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Prerelease:The Legend of Zelda: Ocarina of Time/A + C
Contents
May, 1997
A batch of screenshots and a handful of trailers unveiled in May served as our first look at a new, more complex interface: A + C.
Actions
Unused Jump Strike
Link is seen performing a jump strike that was taken out of the final version of the game, but reused in Majora's Mask. The animation files for the jump strike still exist in the game, though they are not used.
Interface
| Apr. '97 | May '97 |
|---|---|
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| GUI | Players are no longer limited to the A + B buttons when equipping items. The white letters identifying the buttons have disappeared, and the icons are now differentiated by color alone. |
| A Button | Link's sword is still equipped to A, but the icon has migrated to sit atop the C buttons. |
| B Button | The B button is no longer shown on the GUI. |
| C-Left | A brown bow is equipped to C-Left. The number of arrows differs between screenshots. The item counter has changed fonts yet again. |
| C-Right | Bombs are equipped to C-Right. Their number differs between screenshots. |
| C-Down | A sword resembling the one that appears in April's screenshots is equipped to C-Down. |
| Hearts | Link now has ♥♥♥♥♥♡♡♡ hearts. The first of Link's remaining hearts now pulses, increasing and decreasing in size. |
| Rupees | The rupees have moved back to the bottom-left corner of the screen, and the font size has increased again. The counter reads 000. |
Items
Swords
| Black Sword | Brown Sword |
|---|---|
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Link can now choose between two different swords.
The first is a long, black katana that requires two hands.
The second is a brown-hilted sword that can be used with the shield.
Bombs
The bomb icon remains unchanged.
Bow
The bow icon has been updated, and is now curvier than before.
Characters
Navi was now shown to change colour, turning red when hovering over enemies like Dodongos and Leevers, pink when hovering over Poes and Cuccos.
In addition to becoming more helpful in battle, Navi's increasing characterization had a strong effect on the game's story. Naming the target indicator had, in Nintendo president Satoru Iwata's words, "breathed life into what had been an impersonal marker". Character designer and director Koizumi reminisced that, once the character had been named, he started coming up with a flood of ideas about what he could do with her. Examples included Navi being able to indicate via colour whether a creature you'd encountered was good or bad, and being able to talk in order to guide Link through the story.[1]
The fact that Navi provided Link strategy tips meant that the amount of dialogue script director Osawa had to write greatly increased.[1]
Environments
Revisited - Stalfos Boss Room
Another shot of the Stalfos Boss Room with the new interface. This one better depicts the nonfunctional door.
Revisited - Ganon’s Tower
| Prototype | Final |
|---|---|
The orange room from Ganon’s Tower makes an appearance once again. This time, a staircase that appears to lead into a dead end is visible. A torch idol with its tongue hanging out is mounted into the wall.
Deku Tree
| May 1996 | Concept Art | Final |
|---|---|---|
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The first appearance of the Deku Tree. His mouth is closed, his nose is red, and sunlight filters through his branches. These rays of sunshine are present in concept art, but are not seen in the final game.
Lon-Lon Ranch
A stable in a grassy plain, with a road bordered by grass and a short fence just across from it.
Desert
Link watches the sun set in the desert as Navi flutters around his head. This is the first concrete evidence of a night and day system.
House
A simple 3D house. It seems the developers experimented with modelling residential interiors before they chose to go with pre-rendered backgrounds instead.
The fact that many interior areas in the final game have models with detailed collision meshes under their pre-rendered backgrounds is a reflection of this time.
Graveyard
An eerie graveyard haunted by two Poes. It is filled with simplistic gravestones and bordered by a wall. The moon shines down from overhead.
Pebbled Area II
This area uses the same ground texture as the pebbled area from A + B. It contains a pack of Tektites which chase down Link.
Pre-rendered Temple
A temple with a pre-rendered background, the first to appear in early screenshots. As only grottos, house interiors, and Hyrule Castle Market have pre-rendered backgrounds in the final game, this backdrop didn’t make the cut.
Mysterious Structure
Link stands atop a mysterious structure in an unknown location.
The developers seem to have a fondness for blue and pink skies.
Enemies
Cuccos
Link focuses his attention on a flock of nasty-looking Cuccos.
Tektites
Red Tektites bounce around a rocky-bottomed valley after Link.
Leevers
Link challenges a handful of Leevers. Interestingly, Navi does not change colors to indicate their presence in the final game.
Gels
These enemies, no longer found in the game, except for a single texture that requires hacking to find, resemble Gels from other Zelda adventures.
This screenshot is an exception to the others in this batch in that Link only has ♥♥♥♥♡♡♡♡ hearts. It must have been a fierce battle!
June, 1997
In June, media outlets revealed the first information about the timeframe for the game's release, as well as further talk about the game's size and 64DD expansion.
E3 1997
Americans got their first look at Zelda 64 gameplay footage at E3 1997, held from June 19th to 21st at the Georgia Dome in Atlanta, Georgia.[2]
Specifications
Nintendo Power quoted Miyamoto on the cartridge's forecasted size: 128 Megabits (16 MB), a number significantly under the final cartridge's 256 Megabit (32 MB) capacity.[3]
Release Date
Nintendo Power also cited Zelda 64's Japanese's release date as late 1997.[3] Both Nintendo Power and N64.com claimed that the game would arrive in North America in early 1998.[3][4]
Contrary to their expectations, fans had a very long time to wait. Ocarina of Time was released in Japan and America in late Nov. 1998, nearly a year after their predictions.
64DD
According to Nintendo Power, the 64DD version of the game would be released following the cartridge version, and would further expand players' Game Pak adventures.[3]
July, 1997
Specifications
In July, Nintendo Power reported that Zelda 64 was 50 to 70 percent complete, though it was only be shown in demo form at E3. The size was once again heralded at 128 Megabits.[5]
Release Date
Once more, the magazine touted the North American release date for the game as early 1998.[5]
Miyamoto mentioned in an interview that a U.S. localization of Zelda 64 would, at maximum, take only 4 months to complete. N64.com used this information to speculate that the game could potentially be released as early as April.[6]
Enemies
Revisited - Cucco
xxx
Revisited - Gel
xxx
Revisited - Dodongo
xxx
Revisited - Poe
xxx
Revisited - Stalfos
xxx
Revisited - Stalfos Boss
xxx
Tektite
xxx
References
- ↑ E3 1997 - IGN.com
- ↑ 3.0 3.1 3.2 3.3 Pg. 101 - Nintendo Power #97, Jun. 1997
- ↑ E3: Link Returns in Full Form! - N64.com, Jun. 18th, 1997
- ↑ 5.0 5.1 Pg. 56 - Nintendo Power #98, Jul. 1997
- ↑ Zelda 64 Release Date Revealed? - N64.com, Jul. 22nd, 1997
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 |

















