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Prerelease:The Legend of Zelda: Ocarina of Time/Sword on B

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September, 1998

Title Cutscene

Because the game’s script and settings changed so frequently and drastically, cutscene director Takumi Kawagoe struggled with the question of how to keep his cinema scenes current each something was altered, without having to remake them from scratch. Thinking ahead, he created the cutscene system that appears in the game today.[1]

The cutscenes in Ocarina of Time are not pre-rendered, which means that, rather than displaying a pre-recorded movie, the camera moves around in-game models on a pre-set path in real-time.

Some information is set in stone at the time of the cutscene’s creation, such as the path of the camera, which actors and objects are loaded, which map exits lead where, and the timing of the events and actions that take place in the scene. Other information, such as which outfit and accessories Link has equipped, and what the map looks like, are not.

The data that is not predetermined is generated in real-time, meaning that Link’s equipment in the cutscene will reflect what the player currently has equipped. Even if the developers change the appearance of the area in which the cutscene takes place after it is created, the cutscene will not need to be updated.[1]

This versatility was also influenced by Miyamoto’s feelings about cutscenes. Despite the fact that the game has nearly ??? hours of cinematic sequences, Miyamoto is not a fan of cutscenes himself, and doesn’t feel that they are a necessity for games. According to fellow staffers, if ‘’Ocarina of Time’’ was going to use cutscenes, Miyamoto wanted a tool that would allow developers to redo them over and over, right up until the day before the game’s completion. He had been drilling this lesson into the staff ever since Super Mario 64. The last thing he wanted was to listen to “I can’t fix it” because the cutscenes had already been made.[1]

Iwata You made The Legend of Zelda: Ocarina of Time without knowing what kind of game it was until the various parts came together. How did that feel for you Kawagoe-san as you made the cut scenes? (laughs)[1]

Kawagoe What should I say about that? (laughs) Even after the game was basically done, a lot had to be switched in. For example, "You know that item in that one dungeon? Well, we need to use that in another dungeon."[1]

Kawagoe And that stuff tends to concentrate around the end of development. The script changed in one way after the next…or rather, it changed drastically.[1]

Kawagoe How far we could adapt to those drastic changes was a way for us to show our skill.[1]

Iwata Sometimes Miyamoto-san makes drastic changes, too.[1]

Iwata Among the real-time demos, the opening scene is particularly striking. How did you make that?[1]

Kawagoe Today, you can use a CG tool to move the camera, but back then we couldn't do that because of how the game was constructed, so we asked to make the system to enable Nintendo 64 console to move the camera and we used that.[1]

Iwata First there was the music by (Koji) Kondo-san16, and you made the images to match that?[1]

Kawagoe No, the music came later. The landforms of Hyrule Field weren't originally made for cut scenes, so even if you think, "I want to film a scene like this…"[1]

Iwata The right place for it might not exist in the game.[1]

Kawagoe Right. So I moved the camera around, like I was walking across the landforms on my own two feet, thinking, "Is this a good spot?" and "How about over here?" I went around looking for a place that would look good, just like searching for a location to shoot a movie.[1]

Iwata You looked for a location virtually.[1]

Kawagoe Right. At the beginning of the sequence, there's a scene in which Link is riding around on his horse. I thought that spot was good and waited for a while, and then the moon slid down into view.[1]

Iwata By chance?[1]

Kawagoe Yeah. "That's it!" I thought, and decided on that spot.[1]

Iwata It was too good to be true! (laughs)[1]

Kawagoe I think a lot of chance happenings contributed to The Legend of Zelda: Ocarina of Time, but I suspect that Miyamoto-san still thinks that real-time cut scenes are easy to change.[1]


http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm

New story facts on Zelda V

September 27, 1998

Here's some interesting new information on Zelda V's story, characters and goals. If you don't want to know about all that yet, please skip this article. The fact listed here come from multiple sources, under which IGN64 and Nintendo Power Magazine. Major thanks go out to Bowza from Z64: THE Zelda 64 Page, though.

The quest of Zelda V will begin with Link as a child. In this form he'll have to collect three treasures, the Kokiri's Jade, Goron's Ruby and Zora's Sapphire. He'll be able to put these into his Ocarina of Time then. After he retrieves these things, he'll be placed into suspended animation. Pictures of Link trapped in a crystal quite possibly show this.

After he finally gets out of the crystal after a couple of years, he will be the older, fully grown Link. When he returns to the world as an adult, he will notice that Hyrule is in termoil, and that a once happy world is now in ruin. There are around 7 dungeons in this older world (similar to the Dark World), and to solve riddles, Link will have to travel back and forth through time using the Master Sword and the Ocarina.

Then on to some new characters. Firstly, there's Talon, who owns the Lon Lon Ranch. This ranch is where Link learns to ride his horse. Talon is a very lazy man, who prefers sleeping over working anyday. He hates turtles, but loves mushroom. As irrelevant as it sounds, you can bet it will have a purpose in the game. This is Zelda we're talking about, after all. Talon looks a lot like Mario, surprisingly.

