the cutting room mirror

Sword on B (Part 2)

October, 1998

Actions#

Prototype

Final

There were some changes to how Gold Skultulla drops behaved. The release candidate build has an item cutscene, focusing on the Gold Skultulla, like any other important item. The text box is not colored blue, instead it's grey like regular text boxes are.

Prototype

Final

Link being warped to Desert Colossus. Nothing is out of ordinary in the map itself, but the camera code when using a warp song was changed, using a camera identical to the Ocarina camera.

Prototype

Final

The area's title card didn't appear when using the Warp Song.

Prototype

Final

The Z-Target camera when using a bow or hookshot is zoomed further out.

Prototype

Final

For some reason, the action button changed to "Grab" around small healing fairies.

Prototype

Final

OoT-Inside_Jabu-Jabu's_Belly_Oct98.png
OoT-Inside_Jabu-Jabu's_Belly_Oct98_Comp.png

The action button is "Grab" when carrying Princess Ruto, even though it should be "Drop" or "Throw."

OoT-Magic_Beans_Equipped_As_Adult_1_Oct98.png OoT-Magic_Beans_Equipped_As_Adult_2_Oct98.png Magic beans were still equipable as an Adult Link.

Prototype

Final

Link's expression is neutral, instead of happy.

OoT-Talking1_Oct98.png OoT-Talking2_Oct98.png OoT-Talking3_Oct98.png Navi remained active when talking.

Animation#

The game, prior to October 1998, showed Link having more animations than what the final game ended up having. This is apparent when Link turns around: in the final game he just snaps to face the other direction. It's also apparent in how his sword didn't automatically slash when drawing it. Naoki Mori, who worked as a Cinema Scene Director, claimed that responsiveness was a higher priority than how good the animation looked.

https://www.1101.com/nintendo/nin1/nin1-10.htm

(Naoki Mori, Cinema Scene Director): "It was very difficult last year when we showed the game at "Space World.".

When we listened to the player feedback, we found that the "movement response" was not very good. People were commenting that "the response of the movement is slow." We had to cut a lot of the animations. I thought it was a shame because the animations were beautifully done. The emphasis was on response. We had no choice.

For example, before, you had to pull out the sword once, press the button again, and then slash. But that was too slow a response, so we changed it to a series of actions, such as pulling out the sword and slashing with it immediately after pressing the button. But that was too much, like pulling it out and then suddenly switching it up to another animation. I wanted to show a little bit of "pulling out the sword" after pulling it out in order to make it look better. 

In another interview, this time with Shigeru Miyamoto. He explains the removal of certain animations to make it easier for the player to understand Link's controls.

https://archive.org/details/64dream-january-1999-ozidual/64Dream%201999%2001%20%28J%20OCR%29/page/n91/mode/2up

Some people said the game was difficult to control in earlier stages of development.

Miyamoto: The control system has been considerably improved. I was also very confused by the responsiveness. If you can move around really smoothly like in Mario, there's no sense of realism, but if there's this exaggerated performance, you'd get stressed out. Therefore, we cut out a lot of connections between movements and left them by themselves so the player could immediately understand the motions.

Did you originally have the idea of an action button?

Miyamoto: Yes. Even if we, the creators, think it would be better to have Link roll in this scene, or read signs here, the player may not have the same intuition as us, so we decided to display action icons to ensure they understand. In Mario 64, even if I wanted to read in front of a sign, I would end up jumping instead, and I really hated that feeling. Therefore, we decided to create an action icon that instantly responds to what you're trying to do.

Well, that's pretty smart, isn't it?

Miyamoto: Well, it took quite a bit of time and effort. One thing, though, is that the icon will jitter around if you keep pushing up against a wall, so you have to bear with that. If we stopped that, the reaction time would be a lot slower.

(Source: Translation - CDi-Fails)

It's worth to mention that, while a lot of this animation work didn't make the cut, a lot of these removed actions returned in future Zelda instalments. Many unused animations exist for Link in the released game as well as the leaks have mentions for animation names that were removed from the final product altogether.

