If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Prerelease:The Legend of Zelda: Ocarina of Time/iQue/Removed Link Animations
This is a sub-page of Prerelease:The Legend of Zelda: Ocarina of Time/iQue.
All 129 of these animation filenames were found in z_ocarina2/src/z_player_shape.h. It's likely that these text references are all that remains of them. There are 129 more animation filenames than are See Unused Link Animations for unused animations that were still included in the retail version of Ocarina of Time.
- Inc. - This column indicates whether or not the SoftAnimTblRomTrsInfo file was commented out or included in z_player_shape.h.
- Many files that are included in this file are nonetheless absent from the final game.
- [Duplicate] - For some reason, this filename appears twice in z_player_shape.h.
Contents
Cutscene Animations
| Inc. | Filename | Translation | Notes |
|---|---|---|---|
| ✔ | clink_demo_Tbox_open | Child Link - Cutscene - Treasure Chest - Open | [Duplicate] |
| ✔ | demo_box_DDbox | Cutscene - Chest - DD Chest |
Anchor Animations
| Inc. | Filename | Translation | Notes |
|---|---|---|---|
| ✔ | link_anchor_bom_side_putL | Link - Anchor - Bomb - Side - Put (Left) | |
| ✔ | link_anchor_bom_side_putR | Link - Anchor - Bomb - Side - Put (Right) | |
| ✔ | link_anchor_brakeR_end | Link - Anchor - Break (Right) - End | |
| ✔ | link_anchor_Lpower_jump_kiru_endR | Link - Anchor - Long (Power) - Jump - Slash - End (Right) | |
| ✔ | link_anchor_Lpower_kiru_wait_endR | Link - Anchor - Long (Power) - Slash - Wait - End (Right) | |
| ✘ | link_anchor_normal_kiru_endR | Link - Anchor - Normal - Slash - End (Right) | |
| ✔ | link_anchor_u_turnR | Link - Anchor - U-Turn (Right) | |
| ✘ | link_anchor_waitL_jump | Link - Anchor - Wait (Left) - Jump | |
| ✘ | link_anchor_waitR_jump | Link - Anchor - Wait (Right) - Jump |
Fighter Animations
| Inc. | Filename | Translation | Notes |
|---|---|---|---|
| ✘ | link_fighter_comboA_1st_end | Link - Fighter - Combo A - 1st - End | |
| ✘ | link_fighter_comboA_1st_end_long | Link - Fighter - Combo A - 1st - End - Long | |
| ✘ | link_fighter_comboA_2nd_end | Link - Fighter - Combo A - 2nd - End | |
| ✘ | link_fighter_comboA_2nd_end_long | Link - Fighter - Combo A - 2nd - End - Long | |
| ✘ | link_fighter_comboA_3rd_end | Link - Fighter - Combo A - 3rd - End | |
| ✔ | link_fighter_comboA_3rd_end_long | Link - Fighter - Combo A - 3rd - End - Long | |
| ✘ | link_fighter_comboA_ALL | Link - Fighter - Combo A - All | |
| ✘ | link_fighter_comboA_ALL_long | Link - Fighter - Combo A - All - Long | |
| ✔ | link_fighter_jump_kiru | Link - Fighter - Jump - Slash | [Duplicate] |
| ✘ | link_fighter_jump_kiru_end | Link - Fighter - Jump - Slash - End | |
| ✘ | link_fighter_jump_kiru_landing | Link - Fighter - Jump - Slash - Landing | |
| ✘ | link_fighter_normal2fighter_long | Link - Fighter - Normal 2 Fighter - Long | |
| ✔ | link_fighter_power_kiru_side_walk | Link - Fighter - Power - Slash - Side - Walk | [Duplicate] |
| ✔ | link_fighter_power_kiru_start | Link - Fighter - Power - Slash - Start | [Duplicate] |
| ✔ | link_fighter_power_kiru_wait | Link - Fighter - Power - Slash - Wait | [Duplicate] |
| ✔ | link_fighter_power_kiru_wait_end | Link - Fighter - Power - Slash - Wait - End | [Duplicate] |
| ✔ | link_fighter_power_kiru_walk | Link - Fighter - Power - Slash - Walk | [Duplicate] |
| ✘ | link_fighter_power_kiruA | Link - Fighter - Power - Slash A | |
| ✔ | link_fighter_running_kiru | Link - Fighter - Running - Slash | |
| ✔ | link_fighter_running_kiru_long | Link - Fighter - Running - Slash - Long | |
| ✘ | link_fighter_side_kiruL | Link - Fighter - Side - Slash (Left) | |
| ✘ | link_fighter_side_kiruR | Link - Fighter - Side - Slash (Right) | |
| ✔ | link_fighter_u_turn | Link - Fighter - U-Turn | |
| ✔ | link_fighter_u_turn_kiru | Link - Fighter - U-Turn - Slash | |
| ✔ | link_fighter_u_turn_kiru_end | Link - Fighter - U-Turn - Slash - End | |
| ✘ | link_fighter_wait_kiru | Link - Fighter - Wait - Slash |
Magic Animations
| Inc. | Filename | Translation | Notes |
|---|---|---|---|
