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

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This is a sub-page of Prerelease:The Legend of Zelda: Ocarina of Time.

Hmmm...
To do:
Add missing images from Swedish CD

Contents

August, 1998

Action Button

In August 1998 the action button was moved from B to A. Shigeru Miyamoto explained why such a change was made in a January 1999 interview with 64Dream:

https://archive.org/details/64dream-january-1999-ozidual/64Dream%201999%2001%20%28J%20OCR%29/page/n91/mode/2up
I think in the E3 1997 version, the B button was the action button, and the A button was the sword button...

Miyamoto: I remember it clearly (haha)

Why did you change it?

Miyamoto: Basically, to put it simply, most people who had tried the game up until now had the mindset of "Press the A button to decide, press the B button to kill."

This idea was yours, then.

Miyamoto: Yes. So this time around, I decided to do away with "cancel" in Zelda and declared that A and B would both be "proceed". However, I heard a Mario Club playtester say "I want to cancel by pressing the B button." So I played Mario 64 for a while, then tried playing Zelda again, and I found I didn't really like it. Ultimately, I decided to change it to "A button to proceed" and "B button to cancel." With this, you have to use the A button to perform various basic actions. It'd feel really unnatural to use the B button to read signs. Originally, Zelda was going to be more of a sword-and-shield style game. However, since using the sword wasn't the main focus anymore, we decided to swap A and B. Still, you recalled that change pretty well (haha).

Translation: CDi-Fails

Interface

Pause Menu

Prototype Final
ZeldaOoT-Unknown Bottle.PNG OoT-Debug Pause Menu Sep 98 Comp.png

This Pause Menu is unique in that it's an early version of the item set in the title screen file, which was used for debugging. The debug item set shares the exact same idiosyncrasies, like Link having both the Weird Egg and Pocket Egg at the same time or Adult Link having the Fairy Ocarina.

Item-wise there's many interesting differences. The fourth bottle contains an early version of the Fairy (the same sprite used in the 1997 overdump) instead of a blue potion, Magic Beans are usable as Adult Link, and a few of the item counts are off. For instance, Deku Nut capacity originally maxed out at 50 rather then 40, indicated by the number being green. You still receive 50 Deku Nuts with the final's file, but the game views this as being over capacity instead.

Though grayed out in this screenshot, other screenshots from the same time period show that you could once carry 50 Deku Sticks as well, rather than being limited to a measly 30 after getting both upgrades, again still reflected with the final's item count.

On the other hand, Bombs were limited to a measly 10, which was bumped up to 20 (or 40 after getting both upgrades).

The <- Rotate to Left text was replaced with more descriptive labeling, and the SELECT ITEM graphic was replaced to stand out more against the menu background, another remnant from 1997.

Characters

Revisited - Darunia

Prototype Final
OoT-Darunia Sep98.jpg OoT-Darunia Aug98 Comp.png

The camera aligns with the cutscene where Darunia dances to Saria's Song and not when you play him the wrong song. This indicates he didn't have his smiling textures yet. Darunia's arms were more low-poly and his hair looked less realistic.

OoT-Darunia 2 Sep98.jpg
OoT-Darunia 3 Sep98.jpg
Screenshot Translation
時間で爆発するから その前に…
立ち止まってΑで 置くも よし、
走りながらΑで 投げて よし。
OoT-Darunia 4 Sep98.jpg

Medigoron

Prototype Final
OoT-Medigoron Sep98.jpg OoT-Medigorons Shop Sep98 Comp.png

xxx

King Zora

OoT-King Zora2 Sep98.jpg
OoT-King Zora 3 Sep98.jpg
OoT-King Zora 4 Sep98.jpg

xxx

Child Ruto

OoT-Child Ruto Sep98.jpg OoT-Child Ruto 2 Sep98.jpg OoT-Child Ruto 3 Sep98.jpg OoT-Child Ruto 4 Sep98.jpg

xxx

Effects

July 1998 August 1998
OoT-Redead July 98.png
OoT-Know It All Sep98.jpg

These images show Navi's lighting illuminating other actors, something that was removed later.

Environments

Revisited - Kokiri Forest

Prototype Final
OoT-Link House Sep98.png OoT-Link House Aug98 Comp.png

The fence was missing on the pre-render.

Prototype Final
OoT-Link House 2 Sep98.jpg OoT-Link House 2 Aug98 Comp.png

Moar pots.

Prototype Final
OoT-Saria 2 Sep98.jpg OoT-Saria 2 Aug98 Comp.png

Saria used to be closer to Link's House.

Prototype Final
OoT-Saria 3 Sep98.jpg OoT-Saria 3 Aug98 Comp.png
Prototype Final
OoT-Kokiri Forest 2 Sep98.jpg OoT-Kokiri Forest 2 Aug98 Comp.png

The camera didn't autofocus behind Link when going up or down on the ladders.

