゴロン族の山… デスマウンテン
Take a good look at that mountain.
That is Death Mountain, the mountain of the
Gorons, where the Spiritual Stone of Fire rests.
見るがいい、あの山を。
あれが 炎の精霊石が ある、
ゴロン族の山… デスマウンテン
Take a good look at that
mountain. That is Death Mountain,
home of the Gorons. They hold
the Spiritual Stone of Fire.

The only difference is that this line is center-aligned in the Japanese final script.

Kokiri's Emerald Localization

Prototype Final
OoT-Kokiri's Jade Oct98.png OoT-Kokiri's Jade Oct98 Comp.png

In the Japanese version of Ocarina of Time, Kokiri's Emerald is called Kokiri's Jade. When localization work was finished it was renamed to Kokiri's Emerald.

Navi Text (Gohma)

Prototype Final
OoT-Gohma Navi Oct98.jpg OoT-Gohma Navi Oct98 Comp.png

A change was made to Navi's information text to refer to Gohma in plural because of her larvas.

Zelda's Lullaby

OoT-Zelda's Lullaby Oct98.png

xxx

Saria's Song

OoT-Sarias Song Oct98.png

xxx

Prototype Final
OoT-Sarias Song2 Oct98.jpg OoT-Sarias Song2 Oct98 Comp.png

Navi used to fly higher above Link when talking to her or Saria. In final she's locked in a lower position.

Characters

Revisited - Saria

OoT-Saria Oct98.jpg

Revisited - Child Zelda

June 1998 Oct. 1998 Final
OoT-Child Zelda June 98.png OoT-Zelda Oct98.jpg OoT-Zelda Oct98 Comp.png
Prerelease Translation Final Script Translation English Script
アナタ…だれ? You... who are you?

だ、だれ?
!

Who?!

This message, ID 70DF, is still in the final game, albeit unused. The first thing Zelda says when she sees you is message 702E, the Final Script one shown above.

Revisited - Impa

Prototype Final
OoT-Impa Sep98.jpg OoT-Impa Sep98 Comp.png

Impa's chest got some more polygons.

Revisited - Ganondorf

June 1998 Oct. 1998 Final
OoT-Ganondorf June 98.png
OoT-Ganondorf Oct98.png
OoT-Courtyard 1 Jun98 Comp.png

The guards behind Ganondorf now have their final designs.

Prerelease Translation Final Script Translation English Script
今はお父様に忠誠を誓っているけど
私にはわかる…彼の邪悪な企みが…
今は お父さまに
忠誠を 誓っているけれど
きっと ウソに 決まっています…
Though he swears allegiance to my
father, I am sure he is not
sincere.

Kokiri Kid

OoT-Kokiri Kid Oct98.jpg

xxx

Cursed Skulltula People

OoT-Cursed People Oct98.jpg
Prerelease Translation Final Script Translation English Script
私たち親子は、クモののろいで
こんな姿に されてしまいました。
私たち親子は、クモののろいで
こんな姿に なってしまいました。
We all look like this because of
the spider's curse.

Fisherman

OoT-Fisherman Oct98.png
Prerelease Translation Final Script Translation English Script
着水したら 3Dスティック
グリグリと ルアーを 操作。
ヘタな人は でも やれます。
着水したら [Control Stick]
グリグリと ルアーを 操作。
ヘタな人は [B]でも やれます。
When the lure drops into the
water, you can wiggle it with [Control Stick].
If you're a novice, you can also
use [B].

In the final script, the controller buttons and joystick were given special icons.

Environments

Revisited - Link's House

OoT-Links House Oct98.jpg

xxx

Prototype Final
OoT-Link's House Oct98.jpg OoT-Link's House Oct98 Comp.png
Prototype Final
OoT-Link's House2 Oct98.jpg OoT-Link's House2 Oct98 Comp.png

Link's records didn't appear to exist near release. Navi isn't pointing it out and a pot was placed in front of it.