Next to Talon, there's Ingo. He takes care of chores at the ranch because the owner is way too lazy! He teaches Link horseriding. He's not a big fan of Talon, his employer, but did have a crush on Talon's wife.

Then there's also Malon, Taron's daughter. She lives on the farm, and will no doubt become friends with Link. Link will meet her as both a child and as adult. She's a good singer, so perhaps she can teach Link some songs he can play on the Ocarina.

Finally there's Sheik, part of the Sheiker bloodline, known for it's warriors. Link will meet with this mysterious man several times in his adult form.

To close this article, there's a bunch of little fun facts. Once again, there will be a fishing mini-game, just like in Zelda 4. This is not where the similarities with that game stop, as there will be an owl who gives you clues. Besides the similarities with the Game Boy game, Zelda V will also be similar to the Super Nintendo game. It begins much like it, as Link awakes from a dream of some sort, and control over the game begins in Link's house.

Niels 't Hooft

http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm

Zelda to be playable early

September 27, 1998

As you probably read elsewhere before, starting October 24 (when the big hype around Zelda V will start), the game will be playable in the major stores. So, if you can't really wait to get your hands onto an actual copy of the game, this should be your chance to test the game before you buy.

Niels 't Hooft

http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm

More gold

September 18, 1998

Still not sure how to get a Gold cart for Zelda V? This is how to do it: pre-order it after October 24 and before November 22.

Already pre-ordered? Go to the shop where you pre-ordered your copy of Zelda V after October 24 and before November 22, and ask them there: "Hello, I preordered Zelda for Nintendo 64 a while ago, will I get my game on a Golden cart?" If they tell you: "No," or "Dunno," ask your money back, and go to another chain, which does run the promotion, and pre-order it there. If they tell you: "Yes," then go back home happily.

Any store can participate in Nintendo's Gold-cart Zelda-hype promo, so most of them will probably run it. The promo starts October 24, that's why most retailers won't know about it until that date (not everyone has an internet connection, nor do they all check out the major gaming news websites).

Niels 't Hooft

http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm

Zelda goes gold

September 9, 1998

According to Nintendo, The Legend of Zelda: The Ocarina of Time is going to arrive on a Golden cartridge after all. However, this will only happen in a limited edition, for people who pre-order the game. They don't have an official line on this, but this is what Nintendo told one of our readers in an e-mail:

Yes, it's true. Between October 24 and November 22, game players can sign up with their favorite retailer to pre-purchase The Legend of Zelda: The Ocarina of Time. These pre-purchased games will come in a special gold-colored cartridge. Once the game formally launches on November 23rd, gold cartridges will no longer be available.

Because this is a recently announced promotion, we do not have a list of participating retailers. You will want to check with your local retailers to find out which ones will be taking part in the promotion. Please keep in mind that since this promotion doesn't start until October 24th, in-store personnel may not have all of the details yet. If you've checked with the retailers in your area, and they are not familiar with this promotion, please check back with them on October 24th.

What does this mean? Well, Nintendo will start advertising in favor of pre-ordering the game on October 24th. After that, certain stores will also advertise it, and have promotional material as to this. It seems highly likely that if you have preordered the game at a shop which participates in the promotion, you'll also get a gold cart, even if you didn't preorder. Check with them somewhere between October 24 and November 23, though, to make sure! If you have preordered already at a big chain like Toys R Us or EB, the chance is big you'll be able to participate. If you preordered at a smaller shop, there's a small chance you won't be able to participate... but the only way to find out is by checking with them after October 24.

Either way, if you didn't pre-order yet, wait until October 24, and do it, or you'll be missing out on a historical event, in the form of a golden Nintendo 64 cart.

http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm

Box art for Zelda V unveiled

September 27, 1998

Here it finally is... the box art for Zelda V. And surprisingly, it's not even far from the concept that I created months and months ago. Take a look at my version, and the one that it's going to be.

My box. My version, made months ago.

Nintendo's box. Nintendo's version.

This box also confirms that the official title will be The Legend of Zelda: Ocarina of Time instead of The Legend of Zelda: The Ocarina of Time as previously thought.

http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm

September 30, 1998

BowZa reports on Nintendo Power

The recent issue of Nintendo Power gives us more interesting news about Zelda V! First of all, a new weapon has been uncovered, it is called the Bombchu, and is described as "a mobile weapon that shuttles bombs across the ground and up walls". In addition, to turn on the Rumble Pak compatibility within the title, you will have to uncover the Stone of Agony, and, as reported several weeks ago, Link will be able to fish. Other mini games include bowling, with bombs of course, and a shooting gallery. In my opinion the idea of having to basically discover the Rumble Pak ability is great! It should be mentioned that the Rumble Pak will be used differently in this game than in most, and will be used to uncover secrets.

http://web.archive.org/web/19990222123646/http://www.zhq.com/entry/news/september98.htm

Z64: The Zelda 64 Page

Zelda commercials to be seen in theaters

September 27, 1998

That Zelda was going to be one of the biggest games ever was already known. But that Nintendo would be using all sorts of ways of promotion, including some that have never before been used to promote videogames, that surprised even me. Yes, it's true, starting October 24, you'll be able to spot commercials for Zelda V in the theaters. What movies they will appear with is still unclear.