Prototype Final
OoT-Kokiri Forest Aug98 10.png OoT-Kokiri Forest Aug98 10 Comp.png

Link in C-Up mode looking at Saria who's using another idle animation. Green debug arrow is seen on the stump which is part of the Actor Debugger.

Prototype Final
OoT-Kokiri Forest Aug98 8.png OoT-Kokiri Forest Aug98 8 Comp.png

The pond close to the Twins' House and Mido is missing. All the houses look more primitive than their final models. The bridge section that begins from Saria's House's roof isn't there.

Prototype Final
OoT-Kokiri Forest Aug98 9.png OoT-Kokiri Forest Aug98 9 Comp.png
Prototype Final
OoT-Kokiri Forest 3 Sep98.jpg OoT-Kokiri Forest 3 Sep98 Comp.png

The text box color of the signs was more light brown, this sign was moved to another location and it was changed to be a breakable one. The sign here is also different in phrasing:

Prerelease Screenshot Official Japanese Script
森の守リ神

デクの樹サマの広場

この先

デクの樹サマの広場

Forest Guardian God:

Great Deku Tree's Meadow

Just ahead:

Great Deku Tree's Meadow

Hmmm...
To do:
  • Add translations.
Prototype Final
OoT-Kokiri Forest 4 Sep98.jpg OoT-Kokiri Forest 4 Aug98 Comp.png

More vines used to exist behind Mido's House.

Prerelease Translation Final Script Translation English Script
Prototype Final
OoT-Kokiri Forest 5 Sep98.jpg OoT-Kokiri Forest 5 Aug98 Comp.png

There's a house opposite to the Know-It-All Brothers' House. This was removed for the final game and it's unknown what its purpose would've been. A circle of stones are seen next to the Twins' House.

Prerelease Translation Final Script Translation English Script
Prototype Final
OoT-Kokiri Forest 6 Sep98.jpg OoT-Kokiri Forest 6 Aug98 Comp.png
Prerelease Translation Final Script Translation English Script
OoT-Kokiri Forest 7 Sep98.jpg
Prototype Final
OoT-Adult Deku Tree Sep98.jpg OoT-Adult Deku Tree Sept98 Comp.png

OoT-Adult Deku Tree 2 Sep98.jpg OoT-Adult Deku Tree 3 Sep98.jpg OoT-Adult Deku Tree 4 Sep98.jpg OoT-Adult Deku Tree 5 Sep98.jpg

The Deku Tree dungeon is open as Adult Link. The loading zone is actually present as Adult in final, but blocked off. There's also the oddity of enemies still being present on the map despite the Forest Temple being cleared.


OoT-Adult Kokiri Forest Sep98.jpg OoT-Adult Kokiri Forest 2 Sep98.jpg OoT-Adult Kokiri Forest 3 Sep98.jpg

Know-It-All Brothers' House

Prototype Final
OoT-Know It All Sep98.jpg OoT-Brothers House Sep98 Comp.png

The entire house's interior was flipped horizontally, and the brothers are standing instead of properly sitting down. An earlier revision of this pre-render was found in the files from the iQue leak.

Twins' House

Prototype Final
OoT-Twins' House Aug98.png OoT-Twins' House Aug98 Comp.png

As in Know-It-All Brothers' House. Everyone is standing up instead of sitting. This whole pre-render got an overhaul and this different pre-render is something we got in the iQue leak. The A button's action is "Drop". It isn't possible to drop pots, grass, or rocks in the final game. This may have been to prevent blue floor switches from being pressed with unintended methods. An unused sound exists by the name "NA_SE_PL_PUT_DOWN_POT" for pots.

(Source: Xiartic, CDi-Fails)

Kokiri Shop

Prototype Final
OoT-Kokiri Shop Sep98.jpg OoT Kokiri 0.png

The lighting is slightly different, the Kokiri girl who gives a tutorial on your Deku shield is missing, and a stump is gone. This pre-render was also found in the files from the iQue leak.

Revisited - Inside The Great Deku Tree

OoT-Deku Tree1 Aug98.png
OoT-Deku Tree2 Aug98.png
OoT-Deku Tree3 Aug98.png

A key counter appeared at some point due to a bug. Inventory Editor in the Debug ROM isn't able to grant you one.

Revisited - Hyrule Field

Prototype Final
OoT-Field Poe Aug98.png OoT-Field Poe Aug98 Comp.png

Hyrule Field Poe's didn't have their own model yet, so it was the same model everywhere.

Prototype Final
OoT-Hyrule Field Oct98.jpg OoT-Hyrule Field Aug98 Comp.png

Impa might've been present on Hyrule Field during gameplay at this point in time. While she does show Link the direction towards Kakariko Village in final, she uses a smoke bomb and leaves before the cutscene is over.

This can be reproduced by going into the noclip mode (debugging feature) when this cutscene is happening. For some reason the torches were lit in daytime, most likely they just loaded the cutscene straight from Map Select (once again a debugging feature) and back then this cutscene had them lit.