Interface#

Pause Menu#

Prototype

Final

The Skulltula icon that appears when you've collected every Skulltula from an area used to be larger.

Game Over#

Prototype

Final

Prototype

Final

The placement of the Game Over texture and text was slightly different.

Text Box#

Prototype

Final

The item icons were placed closer to the text.

Horse#

OoT-Horse_Interface_Oct98.jpg

The C-buttons on the interface are completely hidden in the final game when on horseback.

Cutscenes#

Title Screen#

Prototype

Final

Hyrule was almost met with a terrible fate in Ocarina of Time.

Sep. '98

Sep. '98 / Oct. '98

Oct. '98

Final

OoT-Link's_Nightmare_Cutscene2_Sep98.png
OoT-Link's_Nightmare_CS_'98~'99_New_Software_Introduction_Video.png
OoT-Link's_Nightmare_Cutscene_Oct98.png
OoT-Link's_Nightmare_Cutscene2_Sep98_Comp.png

New eye textures for a more shocking reaction, but the camera angle wasn't finalized yet.

Kokiri Forest Opening#

Prototype

Final

The Kokiri Girl NPC was adjusted to be in her final location just before release for the Kokiri Forest opening cutscene. What's interesting to note is that she was in her final location in the regular gameplay setup already in May 28th, 1998 E3 1998 demo.

Learning Zelda's Lullaby#

Prototype

Final

OoT-Zelda's_Lullaby1_Oct98.jpg
OoT-Zelda's_Lullaby1_Oct98_Comp.png

Prototype

Final

OoT-Zelda's_Lullaby2_Oct98.jpg
OoT-Zelda's_Lullaby2_Oct98_Comp.png

xxx

OoT-Zelda's_Lullaby3_Oct98.jpg

xxx

Learning Saria's Song#

Prototype

Final

The camera is higher above the ground in final.

Giant Dead Dodongo#

Prototype

Final

The camera was placed higher up, so the bridge would be in view.

Revisited - Pulling out the Master Sword#

Prototype

Final

Link's looking-down eye texture was significantly improved before release. In the final game, the Kokiri Sword disappears from the sheath, which is likely caused by a change in Display Lists.

Kakariko Village on Fire#

Prototype

Final

This cutscene setup environment still had the stone circle placed which was a remnant of Mid '98 Kakariko Object placement work. It was removed for the final release though. v1.2 revision made the tree match that of the regular gameplay setup.

Prototype

Final

OoT-Kakariko_Village_On_Fire_CS_Sheik's_Text_Oct98.png
OoT-Kakariko_Village_On_Fire_CS_Sheik's_Text_Oct98_Comp.png

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Items#

Red Potion#

OoT-Red_Potion_Oct98.png OoT-Red_Potion_2_Oct98.png OoT-Red_Potion_3_Oct98.png OoT-Red_Potion_4_Oct98.png

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Story#

Screenshot

Translation

Japanese Script

English Script

リンク…
今 ハイラルを まもれるのは
わたしたちだけ なのです!

Link...now, we are the
only ones who can protect Hyrule!

リンク…
今 ハイラルを 守れるのは
わたしたちだけ なのです!

Link...now, we are the
only ones who can protect Hyrule!

Screenshot

Translation

Japanese Script

English Script

まず、3つの精霊石を 入手しないと
いけないと つたえられています。

First, it is said that one must
collect three Spiritual Stones.

三つの精霊石を あつめ、
神殿に おさめよ… と
伝えられているのです。

And, in order to open the door,
it is said that you need to collect
three Spiritual Stones.

Screenshot

Translation

Japanese Script

English Script

ワタシは シーカー族の インパ。
ゼルダ様を お守りする者。
全ては 今、姫が 話されたとおり。

I am Impa, of the Sheikah tribe.
I am Zelda's protector.
Everything is as the princess has said.

私は シーカー族の インパ。
ゼルダ様を お守りする者。
すべては 今、姫が話された通り。

I am Impa of the Sheikahs.
I am responsible for protecting
Princess Zelda. Everything is
exactly as the Princess foretold.

