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Sword on A (Part 3)

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

April, 1998

Actions#

Magic Spin Attack#

April 1998

July 1998

The magic spin attack is seen for the first time and had a simpler looking effect. The surrounding area also didn't get dimmer yet.

Crouching#

OoT_crouching_without_shield_April98.gif

It was possible to crouch without having your shield equipped. This was later implemented in The Wind Waker.

Turning#

OoT-Turning_Around1_April98.png OoT-Turning_Around2_April98.png When Link took a turn, his eyes would move left or right to watch out for dangers.

Revisited - Running Slash#

May 1997

April 1998

OoT-Running_Slash_April98.jpg

The running slash attack that was premiered in earlier footage of the game is still present. This was later implemented in Twilight Princess.

Bomb Anchor Walk#

OoT-Bomb_Anchor_Walk_April98.gif

When Link threw a bomb his sidestepping animation changed to an animation where he held his hands on the bomb bag. This animation and many others were cut to make the gameplay feel more fluid. This animation wasn't deleted and as such remains unused in the game.

Spin Attack Charging#

OoT-Slow_Spin_Attack_Charge_April98.gif

Link's spin attack charge speed was initially cumbersome. The animation was redone to play at a faster rate sometime in May 1998, and wasn't changed afterwards.

Shocked By An Enemy#

OoT-Link_Shocked_April98.gif

Link didn't stop moving when getting shocked by an enemy.

C-Up Zoom In#

OoT-Camera_Zoom_April98.gif

The player could seemingly zoom in while in C-Up view. The letterboxing and the action button changing to "Jump" implies this was done by Z Targeting. In the final game the Z button does nothing while in C-Up view.

Sword Blur#

Prototype

Final

Child Link's sword blur ended at the tip of the sword.

Revisited - Bow#

Prototype

Final

The bowstring had better physics, but might've caused buggy behavior, resulting in its removal. The arrow model was more simple and is still the same as it was in November 1997.

Doors#

Prototype

Final

The camera for going through doors was changed.

Cutscenes#

Deku Tree#

Meeting Deku Tree (April 1998)

Meeting Deku Tree (Final)

Receiving Kokiri Emerald

The camera for meeting Deku Tree for the first time used to be identical to the cutscene after finishing the Deku Tree dungeon.

Entering Gohma's Lair#

OoT-Gohma's_Lair_Cutscene_Oct97.png
  • In October 1997 Link would directly look at Gohma in the ceiling.

April 1998

Final

OoT-Gohma's_Lair_Boss_Door_Shuts_April98.png
OoT-Gohma's_Lair_Boss_Door_Shuts_Comp.png

In April 1998 Link didn't hold an invisible shield during this cutscene. In this point in time Link was still able to hold his shield out without having his sword drawn, so it's possible something broke as a result when it was made impossible. This bug was fixed in Ocarina of Time 3D

The Creation of Hyrule Cutscene (Deku Tree)#

Prototype

Final

Different environment effects.

Prototype

Final

This cutscene used the night skybox instead of the skybox that's internally named "holy."

The Creation of Hyrule Cutscene (Zelda's Courtyard)#

Prototype

Final

Entering Dodongo's Lair#

Prototype

Final

OoT-Falling_in_King_Dodongo's_Lair_April98.png
OoT-Falling_in_King_Dodongo's_Lair_Comp.png

Somehow the developers broke Link's landing animation to the lair in the final game. This bug was fixed in Ocarina of Time 3D.

Pulling out the Master Sword#

Link had harder time getting the Master Sword out from the pedestal than he does in the final game.

Items#

Deku Shield#

Prototype

Final

Link's Deku Shield could withstand fire. He was also still able to hold the shield out on its own.

Deku Stick#

OoT_Deku_Stick_April98.png

At this point in development only a single Deku Stick could be carried. It acted more like a sword in the way it could be used in combat compared to the final game where the Deku Stick can only be used to slash vertically. Its longer range is the only benefit at this point. In the final game it also deals twice the damage of the Kokiri Sword.

OoT-Half_Stick_April98.png

Unlike the final game where the stick breaks in half after a single hit, it could withstand three hits. Link doesn't discard the stick when it breaks and it can be used freely, a 1/2 icon indicating its current state in the inventory. Restoring the stick would thus require finding a new one. Curiously, if the stick hits something more than once in the final game, Link will not discard the broken stick, allowing it to be used freely like in the early build. The texture for the half stick counter still exists unused in the final game.