Revisited - Lon Lon Ranch

OoT-Sword with ammo Aug98.png

Due to a programming bug, when Link's bow icon was meant to be shown, it showed Master Sword with an ammo counter.

Revisited - Hyrule Castle Town

Prototype Final
OoT-Market Aug98.png OoT-Market Aug98 Comp.png

Malon is not on center of the road. In Mamamu Yan's place there's the Old Man NPC. A third juggler NPC existed but his fate was to become a box :(. Stone tiling of the ground is still different ever so slightly and there's no house behind the Happy Mask Shop which allowed you to see more of the path to Hyrule Castle.

Bombchu Bowling

Prototype Final
OoT-Bombchu Bowling Aug98.png OoT-Bombchu Bowling Sep98 Comp.png

This early version of the Bombchu Bowling minigame included a Blade Trap, Rupees at the walls and a Green Bubble enemy. The wall obstacles seem to be still missing, instead this version features a more difficult floor geometry for the Bombchus to move on. The camera is positioned slightly higher and closer to Link. More obstacles were added in the following month.

Shooting Gallery

OoT-Shooting Gallery Aug98.png

Revisited - Hyrule Castle

Prototype Final
OoT-Hyrule Castle1 Aug98.png 320px

xxx

Prototype Final
OoT-Hyrule Castle Aug98.png OoT-Hyrule Castle Aug98 Comp.png

The grotto was moved to not be so close to the tree. It's uncertain if at this point it would've been opened by playing Song of Storms as the Ocarina isn't equipped on any of the C-buttons in this screenshot. The action button shows a drop prompt when carrying a bush. It's not possible to move bushes in the final version of the game. (Imagine being able to decorate Hyrule with bushes the way you'd like though).

Revisited - Temple of Time Exterior

Prototype Final
OoT-ToT Exterior Ruined Aug98.png OoT-ToT Exterior Ruined Final.png

The pre-render is the same as in July, 1998. Here we can see its future version though.

Revisited - Temple of Time

OoT-Drained Spiritual Stones CS Aug98.png

The story arc to restore the lost power to the Spiritual Stones was cut late.

Revisited - Kakariko Village

Prototype Final
OoT-Kakariko Village Aug98.png OoT-Kakariko Village Aug98 Comp.png

Death Mountain's pre-rendered texture used maybe a little bit too much red fog back then.

Revisited - Zora's River

Prototype Final
Zora's River Bean Spot.PNG Zora's River Bean Spot Sep98 Comp.png
OoT-Zora's River Aug98.png

This Magic Bean spot does not exist in the final game. This was likely moved near the Bean Seller. The fence which is connected to the horse fence allowing you to jump over from the other side is missing. No gossip stone in sight either. There's a dungeon marker icon visible on the minimap! What's strange is that it's in the spot where there's a grotto in the finished game.

Revisited - Zora's Domain

Prototype Final
OoT-Zoras Domain Sep98.jpg OoT-Zoras Domain 1 Sep98 Comp.png

This torch doesn't exist in the final game.

Prototype Final
OoT-Zoras Domain2 Sep98.jpg OoT-Zoras Domain 2 Sep98 Comp.png

Neither does this bush. The Piece of Heart that spawns upon lighting every torch was placed on the rock in the background. There's no hole behind the waterfall either for the chest to spawn. It isn't possible to reach this rock when jumping down the waterfall, so the intended way to pick it up was probably with the help of Boomerang which you'd get from Jabu Jabu's Belly.

Prototype Final
OoT-Zoras Domain Aug98 7.png OoT-Zoras Domain Aug98 7 Comp.png
Prototype Final
OoT-Zoras Domain3 Sep98.jpg OoT-Zoras Domain 3 Sep98 Comp.png
OoT-Zoras Domain 4 Sep98.jpg
OoT-Zoras Domain 5 Sep98.jpg
Prototype Final
OoT-Zoras Domain Aug98 8.png OoT-Zoras Domain Aug98 8 Comp.png

That swimming Zora seen in the other screenshots isn't seen swimming here oddly enough. Maybe the spawn radius was not as high? The shadow scale was changed for Zora's too.

Prototype Final
OoT-Zoras Domain 6 Sep98.jpg OoT-Zoras Domain 6 Sep98 Comp.png

A pot is in the place of a torch.

Fishing Pond

Prototype Final
OoT-Fishing Pond Aug98 2.png OoT-Fishing Pond Aug98 2 Comp.png

The trunk Link is standing on in the latter screenshot was placed above the water surface. It was lowered down later in development.

Prototype Final
OoT-Fishing Pond Aug98.png OoT-Fishing Pond Aug98 Comp.png

Link didn't express his happiness when you caught a fish.

Bottom of the Well

Bottom of the Well oddities.PNG

A set of screenshots from Nintendo Power. A White Bubble is seen hopping around in the first screenshot instead of a Green Bubble. The second screenshot at the bottom shows that the green acid was once perfectly safe to stand in and the wooden beams didn't exist yet.

