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

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Contents

October, 1997

Specifications

It’s believed the game is based on an day/night system, as sunsets and differentiating screen-shots have shown.

Fights occur in realtime, and are not turn-based.[1]

Release Date

Zelda 64 was again stated by Nintendo Power to be slated for a Japanese release at the end of the year, only a few months away at the time of the magazine's publishing.[2] This estimate was surprisingly optimistic, considering the game had recently undergone a storyline overhaul, with the time travel mechanic being added to the game. The American language release was forecasted for the spring of 1998.[2]

64DD

Four months after the last update on the 64DD version of the game, it was again confirmed that the disk expansion would serve as an add-on that would update and alter the cartridge game.[1]

Camera

OoT-Tektite IGN.jpg

Fans were treated to the following details about the function of the game’s camera:

"Camera angles are dynamic. The camera is believed to move on its own, picking the best view to see the action from, but also enables gamers to pick and choose their own. The camera will often pick the most dramatic viewpoint, either overhead, appearing at foot level or a few close to an isometric perspective." - N64.com[1]

At right, the first-person bow perspective is visible.

Actions

Director and character designer Koizumi later recalled that the advent of Child Link meant that he was burdened with the task of having to create double the number of animations.[3] Fortunately, the developers were able to make use of a simple trick. By applying a scale of a certain value to Adult Link's model, existing animations could be re-calibrated and repurposed for Child Link.[4]

Not all the animations made the transition smoothly, however. Some had to be reworked for Child Link. In the end, Koizumi made 1.5 times the number of animations for the younger version of the protagonist.[4]

All in all, the game contained about 500 animation patterns that were combined to form an even greater number of possible actions for Link. Koizumi credits the Nintendo 64's ROM cartridges as the reason that the developers were able to include so many animations in the game.[4]

One of the animations that Miyamoto hoped to include was Link raising his sword above his head. In the end, however, this wasn't possible on the N64, and the idea was revived for Skyward Sword, which used Wii MotionPlus technology.[4]

Effects

OoT-Yellow Damage.jpg

Link blinked yellow when he incurred damage.

Interface

Adult Link

Aug. '97 Oct.’97
OoT-Dodongo's Cavern 2 IGN.jpg OoT-Interface Oct97.jpg
GUI The GUI remains unchanged.
A Button Link is only seen with his sword equipped to A.
B Button B still serves as the action button. When Link has the option of getting off Epona, it reads “おりる” (Get Down). When Link rides Epona, it reads “むち” (Whip), which was localized to “Faster” in the English version of the game. It seems to defaults to "ナビィ" (Navi), as seen in the screenshots featuring Child Link.
C-Left Adult Link is shown with a bow and 16 arrows equipped to C-Left.
C-Right Adult Link has the Ocarina of Time equipped, inset with three Spiritual Stones.
C-Down Adult Link has 16 bombs set to C-Down.
Hearts Link has ♥♥♥♡♡♡♡♡ hearts.
Rupees Adult Link carries 10 rupees.
Magic Meter The magic meter is now full.

Child Link

OoT-Child Link.jpg


GUI The GUI is identical to Adult Link's.
A Button Link is only seen with his sword equipped to A.
B Button B serves as the action button. It seems to default to "ナビィ" (Navi).
C-Left Child Link has a slingshot with 1 unit of ammo equipped to C-Left.
C-Right Like Adult Link, Child Link has the Ocarina of Time equipped, inset with three Spiritual Stones.
C-Down Child Link has a Deku Stick set to C-Down.
Hearts Child Link has ♥♥♥ hearts.
Rupees Child Link has 00 rupees.
Magic Meter The magic meter is full.

Link's Model

October marked the first time that Child Link was unveiled to the world. An article on IGN.com revealed details on Link’s character and appearance, referencing coverage by Japanese gaming magazines Dengeki Nintendo 64 and The Dream 64.[5]

Child Link

It wasn't until October, 1997 that Child Link first appeared on the scene, wielding his child-sized sword and standing at the foot of Death Mountain.

OoT-Child Link NPS.gif
Hair Child Link’s hair is a shade of blond identical to Adult Link’s.
Face His blue eyes and facial features did not change from their inception.
Outfit Child Link wears a bright green tunic and cap. His final garb has a darker hue. His hat also extends further down his back in these early shots.
Sword Link wields the dagger that would come to be known as the Kokiri Sword. It has a green gem inset into it, rather than the released game’s red gem.
Scabbard On his back is a blue and gold scabbard.
Shield The Deku Shield, bearing the insignia of Link’s people.

Adult Link

IGN described Adult Link as “a sword-wielding 18-year-old with an earring”.[5]

Aug. 1997 Oct. 1997 - Front Oct. 1997 - Shield
OoT-Bombs GS.jpg OoT-Oct 1997 Link.jpg OoT-Links Shield Back.jpg


Hair The shape of Link's hair changed, his bangs now divided into two sections.
Face Link's facial features were grouped closer together, and his eyes became more close-set.
Outfit The sleeves and tights under the hero's tunic turned from gold to white.
Sword His sword does not appear to have changed.
Shield The front of his shield has been updated from the Triforce and flourish design to its final look, with the red bird insignia. However, the back is still metallic, rather than wooden.