Perhaps the most amazing part is that this promo won't only be appearant in the US, but it will be the same in Europe, including my home country The Netherlands. I can't wait to see that one! It only goes to show that Nintendo is really stressing the N64 and Zelda in Europe. Finally!

Iwata Asks

[2]

Iwata My own impression is that The Legend of Zelda: Ocarina of Time firmly established the "essence of Zelda."[2]

Aonuma That's right. That's why it's been hard to make anything ever since! (laughs)[2]

Aonuma Something I always think as I work on the series is how hard it was to make The Legend of Zelda: Ocarina of Time, but it was also a great time. As mentioned earlier, we were making something unprecedented.[2]

Iwata There wasn't anything you could compare it to.[2]

Aonuma As we went through a process of trial and error and watched it take shape each day, it was really fun working on it. Each day we said, "Oh, look at what we did!" and that built up.[2]

Kawagoe For example, we were really impressed when the sword was able to cut a sign.[2]

Aonuma Yeah. Miyamoto-san put that in when everyone was exhausted. (laughs)[2]

Koizumi (Kazuaki) Morita-san17 at SRD programmed that. You don't just cut the sign, but float it in the pond. When Miyamoto-san saw that, he burst out laughing and said, "Now that's The Legend of Zelda!"[2]

Iwawaki Yeah, he said that. (laughs)[2]

Koizumi I remember it clearly.

Iwata Aside from cutting the signs, The Legend of Zelda: Ocarina of Time was a game with lots of forms of gameplay that players were experiencing for the first time and that must have made them think, "What's this?" and "What's going on here?"[2]

Kawagoe-san, why do you think you were able to make a game like that?[2]

Kawagoe In some ways, I think it was because of a certain fearlessness on the part of the staff. We were just getting acquainted with the Nintendo 64 hardware and began development in a state of excitement over all the possibilities. As a result, our feelings and behavior packed a lot into the game out of a sense of "Well, if we can do this, then let's do that, too!"[2]

Kawagoe Put another way, it's like we were plunging into a pathless, misty expanse and thinking, "I'm sure we can do this!"[2]

Iwata I think that fearlessness was indeed a big factor. You were a group of people who hadn't learned before you began how hard it could be or how long it could take. (laughs)[2]

Aonuma We really hadn't.[2]

Iwata The group believed that anything was possible with the Nintendo 64 system, plunged ahead, discovered a lot of interesting stuff, omnivorously adopted it, and threw it all together in a way without any friction, resulting in a dense concentration of material.[2]

Kawagoe But as with the moon sliding into view, which came up earlier, a lot of things fell into place by chance.[2]

Osawa We'd be feverishly working away at it and all of a sudden be like, "Oh, we did it!"[2]

Aonuma We'd get a lot done that we hadn't even imagined.[2]

Kawagoe I feel like we encountered a lot of such happy chance occurrences.[2]

Iwata So the developers could get excited about the daily discoveries.[2]

Osawa Almost every day, I was like, "You made that?! Well then, I'm gonna..."[2]

Aonuma Each day, I experienced the reward of seeing the practically empty world that I had first designed with only squares and triangles rapidly become a realer one as various people added their input. I was incredibly happy about that.[2]

Kawagoe I suppose we could do that because we were all young.[2]

Iwata Koizumi-san, I think you're the youngest among the team members here today. How old were you when you made The Legend of Zelda: Ocarina of Time?[2]

Koizumi I was about 26 or 27. How about you, Aonuma-san?[2]

Aonuma I was in my thirties without doubt.[2]

Koizumi (looking serious) I was the youngest among those of us here, so I was ill at ease (laughs) and couldn't really say what I wanted.[2]

Aonuma Huh? No way! You always said the harshest things! (laughs) Everyone (laughs)[2]

Koizumi Did I? (laughs) I think it will show up in the next session of "Iwata Asks," but the designers (Yoshiki) Haruhana-san and (Satoru) Takizawa-san were in their early twenties then, and they kept up their enthusiasm. The development period was two and a half years.[2]

Iwata And it was a particularly intense two and a half years.[2]

Koizumi When it's that long, you should run out of breath, but we never did.[2]

Koizumi It wasn't hard at all for me to work until or past midnight every day.[2]

Kawagoe Yeah, we were all young. (laughs)[2]

Osawa It was fun how each day was different.[2]

Koizumi It sure was.[2]

Iwata We raced along for two and a half years, experiencing immense changes each day.[2]

Aonuma That's right.[2]

Koizumi Work is generally fun, but that may have been the most satisfying time. I was able to make a lot of selfish demands, so I think we caused everyone trouble…but it was fun.[2]

Aonuma We weren't selfish—we were dedicated.[2]

Osawa I think if the same team ever had to make the next The Legend of Zelda: Ocarina of Time, it would probably be fun.[2]

(That's the joke!)