Prototype Final
OoT-Bottom of the Well Aug98.png OoT-Bottom of the Well Aug98 Comp.png

There were not only a single White Bubble but two!

Goron City

Prototype Setup 04
OoT-Goron Sep98.jpg
OOT Goron Setup 04 Goron City.png
OoT-Goron 2 Sep98.jpg

Interestingly, the final version of the game contains old settings of this scene, where the Goron would thank Link for defeating the Dodongos.

OoT-Goron City Sep98.jpg OoT-Goron City 2 Sep98.jpg OoT-Goron City 3 Sep98.jpg OoT-Goron City 4 Sep98.jpg OoT-Goron City 5 Sep98.jpg

xxx

Ganon's Castle

Prototype Final
Ganon's Castle Triple Stalfos fight.PNG Ganon's Castle Triple Stalfos fight Comp.png

Link fighting three Stalfos inside Ganon's Castle's first enemy room. In the final version you fight against two Dinolfos.

Of note is that Ganon's Castle does not have a Dungeon Map or Compass in the final game - in fact the game doesn't display the Dungeon Subscreen for this dungeon on the pause menu. The minimap displays one of the rooms of Deku Tree for unknown reasons.

Prototype Final
Ganon's Castle Locked Door.PNG Ganon's Castle Locked Door Comp.png

A locked door inside Ganon's Castle. All doors that appear in the tower in the final are either barred doors or Big Key doors, but there are no locked doors or Small Keys to be found anywhere in the tower.

September, 1998

September v1.0
OoT-Boot Logo Sep98.png
OoT-Boot Logo v1.0.png
v1.0 v1.1
OoT-Boot Logo v1.0.png
OoT-Boot Logo v1.1.png

The boot logo's glossiness wasn't broken before the first retail release. v1.1 fixed the boot logo to look as they intended it to look like. The trademark symbol used to be missing before release as well.

Crystal Warp Screen Distortion Effect

Ocarina of Time uses screen distortion effects in several ways, like the hot room effect or when the camera travels below the water surface, but before release this effect was also used during the blue crystal warp sequence, which can be seen in pre-release footage.

This was later reused in Majora's Mask, which further expanded on the use of screen distortion effects in general as well.

Prototype Majora's Mask

Cutscenes

Title Cutscene

OoT-Title Screen1 Sep98.png
OoT-Title Screen2 Sep98.jpg
OoT-Title Screen JP Sep98.png

Iwata Asks

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 time 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 2 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]

ZHQ's ECTS 1998 Report

[2]

Surprisingly, at ECTS they showed a near complete version of The Legend of Zelda: The Ocarina of Time. No longer a menu to play certain events, like at E3, this was the version as you'll be playing it. It even had all-English text! There was still a tiny bit of Japanese at some occasions and I'm pretty sure there was at least one small bug in it, still. All in all, to me it seems this game will certainly come out in time.

Everything in the game just screams that it's made by talented people, that it's been thought about really long and that it's been polished to death. Take the intro for example. You see Link driving his horse, with a setting sun in the background. Eventually, he'll stop, to look into the distance. You see many trees, by which time the sky is already getting dark. The logo which has been onscreen all the time burns away. Everytime you watch this intro movie, however, the time of day will be different. Brilliant use of lighting effects make sure that Link and his horse look right, too.

Almost the same has been done with the player select screen, where you enter your name and everything. The background of this is in the color of the sky and when you wait with entering your name, it's colors will change. The beauty of this effect is almost undescribable. And the strange look on the face of the Nintendo-girl who was standing besides me when I waited with entering my name, was almost as undescribable.

Nintendo Spaceworld 1997 Ocarina of Time 3D Ocarina of Time 3D Ocarina of Time 3D
ZeldaOoT SpaceWorld97 KokiriForest.PNG OoT 3D-File Select Day.png OoT 3D-File Select Evening.png OoT 3D-File Select Night.png

This feature was brought back in Ocarina of Time 3D. File Select screen's code file had unused code dugged up for this, and it's documented in its entirety on this page.

Link's Nightmare

Prototype Final
OoT-Link's Nightmare Cutscene Sep98.png OoT-Link's Nightmare Cutscene Sep98 Comp.png
Prototype Final
OoT-Link's Nightmare Cutscene2 Sep98.png OoT-Link's Nightmare Cutscene2 Sep98 Comp.png

The developers made sure the game cutscenes were perfected when the game's release was getting closer, especially the opening cinematic for the game. Link's reaction to Ganondorf got some finishing touches after being shown in footage circa September 1998. He was given a new eye texture to signify his reaction more to the threatening Ganondorf and his hands were moved to not be as wide open.