Revisited - Kokiri Forest

OoT-Kokiri Forest Oct98.jpg

xxx

Prototype Final
OoT-Kokiri Forest2 Oct98.jpg OoT-Kokiri Forest2 Oct98 Comp.png

The gossip stone near the trunk leading to Lost Woods was moved closer to the ledge.

Prototype Final
OoT-Kokiri Girl Headband Oct98.jpg OoT-Kokiri Girl Headband Oct98 Comp.png

As shown by older screenshots, her headband was lighter green.

OoT-Kokiri Forest Oct98 Nintendo Power.png

Nintendo Power's November 1998 issue reported about a Piece of Heart above the Kokiri Shop roof. They later confirmed on the web page that it was moved to a better hiding place.

Excerpt from the said web page and a link to it:

https://web.archive.org/web/19991111093626/https://www.zelda64.com/home_faqs.htm
Q: In Nintendo Power, it says there is a Heart Container on top of a house near the entrance to the Lost Woods, but I can’t find it. Where is it?

A: The Nintendo Power preview was written using an incomplete version of the game. This Heart Container was moved to a better hiding place late in the game’s development.

Expert Gamer 054 - Kokiri Forest Map.png

This Piece of Heart was reported about in numerous magazines who received a copy of the game for reviewing. This naturally brought confusion to people who read strategy guides, and here's Expert Gamer calling it the "First Heart Container".

OoT-Farore's Wind Outside Dungeon Oct98.png

Farore's Wind is a dungeon only item. Why and how it is being used in this screenshot is a mystery. The cursor is indicating that the last exit would've been from the Deku Tree. Seemingly the mouth actor wasn't used in the Adult scene here and was put there just before the deadline hit.

Prototype Final
OoT-Kokiri Forest Oct98 3.png OoT-Kokiri Forest Oct98 3 Comp.png

Mido only requiring Link to equip his shield. This is due to a late addition of the Kokiri Forest crawlspace and you started the game with Kokiri Sword.

Prototype Setup 04
OoT-Kokiri Forest Oct98 2.png
OoT-Kokiri Forest Oct98 2 Comp.png

This screenshot is a peculiar one. Link is holding a Deku Shield above the Kokiri Shop next to the Shop Girl who's fairy can be seen behind him. Alternate Scene Setup 04 has a shield in this exact location. The location of the crawlspace on the minimap got some changes as well.

OoT-Cuttable Signpost Oct98.jpg

xxx

Revisited - Kokiri Shop

Prototype Final
OoT-Kokiri Shop Oct98.png OoT-Kokiri Shop Oct98 Comp.png

The Kokiri Girl looks at Link in the pre-release screenshot hinting that the target range was adjusted afterwards. There used to be a green debug arrow where you'd receive the blue rupee. If the debug feature is enabled, there is no arrow to be seen there in retail.

Revisited - Know-It-All Brothers' House

Prototype Final
OoT-Know-It-All-Bros Oct98.png OoT-Know-It-All-Bros Oct98 Comp.png

Both Know-It-All Brothers are standing up. One of them has a fighting stance. In the final game near the crawlspace there's a Kokiri NPC in a fighting stance teaching you the basics of combat, so it's possible it used to take place in Know-It-All Brothers' house before.

Revisited - Inside The Deku Tree

Prototype Final
OoT-Deku Tree Oct98.png OoT-Deku Tree Oct98 Comp.png

The ladders in the Slingshot room do not have the Navi hint spot.

Prototype Final
OoT-Deku Tree Oct98 2.png OoT-Deku Tree Sep98 3 Comp.png

No small chest for the Recovery Heart.

Prototype Final
OoT-Collecting Gold Skulltula Oct98.jpg OoT-Collecting Gold Skulltula Oct98 Comp.png

Collecting Gold Skulltulas used to be like getting any other item. The release candidate build which was released a while ago had differences to the Skulltulas camera wise. The text box is not colored in blue but instead grey like regular text boxes are.