3DS

[3]

Iwata Lastly, I'd like each of you to say a few words regarding the return of The Legend of Zelda: Ocarina of Time 13 years after its original release. Shall we start with you, Iwawaki-san?[3]

Iwawaki Sure. I actually tried out The Legend of Zelda: Ocarina of Time 3D for the Nintendo 3DS system and felt that big world of The Legend of Zelda drawing me in.[3]

Iwata That immense world was in the palm of your hand.[3]

Iwawaki Yes, just like that. I felt like that world was right there. I hope everyone else will enjoy the world of The Legend of Zelda to the fullest.[3]

Aonuma As mentioned earlier, it was really fun when we were making the original game, because each day we made rewarding progress and the world in the game rapidly came together. I think the players could sense the fun we had.[3]

Iwata You feel like the developers' feelings reached the players through the game.[3]

Aonuma Right. Our feeling 13 years ago is even further amplified in the Nintendo 3DS version. I hope the players will sense that. If you go on an adventure in that broad world in the Nintendo 3DS version, new discoveries await.[3]

Iwata Some who played the Nintendo 64 version may not have played it to its fullest.[3]

Aonuma That's right. We put in all sorts of weird stuff (laughs), so I hope everyone will find those things.[3]

Kawagoe The Nintendo 3DS version is a remake, but there are different directions to take with a remake. I don't think simply spiffing up the graphics and making it more luxurious would inspire the same moving experience. But this remake plays out the stereoscopic 3D, allowing players to experience the splendor of the Nintendo 64 version from a new perspective. I think that's great.[3]

Iwata Kawagoe-san, have you played the Nintendo 3DS version?[3]

Kawagoe Yes. I was surprised to see what the landforms we had created were like![3]

Iwata You didn't know until seeing them on the Nintendo 3DS version?[3]

Kawagoe No. On the Nintendo 64 version, I sort of knew what they were like by filling in their real forms in my head, but on the Nintendo 3DS version, like when looking at Hyrule Field, I got a much clearer sense of what the landforms and distances were like.[3]

Aonuma That surprised me, too.[3]

Iwata You were surprised even though you had made them.[3]

Kawagoe A discovery 13 years later![3]

Iwata I see. How about you, Koizumi-san?[3]

Koizumi I'm really scared to play the Nintendo 3DS version. That's because I feel like if I encounter my work from 13 years ago, I'll find a lot of stuff to make me cringe.[3]

Kawagoe I was the same way. (laughs)[3]

Koizumi But they're making the Nintendo 3DS version in Tokyo, so they asked me to check it. I hesitantly tried it out (laughs) and was pleased to see how handsome Link looks![3]

Osawa I haven't laid hands on the Nintendo 3DS version yet. That's not because I'm scared like Koizumi-san, but because I want to buy it myself and play it like any other gamer. I'm really looking forward to seeing how what we made 13 years ago has changed, and I'm glad what we made 13 years ago has been shed new light by someone else so I can enjoy it too.[3]

Iwata I suppose you'll feel like you're opening a time capsule.[3]

Osawa Yes. The only Legend of Zelda game I've ever worked on was The Legend of Zelda: Ocarina of Time, so I felt like I had done everything I could. But today, 13 years later, I even want to enjoy looking at it again and noticing places where I could've done better, so I can't wait for the release date.[3]

Aonuma I've been involved with every game in the series since The Legend of Zelda: Ocarina of Time, so I don't feel that way. I'm like, "Tch!" (laughs)[3]

November, 1998

http://web.archive.org/web/20000414160749/http://www.zhq.com/entry/news/november98.htm

Zelda on IGN64

November 4, 1998

IGN64 has been quite a bit of a busy site recently, when it comes to Zelda coverage. Not a strange thing, considering the fact that Zelda is the N64's biggest title yet, and that IGN64 is an N64 site.

Among the stuff they've had in the last week is a downloadable version of the Zelda trailer that will be showing in theaters, a new issue of Hyrule Times, in which they keep the Zelda facts from spoiling stuff to you in a smart way (but you quite likely read everything they tell on ZHQ already), and an interview with the guy who wrote the upcoming adventure book based on Ocarina of Time. Stupid thing is that in this (non spoilerproof) interview, more is spoiled then even I wanted to know. I'll be glad to warn you properly this time: spoilers are ahead!