Screenshot

Translation

Japanese Script

English Script

勇気ある 少年よ…
新たな旅へ むかうのだな。

Brave child... you are heading
out on a new journey, aren't you?

勇気ある 少年よ…
新たな旅へ 向かうのだな。

You are a courageous boy...
You are heading out on a big, new
adventure, aren't you?

Screenshot

Translation

Japanese Script

English Script

ワタシの役目は、
森の使者に 1つのメロディを
さずけることだ。

My role is to teach
a melody to the messenger
from the forest.

私の役目は、森の使者に
一つのメロディを 授けることだ。

My role in the Princess's dream
was to teach a melody to the one
from the forest.

Screenshot

Translation

Japanese Script

English Script

見るがいい、あの山を。
あれが 炎の精霊石が ある、
ゴロン族の山… デスマウンテン。

Take a good look at that mountain.
That is Death Mountain, the mountain of the
Gorons, where the Spiritual Stone of Fire rests.

見るがいい、あの山を。
あれが 炎の精霊石が ある、
ゴロン族の山… デスマウンテン。

Take a good look at that
mountain. That is Death Mountain,
home of the Gorons. They hold
the Spiritual Stone of Fire.

The only difference is that this line is center-aligned in the Japanese final script.

Screenshot

Translation

Japanese Script

English Script

ワシの名は ラウル。
時の神殿を つくり…
聖地を 守った 賢者のひとりじゃ…

My name is Rauru.
I am one of the sages who
built the Temple of Time...
and protected the Sacred Realm.

ワシの名は ラウル。
その昔 時の神殿を つくり…
聖地との 道をつなぎし者じゃ…

I am Rauru, one of the ancient
Sages...
Ages ago, we ancient Sages
built the Temple of Time to
protect the entrance to the
Sacred Realm...

Screenshot

Translation

Japanese Script

English Script

それゆえ お前の魂は
七年の間 ねむりつづけた…

Therefore, your spirit continued
to sleep for seven years.

それゆえ お前の魂は
七年の間 ねむりつづけた…

Therefore, your spirit was
sealed here for seven years.

The only difference is the color coding that is absent in the final script.

Screenshot

Translation

Japanese Script

English Script

お前が ねむっておった七年で
ハイラルは すっかり
魔物の国と なってしもうた…

During the seven years you
slept, all of Hyrule became a
land of demons.

奴の魔力は 神殿を通して流れ出し、
わずか 七年で ハイラル全土を
魔物の国と 変えてしもうた…

His evil power radiated from the
temples of Hyrule, and in seven
short years, it transformed Hyrule
into a world of monsters.

Kokiri's Emerald Localization#

Prototype

Final

OoT-Kokiri's_Jade_Oct98.png
OoT-Kokiri's_Jade_Oct98_Comp.png

In the Japanese version of Ocarina of Time, Kokiri's Emerald is called Kokiri's Jade. When localization work was finished it was renamed to Kokiri's Emerald.

Prototype

Final

A change was made to Navi's information text to refer to Gohma in plural because of her larvas.

Zelda's Lullaby#

OoT-Zelda's_Lullaby_Oct98.png

xxx

Saria's Song#

OoT-Sarias_Song_Oct98.png

xxx

Prototype

Final

Navi used to fly higher above Link when talking to her or Saria. In final she's locked in a lower position.

Characters#

Revisited - Saria#

Revisited - Child Zelda#

June 1998

Oct. 1998

Final

Prerelease

Translation

Final Script

Translation

English Script

アナタ…だれ?

You... who are you?

!

だ、だれ?

!

Who?!

This message, ID 70DF, is still in the final game, albeit unused. The first thing Zelda says when she sees you is message 702E, the Final Script one shown above.

Revisited - Impa#

Prototype

Final

Impa's chest got some more polygons.

Revisited - Ganondorf#

June 1998

Oct. 1998

Final

The guards behind Ganondorf now have their final designs.