Meeting Zelda

Prototype Final
OoT-Meeting Zelda Sep98.png OoT-Meeting Zelda Sep98 Comp.png

xxx

Learning Zelda's Lullaby

Prototype Final
OoT-Learning Zelda's Lullaby1 Sep98.png OoT-Learning Zelda's Lullaby1 Sep98 Comp.png

xxx

Prototype Final
OoT-Learning Zelda's Lullaby2 Sep98.png OoT-Learning Zelda's Lullaby2 Sep98 Comp.png

xxx

Prototype Final
OoT-Learning Zelda's Lullaby3 Sep98.png OoT-Learning Zelda's Lullaby3 Sep98 Comp.png

xxx

Prototype Final
OoT-Learning Zelda's Lullaby4 Sep98.png OoT-Learning Zelda's Lullaby4 Sep98 Comp.png

xxx

Prototype Final
OoT-Learning Zelda's Lullaby5 Sep98.png OoT-Learning Zelda's Lullaby5 Sep98 Comp.png

xxx

Receiving Spiritual Stone of Water from Ruto

Prototype Final
OoT-Spiritual Stone of Water CS Sep98.png OoT-Spiritual Stone of Water CS Sep98 Comp.png

Default eyes in the pre-release screenshot.

Interface

[[Development:The_Legend_of_Zelda:_Ocarina_of_Time]#Empty_Chest_Markers|Empty Chest Markers]

Link's pulsating hearts on the interface used to change depending on the environmental conditions.

Pause Menu

Prototype Final
OoT-Pause Save Screen Sep98.png OoT-Pause Save Screen Sep98 Comp.png

At one point the developers thought it'd be important to let the players know the game data won't be saved on a Controller Pak.

Prototype Final
OoT-Pause Equipment Screen Sep98.png OoT-Pause Equipment Screen Sep98 Comp.png

Different icons to be seen here. Most notably Link's Hylian Shield icon is still the same which could be found from the files of the overdump.

Prototype Final
OoT-Pause World Map Screen Sep98.png OoT-Pause World Map Screen Sep98 Comp.png

No current position would be told on the scroll. The text in the box used to be blue.

OoT-Quest Status Sep98.png

13 Ocarina songs existed by September.

Characters

Revisited - Child Malon

Prototype Final
OoT-Child Malon Sep98.jpg OoT-Hyrule Market Sept98 Comp.png

In the final game, Malon will appear in the Market after getting the Weird Egg from her but before waking up Talon in front of the castle. However, you can't get magic power without waking up Talon, so this combination is impossible to achieve through normal gameplay. In the default save file, however, Malon will be standing in the Market and talk about Epona (which she would normally only do in the ranch) due to the unique combination of quest status items and flags set by that save file.

Of note is the stacked boxes in the background. In the final game, breakable boxes are never stacked like that, save for a single instance in Gerudo Valley as a child behind the fence, and for a reason: these boxes have no gravity programmed so if you break the bottom two ones, the top one will be floating in mid-air.

Revisited - Ingo

OoT-Ingo Sep98.jpg

xxx

Revisited - Ganondorf

OoT-Ganondorf Sep98.jpg

xxx

Kaepora Gaebora

OoT-Kaepora Gaebora Sep98.jpg
OoT-Kaepora Gaebora 2 Sep98.jpg
OoT-Kaepora Gaebora 3 Sep98.jpg
Screenshot Translation Japanese Script English Script
この道を まっすぐ 行くと
ハイラルの お城だ。
そこで お前は 一人のに 出会う。
この道を まっすぐ 行くと
ハイラルの城が 見えてくる。

お前は そこで
ひとりのに 出会うであろう…

Go straight this way and you will
see Hyrule Castle.

You will meet a princess there...

OoT-Kaepora Gaebora 4 Sep98.jpg
OoT-Kaepora Gaebora 5 Sep98.jpg

King Zora

Prototype Final
OoT-King Zora Sep98.jpg OoT-Zoras Domain 1 Sept98 Comp.png

xxx

Story

Saria's Song

Prototype Final
OoT-Sarias Song Sep98.jpg OoT-Sarias Song Sep98 Comp.png

The leaf effect which only lasts while playing Ocarina seems to have been still present when talking to Saria or Navi. Link had his talking to NPC pose which he doesn't anymore in this situation. Navi was flying above Link while she cannot in retail.

Environments

Revisited - Kokiri Forest

OoT-Saria Sep98.jpg
Prototype Final
OoT-Kokiri Forest Sep98.jpg OoT-Kokiri Forest 1 Sept98 Comp.png

The minimap lacks the maze where you get the Kokiri Sword. The minimap also shows another house where the Kokiri Training Area would be, even though there clearly is no house visible on this screenshot.

Prototype Final
OoT-Kokiri Forest Sep98 6.png OoT-Kokiri Forest Sep98 6 Comp.png
Prototype Final
OoT-Kokiri Forest Sep98 7.png OoT-Kokiri Forest Sep98 7 Comp.png

Fado isn't in her usual location in Kokiri Forest. A generic Kokiri Girl stood where she would.