Horse Grass Whistle#

OoT-Calling_Epona_NPS.jpg Epona's Song was not yet implemented so calling her was done with the use of a dedicated item. An unused get item model for the whistle is still present in the final game. The idea was revived later in the form of the Horse Call item in Twilight Princess.

Corrupted Sword Texture#

OoT-Corrupted_Sword_Texture_April98.jpg

In several screenshots, the swords on Link and Stalfos have a corrupt texture/improper color. This was caused by the sword loading texture data of Adult Link's object from address 0x0, which here is Link's eye texture displayed in the wrong format.

Story#

xxx

Both the Adult and Child Link models were finalized.

Characters#

Din, Nayru, & Farore#

Prototype

Final

The goddesses had weird lighting, making it difficult to see them.

Darunia#

OoT-Darunia_May_98.jpg

Darunia doesn't look beat up during the cutscene. His model differences are covered in better detail on this page.

Rauru#

Prototype

Final

Rauru's model is more simple and lacks the Triforce bit on his robe. Map Select was used carelessly since you should be in this cutscene as Adult Link.

Saria#

Prototype

Final

Saria's model bears few changes. She's got no belt and her skirt was darker green in tone.

Great Fairy#

Prototype

Final

A different looking Great Fairy bestowing Link her magical powers. Her old model wasn't replaced and still exists in the game unused. Camera and effect work were also altered for the final cutscene.

Phantom Ganon#

Prototype

Final

Prototype

Final

Child Zelda#

Prototype

Final

Child Zelda's model is much simpler, with larger ears and a less defined face.

Sheik#

OoT-Sheik.jpg

Sheik makes her first appearance. Her model is quite rough at this point which is visible better in screenshots from July 1998.

Dampé#

Prototype

Final

Even in the future, this plucky gravedigger is alive and well. He's even awake during the day, instead of sleeping in his shack like usual. Based on the lighting in the screenshot, the entire graveyard was in the middle of a lightning storm but no rain. In the final game lightning storm and rain begin once Link gets near enough to Royal Family's Tomb.

Medallions#

Prototype

Final

Prototype

Final

The get item models for the medallions look rough.

Prototype

Final

Old colors for the Light and Shadow Medallions can be seen.

Effects#

Player Damage#

OoT-Slow_Spin_Attack_Charge_April98.gif

Link blinked yellow instead of red when taking damage.

Enemy Damage#

Using a Deku Stick on enemies always caused the dust effect to happen. In the final game this only happens when hitting hard surfaces.

Hitmarks#

Hitmarks were smaller and before release Link used another type.

Environments#

Revisited - Gohma's Lair#

November 1997 (Spaceworld 1997)

April '98

Final

OoT-Gohma's_Lair_April98.png
OoT-Gohma's_Lair_April98_Comp.png

Gohma's Lair was missing the boss door in April 1998. Spaceworld '97 had two doors and final has one, but neither are as tall than the door frame here. Looks like they were planning it to be full-sized in this point in time.

Revisited - Hyrule Field#

Prototype

Final

The two pillars where laundry lines are hanging at the Lon Lon Ranch entrance aren't present.

Prototype

Final

Where there is a lone grey boulder in the finished game. They had two smaller objects around here in April. One of them which is the bush object was found in the iQue leak by the name of zelda_stree.

Prototype

Final

There's no raised land in the April screenshot close to Kakariko, as seen on the in-game World Map. The map also shows that the path to Zora's River wasn't cut off, meaning that Epona could be rode to Zora's River. A grassy hill leads up to Kakariko Village instead of the stairs of the released game, and the tree next to the entrance is missing. The tree upon which Kaepora Gaebora perches is not present in most of the cutscene environments, making it evident that it was added to the game fairly late. The bridge is intact as you were able to ride Epona to Market, the pre-rendered texture of Market was placed higher up in the map and the Temple of Time towers still featured a black roof instead of red like in the Overdump.

Prototype

Final

Link gallops down a bare path.

Prototype

Final

Closer up to the Market where we can tell more clearly that the drawbridge wasn't indeed broken. The windows for the Guard House are missing and the pre-rendered texture as mentioned above is different in terms of placement.