| ✔ | link_magic_hikari1 | Link - Magic - Light 1 | |
| ✔ | link_magic_hikari2 | Link - Magic - Light 2 | |
| ✔ | link_magic_hikari3 | Link - Magic - Light 3 | |
| ✔ | link_magic_koori1 | Link - Magic - Ice 1 | |
| ✔ | link_magic_koori2 | Link - Magic - Ice 2 | |
| ✔ | link_magic_koori3 | Link - Magic - Ice 3 | |
| ✔ | link_magic_tame_sidewalk | Link - Magic - Charge - Side Walk | |
| ✔ | link_magic_tame_sidewark | Link - Magic - Charge - Side Wark | |
| ✔ | link_magic_tame_wait | Link - Magic - Charge - Wait | |
| ✔ | link_magic_tame_walk | Link - Magic - Charge - Walk | |
| ✔ | link_magic_tame_wark | Link - Magic - Charge - Wark | |
| ✔ | link_magic_yami1 | Link - Magic - Shadow 1 | |
| ✔ | link_magic_yami2 | Link - Magic - Shadow 2 | |
| ✔ | link_magic_yami3 | Link - Magic - Shadow 3 |
Normal Animations
| Inc. | Filename | Translation | Notes |
|---|---|---|---|
| ✔ | link_normal_180_turn | Link - Normal - 180 - Turn | |
| ✔ | link_normal_180_turn_free | Link - Normal - 180 - Turn - Free | |
| ✘ | link_normal_250step_up | Link - Normal - 250 Step - Up | |
| ✔ | link_normal_90_turn | Link - Normal - 90 - Turn | |
| ✔ | link_normal_90_turn_free | Link - Normal - 90 - Turn - Free | |
| ✔ | link_normal_bom_back_put | Link - Normal - Bomb - Back - Put | |
| ✔ | link_normal_bom_back_walk | Link - Normal - Bomb - Back - Walk | |
| ✔ | link_normal_bom_put | Link - Normal - Bomb - Put | |
| ✔ | link_normal_bom_put_run | Link - Normal - Bomb - Put - Run | |
| ✔ | link_normal_brake | Link - Normal - Break | |
| ✔ | link_normal_brake_end | Link - Normal - Break - End | |
| ✔ | link_normal_brake_end_free | Link - Normal - Break - End - Free | |
| ✔ | link_normal_brake_free | Link - Normal - Break - Free | |
| ✔ | link_normal_carryA | Link - Normal - Carry A | |
| ✔ | link_normal_carryA_wait | Link - Normal - Carry A - Wait | |
| ✔ | link_normal_comeback | Link - Normal - Comeback | |
| ✔ | link_normal_defense_ALL | Link - Normal - Defence - All | |
| ✔ | link_normal_dieA | Link - Normal - Die A | |
| ✔ | link_normal_GoToHeaven | Link - Normal - Go to Heaven | |
| ✔ | link_normal_Lturn_run_free_Q | Link - Normal - Left Turn - Run - Free - Q | |
| ✔ | link_normal_Lturn_run_Q | Link - Normal - Left Turn - Run - Q | |
| ✔ | link_normal_M180_turn | Link - Normal - M180 - Turn | |
| ✔ | link_normal_M180_turn_free | Link - Normal - M180 - Turn - Free | |
| ✔ | link_normal_M90_turn | Link - Normal - M90 - Turn | |
| ✔ | link_normal_M90_turn_free | Link - Normal - M90 - Turn - Free | |
| ✔ | link_normal_normal2fighter_wait | Link - Normal - Normal 2 Fighter - Wait | |
| ✔ | link_normal_pierce_kiru | Link - Normal - Pierce - Slash | |
| ✔ | link_normal_reed_blow | Link - Normal - Reed - Blow | |
| ✔ | link_normal_reed_start | Link - Normal - Reed - Start | |
| ✔ | link_normal_Rturn_run_free_Q | Link - Normal - Right Turn - Run - Free - Q | |
| ✔ | link_normal_Rturn_run_Q | Link - Normal - Right Turn - Run - Q | |
| ✔ | link_normal_talk_free | Link - Normal - Talk - Free | [Duplicate] |
| ✔ | link_normal_u_turn | Link - Normal - U-Turn | |
| ✔ | link_normal_waitB | Link - Normal - Wait B |
Swimmer Animations
| Inc. | Filename | Translation | Notes |
|---|---|---|---|
| ✔ | link_swimer_backturn_swim | Link - Swimmer - Backflip - Swim | |
| ✔ | link_swimer_u_turn_swim | Link - Swimmer - U-Turn - Swim |
Horse Animations
| Inc. | Filename | Translation | Notes |
|---|---|---|---|
| ✔ | link_uma_long_fastrun | Link - Horse - Long - Fast Run | |
| ✔ | link_uma_long_fastrun_shoot | Link - Horse - Long - Fast Run - Shoot |
Wait Animations
| Inc. | Filename | Translation | Notes |
|---|---|---|---|
| ✔ | link_waitF_pointA1_20f | Link - Wait (Free) - Point A1 - 20F | |
| ✔ | link_waitF_pointA2_20f | Link - Wait (Free) - Point A2 - 20F | |
| ✔ | link_waitF_typeE_20f | Link - Wait (Free) - Type E - 20F |
Motion Capture Animations
In an interview with developers such as Shigeru Miyamoto (Mr. M.) and Giles Goddard (GG) that appeared in the July, 1998 issue of Nintendo Power (NP), Miyamoto mentions the following regarding the use of motion capture to create the game's animations.