Prototype Setup 03
OoT-Kokiri Forest Sep98 3.png
OoT-Kokiri Forest Sep98 3 Comp.png

Alternate Scene Setup 03's actor layout for the Forest Training Center matches what's seen in this September, 1998 pre-release screenshot.

Prototype Final
OoT-Kokiri Forest Sep98 2.png OoT-Kokiri Forest Sep98 2 Comp.png

The path to Deku Tree used to have a wall of three Deku Babas. This was changed so two were more behind and one ahead.

Prototype Final
OoT-Kokiri Forest Sep98 4.png OoT-Kokiri Forest Sep98 4 Comp.png
Prototype Final
OoT-Kokiri Forest Sep98 5.png OoT-Kokiri Forest Sep98 5 Comp.png

It would seem so that these Kokiri's Mido gave work to do weren't working so hard before the game's release.

Know-It-All Brothers' House

Prototype Final
OoT-Know It All Sep98 2.png OoT-Know It All Sep98 2 Comp.png

The interior is still not flipped horizontally. Both Know-It-All-Bros. are missing here strangely enough even though they were seen in an earlier screenshot from August. An earlier revision of this pre-render was found in the files from the iQue leak.

Revisited - Kokiri Shop

Prototype Final
OoT-Kokiri Shop2 Sep98.png OoT-Kokiri Shop2 Sep98 Comp.png
OoT-Kokiri Shop2 Sep98 Comp2.png

Get Item textboxes were one box only. Speedrunners would've loved if it stayed this way.

Revisited - Inside the Deku Tree

OoT-Deku Tree Sep98.jpg

xxx

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

Room 8 of Deku Tree originally wasn't so flat, but instead had raised up edges.

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

The switch here used to be a blue one, those which require pressure to stay pressed. Its location also used to be closer to the torch for this very reason and there is no chest for the Recovery Heart.

Prototype Final
OoT-Deku Tree Sep98 4.png
OoT-Deku Tree Sep98 4 Comp.png

There was no crawlspace. In its place is a shutter door. The minimap matches with this change.

Prototype Final
OoT-Deku Tree Sep98 5.png
OoT-Deku Tree Sep98 5 Comp.png
Prototype Final
OoT-Deku Tree Sep98 7.png
OoT-Deku Tree Sep98 7 Comp.png

Few changes can be seen in this room where you acquire your Compass. These torches changed locations for the sake of convenience and a Recovery Heart is not within a small chest.

Prototype Final
OoT-Deku Tree Sep98 6.png
OoT-Deku Tree Sep98 6 Comp.png

Two Gold Skulltulas were stuck on the vine wall instead of just one. Something of interest is that Navi is focusing on an alive Gold Skulltula. Unused text related to this exists, because it's not possible to target them in the finished game.

Revisited - Lost Woods

Prototype Final
OoT-Receiving Fairy Ocarina Sep98.png
OoT-Receiving Fairy Ocarina Sep98 Comp.png

Saria refers to herself in third person and some other small text changes.

Prototype Final
OoT-Receiving Fairy Ocarina Sep98 2.png
OoT-Receiving Fairy Ocarina Sep98 2 Comp.png

"Fairy Ocarina" is called "Fairy's Ocarina" and the camera is only focused on Link which they changed up.

Revisited - Hyrule Field

OoT-Hyrule Field Sep98.jpg

xxx

OoT-Hyrule Field Sep98 2.png

Peahats weren't hibernating at night.

OoT-Hyrule Field Sep98 3.png
OoT-Hyrule Field Sep98 4.png
OoT-Hyrule Field Sep98 5.png

Link is standing still in this set of screenshots. No stalchildren can be seen bothering him.

Prototype Final
OoT-Hyrule Field 6 Sep98.png OoT-Hyrule Field Sep98 6 Comp.png

Some bushes and trees were added or removed.

Prototype Final
OoT-Hyrule Field7 Sep98.jpg OoT-Hyrule Field7 Sep98 Comp.png

Whoever took this screenshot couldn't apparently find the Kokiri Sword.

Revisited - Kakariko Village

Prototype Final
OoT-Kakariko Village Sep98.png
OoT-Kakariko Village Sep98 Comp.png

Instead of Master Craftsman being here in daytime, it's his son. "Fairy Ocarina" used to be "Fairy's Ocarina" which could've been changed to line up better with "Fairy Slingshot".

Prototype Final
OoT-Kakariko Village Sep98 2.png
OoT-Kakariko Village Sep98 2 Comp.png

Master Craftsman's Son used to have a sign which had text written in Hylian. What can be seen in this screenshot translates to "kawaii hiyoko" which in English would mean "baby chickens". This sign must've been a remnant from when Grog used to sell Cuccos. A soldier can be seen near the stairs where there is none in final.