Among new items are the Hoover Boots and the Mirror Shield. The six items adult Link has to get from the later dungeons are Medallions. Part of your mission as adult Link is to rescue all the Sages (as the seven Wise Men are now called, eliminating the problem of one of the Wise Men being female). The most interesting, and most spoiling new fact, however, is that the Sages will be aiding you in the final battle against the transmutated Ganon.

Jason Rich, the writer of the book, also said that there's only one Link and one Zelda in the series, but here at the ZHQ staff we're convinced he doesn't have any idea what he's talking about. An interesting thing he added, however, was: "Link and Zelda can pretty much become anything." Umm... yeah, right. We'll wait and see until we play the game.

IGN64 also revealed that to develop The Legend of Zelda: Ocarina of Time, Nintendo spent $10 million. 200 people worked on the game in two years. If you want to read more, head to IGN64.

http://web.archive.org/web/20000414160749/http://www.zhq.com/entry/news/november98.htm

Zelda meets the British press

November 4, 1998

If you've ever read any of them, you know that British gaming magazines are the best in the world. This month a couple of them had some interesting stuff to tell about Zelda V.

It began with Nintendo Magazine, which is pretty much the equivalent to Nintendo Power, but kinda annoying at that. The magazine was proud to present the first Zelda review to appear in any UK-mags. It was clear that the writer of this review went to the same event as I did (as it's been the only opportunity for anyone in Europe to play the game). However, the review wasn't exactly top notch. It said: "This is THE game of the decade," but that was pretty much all it had to tell. It never became clear what exactly makes Zelda so good. It did unveil the second magic spell, however, which I hadn't discovered myself, yet.

http://web.archive.org/web/20000414160749/http://www.zhq.com/entry/news/november98.htm

Nov. 23rd, 1998

ZHQ's co-webmaster Steve Fairbank reported on his favorite magazine Electronic Gaming Monthly: "EGM has an incredible sixteen pages of Zelda in this month's feature. The first half of the article, entitled "The Hyrule Tattler," tells about the magazine's exploits of Hyrule at the Zelda Summit. The ocarina, controls, areas, and events of Zelda V are discussed in the first eight pages. The second section, "Zelda 101," looks back on eleven years of Link. The storyline, gameplay, outcome, and the Japanese version of each Zelda entry are featured in this part. The CD-i and Satellaview games are also told about in Zelda 101.

http://web.archive.org/web/20000414160749/http://www.zhq.com/entry/news/november98.htm

News on Zelda DD

November 23, 1998

I'm wondering whether I should be happy with the latest news on Zelda DD. It was, in a way, easy not to know anything about the game at all. If you're a fan, you know that previously, the Zelda game for the 64DD was one big mystery.

Last Friday, however, IGN64 ran a story on this game. They sat down with Mr. Miyamoto when he was in San Francisco to talk about Zelda last week. And, they asked him about Zelda DD.

As you may remember, Nintendo initially announced that Zelda would include so-called 64DD hooks, which allow the game to access data stored on a 64DD disk (if the drive is connected).

"Ocarina of Time has been designed with the disk drive system in mind," Mr. Miyamoto told IGN64. "More specifically, if you connect Zelda with the disk drive, an icon will appear on screen, announcing 'Ura-Zelda', or 'Another Zelda'. There were several ideas that I could not incorporate [in the current game] because of the time shortage and other reasons. In the future, I want some new areas and new dungeons to be available for players who have already finished Ocarina of Time, where they will find new challenges."

While the prospect of new adventures and dungeons sounds intriguing, even Mr. Miyamoto is still unsure about the future of the disk drive add-on which would unlock the new quests when coupled with the optional Zelda DD disk: "We were assuming that the disk drive system would be introduced next year," said Miyamoto. "But since the DD hasn't been introduced, we have to still determine product reliability and other factors -- which may not allow us to release Ura-Zelda next year."

So what happens to the extra quest if the DD doesn't come out? Said Miyamoto candidly: "If that happens and we cannot introduce this second game, we may have to have a special edition release in the future."

Since Nintendo of America is currently not planning to release the 64DD in the US, the prospects of a special edition of "Ura-Zelda" or perhaps a lock-on cart with new adventures are a good indication of what's to come in '99.

Gold Cart

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

アメリカのゴールドバージョンゼルダは、カートリッジの外側がゴールドで、予約限定のやつですね。元々アメリカで発売してるゼルダは1作目からゴールドで、今回も全部ゴールドの予定だったんですが、色々問題がありまして。

そこで最初の何万個かだけ限定にすることにしました。とにかくアメリカ人にしては珍しく前金を入れて予約してくれて、予約も数十万個頂いたみたいです。何かイベントでも開いて日本でも販売してみたいですね。[4]

Removing Things

なのでモニターをとって全員が「つまらない」と言ったものは排除しましたが、ばらけたものは残しました。かなり好みが分かれると思いますよ。[4]


Etc.