Mr. M.: [...] I'd also like to talk a bit more about a technical issue. I think the use of realtime cinema scenes is something we really haven't seen much of before.
GG: FMCG.
NP: What's that stand for?
GG: Full Motion Computer Graphics. I named it.
Mr. M.: We used motion capture technology for the FMCG to capture more realistic movements such as Link mounting his horse. We had to make a mock horse in our studio.
NP: So you had to create a motion capture studio?
Mr. M: Yes. Actually, we rebuilt it several times. Did you see the treasure box opening in the demo game? We also captured the box opening using a real treasure box.
NP: Who played as Link?
Mr. M: It was a professional actor, although not a famous one. We also hired professional action stunt men to capture Link's sword fighting. There is a famous Universal-Studio-type amusement facility in Kyoto called Eiga Mura. Movie Village. We hired a professional Samurai sword-stunt actor from there.
If MC stands for "motion capture", the cryptically-named animations below may be remnants of this process.
| Inc. | Filename | Translation | Notes |
|---|---|---|---|
| ✘ | link_mc1_aa1_1 | Link - Motion Capture 1 - AA1 - 1 | |
| ✘ | link_mc1_aa8_1 | Link - Motion Capture 1 - AA8 - 1 | |
| ✘ | link_mc1_b1 | Link - Motion Capture 1 - B1 | |
| ✘ | link_mc1_b10 | Link - Motion Capture 1 - B10 | |
| ✘ | link_mc1_b14_1 | Link - Motion Capture 1 - B14 - 1 | |
| ✘ | link_mc1_b15 | Link - Motion Capture 1 - B15 | |
| ✘ | link_mc1_b2 | Link - Motion Capture 1 - B2 | |
| ✘ | link_mc1_b3 | Link - Motion Capture 1 - B3 | |
| ✘ | link_mc1_b4 | Link - Motion Capture 1 - B4 | |
| ✘ | link_mc1_b7 | Link - Motion Capture 1 - B7 | |
| ✘ | link_mc1_b9 | Link - Motion Capture 1 - B9 | |
| ✘ | link_mc1_bb14_2 | Link - Motion Capture 1 - BB14 - 2 | |
| ✘ | link_mc1_bb6_2 | Link - Motion Capture 1 - BB6 - 2 | |
| ✘ | link_mc1_c1_4 | Link - Motion Capture 1 - C1 - 4 | |
| ✘ | link_mc1_c3_2 | Link - Motion Capture 1 - C3 - 2 | |
| ✘ | link_mc1_c3_3 | Link - Motion Capture 1 - C3 - 3 | |
| ✘ | link_mc1_wark_1roop | Link - Motion Capture 1 - Walk - 1 Loop | |
| ✘ | link_mc1_wark_1roop2 | Link - Motion Capture 1 - Walk - 1 Loop 2 | |
| ✘ | link_mc1_wark_end | Link - Motion Capture 1 - Walk - End | |
| ✘ | link_mc1_wark_start | Link - Motion Capture 1 - Walk - Start | |
| ✘ | link_mc2_d_1_test | Link - Motion Capture 2 - D - 1 - Test |
| Inc. | Filename | Translation | Notes |
|---|---|---|---|
| ✘ | mc1_aa5_2 | Motion Capture 1 - AA5 - 2 | |
| ✘ | mc1_b11_1 | Motion Capture 1 - B11 - 1 | |
| ✘ | mc1_c2_3 | Motion Capture 1 - C2 - 3 | |
| ✘ | mc1_cc11_1 | Motion Capture 1 - CC11 - 1 | |
| ✘ | mc1_cc11_2 | Motion Capture 1 - CC11 - 2 |
Unsorted
| Inc. | Filename | Translation | Notes |
|---|---|---|---|
| ✘ | link_h_fr | Link - H - FR | |
| ✘ | link_h_wait | Link - H - Wait | |
| ✘ | link_h_wait2 | Link - H - Wait 2 | |
| ✘ | link_h_wait3 | Link - H - Wait 3 | |
| ✘ | link_h_wark | Link - H - Wark | |
| ✔ | link_hook_shot | Link - Hook - Shot | |
| ✘ | link_hr | Link - HR | |
| ✘ | link_jyouba01 | Link - Mount 01 | |
| ✘ | link_kaiten | Link - Spin | |
| ✘ | link_kouba01 | Link - Dismount 01 | |
| ✔ | link_yousei | Link - Fairy |