(Source: Xiartic & CDi-Fails)
Prototype Final
OoT-Kakariko Village1 Sep98.png OoT-Kakariko Village1 Sep98 Comp.png
OoT-Kakariko Village2 Sep98.png
OoT-Well Sign Final.png

This sign was added sometime after these screenshots were published.

OoT-Climbing Kakariko's Watchtower Sep98.png

Camera still didn't go behind Link when climbing.

Bottom of the Well

OoT-Bottom of the Well Sep98.png

The pointer being in the center of the screen suggests they hadn't finished the minimap.

Revisited - Death Mountain Trail

Prototype Final
OoT-Death Mountain Trail Sep98.png OoT-Death Mountain Trail Sep98 Comp.png

The removal of this Tektite sure was done late. The shape of the minimap for the mountain top is slightly skinnier.

Revisited - Dodongo's Cavern

Prototype Final
OoT-Dodongo's Cavern Sep98.png OoT-Dodongo's Cavern Sep98 Comp.png

If attention is paid to the minimap. It reveals that the path after the Armos room to the bridge was shorter.

Revisited - Death Mountain Crater

Prototype Final
OoT-Death Mountain Crater Sep98.png OoT-Death Mountain Crater Sep98 Comp.png

There's a boulder on the small lava platform. In retail there is a ring of Green Rupees and inside that circle there's a Red Rupee. Reaching this place requires the call of the Scarecrow with Scarecrow's Song. The minimap is skinnier around the Goron City exit and that small lava platform isn't marked, even though it's there in the map itself.

Revisited - Lon Lon Ranch

Prototype Final
OoT-Lon Lon Ranch Sep98.png OoT-Lon Lon Ranch Sep98 Comp.png

Epona wouldn't be stopped from moving in the Epona's Song cutscene.

Prototype Final
OoT-Lon Lon Ranch Sep98 2.png OoT-Lon Lon Ranch Sep98 2 Comp.png

Cuccos can be seen close to Talon's House here as Child Link. They're only present here as Adult Link in the final game. The tree that contains a Gold Skulltula is missing.

Prototype Final
OoT-Lon Lon Ranch Silo1 Sep98.png 320px
Prototype Final
OoT-Lon Lon Ranch Silo2 Sep98.png 320px

The silo still uses different wall textures as first seen in the July 1998 screenshots. Link's crawlspace camera was more zoomed in.

Guard House

Prototype Final
OoT-Guard House Sep98.png OoT-Guard House Sep98 Comp.png
Prototype Final
OoT-Guard House Sep98 2.png OoT-Guard House Sep98 2 Comp.png

Guard House back then used to have less boxes and pots. Soldier was moved to the corner where the Poe Collector as Adult resides. The text for the Soldier went through some changes.


Revisited - Hyrule Castle Town

Hmmm...
To do:
Get a translation
Prototype Final
OoT-Market Sep98.png OoT-Market 1 Sep98 Comp.png

The kid says something slightly different here.

Prerelease Translation Final Script Translation English Script
こわいカオした オジチャンが
すっごい いきおいで いったよ。
こわいカオした オジチャンが
すっごい いきおいで
お城の外へ 走ってったよ。
That scary-looking man took
off out of here really fast!
Prototype Final
OoT-Market2 Sep98.png OoT-Market 2 Sep98 Comp.png

xxx

Prototype Final
OoT-Market Sep98 2.png
OoT-Market Sep98 2 Comp.png

No Dancing Couple NPC's here and the NPC from one of the Kakariko houses is seen between the Potion Shop and Bazaar buildings.

Prototype Final
OoT-Market Sep98 3.png OoT-Market Sep98 3 Comp.png

Mamamu Yan's dog Richard decreased in scale. It may have been reduced to make the Heart Piece quest at night more of a challenge.

Prototype Final
OoT-Market Sep98 4.png OoT-Market Sep98 4 Comp.png

These Twin Juggler NPC's used to stare at Link while laughing.

Market Potion Shop

Prototype Final
OoT-Potion Shop Sep98.png OoT-Potion Shop Sep98 Comp.png

The GetItem model for Fairy's Spirit was changed. It wouldn't show the Fairy inside. The text told the player what the item would do which they made less obvious. All of the items were placed differently and the cursor was moved higher up.

Revisited - Back Alley

Prototype Final
OoT-Back Alley Sep98.jpg OoT-Back Alley Sep98 Comp.png

xxx

Revisited - Temple of Time Exterior

Prototype Final
OoT-Outside ToT Sep98.png OoT-Outside ToT Sep98 Comp.png

No four gossip stones in a row.

Prototype Final
OoT-ToT Exterior Sept98.png OoT-ToT Exterior Final.png
Prototype Final
OoT-ToT Exterior Ruined Sep98.png OoT-ToT Exterior Ruined Final.png

Every aspect of the pre-render is finished besides the look of the Death Mountain.

Revisited - Temple of Time

OoT-ToT Upside Down Triforce Sep98.png

The Triforce above Door of Time was still upside down.