Items

An article on IGN.com revealed a little more information on Link's items, as well as introducing new ones. The site reported that there would be differences between the items available to Adult and Child Link.

Master Sword

The name of Link’s legendary weapon was not yet revealed at this point. IGN mentioned that it would only be useable by Adult Link.[5]

Bow

IGN mentioned that it would only be useable by Adult Link.[5]

Ocarina of Time

OoT-October 97 Ocarina.png The Ocarina of Time was both named and introduced in October.

Because the Ocarina was controlled in-game using only the four C buttons and the A button to produce notes, composer Koji Kondo mentioned in a 2005 Nintendo Power interview that creating the game’s famous warp songs was a challenge.

"I had to create all of those memorable tunes with only five tones of the classic do-re-mi scale. Specifically: re, fa, la and ti (and the higher-scale re). Since each of these songs, like Zelda's Lullaby and Epona's Song, had a particular theme, it was quite challenging, but I think it all felt really natural in the end." - Koji Kondo[6]

Kokiri Sword

Like Adult Link’s blade, Child Link’s sword was known only as "the dagger" at this point in time. IGN mentioned that it would only be useable by the protagonist’s younger self.[5] N64.com stated that Link would be able to use a vertical and horizontal attack when wielding the weapon.[1]

Slingshot

The slingshot was not yet known as the “Fairy Slingshot”. IGN mentioned that it would only be useable by Child Link.[5]

Deku Stick

The Deku Stick was known only as “stick”. IGN mentioned that it would only be useable by Child Link.[5]

Named, Not Seen

OoT-Deku Nuts.jpg

Several items were not depicted in October’s screenshots, but received a mention in the IGN article. These were the Hookshot, known as the “grappling hook”, the Megaton Hammer, simply called “hammer”, the Lens of Truth, dubbed “glasses”, the boomerang, and the Deku Nuts, known only as “nut”.

IGN listed the “Whip” as another item in Link’s arsenal. It's unlikely that this was ever an inventory item. Chances are that it was included after the editors saw the word "むち" (Whip) on the B button in screenshots depicting Link riding Epona. This word was localized to “Faster” in the English version of the game.

Hmmm...
To do:
Add Miyamoto’s comment about the carrots.

Also listed was an item known as “Ink Stone”, which has never been talked about before or since. Its identity is unclear.[5]

Story

IGN, quoting N64.com, unveiled for the first time that the game would feature a time travel mechanic. Much like A Link to the Past’s protagonist used the Magic Mirror to travel between dimensions, the site stated that Zelda 64’s Link would use the "Tower of Time" and the "Ocarina of Time" to travel between eras.[5]

In addition, the article relayed that Link would receive the ocarina fairly early in the game, but would need to locate "four" magic stones before he could use it.[5] It is likely that this information is a mistranslation of the fact that Link would have to retrieve four items in order to travel through time: the three Spiritual Stones, and the Ocarina of Time.

Nintendo Power restated the story information it had revealed in September:

In Zelda 64, Link is given a mission to find the Triforce, but Ganondorf, king of the thieves, is also hunting the powerful artifact. With the help of Zelda, three magic Ocarina Stones, and Navie the wood fairie, Link sets off on his greatest quest ever. - Nintendo Power #101 [7]

Spiritual Stones

The "magic Ocarina Stones" moniker mentioned in Nintendo Power owes to the fact that the Spiritual Stones were originally inset into the Ocarina of Time, as depicted in the ocarina icon. This terminology is even present in the map select of the Ocarina of Time: Master Quest Debug ROM:

Map 27:

だいようせいのいずみ
(Great Fairy Fountain)

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

Exit: Exits to Death Mountain.

Map 28:

とびこみようせいあな
(Fairy Hole You Dive In)

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

Exit:Exits to Zora's Fountain.
Notes: As the fairy fountain in Zora's Fountain is entered via a cave, rather than Link diving into it, this map name no longer applies.

Map 29:

まほうせきのようせい
(Magic Stone Fairy)

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

Exit: Exits to Zora's Fountain.
Notes: Identical to Map 28 in everything but name. It appears that there was a fairy who had a relationship to the Spiritual Stones at one point.

Characters

Navi

N64.com noted that Navi would help players determine which direction enemies were appearing from.[1]

Epona

Though still unnamed, at long last, Link’s mount made her debut. N64.com mentioned the possibility of Link having to capture and train her himself.[1] This was later clarified in Nintendo Power #103, which stated that there was a "suggestion" that the horse may not always have been Link’s trusted steed, and might need to be captured and trained before he could ride her.[8]

Nintendo had been talking about including a horse in Super Mario 64, but the idea never materialized. Instead, the concept was incorporated into Zelda 64.[4]

Designer Keisuke Nishimori later stated that the development team studied the motions and behaviour of real horses to aid in the creation of Epona.[9] According to Miyamoto, adding the horse to the game wasn't smooth sailing. He had thought that having Link ride a horse was a distant dream, but the animators and modellers did their best, and in the end, the staff finally got Link's steed working.[10]

Epona was originally named Ao, which director Aonuma felt was a natural name for a horse. It was Koizumi who came up with the idea of calling the horse Epona, which is the name of the goddess of horses and fertility in Celtic mythology.[4]