Revisited - Hyrule Field

Iwata: You were also in charge of Hyrule Field. The reason you made such a vast world was so Link could gallop around on a horse, right?

Miyanaga: Right. It created quite a fuss when I first made that field. People were like, "You can't make it that big!" (laughs) Even riding a horse, it was so big that you would get bored riding around it, so we had to add something. Then lots of people took a hand in it, having enemies appear and putting holes here and there.

Aonuma: We went around the field looking for places where there wasn't anything and put something at each one.

Miyanaga: We'd be like, "This area's a bit empty, so I'll make a hole and put something in it." (laughs)

Iwata: In other words, you made Hyrule Field as a basis for everyone to build their ideas upon, and that's how it turned out to be that kind of space.

Miyanaga: Right. We made Kakariko Village that way, too.


(Source: The Legend of Zelda: Ocarina of Time 3D Original Development Staff - Part 2)
Expert Gamer 054 - Hyrule Field Map.png

A magazine Nintendo gave a copy of the game early contained several changes from the released game. This map of Hyrule Field lacks some of the grottos, which were added just in time for release.

Missing Grotto 1

Prototype Final
OoT-Hyrule Field2 Oct98.png OoT-Hyrule Field2 Oct98 Comp.png

A grotto that has a tree beside it to help with discovering it wasn't there. This grotto contains a Piece of Heart, which must've been somewhere else before.

Missing Grotto 2

OoT-HF Grotto3.png
OoT-HF Grotto3 2.png

This Piece of Heart you can buy from a Business Scrub was in another location.

Missing Grotto 3

OoT-HF Grotto1.png
OoT-HF Grotto1 2.png

Two grottos with just a rupee as a reward were added close to Lake Hylia.

Missing Grotto 4

OoT-HF Grotto2.png
OoT-HF Grotto2 2.png

Revisited - Lost Woods

Prototype Final
OoT-Lost Woods Shortcut Oct98.png OoT-Lost Woods Shortcut Oct98 Comp.png

As other screenshots in this October 1998 section show. Many of Navi's hint spots were placed pretty much in the last days of development.

Prototype Final
OoT-Lost Woods Target Score Oct98.png OoT-Lost Woods Target Score Oct98 Comp.png

The target score color was modified in Lost Woods. This color is one of the colors seen in Gerudo's Fortress' Horseback Archery mini-game when scoring on a target, because for some reason only the score for that is multicolored.

Revisited - Sacred Forest Meadow

OoT-Sacred Forest Meadow Oct98.png
Hmmm...
To do:
comparison to final.

The camera is higher above the ground during this part of the cutscene then final, and Saria's fairy is blue instead of red.

OoT-Sacred Forest Meadow Oct98 Nintendo Power.png

Nintendo Power's December 1998 issue was written using a near complete version of the game. Some small things were reported about that changed just at the last moment however, like this boulder covering up the Fairy Fountain. A boulder is still listed within the scene's object list because removing the actor from the actor list was enough.

Expert Gamer 054 - Sacred Forest Meadow Map.png

Expert Gamer magazine's guide also has an explosion mark drawn over the Fairy Fountain grotto.

Prototype Final
OoT-Action Button Healing Fairies Oct98.jpg OoT-Action Button Healing Fairies Oct98 Comp.png

The action button used to react around healing fairies.

Revisited - Forest Temple

Prototype Final
OoT-Forest Temple Balcony Room Oct98.png OoT-Forest Temple Balcony Room Oct98 Comp.png
Prototype Final
OoT-Forest Temple Balcony Room2 Oct98.png OoT-Forest Temple Balcony Room2 Oct98 Comp.png

Some minimap changes are apparent for the "balcony room".