Prerelease

Translation

Final Script

Translation

English Script

今はお父様に忠誠を誓っているけど
私にはわかる…彼の邪悪な企みが…

今は お父さまに
忠誠を 誓っているけれど
きっと ウソに 決まっています…

Though he swears allegiance to my
father, I am sure he is not
sincere.

Revisited - Rauru#

OoT-Chamber_of_Sages_2_Nov98.jpg

xxx

Kokiri Kid#

xxx

Cursed Skulltula People#

Prerelease

Translation

Final Script

Translation

English Script

私たち親子は、クモののろいで
こんな姿に されてしまいました。

私たち親子は、クモののろいで
こんな姿に なってしまいました。

We all look like this because of
the spider's curse.

Revisited - Medigoron#

September 1998

October 1998

Final

For some reason Medigoron's target spot was altered between September 1998 and final.

Effects#

Prototype

Final

Navi's outer color when interacting with NPCs and signs etc. was green and not blue.

Environments#

xxx

Prototype

Final

OoT-Link's_House_Oct98.jpg
OoT-Link's_House_Oct98_Comp.png

Prototype

Final

OoT-Link's_House2_Oct98.jpg
OoT-Link's_House2_Oct98_Comp.png

Link's records didn't appear to exist near release. Navi isn't pointing it out and a pot was placed in front of it.

Revisited - Kokiri Forest#

Prototype

Final

The gossip stone near the trunk leading to Lost Woods was moved closer to the ledge.

Prototype

Final

As shown by older screenshots, her headband was lighter green.

OoT-Kokiri_Forest_Oct98_Nintendo_Power.png

Nintendo Power's November 1998 issue reported about a Piece of Heart above the Kokiri Shop roof. They later confirmed on the web page that it was moved to a better hiding place.

Excerpt from the said web page and a link to it:

https://web.archive.org/web/19991111093626/https://www.zelda64.com/home_faqs.htm

Q: In Nintendo Power, it says there is a Heart Container on top of a house near the entrance to the Lost Woods, but I can’t find it. Where is it? A: The Nintendo Power preview was written using an incomplete version of the game. This Heart Container was moved to a better hiding place late in the game’s development.

Expert_Gamer_054_-_Kokiri_Forest_Map.png

This Piece of Heart was reported about in numerous magazines who received a copy of the game for reviewing. This naturally brought confusion to people who read strategy guides, and here's Expert Gamer calling it the "First Heart Container".

OoT-Farore's_Wind_Outside_Dungeon_Oct98.png

Farore's Wind is a dungeon only item. Why and how it is being used in this screenshot is a mystery. The cursor is indicating that the last exit would've been from the Deku Tree. Seemingly the mouth actor wasn't used in the Adult scene here and was put there just before the deadline hit.

Prototype

Final

Mido only requiring Link to equip his shield. This is due to a late addition of the Kokiri Forest crawlspace and you started the game with Kokiri Sword.

Prototype

Setup 04

This screenshot is a peculiar one. Link is holding a Deku Shield above the Kokiri Shop next to the Shop Girl whose fairy can be seen behind him. Alternate Scene Setup 04 has a shield in this exact location. The location of the crawlspace on the minimap got some changes as well.

xxx

Revisited - Kokiri Shop#

Prototype

Final

The Kokiri Girl looks at Link in the pre-release screenshot, hinting that her target range was adjusted afterwards. There used to be a green debug arrow indicating the hidden blue rupee. If debug is enabled, there is no arrow there in the retail build.

Revisited - Know-It-All Brothers' House#

Prototype

Final

Both Know-It-All Brothers are standing on their stools. One of them is in a fighting stance. In the final game, near the crawlspace leading to the maze with the Kokiri Sword, there's a Kokiri NPC in the same fighting stance teaching you the basics of combat, so it's possible this was once taught in Know-It-All Brothers' house.

Revisited - Inside The Deku Tree#

Prototype

Final

The ladders in the Slingshot room do not have the Navi hint spot.