When Epona was introduced to Miyamoto, all he said was that he wanted to see the horse jumping from below. He suggested having it jump over a valley, with the camera looking up from the bottom of the valley, against the light. The developers commented that it was unlike Miyamoto to make specific requests regarding visuals, and this instance was the only example that they could recall. They speculated that the producer's interest in the horse might have owed to his personal interest in horses stemming from western movies and country music. Miyamoto's request was later incorporated into the cutscene where Link escapes from Lon Lon Ranch on Epona.[4]

Like Link, Epona was able to automatically jump over obstacles. This was due to the fact that Miyamoto asserted that Zelda games didn't need difficult actions. However, the producer chose to incorporate a carrot system into the horseback riding mechanicc, as he believed that simply riding a horse around wouldn't be very fun in terms of gameplay, and wanted to put in some sort of action. [4]

These weren't the only ideas Miyamoto had for Epona. He also hoped to include mounted archery and horseback sword combat.[11][4]

While the latter didn't make it into the N64 game, it was included in the GameCube sequel, The Legend of Zelda: Twilight Princess, released 7 years later.[4]

Dampé

OoT-Dampe.jpg

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

Environments

The developers poured their resources into designing Zelda 64's environments. Miyamoto has described The Legend of Zelda series' environments as "miniature gardens." Accordingly, it took the team around 2 years just to cultivate the overworld, which the producer described as vast plains dotted with towns and other diversions, in which a child named Link stood alone. Questions that they faced included what colour the sunrise should be, how long a game day would last, what events would only occur at night, and how long the nights would be.[10]

Miyamoto wanted to ensure that players could get a lot of playtime out of Zelda 64, outside of the main plot. It was for this reason that he made it so Link could travel to a variety of locations, right from the early stages of the game.[10]

Revisited - Ranch

OoT-Horse Run.gif

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

Revisited - Graveyard

OoT-Grave NCL.jpg

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

Revisited - Fire Temple

OoT-Fire Temple2.jpg

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

OoT-Fire Temple3.jpg

Maybe this wasn't such a good idea.

Hyrule Field

OoT-Riding Epona.gif

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

OoT-Distant Castle.jpg

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

OoT-Riding Path.jpg

Link gallops down a bare path.

Hyrule Castle Town

OoT-HC Drawbridge IGN.jpg

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

OoT-Entering Market.jpg

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

Death Mountain

OoT-Death Mountain IGN.jpg

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

OoT-Child Link.jpg

Child Link scopes out Death Mountain for himself.

Forest Temple

OoT-Forest Temple Main Room.jpg

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

OoT-Forest Temple Stairs.jpg

Stairs lead downwards to a Poe painting.

OoT-Forest Temple Well.jpg

Link stands at the entrance of the lush well room.

OoT-Forest Temple Bow Room.jpg

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

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

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

Phantom Ganon's Lair

OoT-Phantom Ganons Lair.jpg

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

Volvagia's Lair

OoT-Volvagias Lair.jpg

Volvagia emerges from the lava pools of its mountain lair.

Ice Cavern

OoT-Ice Cavern.png

Link walks along a corridor in the Ice Cavern.

Lake Hylia

The hero vies against a Tektite on the warp pad at Lake Hylia.

Morpha's Lair

OoT-Morphas Lair.png

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

Gerudo Valley

OoT-Gerudo Valley Tent.png

The first screenshot of Gerudo Valley.

OoT-Gerudo Valley Comparison.gif

Gerudo Training Ground

OoT-Gerudo Training Ground IGN.jpg

Link stands at the entrance of the Gerudo Training Ground.

Enemies

Skulltula

OoT-Skulltula.jpg

A scary Skulltula.

Blue Tektite

OoT-Blue Tektite.jpg

A skinny-legged blue Tektite lunges at Link.

Bubble

OoT-Red Reticule IGN.jpg

A Blue Bubble in the Forest Temple.

Phantom Ganon

OoT-Phantom Ganon.jpg

Phantom Ganon flies across the room.

Volvagia

OoT-Volvagia.jpg

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

Morpha

OoT-Morpha.png

Morpha attempts to choke the life out of Link.

Enemies Revisited

Poe

OoT-Final Poe.jpg

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

Stalfos

OoT-November Stalfos IGN.jpg

Stalfos are also updated to their final design.

November, 1997

November, 1997 marked an exciting time for Zelda fans. This was because the first-ever playable demo of Zelda 64 debuted at Spaceworld '97. The exhibition, showcasing up-and-coming Nintendo hardware and game software, was held from November 21st to 24th, and saw 135,011 visitors.[12] Western fans got to hear about the game vicariously through news outlets like IGN64.com.

The demo itself was a collection of test levels, put together just for the show.[13] While the story and the magic system remained largely shrouded in mystery,[13] Nintendo showcased the battle system, Link's large array of equipment, and a number of environments.