Revisited - Bombchu Bowling

Prototype Final
OoT-Bombchu Bowling Start Oct98.png OoT-Bombchu Bowling Start Oct98 Comp.png

Diving in Bombchu Bowling? For some reason the text meant to be shown for starting the diving mini-game was shown for starting a round of Bombchu Bowling.

Revisited - Shooting Gallery

OoT-Shooting Gallery Sep98.png
OoT-Shooting Gallery2 Sep98.png
OoT-Shooting Gallery 3 Sep98.png
OoT-Shooting Gallery Man Sep98.png

Beyond the HUD differences as noted before, this appears the same as final.

Revisited - Temple of Time Exterior

OoT-ToT Exterior Sep98.png
OoT-ToT Exterior2 Sep98.png

xxx

Revisited - Guard House

Prototype Final
OoT-Guard House Oct98.png OoT-Guard House Oct98 Comp.png

Even in October some changes to the Guard House's object layouts were made. Boxes were changed to more pots for Link to destroy.

Revisited - Potion Shop (Child)

Prototype Final
OoT-Child Potion Shop Oct98.jpg OoT-Child Potion Shop Oct98 Comp.png

Bugs and Deku Nut moved places.

Revisited - Death Mountain Trail

Prototype Final
OoT-Death Mountain Trail Oct98.png OoT-Death Mountain Trail Oct98 Comp.png

This awkwardly placed boulder was removed.

Prototype Final
OoT-Death Mountain Trail Oct98 2.png OoT-Death Mountain Trail Oct98 2 Comp.png

The flagpole was moved to be close to the sign. It's possible there was no Big Fairy spot there as the flag marks the spot for that.

Prototype Final
OoT-Death Mountain Trail Oct98 3.png OoT-Death Mountain Trail Oct98 3 Comp.png

There's no Red Tektite present here in the finished game.

Revisited - Goron City

Prototype Final
OoT-Goron City Oct98.png OoT-Goron City Oct98 Comp.png

A sign can be seen in front of the Goron Shop. Unused text exists for it. Navi's hint spot was fixed to be closer to the Goron's Ruby stand.

Prototype Final
OoT-Goron City Oct98 2.png OoT-Goron City Oct98 2 Comp.png

The sign seen in previous screenshots was removed. Two Bomb Flowers used to be alongside the bomb wall, but to encourage the use of a burning Deku Stick. The Flowers which were placed on the floor were removed.

Prototype Final
OoT-Goron City Oct98 3.png OoT-Goron City Oct98 3 Comp.png

A boulder was removed where Darunia's Son rolls around.

Prototype Final
OoT-Goron City Oct98 4.jpg OoT-Goron City Oct98 4 Comp.png

This area of Goron City was filled with more boulders.

Revisited - Fire Temple

Prototype Final
OoT-Fire Temple Oct98.png OoT-Fire Temple Oct98 Comp.png

This room of Fire Temple used to have three killer doors. There are none here in the final game.

Revisited - Lake Hylia

Prototype Final
Expert Gamer 054 - Bottle 1.png
Expert Gamer 054 - Bottle 2.png
Expert Gamer 054 - Cucco Lady Piece of Heart.png

In October 1998, nearing the game's release, Nintendo sent out review copies of the game to several game magazines such as EGM/Expert Gamer, GamePro and some of Japanese origin. EGM's other magazine publication Expert Gamer, which focused more on Strategy Guides, reported that originally three bottles were located at Lake Hylia. For the final release Ruto's letter was kept, but the other two were moved to other locations in the world. Fishing Pond's and Lakeside Laboratory's bottles were moved to Kakariko Village and Market. Kakariko Village's bottle is received for collecting all the cuccos to the pen for the Cuccoo Lady, in this review copy you would've got a Piece of Heart as reported by this same magazine. Market's from the Poe Collector after capturing all ten Poes on Hyrule Field. The reward before it became a bottle is currently not known, as it was not reported by any known magazines of the time.


OoT-Empty B Button Oct98.png

Swordless Link. Caused by a patched glitch perhaps?