Prototype

Final

No small chest for the Recovery Heart.

Revisited - Hyrule Field#

Iwata: You were also in charge of Hyrule Field. The reason you made such a vast world was so Link could gallop around on a horse, right?

Miyanaga: Right. It created quite a fuss when I first made that field. People were like, "You can't make it that big!" (laughs) Even riding a horse, it was so big that you would get bored riding around it, so we had to add something. Then lots of people took a hand in it, having enemies appear and putting holes here and there.

Aonuma: We went around the field looking for places where there wasn't anything and put something at each one.

Miyanaga: We'd be like, "This area's a bit empty, so I'll make a hole and put something in it." (laughs)

Iwata: In other words, you made Hyrule Field as a basis for everyone to build their ideas upon, and that's how it turned out to be that kind of space.

Miyanaga: Right. We made Kakariko Village that way, too.

(Source: The Legend of Zelda: Ocarina of Time 3D Original Development Staff - Part 2)

Expert_Gamer_054_-_Hyrule_Field_Map.png

Expert Gamer received an early copy of the game. As their focus was on strategy guides and tips, it included a Hyrule Field with item locations. This map lacks some of the grottos, which were added sometime before the final release.

Missing Grotto 1#

Prototype

Final

A grotto is missing. In the final game, it has a tree standing beside it, hinting at its location. This grotto contains a Piece of Heart, which was likely moved from somewhere else.

Missing Grotto 2#

OoT-HF_Grotto3_2.png

The Business Scrub selling a Piece of Heart must've been found somewhere else.

Missing Grotto 3#

OoT-HF_Grotto1_2.png

Two grottos with just a rupee as a reward were added close to Lake Hylia.

Missing Grotto 4#

Revisited - Lost Woods#

Prototype

Final

As other screenshots in this October 1998 section show, Many of Navi's hint spots were placed in the last days of development.

Prototype

Final

The target score color was modified in the Lost Woods Slingshot minigame. This color is one of the colors seen in Gerudo's Fortress' Horseback Archery mini-game when scoring on a target, because for some reason only the score for that is multicolored.

Revisited - Sacred Forest Meadow#

OoT-Sacred_Forest_Meadow_Oct98_Nintendo_Power.png

Nintendo Power's December 1998 issue was written using a near complete build of the game. Still, some smaller things were changed at the last moment, like this boulder hiding the Fairy Fountain. A boulder is still listed in the scene's object list, as removing the actor from the actor list was enough.

Expert_Gamer_054_-_Sacred_Forest_Meadow_Map.png

Expert Gamer magazine's guide also has an explosion mark drawn over the Fairy Fountain grotto.

Revisited - Forest Temple#

Prototype

Final

Prototype

Final

Some minimap changes are apparent for the "balcony room".

Revisited - Bombchu Bowling#

Prototype

Final

Diving in Bombchu Bowling? For some reason the text meant to be shown for starting the diving mini-game was shown for starting a round of Bombchu Bowling.

OoT-Shooting_Gallery2_Sep98.png OoT-Shooting_Gallery_3_Sep98.png OoT-Shooting_Gallery_Man_Sep98.png

Beyond the HUD differences as noted before, this appears the same as final.

Revisited - Temple of Time Exterior#

xxx

Revisited - Guard House#

Prototype

Final

Even in October, some changes to the Guard House's object layouts were made. Here, pots replaced boxes.

Prototype

Final

Some pots were removed to make a clear pathway to the Soldier, and to the box containing a Gold Skulltula.

Revisited - Potion Shop (Child)#

Prototype

Final

The Bug and Deku Nut items switched places.

Revisited - Death Mountain Trail#

Prototype

Final

This awkwardly placed boulder was removed.

Prototype

Final

The flagpole was placed closer to the sign. It's possible there was no Big Fairy spot there, as the flag marks the spot for one.

Prototype

Final

There's no Red Tektite here in the finished game.