Specifications

In an interview with Nintendo Power, Miyamoto mentioned that his team had set out to make a dynamic, virtual, 3D world that felt like somewhere Link would be able to live.[14]

IGN64 reported that the game would run at frame rates of between 24 and 30 frames per second,[13], have a built-in EEPROM that allowed for three different save files,[13], and would not require a separate memory pak.[13]

Release Date

It was announced that a Japanese release for the game could be expected in April, 1998,[13] and that the price would be set at ¥6,800.[13] (Around $53 USD, at the time.)[15]

64DD

IGN.com reported that the 64DD add-on for Ocarina of Time, known only by its working title, Zelda DD, was being developed independently from its N64 counterpart by a completely different team. Miyamoto was quoted as saying that the add-on would likely be released in Japan before the end of 1998.[16]

While the site stated that the game would be an action RPG, Miyamoto noted that Nintendo had not yet decided whether or not Zelda DD would be a completely new game, or an expansion which required the Zelda 64 cartridge to run and simply provided the original game with a new quest.[16]

Interface

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

GUI No change.
A Button Link’s sword is equipped to A.
B Button The B button still serves as the action button. When Z-targeting, it reads “ジャンプ” (Jump). When Link is holding a bomb, it reads “なげる” (Throw). When close enough to an NPC, it reads “しゃべる” (Speak). When scrolling through dialogue boxes, it reads “つぎ” (Next). When riding Epona, it reads “むち” (Whip). When sitting idle on Epona, it reads “おりる” (Dismount). When Navi has something to say, it reads “ナビ” (Navi). Its default message appears to be “チェック” (Check).
C-Left Link’s bow and sword are equipped to C-Left. The number of arrows Link carries differs between screenshots.
C-Right Bombs are equipped to C-Right. Their number is always 8.
C-Down The Forest Medallion (then the Wind Medallion) is equipped to C-Down.
Hearts Both Child and Adult Link have ♥♥♥♥♥♥♥♥ hearts.
Rupees Child Link’s rupee counter reads 00 rupees, while Adult Link’s reads 000.
Magic Meter Neither Child nor Adult Link appear to have a magic meter.

Minimap

OoT-Child Blue Minimap GF.jpg

In some areas, you could bring up a map in the lower left corner by pressing the L button.[13]

Menu

As in the released game, pressing the Start button in the demo opened the menu, which consisted of several screens.[13]

One screen was an extensive map system, one was an item screen, one was an equipment screen, and one was "a special item screen that showed items that could only be used at certain moments in the game."[13]

Players could equip items by highlighting the item they wanted and pressing the C button they wished to assign it to[13]

Link's Model

Child Link

xxx

Adult Link

xxx

Actions

Thanks to the playable demo available at Spaceworld '97, for the first time, players were able to glean more information about the game’s controls, in addition to what Link was capable of.

According to IGN, Link would change his speed from a walk to a run, depending on how hard the joystick was pushed.

It was also noted that the action button allowed Link to perform a variety of maneuvers, including jumping, climbing, descending, pulling, pushing, mounting his horse, reading, opening, talking, swimming, pushing and pulling walls, opening chests and drawers, and hanging from ledges.[13] As the final game has no drawers which can be opened, this item stands out.

The analog Control Stick is used for walking or running while the A Button and right, left, and bottom C buttons are for weapons and items. The Button operates your shield and the B button activates special actions such as climbing and jumping.[17]

Z-Targeting

  • If you lock onto an enemy with Z-targeting, Link faces the target and strafes sideways.[13]
  • During battle, Link can do a backwards flip by pulling the stick in the opposite direction.[13]
  • Press B when it says Jump, then press A, and Link will lurch forward and attack with his sword.[13]

The biggest surprise in Zelda 64 was the presence of a targeting system for battles. By pressing the Z button, a targeting box appears on the enemy, sort of like the lock-on target in StarFox 64.[17]

[18]

Iwata How did Z-targeting come about?[18]

Osawa In Super Mario 64, for example, when you tried to read a sign, sometimes you would just go around it in circles.[18]

Iwata The axes wouldn't match up.[18]

Osawa Right. We wondered what we could do about that, and when Koizumi-san joined the team, I said, "Since we're going to include chanbara-style action, let's go to Toei Kyoto Studio Park!"[18]

Iwata Huh? Going to Toei Kyoto Studio Park…because you were including chanbara-style action?[18]

Osawa We thought if we went there, we might get some ideas. We got our boss's approval, and Koizumi-san, Ikeda-san and I went. It sure was a hot summer![18]

Osawa As we went along looking at everything, it was so hot that we ducked into a playhouse to cool off. They were doing a ninja show. A number of ninja were surrounding the main samurai and one lashed out with a kusarigama (sickle-and-chain). The lead samurai caught it with his left arm, the chain stretched tight, and the ninja moved in a circle around him.[18]

Iwata And…that led to Z-targeting?[18]

Osawa Yeah…I think so, if my memory serves me correctly.[18]

Iwata So it wasn't like the chain led to the idea for the Hookshot?[18]

Osawa No.[18]

Koizumi I don't think that's quite right. (laughs) The way I remember it… With regard to Z-targeting, I believe we started talking about how we wanted a good way of hitting opponents in front of you when we were making Super Mario 64.[18]

Iwata But you couldn't do it.[18]

Koizumi Right. Then, when we were making The Legend of Zelda: Ocarina of Time, I thought up something when we were making the camera system for fighting enemies. What caught my attention in the studio park was the sword fight. They regularly put on shows in which the hero defeats ruffians. Watching that, I thought, "Hmm, that's weird." That was because there was no way one person could fight and win when surrounded by 20 opponents.[18]