Revisited - Zora's River#

Prototype

Final

OoT-Zora's_River_April98.png
OoT-Zora's_River_April98_Comp.png

A cut shrub is in the spot of the soft soil and the Bean Seller didn't yet encamp by the River.

Revisited - Market Entrance#

Prototype

Final

Link riding Epona in the Market. The lamp post has been removed since we first saw the Market Entrance in November 1997. A door for the Guard House is still missing, so that area was added quite late in development. Collision to use Epona in Market exists, though it goes unused because the bridge is broken.

Revisited - Hyrule Castle#

Prototype

Final

Hyrule Castle, devoid of its trees, guards, and flowers, and with different ground and grass textures. The stone gate is also more narrow.

The map for the exterior of Ganon's Castle is evidently based off this early version of Hyrule Castle, judging from the ground texture and the narrower gate.

Castle Courtyard#

Prototype

Final

Those two batches of flowers around Zelda were changed to red. Yellow flowers were already used in the center of the map, so they wanted the flowers around Zelda to be different.

Notice how Navi's lighting illuminates Princess Zelda in yellow color, which can be seen in several images around this time. The developers later changed Navi's lighting color to always be white.

Bazaar#

Prototype

Final

The Bazaar lacks the NPC normally found as a child.

The stock also appears to be slightly different, with duplicate Recovery Heart items, a different Hylian Shield model, and what may be magic jars rather than arrows on the left shelves.

Revisited - Temple of Time Exterior#

Prototype

Final

This pre-render was discovered in the iQue repository leak.

Oct '97

April '98

A sign which was not here in Oct '97 was added. An unused sign text for Temple of Time exists in the game's unused text.

Revisited - Temple of Time#

Prototype

Final

It was planned that the Spiritual Stones would lose their power when Link became Adult. In order for them to regain their power, you would've had to beat Forest, Fire and Water Temple before going back to Child Link. This was scrapped to allow Link to go back in time after getting the Forest Medallion. Remnants of this exist in form of unused cutscenes in the final ROM, unused cutscene from the leaks and unused pause code from the leaks.

OoT-Temple_of_Time_April_98.png OoT-Sheik_Fleeing_April98.png

OoT-Temple_of_Time3_April_98.jpg

Link putting down his Master Sword to go back in time. His sword still remained in the sheath though and this is something they fixed later on.

OoT-DoT2_April98.png

The green colored Door of Time door was possible to open now with the power of the spiritual stones. The area with the Master Sword pedestal didn't exist in the Late 1997 Overdump map yet.

April 1998

June 1998

Final

The stairs on the pedestal were simplified. Instead of having two pairs of stairs on the left and right sides, they made it so there's just one straight path to the Master Sword. The final design was finished by June 1998.

Revisited - Kakariko Village#

Prototype

Final

The second look at Kakariko Village since its inception in May 1997. The ground, rock walls, and house on the right were retextured for the final game.

There are two large, bare trees, with a circle of grass. In the final game, a single tree surrounded by a circle of grass is placed further back. (The tree actually changes types depending on whether Link is a child or an adult.) Bugs crawl all over the ground.

The houses have black holes that are normally covered up by doors. This can still be seen in the final game by removing the door actors from the map.

No well is present because it used to be located in a different spot, and the house that is normally under construction as a child is instead fully built.

Prototype

Final

Prototype

Final

  • The tower is missing and Kakariko Potion Shop was moved closer to the stairs.

OoT-Kakariko_Village_April98_2.gif OoT-EGM_109_-_Hookshot2.png

  • Kakariko Shooting Gallery didn't have a poster for it and it's not textured with red bricks as every house used the same texture before. The outer walls of Kakariko didn't extend as much.
  • Almost every wall in this older version of Kakariko used the Windmill texture for the bricks. This was later changed to another brick texture.

OoT-Kakariko_Village_April98_4.gif OoT-EGM_109_-_Hookshot1.png

  • Impa's House wasn't as wide as it's in final and a fence can be seen after the stairs. Branches of a removed tree are seen and the fence next to the Skulltula House wasn't added yet.
  • The windmill blades were significantly smaller. In footage from around this time, it could be seen that the windmill blades were also stationary.

(Source: Xiartic & ZeeRoX)

Revisited - Graveyard#

Prototype

Final

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

Prototype

Final

The fence texture here changed. This fence texture they used to have here can be found in the final game at the Goron City gate in Death Mountain Trail.