Revisited - Goron City#

Prototype

Final

A sign can be seen in front of the Goron Shop. Unused text exists for it. Navi's hint spot was fixed to be closer to the Goron's Ruby stand.

Prototype

Final

The sign seen in previous screenshots was removed. Two additional Bomb Flowers used to be on the floor alongside the bomb wall, but they were removed to encourage the use of a burning Deku Stick.

Prototype

Final

A boulder was removed where Darunia's Son rolls around.

OoT-Goron_Tunic_&_Fire_Arrows_(Game_Informer,_Dec_'98).png

Apparently the only way to get Goron Tunic would've been to buy it from the Goron Shop.

Prototype

Final

This area of Goron City was filled with more boulders.

Revisited - Fire Temple#

Prototype

Final

This room of Fire Temple used to have three killer doors. There are none here in the final game.

Revisited - Lake Hylia#

Prototype

Final

Expert_Gamer_054_-_Cucco_Lady_Piece_of_Heart.png

In October 1998, nearing the game's release, Nintendo sent out review copies of the game to several game magazines such as EGM, GamePro and some of Japanese origin. EGM's other imprint, Expert Gamer, which focused more on Strategy Guides, reported that originally three of the game's bottles were located at Lake Hylia. For the final release the bottle containing Ruto's letter was kept, but the other two were moved to other locations in the world. The only bottle that wasn't found at Lake Hylia was the bottle you'd get from Talon for completing the Super Cucco mini-game.

The Fishing Pond's and Lakeside Laboratory's bottles were moved to Kakariko Village and the Market. In the final game, Kakariko Village's bottle is a reward for returning all the Cuccos to the Cucco Lady's pen, but Expert Gamer noted you would've received a Piece of Heart instead. The Market's bottle is a reward from the Poe Collector after capturing and giving all ten of the Big Poes located in Hyrule Field, but it's unclear if another reward would've been given here earlier in development.

OoT-Goron_Tunic_&_Fire_Arrows_(Game_Informer,_Dec_'98).png

Fire Arrows were given to you by Darunia after finishing the Fire Temple, rather than firing up an arrow at the sun when it's sunrise at Lake Hylia. The actor for shooting the sun was added July, 30th, 1998 and is also used for other things in the final game.

OoT-Empty_B_Button_Oct98.png

Swordless Link. Caused by a patched glitch perhaps?

Water Temple#

OoT-Dark_Link_Oct98.png OoT-Water_Temple_Oct98_Room_Timer.png Several late pre-release screenshots for the game show room timer present in the Dark Link room and outside it. The purpose of this timer is unknown and what's seen could've been nothing more than a bug.

Revisited - Castle Courtyard#

xxx

Revisited - Chamber of Sages#

xxx

OoT-Chamber_of_Sages_1_Nov98.jpg

xxx

Revisited - Ice Cavern#

xxx

Prototype

Final

One Freezard enemy was removed from the middle ice platform.

Forest Training Area#

xxx

Talon's House#

xxx

Prototype

Final

The amount of time you had to finish the Super Cucco Minigame was shortened from 45 seconds to 30 seconds.

Revisited - Hyrule Castle Town#

Prototype

Final

The blue and purple dress wearing lady, the one who stands beside the potion shop and tells you about Lon Lon Ranch, was placed "last minute."

Revisited - Kakariko Village#

Prototype

Final

This Skulltula was moved to be below the window of the Skulltula House more.

Prototype

Final

The minimap was shorter near the gate area. This would make it seem like the warp to Death Mountain Trail was placed closer to the gate.

Prototype

Final

The Dog Lady NPC used to be closer to the entrance of this house. She was moved closer to the beds and the fireplace.

Revisited - Kakariko Graveyard#

Tips&Tricks_046_-_Kakariko_Grave.png Tips&Tricks_046_-_Graveyard_Guide_Text.png Tips & Tricks Magazine's Ocarina of Time Guide wrote that only one of the tombstones as Child Link had something of interest to discover. A grave where a ReDead is protecting a chest containing the Hylian Shield. In the released version of the game, this shield is instead found from another grave that holds a hidden healing Fairy Fountain inside and this grave has a Piece of Heart once you play Sun's Song to spawn the chest.