Iwata Because he's vastly outnumbered.[18]

Koizumi I thought there must be some kind of trick, so I watched very closely, and it was simple. It's a sword battle, so there's a script and a certain setup. The enemies don't all attack at once. First, one attacks while the others wait. When the first guy goes down, the next one steps in, and so on.[18]

Iwata It's blocked out so they attack one-by-one, in order.[18]

Koizumi Right. One thing I had been trying to figure out with regard to Z-targeting was how to fight multiple enemies. If I just made it like normal, the enemies would swarm the player all at once, so it would be a mess. Watching that show at the studio park was a clue toward solving that problem. Z-targeting flags one particular opponent, telling the other enemies to wait.[18]

Iwata Your opponents go on standby as in a staged sword fight.[18]

Koizumi First, you have the other enemies wait while you fight with the first one, and the moment you beat that one, you can switch the Z-targeting to the next opponent.[18]

Iwata So when it's one against many, you fight one-on-one over and over again.[18]

Koizumi Right. Like that. We actually made something. Do you remember that, Iwawaki-san?[18]

Iwawaki Yeah. A battle against two skeletons…two Stalfos.[18]

Koizumi Yeah. There's a place in the Forest Temple where you fight against two Stalfos. We were only able to pull off that scene because of that show we saw at the studio park.[18]

Iwata So if you hadn't gone to the studio park?[18]

Koizumi If we hadn't gone, we wouldn't have hit on the system for fighting multiple opponents. But I think Osawa-san and I were each seeing it a little differently.[18]

Iwata Osawa-san focused on the kusarigama.[18]

Osawa Yeah, that's right. Watching the kusarigama show, I hit on the idea of making a kusarigama that you can't see when you use Z-targeting.[18]

Iwata A kusarigama you can't see?[18]

Osawa When you use Z-targeting, I would make it so something like a kusarigama you can't see exists between Link and the opponent. If you push the analog stick forward, you can close in slowly, and if you move it to the side, you can move to the side in a circular motion, getting around behind your opponent, seeking for an opening.[18]

Iwata Then do a jump attack.[18]

Osawa We just went into that playhouse by chance.[18]

Koizumi Because it was hot. (laughs)[18]

Osawa To cool down because it was so hot! (laughs)[18]

Story

OoT-White Horse GF.jpg
OoT-Opening 1 NGO.jpg
OoT-Opening 2 NGO.jpg

Miyamoto was asked by Nintendo Power where he came up with the idea of using time travel in Ocarina of Time. He had this to say:

The story was more of a supplemental element we incorporated into the latter part of the design. We really wanted to describe Link's development of abilities as he grows from a child to an adult, so we used motion capture technology. We thought game players would want to play as an adult Link, even though in the previous games, with the exception of Zelda II: The Adventure of Link, Link was always a child. For those who were accustomed to the earlier games, we accommodated them with the inclusion of a young Link. The concept of young and old Link matched other Zelda games, since they usually had some sort of parallel world for Link to travel between. The parallel world in this case just happens to be a time shift--going back and forth between times. I thought that worked well with the overall theme of the Zelda games.” - Shigeru Miyamoto[14]

The Spaceworld ’97 demo started with cutscene sequence in which Link stands in a pounding thunderstorm, watching in fear as Impa and Zelda escape from Hyrule Castle on horseback. Link then runs to the lowered drawbridge and attempts to cross the castle moat, only to find his path blocked by Ganondorf.[17][13]

---

[19]

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)[19]

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."[19]

Osawa You're like, "Hey! You should have told me sooner!" (laughs)[19]

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.[19]

Kawagoe How far we could adapt to those drastic changes was a way for us to show our skill.[19]

Iwata Sometimes Miyamoto-san makes drastic changes, too.[19]

Kawagoe I was always worried about what might come up. But I thought something like that might happen, so I prepared a tool to make such changes easier. We were making real-time in-game movies, so even if the clothes or items changed, I could switch them into the scene.[19]

Iwata Back then, pre-rendered movies—which were prepared ahead of time—were common, but the movies in The Legend of Zelda: Ocarina of Time were rendered in real time, so the clothes or mask you were wearing at the time would show up.[19]

Kawagoe Right. There weren't many problems in that regard.[19]

Osawa Miyamoto-san doesn't really like cinematic elements anyway.[19]

Koizumi This may be overstating it, but Miyamoto-san probably doesn't need any cut scenes at all. He says they can do without them, but if we're going to have them, he wants a way to redo them over and over.[19]

Iwata The last excuse he wants to listen to is, "I can't fix it" because the cut scenes have already been made."[19]

Koizumi He says it's all right to make movies, but we have to be able to change them up through the day before completion.[19]

Koizumi That way of thinking had been drilled into me ever since Super Mario 64, so pre-rendered movies were never an option.[19]

Kawagoe-san had diligently made a way to create real-time demos, which paid off in The Legend of Zelda: Ocarina of Time.[19]

Iwata Among the real-time demos, the opening scene is particularly striking. How did you make that?[19]

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.[19]

Iwata First there was the music by (Koji) Kondo-san16, and you made the images to match that?[19]

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…"[19]

Iwata The right place for it might not exist in the game.[19]

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.[19]

Iwata You looked for a location virtually.[19]

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.[19]