OoT-Pedestal of Time Sep98.jpg

xxx

Revisited - Hyrule Castle

OoT-Hyrule Castle Sep98.png

The gatekeeper guard is only able to turn his head to face Link in the final game.

Revisited - Zora's River

Prototype Final
OoT-Zoras River Sep98.jpg OoT-Zoras River Sep98 Comp.png

The dungeon marker icon as seen in the August screenshot is still here, albeit placed oddly due to the minimap design change and them not adjusting the position of the marker. Another difference which can be noticed from this screenshot is the sign for Zora's Domain. These type of signs to tell what the following area will be were removed.

Revisited - Zora's Domain

Prototype Final
OoT-Zora's Domain Sep98.png OoT-Zora's Domain Sep98 Comp.png
Prototype Final
OoT-Zora's Domain2 Sep98.png OoT-Zora's Domain2 Sep98 Comp.png
Prototype Final
OoT-Zora's Domain3 Sep98.png OoT-Zora's Domain3 Sep98 Comp.png

There was no Piece of Heart placed on the stone pillar anymore as seen in August 1998 pre-release screenshots. Now a green debugging arrow is seen due to enabled actor debugging. This arrow is not there anymore in final with it turned on. A torch which moved location can be seen close to the waterfall.

Revisited - Lake Hylia

OoT-Lake Hylia Sep98.jpg

xxx

Revisited - Gerudo Valley

Prototype Final
OoT-Gerudo Valley Child Sep98.jpg OoT-Gerudo Valley 2 Sep98 Comp.png

The entry cutscene had some camera work made.

Prototype Final
OoT-Gerudo Valley Sep98.jpg OoT-Gerudo Valley 1 Sep98 Comp.png

The bolders and the sign seem to be missing. Weirdly enough the minimap has the bridge intact even though the variant with it broken would've existed by then.

Revisited - Forest Temple

Prototype Final
OoT-Skulltula Sep98.jpg OoT-Forest Temple Sep98 Comp.png

Crest of the Gerudo symbol was changed to the Forest Medallion.

Prototype Final
OoT-Forest Temple Sep98.png OoT-Forest Temple Sep98 2 Comp.png

Poe Sister Amy's room used to have space that was cut from retail. It can be presumed to have been for the painting you shoot to release the puzzle pieces which doesn't have its own separate space in the finished game.

Revisited - Fire Temple

OoT-Fire Temple Sep98.jpg

xxx

Happy Mask Shop

Prototype Final
OoT-Happy Mask Shop Sep98.jpg OoT-Happy Mask Shop Sep98 Comp.png

This pre-render while at a quick glance looks the same has some changes. The sign has three ink stains, the wallpaper was more smooth, the pots behind the shop counter were placed lower and there's an added stump on the right probably to prevent the customer from entering.

Revisited - Bombchu Bowling

Prototype Final
OoT-Bombchu Bowling Sep98.png
OoT-Bombchu Bowling Sep98 Comp.png
OoT-Bombchu Bowling 2 Sep98.png

Bombchu Bowling is a bit rough, with many more obstacles being present (including a Green Bubble, Bombflowers and Eye Switches), the ground geometry being different, and the entire HUD being visible rather then just the Bombchu icon. Additionally, the Bombchu counter used for the minigame is using the Rupee font. The counter has 8 bombchus left which isn't possible if there were three targets to destroy.

Revisited - Shooting Gallery

Shooting Gallery was also more complicated before release. You weren't just shooting rupees but you had many more rewards out there to get. Shooting the Bombs or the Cucco would've ended the game. There's leftover code for the Cucco for ending the game when shot. Interestingly enough, all the objects seen here are still left in the scene's object list but go unused because the actor doesn't exist anymore.

OoT-Shooting Gallery Sept98.png
OoT-Shooting Gallery Sep98 2.png
Prototype Final
OoT-Shooting Gallery Counter Sep98.png OoT-Shooting Gallery1 May98 Comp.png

No sign.

Enemies

Revisited - Skulltula

OoT-Skulltula Sep98.jpg

xxx

Revisited - Red Tektite

OoT-Red Tektite Sep98.jpg

xxx

Revisited - Keese

OoT-Fire Temple Sep98.jpg

xxx

Revisited - Stalfos

OoT-Stalfos Sep98.jpg OoT-Stalfos 2 Sep98.jpg OoT-Stalfos 3 Sep98.jpg OoT-Stalfos 4 Sep98.jpg OoT-Stalfos 5 Sep98.jpg OoT-Stalfos 6 Sep98.jpg OoT-Stalfos 7 Sep98.jpg OoT-Stalfos 8 Sep98.jpg

Revisited - Gohma

OoT-Gohma Sep98.jpg

xxx

Revisited - King Dodongo

OoT-King Dodongo Sep98.jpg

xxx

Barinade

OoT-Barinade Sep98.jpg

xxx

Info to Sort

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 its 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!

References

Index