Prototype

Final

A tombstone is seen where the soft soil spot would be. An Alternate Scene Setup still has one there.

Prototype

Final

The fence which is found in Zora's Fountain in the final game was used for the area leading to the Shadow Temple. A small opening is present on the side for exiting. The Warp Pedestal also used to be located on the left instead of center.

Lon Lon Ranch#

Prototype

Prototype

Final

Lon Lon Ranch's fence used to be strangely short. It was made taller later on to prevent Epona from jumping over it.

Sacred Forest Meadow#

Prototype

Final

Prototype

Final

Forest Temple's entrance was on floor level. You could enter it without the Hookshot.

Prototype

Final

Sacred Forest Meadow doesn't have its own skybox in the final game. This very same skybox was found in the iQue repository files a while ago.

Prototype

Final

In an April, 1998 build of the game. Link would've held an Ocarina note above him when learning a new song, which ended up getting changed to Link gazing at an Ocarina.The note object exists in the game and goes unused.

Revisited - Forest Temple#

Prototype

Final

There were stairs instead of a raised wall, so it was possible to enter the corridor leading to Poe Sister Amy's room right at the start. The lighting of this room was not dark until the Poe cutscene was over.

Prototype

Final

Every door was open. In the final version of the dungeon you can either play Song of Time to teleport the Song of Time Block away or go forward to fight the Stalfos to receive the first key.

OoT-Forest_Temple_April98_3.png

The lighting darkened when the Poe Sisters fled.

Prototype

Final

The elevator in the main chamber of the Forest Temple sits above the ground, despite none of the torches being lit. Oddly enough, there are also three Blue Bubble enemies flying around. It's possible Blue Bubbles used to activate when in range, like the Fire Bubbles do in the final game.

Prototype

Final

Prototype

Final

A Deku Baba can be seen at the top of the stairs that was removed for the final version. The door was not locked.

Prototype

Final

It was possible to leave the room where you fight the two Stalfos because the door wasn't a barred slide door.

April '98

Final

There were no carpets in red and blue colors to mark which staircase was for Joelle (Red Poe) and Beth (Blue Poe). The doors to the Stalfos mini-boss room were also normal wooden doors and not slide doors.

Prototype

Final

Stairs lead downwards to a Poe painting.

Prototype

Final

Link stands at the entrance of the lush well room. The entryway is bigger, with a different texture for the wall and floor. The lefthand wall boasts a balcony that was moved.

Prototype

Final

Now he is standing next to the lake, there's no fog.

Prototype

Final

Two columns on the wall where the door is were removed. Green Bubbles can only be found in the second twisted hallway further into the dungeon in the final game.

Prototype

Final

The texture of the walls and columns was the same. There was no green fog to create an atmosphere in this place.

Phantom Ganon's Lair#

OoT-Phantom_Ganons_Lair.jpg OoT-Phantom_Ganons_Lair2.jpg

Link fails to avoid an electrical charge in Phantom Ganon's painting-covered room.

Zora's Domain#

Prototype

Final

The overall design of this area bears similarities to the minimap of the area found in the iQue leak. From the screenshots, it's clear that the spiral ramp that leads up to King Zora's chamber is completely surrounded by water, whereas in the final version it's connected with one path to the entrance and another one leading around the structure to the Zora Shop.

Prototype

Final

Link runs towards the area where you can catch a fish for Jabu.

Prototype

Cutscene 00

OoT-Zora's_Domain2_April98_Comp2.png

Prototype

Cutscene 00

OoT-Zora's_Domain3_April98_Comp2.png

This is the upper area, where King Zora is located in the final version. The position of the torch in the water can still be seen in the credits cutscene, this was moved to the platform near the entrance in the final version. You can see that there is no staircase to talk to King Zora and there was also no passage around the wall to go to Zora's Fountain, this passage would be shorter than in the final version.

Prototype

Final

OoT-Zora's_Domain4_April98_Comp.png

Link swimming with his gear out and an early Zora can be found standing in the back.

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Link is not performing a gracious dive to the pure waters of Zora's Domain and the Zora diving mini-game seems to not have been implemented yet. The waterfall looks different and seemingly lacks the actor that makes it scroll. Zoras are swimming in places where they aren't in the finalized map and their model looks like it could be the early one.