Water Temple

OoT-Dark Link Oct98.png
OoT-Water Temple Oct98 Room Timer.png

Several late pre-release screenshots for the game show room timer present in the Dark Link room and outside it. The purpose of this timer is unknown and what's seen could've been nothing more than a bug.

Revisited - Castle Courtyard

OoT-Castle Courtyard Oct98.jpg

xxx

Revisited - Chamber of Sages

OoT-Chamber of Sages Oct98.jpg

xxx

Revisited - Ice Cavern

OoT-Ice Cavern Oct98.jpg

xxx

Prototype Final
OoT-Ice Cavern2 Oct98.png OoT-Ice Cavern2 Oct98 Comp.png

One Freezard enemy was removed from the middle ice platform.

Forest Training Area

OoT-Forest Training Area Oct98.jpg

xxx

Talon's House

OoT-Talons House Oct98.jpg

xxx

Prototype Final
OoT-Talons House Oct98 2.png OoT-Talons House Oct98 2 Comp.png

The amount of time you had to finish the Super Cucco Minigame was shortened from 45 seconds to 30 seconds.

Revisited - Hyrule Castle Town

Prototype Final
OoT-Market Oct98.png OoT-Market Oct98 Comp.png

The old lady who's placed beside the Potion Shop and who tells you about Lon Lon Ranch was placed "last minute."

Ruined Market

OoT-Ruined Market Oct98.jpg

xxx

Revisited - Kakariko Village

OoT-Kakariko Village Oct98.jpg

xxx

Prototype Final
OoT-Kakariko Village Oct98 2.png OoT-Kakariko Village Oct98 2 Comp.png

This Skulltula was moved to be below the window of the Skulltula House more.

Prototype Final
OoT-Kakariko Village Oct98 3.jpg OoT-Kakariko Village Oct98 3 Comp.png

The minimap was shorter near the gate area. This would make it seem like the warp to Death Mountain Trail was placed closer to the gate.

Prototype Final
OoT-Kakariko Village House Oct98.png OoT-Kakariko Village House Oct98 Comp.png

The Dog Lady NPC used to be closer to the entrance of this house. She was moved closer to the beds and the fireplace.

Revisited - Temple of Time

Prototype Final
OoT-Warp Songs Camera Oct98.png OoT-Warp Songs Camera Oct98 Comp.png

Link is getting transported to Desert Colossus. Nothing is out of ordinary in the map itself, but the camera code when using a warp song was changed, so it keeps the camera identical to the Ocarina camera.

Revisited - Kakariko Graveyard

Tips&Tricks 046 - Kakariko Grave.png
Tips&Tricks 046 - Graveyard Guide Text.png

Tips & Tricks Magazine's Ocarina of Time Guide wrote that only one of the tombstones as Child Link had something of interest to discover. A grave where a ReDead is protecting a chest containing the Hylian Shield. In the released version of the game, this shield is instead found from another grave that holds a hidden healing Fairy Fountain inside and this grave has a Piece of Heart once you play Sun's Song to spawn the chest.

Prototype Final
OoT-Sun's Song Writing Oct98.png OoT-Sun's Song Writing Oct98 Comp.png

The text for Sun's Song's slate was changed to explain more of the backstory.

Prototype Final
OoT-Kakariko Graveyard Weather Oct98.png OoT-Kakariko Graveyard Weather Oct98 Comp.png

The player in this screenshot from the Nintendo Power Strategy Guide had just warped to the Graveyard via Nocturne of Shadow. The weather wasn't stormy as it always is unless you play Song of Storms on your Ocarina in a specific spot on the map. In the case here it's impossible that would've been the reason, it's likely the weather settings were altered in some form.

Prototype Final
OoT-Kakariko Graveyard Oct98.png OoT-Kakariko Graveyard Oct98 Comp.png

This Skulltula was changed from Adult to Child only. The condition was also changed from day to night.