Iwata By chance?[19]

Kawagoe Yeah. "That's it!" I thought, and decided on that spot.[19]

Iwata It was too good to be true! (laughs)[19]

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.[19]

---

Cutscenes

元々アニメも映画も大好きなんですが、今回は映画のようにしようというより、映画を取り込もうと いう姿勢で制作に取りかかったんですよ。映画を作ろうとしたら本職の人にはかないませんし。 今回の新しい試みの1つなんですが、リアルタイムで動いてる世界の中でプレイヤーがリンクを インタラクティブに動かしていますよね。その中をカメラ割りで映画っぽく演出してるんです。 そのカメラの使い方が映画的であって、映画を作っているわけではないんですね。

ムービーシーンが1時間30分以上入ってるんですが、それを全部ビデオで編集して映画として 見てみると、これが全然つまんなくてね(爆笑)。これだけムービーシーンが入っててつまんないと いうことは、やっぱり映画じゃないんです。リアルタイムで動いてる中に自然な映画的手法をうまく 取り入れてちゃんとした映像になったのはデザイナーの力で、僕の力じゃないですね。[10]

---

[10]Miyamoto Interview - Game Staff List Association Japan, 1998</ref>

Story

今はマルチストーリーやエンディングのゲームが沢山あって、確かに楽しいけど本当の楽しさ とは何だろうと考えるんですね。

僕はアドベンチャーブックを読むとイエスとノー両方のページを見ちゃうんです(笑)。で、後のほうになってくるとあーもう面倒くさいって感じになってきて。つまりこれは本当のマルチじゃないんです。ゲームの進化としてマルチという方向は確かに正しいと思います。

でも、色んなイベントを並列に並べて、人によって思い入れのあるイベントが違う、というのが本当のマルチだと思うんです。例えばこのダンジョンは得意だけど別のダンジョンで酷い目 にあった。それが人それぞれ違う。そういうところがマルチの楽しさであり、思い入れに繋がるん じゃないでしょうか。[10]

---

Increasing Replayability

あと、このゲームは何度も遊んで欲しいと思って作ってます。普通2度目を遊ぶ場合はデータをリセットしますが、ゼルダは途中の状態で何回でも遊べるようにできています。[10]

Items

Players were capable of assigning items to C-left, C-down, and C-right. IGN64 complimented how seamlessly Link's equipment interacted with the environment, gushing that "you can try to hit anything you see with your sword, bow, boomerang, hammer, or stick."[13]

Sword

OoT-November 97 Sword.png

Link carried his sword in his left hand. Pressing the A button to draw the sword would only cause Link to take it from its sheath, while pressing it again would cause Link to swing the blade horizontally. If the button were pressed three times, Link performed two swings and one downward slash.[13]

Link was capable of swimming with his sword out, and climbing up a ledge with sword in hand would cause Link to struggle a bit.[13]

Holding down the A button would make the sword glow, and Link would perform a spin attack upon its release. Turning the joystick in a circle and pressing A would also allow Link to perform a similar, less-powerful attack.[13]

Apparently, some of these actions were slightly different for Child Link, who carried a dagger instead of a sword.[13]

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

Shield

As in the released game, Link was able to use the R button to block enemy attacks with the shield. However, he could not swing his sword while he was protecting himself.[13]

Bombs

OoT-Black Bombs IGN.jpg

Pressing the button the bombs were equipped to caused Link to take out a bomb and ignite it. It was possible to walk around with it, and Link could either put it on the ground in front of him, or walk in a certain direction to throw it. Holding it too long, however, and something bad would happen.[13]

OoT-Bomb Flower IGN.jpg

As in the released game, Bombflowers produced an unlimited supply of bombs.[13] However, this one is unusually rainbow-hued.

Bow

  • If Link uses the bow while Z-targeting, press the C button and he will shoot.[13]
  • If Link uses the bow during regular gameplay, the camera will zoom in for a behind-the-bow perspective.[13]

Deku Stick

  • Link can use the stick like the sword and hit things that are far away.[13]

Hammer

  • The Megaton Hammer can pound things into the ground.[13]
  • It also works as a weapon, but you have to be close to the enemy.[13]

Deku Nuts

  • Link can throw a magic nut that explodes in a flash of light and blinds his enemies.[13]
  • Link can now easily attack them without getting hurt.[13]

Boomerang

  • It leaves a cool trail when it is thrown.[13]
  • It returns to Link whether or not it hits its target.[13]
  • If Link is in the middle of a jump and not ready to catch the Boomerang, it may hurt him.[13]

Rupees

  • Link can collect green and red rupees that are left over when he defeats an enemy.[13]

Characters

Navi

  • Navi hovers over Link's head and greets NPCs with "Konnichiwa!"[13]
  • When you Z-target an enemy, Navi flies over to the target and turns red, pointing out its location.[13]
  • So far, Navi is the only speaking character seen in the game.[13]
  • She often shouts advice about what to do when battling.[13]

Epona

  • Use the B button to mount the horse.[13]
  • Link can use the joystick to ride in any direction at varying speeds.[13]
  • The horse can be whipped to run faster.[13]
  • Every time you whip the horse, you deplete one carrot from your carrot meter.[13]
  • The need for this is currently unknown, but it is likely that there will be some sort of race.[13]