Revisited - Jabu-Jabu's Belly#

Prototype

Final

OoT-Jabu_Jabu's_Belly_April98.png
OoT-Jabu_Jabu's_Belly_April98_Comp.png

This is the second time we see the room with the spiky moving platform. It no longer uses as tense fog as it did in March, 1998. From this angle this shot is taken, we're able to tell the spiky platform got an overhaul, the entrance to the room where Ruto is waiting was placed lower so using the platform would've been a must to reach it.

Prototype

Final

OoT-Jabu-Jabu's_Belly2_April98.png
OoT-Jabu-Jabu's_Belly2_April98_Comp.png

No vine wall to B1, less detailed texturing, no yellow fog.

Revisited - Death Mountain#

Prototype

Final

That old directional sign from November, 1997 is still used. Curled up Goron is placed right next to it. This Goron was moved and it's uncertain if it became the Goron who dashes down the mountain or the one that's just out of view.

Revisited - Dodongo's Cavern#

Prototype

Final

No one-point demo cutscene when blowing up the wall that unveils Dodongo's Cavern. 2D cut out texture is used for bombable walls instead of modeled rocks. This texture exists in gameplay_dangeon_keep and may be used for some other purpose. Bomb flowers were moved away by the bombable wall to make it little bit less obvious what you're supposed to do.

Prototype

Final

Armos resides in the center of the room in favor of a Beamos.

OoT-Dodongo's_Cavern_Small_Room.png

Link in a small room fighting against a Dodongo. There are 5 small rooms like this in final Dodongo's Cavern and none of them have a Dodongo.

November 1997

April 1998

Final

Bomb walls were redesigned numerous times.

Death Mountain Crater#

Prototype

Final

Prototype

Final

Prototype

Final

As crazy as it is. The developers changed the location of the Warp Pedestal twice before settling on the location it has in the final game. The location it has here in April 1998 seems to be the earliest out of them all. This is because the commit logs reveal that the bomb walls seen in the Alternate Scene Setup would've been added in August 21st, 1998.

Prototype

Final

The bridge was not broken in April '98, just like it wasn't in the Overdump version of this map. Meaning you could access Fire Temple without a Hookshot.

Prototype

Final

As noted earlier, the pedestal used to be in another location.

Revisited - Fire Temple#

Late 1997 Overdump

April '98

Final

Link in a room which later was split into two rooms. For a long time the "fire pillar" room that took you to 2F didn't exist and it was part of the "bridge room".

Late 1997 Overdump

April '98

Final

The overdump version of this map was really unfinished but in April 1998 it was noticeably more developed.

Late 1997 Overdump

April '98

Final

Late 1997 Overdump

April '98

Final

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

Late 1997 Overdump

April '98

Final

Maybe this wasn't such a good idea. There is no timer even though Link is not wearing the Goron Tunic.

Volvagia's Lair#

Prototype

Final

Revisited - Lake Hylia#

Prototype

Final

The hero vies against a Tektite on the warp pad at Lake Hylia. Navi is floating above the Tektite but there is no Z-targeting Gem as well as Navi is red instead of yellow like the final version.

Prototype

Final

En_Kusa (the bush usually seen in dungeons) is used instead of Obj_Mure2 (the bush seen in the overworld) because Obj_Mure2 didn't exist yet and En_Kusa was used in both, no blue Tektite enemy was jumping about and the fence beside Lakeside Laboratory wasn't placed.

OoT-Lake_Hylia_April98_2.gif

The entrance of Water Temple was changed a tiny bit. There were two pillars which eventually were removed. These seem to be the same type of pillars seen close to the Zora's Domain shortcut.

(Source: Xiartic & ZeeRoX)

Morpha's Lair#

Prototype

Final

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

Prototype

Final

OoT-Morpha's_Lair_April98.png
OoT-Morpha's_Lair_April98_Comp.png

There was less floor space to walk on because water surrounded the room.

Prototype

Final

OoT-Morpha's_Lair2_April98.png
OoT-Morpha's_Lair2_April98_Comp.png

When wall spikes and hookshot targets were added the floor space was extended.

Prototype

Final

OoT-Morpha's_Lair3_April98.png
OoT-Morpha's_Lair3_April98_Comp.png
OoT-Morpha's_Lair4_April98.jpg

The platforms had no ladder texture, but were still climbable. A regular slide door texture is used as a placeholder for the boss door. OoT-Morpha's_Lair_Climbing1.png

Additionally four spots in the center of each wall had a visual cue for a climbable wall. These ended up removed when the room was redesigned. OoT-Morpha's_Lair_Climbing2.png

Ice Cavern#

Prototype

Final

Prototype

Final

Link walks along a corridor in the Ice Cavern, which lacks the stony texture that links it to Zora's Fountain in the final game.