[2:27pm] <GlitterBerri> https://www.youtube.com/watch?v=0aVXUJFje2E&feature=youtu.be#t=2m15s <— Z-targeting, no black bars on screen [2:28pm] <GlitterBerri> https://www.youtube.com/watch?v=0aVXUJFje2E&feature=youtu.be#t=2m43s <— Where is Link in Hyrule Field? Can you compare his location? [2:28pm] <GlitterBerri> https://www.youtube.com/watch?v=0aVXUJFje2E&feature=youtu.be#t=2m50s <— I haven’t seen this footage before [2:28pm] <GlitterBerri> https://www.youtube.com/watch?v=0aVXUJFje2E&feature=youtu.be#t=2m54s <— Boring square entrance, like A + C, keys in Dodongo’s Cavern [2:29pm] <GlitterBerri> https://www.youtube.com/watch?v=0aVXUJFje2E&feature=youtu.be&t=3m1s <— Navi says “What’s this?” according to Playtendo [2:29pm] <GlitterBerri> Oops, -& +# [2:29pm] <GlitterBerri> https://www.youtube.com/watch?v=0aVXUJFje2E&feature=youtu.be#t=3m9s <— Navi says “Teki da yo!” (Enemy!), discovered by Playtendo [2:30pm] <GlitterBerri> https://www.youtube.com/watch?v=0aVXUJFje2E#t=3m7s <— Link walks in Death Mountain Crater [2:30pm] <Playtendo> pretty sure I linked to the trailer in that video yesterday night [2:30pm] <Playtendo> https://www.youtube.com/watch?v=_hFSu7edzU0 [2:30pm] <GlitterBerri> You did [2:30pm] <Playtendo> better quality [2:30pm] <GlitterBerri> I have that one on my hard drive :) [2:30pm] <GlitterBerri> Thanks to Zeth sending me his collection [2:30pm] <GlitterBerri> https://www.youtube.com/watch?v=0aVXUJFje2E#t=3m22s <— Navi says “Teki da yo!” again [2:31pm] <Playtendo> king dodongo's fire doesn't burn link's shield [3:07pm] <Playtendo> http://youtu.be/0aVXUJFje2E?t=9m23s king dodongo's fire only goes forward [2:31pm] <GlitterBerri> Oh, good eye

[2:32pm] <GlitterBerri> https://www.youtube.com/watch?v=0aVXUJFje2E#t=3m56s <— Unused Kokiri Forest cutscene [2:32pm] <GlitterBerri> looks like Navi flying [2:32pm] <Playtendo> pretty sure that's the intro cutscene [2:33pm] <GlitterBerri> It’s not the same as the intro cutscene [2:33pm] <GlitterBerri> https://www.youtube.com/watch?v=6Wgnmm7Y2c0 [2:33pm] <GlitterBerri> actually, it is.. just the actors are different ^ [2:33pm] <GlitterBerri> ^^ [2:34pm] <GlitterBerri> Wtf is that Kokiri boy doing? hehe [2:34pm] <GlitterBerri> https://www.youtube.com/watch?v=0aVXUJFje2E#t=4m6s <— Where is Link? https://www.youtube.com/watch?v=0aVXUJFje2E#t=4m42s <— Different door, looks open and not locked: http://vgmaps.com/Atlas/N64/LegendOfZelda-OcarinaOfTime-Future-GerudoTrainingGround(Side).jpg https://www.youtube.com/watch?v=0aVXUJFje2E#t=5m25s <— sound of hooves, but no music and Epona doesn’t enigh https://www.youtube.com/watch?v=0aVXUJFje2E#t=5m42s <— Zora tunic in forest temple [2:44pm] <Playtendo> also link's fighting volvagia with the green tunic and there's no heat timer https://www.youtube.com/watch?v=0aVXUJFje2E#t=6m33s <— Action button says Drop in front of Master Sword, deku tree music https://www.youtube.com/watch?v=0aVXUJFje2E#t=6m50s <— Skulltula doesn’t bounce you off or go side to side when you hit it with your sword https://www.youtube.com/watch?v=0aVXUJFje2E#t=7m <— Lizalfos stands around like an idiot until Link z-targets it https://www.youtube.com/watch?v=0aVXUJFje2E#t=7m23s <— Gohma’s room seems lighter https://www.youtube.com/watch?v=0aVXUJFje2E#t=8m50s <— Hitting Gohma or her babies with the slingshot causes the whole screen to flash white. Why? https://www.youtube.com/watch?v=0aVXUJFje2E#t=9m11s <— Boomerang in Dodongo’s Cavern https://www.youtube.com/watch?v=0aVXUJFje2E#t=9m29s <— Child Link throws boomerang at KD… https://www.youtube.com/watch?v=0aVXUJFje2E#t=9m39s <— Spanish trailer I’ve never seen before https://www.youtube.com/watch?v=0aVXUJFje2E#t=10m5s <— Link ON EPONA IN HYRULE CASTLE TOWN!! Epona object in Ganon’s Castle https://www.youtube.com/watch?v=0aVXUJFje2E#t=10m35s <— Where is this? https://www.youtube.com/watch?v=0aVXUJFje2E&feature=youtu.be&t=9m10s <— link simply looks forward instead of doing that turning around surprised animation bomb explosion sounds different black bomb jump animation used for neutral jump