Prototype Final
OoT-Royal Family's Tomb Oct98.png OoT-Royal Family's Tomb Oct98 Comp.png

Royal Family's Tomb lacked a Navi hint spot mark.

Kakariko Potion Shop

Prototype Final
OoT-Potion Shop Oct98.jpg OoT-Potion Shop Oct98 Comp.png

An unknown item stored inside a bottle can be seen top left on the left shelf. It's placed above the standard bottled Poe and the substance looks like it could have been for a Big Poe. Unused text for this exists. In retail to fill the slot for this they put a Deku Nut for sale.

OoT-Kakariko Potion Shop Child Oct98.png

Nintendo Power Player's Guide mentions how there would've been nobody home in the Kakariko Potion Shop when Link visited it as child. In the released game you can find a carpenter blocking your way to the fenced off area in Kakariko Village.

Windmill

Prototype Final
OoT-Windmill Oct98.jpg OoT-Windmill Oct98 Comp.png
Prototype Final
OoT-Kakariko Windmill Oct98.png OoT-Kakariko Windmill Oct98 Comp.png

More wood was used for building the interior.

Skulltula House

Prototype Final
OoT-Skulltula House2 Oct98.png OoT-Skulltula House2 Oct98 Comp.png
Prototype Final
OoT-Skulltula House Oct98.jpg OoT-Skulltula House Oct98 Comp.png

Many experiments regarding what lighting setting the Skulltula House should use were made. An unused copy of the map from the leaks was found with close fog settings to the first screenshot.

Expert Gamer 054 - House of Skulltula Rewards.png

Expert Gamer magazine's issue 54 reported about an old Skulltula rewards list, which they wrote using a prototype copy of the game received for review purposes. Most notable change is how Giant's Wallet used to be the last reward you'd get. To let the players have the Giant Wallet without finding all the Gold Skulltulas, it was moved to take the 30 tokens slot. Two Piece of Hearts are on the list as well and the other was moved somewhere else. This magazine mistakenly confused Heart Containers with Pieces.

  • Adult's Wallet - 10 Tokens
  • Stone of Agony - 20 Tokens
  • Giant's Wallet - 30 Tokens
  • Bombchu - 40 Tokens
  • Piece of Heart - 50 Tokens
  • Huge Rupee - 100 Tokens

Revisited - Zora's River

Prototype Final
OoT-Zora's River Oct98.png OoT-Zora's River Oct98 Comp.png

Actor debugger is turned on, no message ID is displayed and the interface is not hidden in Ocarina mode.

Revisited - Zora's Domain

Prototype Final
OoT-Zora's Domain Oct98.png OoT-Zora's Domain Oct98 Comp.png

Can't have too many bushes.

Expert Gamer 054 - Zora's River Map.png

Expert Gamer guide's drawn map shows the Piece of Heart by the ledge near the waterfall was somewhere else before, and that a grotto used to be close to its location.

Revisited - Gerudo Valley

Prototype Final
OoT-Gerudo Valley Oct98.png OoT-Gerudo Valley Oct98 Comp.png

One gray boulder was removed from Gerudo Valley's Child Link setup.

Gerudo's Fortress

OoT-Gerudo's Fortress Removed Heart Piece Oct98.png
Expert Gamer 054 - Gerudo's Fortress Map.png

Magazine reports around the game's release talked about a Piece of Heart in Gerudo's Fortress which didn't make it to the release version. The map showing the location it used to be here comes from Expert Gamer magazine's Ocarina of Time guide. Expert Gamer was not the only magazine bringing this up and another mention of it exists in Game Informer. Game Informer makes it clear they had two Piece of Hearts around and the one from the chest was kept.

Prototype Final
OoT-Z Target Bow&Hookshot Camera Oct98.png OoT-Z Target Bow&Hookshot Camera Oct98 Comp.png

Using bow or hookshot in Z-target mode resulted the camera being more zoomed out than retail.