Saria

OoT-Text Box ZSO.jpg

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

Fado

OoT-Fado IGN.jpg

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Environments

When we weren’t fighting, we explored a village and a dungeon and learned to ride the horse in a practice field with jumps.[17]

  • There is real light-sourcing.[13]
  • Both enemies and Link are lit according to their environment.[13]
  • They cast varying shadows in the appropriate directions.[13]
  • There are huts, treasure chests, friendly and unfriendly characters, signs, and fairies that whizz through the air.[13]
  • In the demo, you could enter Hyrule Castle Town.[13]
  • It was displayed from a central camera angle.[13]
  • The camera is stuck in the middle of a town square, following Link as he goes into the distance.[13]
  • Depending on what you hit with your sword, you hear a cool metal clank or a crunch noise.[13]
  • The bow makes convincing noises.[13]
  • The screams of the Dodongo are downright scary.[13]
  • There wasn't much music implemented yet.[13]
  • The overworld was filled with bird calls, animal noises and footsteps.[13]
  • The dungeon music is ambient, with low, pounding bass notes and a siren-like string sound.[13]
  • The typical Zelda theme music wasn’t in yet.[13]

Revisited - Hyrule Field

OoT-Fence GF.jpg
OoT-Hyrule Fence IGN.jpg
OoT-Hyrule Fence2.jpg
OoT-White Horse GF.jpg

Revisited - Dodongo's Cavern

OoT-Child Dodongo Cavern GF.jpg
OoT-Child Blue Minimap GF.jpg
OoT-Armos Room.jpg
OoT-Child Lizalfos Battle.jpg

Revisited - Death Mountain

OoT-Bomb Flower IGN.jpg
OoT-Dodongos Cavern Entrance.jpg

Link's House

OoT-Link House IGN.jpg

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

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

Kokiri Forest

OoT-Topographical Map IGN.jpg

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


(Source: source needed)
OoT-Kokiri Forest1.jpg

[3]

Koizumi And not only the script, but the game mechanics benefited as well. The first location is Kokiri Forest. The village has lots of trees and lots of people live there, but it was difficult to display them all at once.[3]

Iwata The Nintendo 64 system had limitations making it difficult to display many characters at the same time.[3]

Koizumi I came up with the idea of having each person living there followed around by a fairy. That way, even if we just showed the fairies…[3]

Iwata I see. If you see the fairy, you know its owner is there, too.[3]

Koizumi Right. We solved the problem by having it so that the owner appears when you get close to the fairy.[3]

Inside the Deku Tree

OoT-Inside Deku Tree IGN.jpg

Hyrule Castle Town

OoT-Hyrule Castle Town Inside IGN.jpg

As a pedestrian in town, Link is greeted by Hyrulians everywhere he goes. The good citizens actually call out, “Konnichiwa!” or “hello” in Japanese. (We expect the English version to have a different greeting.)[17]

OoT-Castle Town IGN.jpg

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OoT-Hyrule Market Comparison.gif

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Hyrule Castle

OoT-Hyrule Castle 1.jpg

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OoT-Hyrule Castle 2.jpg

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OoT-Hyrule Castle 3.jpg

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OoT-Hyrule Castle Comparison.png

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Temple of Time

OoT-Child Temple of Time IGN.jpg
OoT-Temple of Time IGN.jpg
OoT-Light Pedestal IGN.jpg
OoT-Temple of Time4.jpg

King Dodongo's Lair

OoT-King Dodongo.gif

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Enemies

  • There were Octoroks and Stalfos.[13]
  • There were also new enemies.[13]
  • Link encounters Gorons, "man-eating plants", and Tektites.[13]
  • You could test three different boss battles.[13]
  • The first battle was two tall and scary Stalfos in sutaru.[13]
  • Both attack you at the same time.[13]
  • When you kill them, they crumble to a heap of bones.[13]
  • The second is Gohma.[13]
  • Gohma crawls along the ceilings and drops Gohma Larva that attack you.[13]
  • Then it descends and faces you eye to eye.[13]
  • Use the bow to shoot Gohma in the eye.[13]
  • The third is King Dodongo.[13]
  • It is introduced by a cutscene where Link stares in fear at something big from the monster's perspective.[13]
  • The battle takes place in a cave with a glowing lake of lava at its centre.[13]
  • King Dodongo breathes fire.[13]
  • If Link gets hit by the flames, he is swept off his feet.[13]
  • KD also rolls into a ball and tries to crush Link.[13]
  • When KD screams or prepares to breathe fire, throw a bomb into its mouth.[13]
  • The explosion weakens KD and brings him to his knees.[13]
  • Then, attack his head.[13]
  • When you kill KD, a cutscene shows KD sinking into the flaming lava pit.[13]

Deku Baba

OoT-Deku Baba IGN.jpg

King Dodongo

OoT-King Dodongo IGN.jpg

Gohma

OoT-Link vs Gohma IGN.jpg

Stalfos

OoT-November Stalfos IGN.jpg

Tektite

OoT-Tektite IGN.jpg

December, 1997

Specifications

Zelda 64 finally received an official title: ‘’The Legend of Zelda: Ocarina of Time’’.[20]

Release Date

IGN reported that no US release date had been revealed yet. They noted that the game would be released in Japan in April of 1998, and predicted that it would appear on Western shelves a few months later. However, they also speculated that Nintendo might decide to make the game its big Christmas ‘98 title.[20]

The game came out in both Japan and North America in late November, 1998.[21]

[22]

Aonuma We didn't know where the finish line was! (laughs)[22]

Iwata Without knowing a due date, time dragged on… (laughs)[22]

Aonuma Yeah. Sorry about that. (laughs)[22]

64DD

The site also restated that two Zelda games would be released for the N64 in the near future., though the 64DD itself did not yet have a US release date or price at the time.