Prototype

Final

The room after the corridor had Bari enemies which aren't seen outside Jabu Jabu's Belly in final OoT. These were replaced with the Freezard enemies. There was no gate so you could just walk away from the Bari's without fighting them.

Prototype

Final

Prototype

Final

This room had no Silver Rupees as they weren't even part of the game back then. Certain pillars were adjusted to be climbable for them. The spot behind Link where Blue Fire can be caught in a bottle is completely missing.

Desert Colossus#

Prototype

Final

Prototype

Final

The final cutscene never has the camera this close-up to Sheik when she's holding her harp.

Prototype

Final

Spirit Temple's entrance lacked bricks and small stairs. Some minor terrain changes are visible in the distance as well.

Prototype

Final

Prototype

Final

Sheik used to use her iconic Deku Nut move to escape back in April 1998 here. However for the final game they changed it to be more interesting and unique by making her disappear into a sandstorm.

Prototype

Final

Link isn't getting attacked by the Guays who fly around here because they didn't exist in the game at this point in development. [https://docs.google.com/spreadsheets/d/1ap1vGLApFWK4uv_O-LYImodi5z3CanUCSwPtHmLbrp4/edit?gid=1689293413

umemiya   1998-09-03T20:16:29+09:00   怪鳥グエー追加 strange bird Guay added

]

Different lighting setting at night.

Enemies#

Bubble#

A Blue Bubble in the Forest Temple. The red bracket square reticle seems to be smaller than normal.

Phantom Ganon#

Phantom Ganon flies across the room.

Volvagia#

Link fights Volvagia without wearing the Goron Tunic. There is no heat timer, and Link does not have the Megaton Hammer equipped.

Morpha#

OoT-Morpha.png

Morpha attempts to choke the life out of Link. A better view of the pre-release boss room for Morpha, still no spikes anywhere or longshot targets.

Enemy Behavior Differences#

Skulltula#

OoT-Skulltula_Bow_Early.gif

Skulltulas die from single arrow in final.

Poe#

OoT-Poe_Item_Drops_April98.gif

As a reward for defeating them. Poes dropped two rupees before they were given a soul as a drop.

Armos#

OoT-Armos_Early.gif

Armos are immune to Kokiri Sword in the final game.

Dodongo#

Prototype

Final

Although Link gets a recoil, the Dodongo is damaged from an attack to the head. This might've been an oversight with the enemy collider that was fixed for the final release.

King Dodongo#

OoT-King_Dodongo_Bomb_Flower_April98.png

When King Dodongo rolls over the Bomb Flowers on the arena it doesn't blow them up in final.

Stinger#

OoT-Stinger_Early.gif

Using a Boomerang on these enemies in the finished game will stun them like a Deku Nut would. Here they make the Boomerang shoot up in the air without doing any damage which is unusual.

Bari#

OoT-Bari_Early.gif

These Bari enemies which electrocute Link upon touching used to be in more locations than just Jabu Jabu's Belly. They could float in the air just like their smaller variant Biri. Bari was modified for the final game to drop down and stay still while spinning.

Morpha#

OoT-Morpha_Early.gif OoT-Morpha's_Lair_April_'98_(E3_'98_Press_Briefing_Footage).png The target recticle was placed on the end of Morpha's water tentacles instead of its core. You would've fought it differently by luring it on the floor from the water and slashing its tentacle for the core to drop down. In retail it's possible to use Din's Fire to slash the tentacle. Link is performing an attack that was cut. Since Link used to have extra turn animations, he used to be able to do an attack from those turn animations.

Prototype

Final

Because the boss room design was different, Morpha tossed Link differently.

Old Deku Nut Behavior#

Tektite#

Prototype

Final

Gohma#

Prototype

Final

Footage from April 1998 exists where a Deku Nut is thrown at two different enemies. What both of these have in common is the Deku Nut is simply freezing the enemy instead of stunning it. How each enemy handles Deku Nut stunning is in each of the enemy's code, so we can't be fully certain if it acted like this for everything back then but it is highly likely.

Index