Revisited - Iron Knuckle's Lair

Prototype Final
OoT-Iron Knuckle's Lair Oct98.png OoT-Iron Knuckle's Lair Oct98 Comp.png

Iron Knuckle's Lair boss door was same as Forest Temple's. It was replaced with a slightly modified texture afterwards.

Enemies

Revisited - King Dodongo

OoT-King Dodongo Oct98.jpg

xxx

Revisited - Redead

OoT-Redead Oct98.jpg

xxx

Freezard

OoT-Freezard Oct98.jpg

xxx

November, 1998

Story

OoT-Chamber of Sages 2 Nov98.jpg
Screenshot Translation Japanese Script English Script
ワシの名は ラウル
時の神殿を つくり…
聖地を 守った 賢者のひとりじゃ…
My name is Rauru.
I am one of the sages who
built the Temple of Time...
and protected the Sacred Realm.
ワシの名は ラウル
その昔 時の神殿を つくり…
聖地との 道をつなぎし者じゃ…
I am Rauru, one of the ancient
Sages...

Ages ago, we ancient Sages
built the Temple of Time to
protect the entrance to the
Sacred Realm...

OoT-Chamber of Sages 3 Nov98.jpg
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.

The only difference is the color coding that is absent in the final script.

OoT-Chamber of Sages 1 Nov98.jpg
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
魔物の国と なってしもうた…
During the seven years you
slept, all of Hyrule became a
land of demons.
奴の魔力は 神殿を通して流れ出し、
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
short years, it transformed Hyrule
into a world of monsters.

Characters

Revisited - Rauru

OoT-Chamber of Sages 2 Nov98.jpg

xxx

Environments

Revisited - Chamber of Sages

OoT-Chamber of Sages 1 Nov98.jpg

xxx

Iwata Asks

Iwata: My own impression is that The Legend of Zelda: Ocarina of Time firmly established the "essence of Zelda."

Aonuma: That's right. That's why it's been hard to make anything ever since! (laughs)

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.

Iwata: There wasn't anything you could compare it to.

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.

Kawagoe: For example, we were really impressed when the sword was able to cut a sign.

Aonuma: Yeah. Miyamoto-san put that in when everyone was exhausted. (laughs)

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!"

Iwawaki: Yeah, he said that. (laughs)

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?"

Kawagoe-san, why do you think you were able to make a game like that?

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!"

Kawagoe: Put another way, it's like we were plunging into a pathless, misty expanse and thinking, "I'm sure we can do this!"

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)

Aonuma: We really hadn't.

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.

Kawagoe: But as with the moon sliding into view, which came up earlier, a lot of things fell into place by chance.

Osawa: We'd be feverishly working away at it and all of a sudden be like, "Oh, we did it!"

Aonuma: We'd get a lot done that we hadn't even imagined.

Kawagoe: I feel like we encountered a lot of such happy chance occurrences.

Iwata: So the developers could get excited about the daily discoveries.

Osawa: Almost every day, I was like, "You made that?! Well then, I'm gonna..."

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.

Kawagoe: I suppose we could do that because we were all young.

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?

Koizumi: I was about 26 or 27. How about you, Aonuma-san?

Aonuma: I was in my thirties without doubt.

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.

Aonuma: Huh? No way! You always said the harshest things! (laughs) Everyone: (laughs)

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.

Iwata: And it was a particularly intense two and a half years.

Koizumi: When it's that long, you should run out of breath, but we never did.

Koizumi: It wasn't hard at all for me to work until or past midnight every day.

Kawagoe: Yeah, we were all young. (laughs)

Osawa: It was fun how each day was different.

Koizumi: It sure was.

Iwata: We raced along for two and a half years, experiencing immense changes each day.

Aonuma: That's right.

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.

Aonuma: We weren't selfish—we were dedicated.

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.

(That's the joke!)


(Source: Iwata Asks)

References


Index