It mentioned that the 64DD expansion was still unnamed, and was commonly referred to as Zelda DD.[20]

Peripherals

Nintendo Power #103 confirmed that Zelda 64 would make use of the Rumble Pack.[8]

Link’s Model

During earlier times, Link will appear as a boy of about ten years of age, while in the later stages he is a heroic youth in his teens. Kid Link, as the EAD team calls him, will have special abilities and will be able to use certain items that Teen Link won’t be able to use.[8]

Items

Nintendo Power mentioned that Link would be able to combine weapons.[8]

Story

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.[8]

One of the central themes of the game has to do with time. In fact, you will move backward and forward in time at different stages of the game.[8]

Characters

Navi

Navi, still spelled “Navie”, even in Nintendo’s official publication, was said to not only warn Link of impending enemy attacks, but take an active role in defending and healing the hero.[8]

Environments

In addition to the locations that had already been revealed to fans through text and image, Nintendo Power claimed that Link would be able to visit a farm and a swamp.[8]

Lon Lon Ranch did exist, though it had yet to appear in screenshots in recognizable form. A swamp, however, never made it into the game, though there is one in its sequel, Majora’s Mask.

  • As the Ocarina camera system became finalized, I began to devote my energy to making some of the cut-scenes and demo movies for the title – about half of those finally used – starting with storyboards and then creating the final versions. - Cutscene Designer Yakumi KawagoeCite error: Invalid <ref> tag;

invalid names, e.g. too many

At a reported 256 megabits, Zelda 64 will be the largest game for the N64, doubling the current game on the market.[8]

In addition to Link’s steed, you’ll also find warps that transport Link instantly across the world.[8]

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 What About the RPGs? - N64.com, Oct. 10th, 1997
  2. 2.0 2.1 Pg. 103 & 105 - Nintendo Power #101, Oct. 1997
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Where the Name Navi Came From - Nintendo.com, Date Needed
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 What We Couldn't Do with The Legend of Zelda: Ocarina of Time - Nintendo.com, Date Needed
  5. Natural Rhythms of Hyrule - Sept. 2005
  6. Pg. 103 - Nintendo Power #101, Oct. 1997
  7. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 Info Needed
  8. Needs Title - Nov. 1st, 2005
  9. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 Miyamoto Interview - Game Staff List Association Japan, 1998
  10. Miyamoto and Aonuma on Zelda at E3 2004 - May 12th, 2004
  11. NINTENDO SPACEWORLD'97入場者数
  12. 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 13.10 13.11 13.12 13.13 13.14 13.15 13.16 13.17 13.18 13.19 13.20 13.21 13.22 13.23 13.24 13.25 13.26 13.27 13.28 13.29 13.30 13.31 13.32 13.33 13.34 13.35 13.36 13.37 13.38 13.39 13.40 13.41 13.42 13.43 13.44 13.45 13.46 13.47 13.48 13.49 13.50 13.51 13.52 13.53 13.54 13.55 13.56 13.57 13.58 13.59 13.60 13.61 13.62 13.63 13.64 13.65 13.66 13.67 13.68 13.69 13.70 13.71 13.72 13.73 13.74 13.75 13.76 13.77 13.78 Everything About Zelda 64 - Nov. 25th, 1997
  13. 14.0 14.1 Miyamoto on Zelda - Nov. 13, 1998
  14. Historical Conversion Rates | OANDA - Nov. 21st to Nov. 24th, 1997
  15. 16.0 16.1 Zelda DD Action in '98 - Nov. 24th, 1997
  16. 17.0 17.1 17.2 17.3 17.4 Name Needed - Nintendo Power #104, January, 1998
  17. 18.00 18.01 18.02 18.03 18.04 18.05 18.06 18.07 18.08 18.09 18.10 18.11 18.12 18.13 18.14 18.15 18.16 18.17 18.18 18.19 18.20 18.21 18.22 18.23 18.24 18.25 18.26 18.27 18.28 18.29 18.30 18.31 18.32 18.33 18.34 “Let's Go to Toei Kyoto Studio Park!” - Nintendo.com, Date Needed
  18. 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 19.11 19.12 19.13 19.14 19.15 19.16 19.17 19.18 19.19 19.20 19.21 19.22 19.23 19.24 19.25 19.26 19.27 Finding the Right Location for the Opening Sequence - Nintendo.com, Date Needed
  19. 20.0 20.1 20.2 What You Always Wanted to Know About Zelda 64 - Dec. 23rd, 1997
  20. The Legend of Zelda: Ocarina of Time - Wikipedia.com
  21. 22.0 22.1 22.2 22.3 “Now That's The Legend of Zelda!” - Nintendo.com, Date Needed