misplaced house lights in Lon Lon Ranch: http://s7.postimg.org/j0l0nywbf/snap0022.gif

http://zs.ffshrine.org/album/ocarina-of-time/inst-us/34-35.jpg https://www.origin.com/en-us/store/buy/battlefield-3/pc-download/base-game/standard-edition http://s477.photobucket.com/user/Riggy23/media/Private/BetaZoraVertexColors.jpg.html http://s28.postimg.org/9a5oqu9ql/Untitled_3.png http://s29.postimg.org/9xwma6o5j/Untitled_3.png http://postimg.org/image/gdxvhh1xz/

DC8430 <— Yari Hikari

http://youtu.be/_hFSu7edzU0?t=3m16s

teki da yo!

https://www.youtube.com/watch?v=_hFSu7edzU0&feature=youtu.be&t=50s

Link walks slowly

you can’t run and slash like that he does a horizontal slash like in TP

https://www.youtube.com/watch?v=0aVXUJFje2E&feature=youtu.be&t=11m6s


[9:26pm] <Airikita> 012E 0001 Music Staff (Ocarina) spot //FIXME [9:26pm] <Airikita> & 1C00 = Spot Type [9:26pm] <Airikita>

 - 01 = Zora River, Zelda's Lullaby Spot (no cutscene)

[9:26pm] <Airikita>

 - 02 = Windmill, Song of Storms spot (cutscene)

[9:26pm] <Airikita>

 - 03 = ???

[9:26pm] <Airikita>

 - 04 = Temple of Time, Song of Time spot (cutscene)

[9:26pm] <Airikita>

 - 05 = Learn Sun's Song spot

[9:26pm] <Airikita>

 - 06 = Royal Family Tomb, Zelda's Lullaby spot

[9:26pm] <Airikita>

 - 07 = Puzzle Spot

[7:54pm] <Takuhi> the OOT beta zora [7:54pm] <Takuhi> is broken [7:54pm] <Takuhi>

P

[7:54pm] <Takuhi> beside the textures [7:55pm] <Takuhi> It actually lacks vertex shading [7:55pm] <Takuhi> Like it has it located in the model [7:55pm] <Takuhi> but the model -never- points to it [7:55pm] <Takuhi> so it goes unused [7:55pm] <Takuhi> http://i477.photobucket.com/albums/rr132/Riggy23/Private/BetaZoraVertexColors.jpg [7:55pm] <Takuhi> This is when I pointed the model to the vertex shading

[7:38pm] <JSA> i probably searched for the 0x16 command


[7:45pm] <Three_Pendants> Yes, MZXRules actually restored what he could and found a few interesting deals. [7:45pm] <JSA> i think it's just where the IK fight was part of the Spirit temple [7:46pm] <JSA> before they divided them


[7:43pm] <JSA> then you know to scene the map and scene for hidden object sets [7:43pm] <JSA> you have to check both the scene and the map [7:43pm] <JSA> cause like in the case of the spirit temple [7:43pm] <JSA> the scene had extra hidden object sets [7:43pm] <Three_Pendants> Speaking of that... I could have sworn you were the one to find that? [7:44pm] <JSA> but the map did not [7:44pm] <JSA> the spirit temple thing? [7:44pm] <Three_Pendants> Yeah. [7:44pm] <JSA> I did, but who cares [7:44pm] <JSA> i didn't make a big deal over it [7:44pm] <JSA> remeber [7:44pm] <JSA> it's not like the hyrule field one [7:44pm] <JSA> that one was cool [7:44pm] <JSA> this was super broken


[7:53pm] <Three_Pendants> For instance, I found King Dodongo's real HP value, his "normal one" is actually unused. [7:54pm] <JSA> "normal one"? [7:54pm] <Three_Pendants> His normal one lists his HP at 8, which seems consistent, but it is an innocuous 0C elsewhere in his file which is his real HP. [7:54pm] <Airikita> Porting OoT to MM doesn't make sense for me, unless we get more documentation. [7:55pm] <GlitterBerri> Three_Pendants: Add to wiki D: [7:55pm] <GlitterBerri> pls pls [7:55pm] <Three_Pendants> Now this 0C is actually pretty interesting. King Dodongo takes 2 HP damage each time a bomb explodes inside of him, making him seem like he had 8 HP all along.

[7:55pm] <Three_Pendants> But a Bomb cannot kill him, it will put him down to a minimum of 1 HP.

1:12pm] <Three_Pendants> Hmm, so what I accomplished today... well I was right on Barinade. That is his Actual Damage Table, but it only applies during the final phase as he spins around and it seems most values aren't actually applied. [1:12pm] <Three_Pendants> Only the Swung Weapons and the Boomerangs apply. [1:13pm] <Three_Pendants> All of the magics, Fire, Ice, and Light seemed like they were supposed to each do something special, but in the final game those damage values do nothing special to Barinade. [1:13pm] <GlitterBerri> Hi [1:14pm] <GlitterBerri> Interesting interesting [1:14pm] <Three_Pendants> Also, I was going through my old spawned actor notes and came across some interesting things... [1:15pm] <Three_Pendants> It seems that somehow bushes might be able to spawn Hole in the Ground exits... [1:16pm] <Three_Pendants> Also, there might have been a different plan for the Bongo Bongo cutscene at one point... [1:16pm] <Three_Pendants> Impa's file, for some reason has a spawn of the Bongo Bongo Shadow. [1:17pm] <Three_Pendants> Sage Impa's File* [1:17pm] <GlitterBerri> Really? o_O Well, it would make more sense for her to be there, sicne she’s the Shadow Sage and not Sheik [1:17pm] <GlitterBerri> Most sages can be found in their temples [1:17pm] <GlitterBerri> Like Nabooru, Ruto, Darunia [1:17pm] <GlitterBerri> Impa sees the shadow fly out, goes to stop it [1:18pm] <Three_Pendants> Very true. I guess at first it was supposed to be Impa who Link met in Kakariko there. [1:18pm] <GlitterBerri> Gets captured [1:18pm] <GlitterBerri> Or in the graveyard, where the shadow originally few out from, if there wasn’t originally a well [1:19pm] <Three_Pendants> Now this might correspond well with the original idea of the Great Fairy's having something to do with the Spiritual Stones... [1:19pm] <Three_Pendants> In that there's a spawn, that long ago I labeled "Spiritual Stones"? for reasons I don't quite recall. [1:19pm] <GlitterBerri> Check it out! [1:19pm] <Three_Pendants> In the Great Fairy's file*


[4:38pm] <Three_Pendants> The Boomerang breaks through Phantom Ganon's defenses and stuns him without the need for an Energy Ball. [4:38pm] <lue> O_o [4:39pm] <Three_Pendants> But it curiously cannot damage him during the first phase. [4:39pm] <einstein95> "Argh boomerangs! My only weakness" [4:39pm] <Three_Pendants> Well! This definitely has to be a special check, I didn't know to look for it because I'd never heard of it happening before. [4:39pm] inductor_ joined the chat room. [4:39pm] <Three_Pendants> This hints though that he was built during a time before Child Link. [4:40pm] <lue> einstein95: "The only way it could be worse if you tried— BOTTLES! NO!" [4:40pm] <Three_Pendants> Haha, I wonder if it is a reference to Link's Awakening... dethl [4:48pm] <Three_Pendants> Also, not only does it stun Phantom Ganon, it hurts him 2 with just that alone. Now I'm wondering if he can be killed like this...

[5:38pm] <Three_Pendants> Alright logic... [5:38pm] <Three_Pendants> 4 is Slingshot. [5:39pm] <Three_Pendants> 20 is Arrow, 80 is Hookshot. [5:39pm] <Three_Pendants> 800 is Ice Arrow. [5:40pm] <Three_Pendants> 800 is Fire Arrow* [5:40pm] <Three_Pendants> F takes care of Ice/Light/Wind/Shadow Arrows... [5:40pm] <Three_Pendants> And the 1 takes care of Spirit Arrows. [5:40pm] <Three_Pendants> Alright. It makes sense when I reasoned it out. [5:41pm] <Three_Pendants> I better record that before I forget it. [5:41pm] <Three_Pendants> One at first glance might think this makes Phantom Ganon vulnerable to a lot of things, but his Defense Mode only activates with projectiles.


[5:47pm] <Three_Pendants> That Phantom Ganon is So Weak to the Boomerang hints there is something else going on here. [5:47pm] <GlitterBerri> mb Link had to fight him before going through time [5:48pm] <GlitterBerri> if the ToT was in the Sacred Grove like it is in tP [5:48pm] <Three_Pendants> That was always my initial thought and that Phantom Ganon wasn't really a Phantom at all. [5:48pm] <GlitterBerri> his name is just boss_ganondrof [5:48pm] <Three_Pendants> Exactly. [5:48pm] <GlitterBerri> which is just a lulzy typo [5:48pm] <GlitterBerri> face-off in the forest rather than face-off on teh Hyrule Castle Town bridge, mb [5:48pm] <GlitterBerri> he’s on a horse both times [5:48pm] <GlitterBerri> COINCIDENCE I THINK NOT1111 [5:49pm] <Three_Pendants> Heh, only times in fact (except one of the opening cutscenes where he's riding through flames)

References