Prototype

Final

OoT-Sun's_Song_Writing_Oct98.png
OoT-Sun's_Song_Writing_Oct98_Comp.png

The text for Sun's Song's slate was changed to explain more of the backstory.

Prototype

Final

The player in this screenshot from the Nintendo Power Strategy Guide had just warped to the Graveyard via Nocturne of Shadow. The weather wasn't stormy as it always is unless you play Song of Storms on your Ocarina in a specific spot on the map. In the case here it's impossible that would've been the reason, it's likely the weather settings were altered in some form.

Prototype

Final

This Skulltula was changed from Adult to Child only. The condition was also changed from day to night.

Prototype

Final

OoT-Royal_Family's_Tomb_Oct98.png
OoT-Royal_Family's_Tomb_Oct98_Comp.png

Royal Family's Tomb lacked a Navi hint spot mark.

Kakariko Potion Shop#

Prototype

Final

An unknown item stored inside a bottle can be seen top left on the left shelf. It's placed above the standard bottled Poe and the substance looks like it could have been for a Big Poe. Unused text for this exists. In retail to fill the slot for this they put a Deku Nut for sale.

OoT-Kakariko_Potion_Shop_Child_Oct98.png

Nintendo Power Player's Guide mentions how there would've been nobody home in the Kakariko Potion Shop when Link visited it as child. In the released game you can find a carpenter blocking your way to the fenced off area in Kakariko Village.

Revisited - Windmill#

Prototype

Final

The building interior still used more of the wood texture.

Skulltula House#

Prototype

Final

Prototype

Final

Many experiments regarding what lighting setting the Skulltula House should use were made. An unused copy of the map from the leaks was found with close fog settings to the first screenshot.

Expert_Gamer_054_-_House_of_Skulltula_Rewards.png

Expert Gamer magazine's issue 54 reported about an old Skulltula rewards list, which they wrote using a prototype copy of the game received for review purposes. Most notable change is how Giant's Wallet used to be the last reward you'd get. To let the players have the Giant Wallet without finding all the Gold Skulltulas, it was moved to take the 30 tokens slot. Two Piece of Hearts are on the list as well and the other was moved somewhere else. This magazine mistakenly confused Heart Containers with Pieces.

  • Adult's Wallet - 10 Tokens
  • Stone of Agony - 20 Tokens
  • Giant's Wallet - 30 Tokens
  • Bombchu - 40 Tokens
  • Piece of Heart - 50 Tokens
  • Huge Rupee - 100 Tokens

Revisited - Zora's River#

Prototype

Final

OoT-Zora's_River_Oct98.png
OoT-Zora's_River_Oct98_Comp.png

Actor debugger is turned on, no message ID is displayed and the interface is not hidden in Ocarina mode.

Revisited - Zora's Domain#

Prototype

Final

OoT-Zora's_Domain_Oct98.png
OoT-Zora's_Domain_Oct98_Comp.png

Can't have too many bushes.

Expert_Gamer_054_-_Zora's_River_Map.png

Expert Gamer guide's drawn map shows the Piece of Heart by the ledge near the waterfall was somewhere else before, and that a grotto used to be close to its location.

Revisited - Zora's Fountain#

Prototype

Final

OoT-Zora's_Fountain_Oct98.png
OoT-Zora's_Fountain_Oct98_Comp.png

Prototype

Final

OoT-Zora's_Fountain2_Oct98.png
OoT-Zora's_Fountain2_Oct98_Comp.png

The two fences around Jabu-Jabu were shortened to avoid the ice platform clipping into them in the Adult Link environment. The pots are placed differently and seem to be identical to the artwork of this area.

Revisited - Gerudo Valley#

Prototype

Final

One gray boulder was removed from Gerudo Valley's Child Link setup.

Gerudo's Fortress#

OoT-Gerudo's_Fortress_Removed_Heart_Piece_Oct98.png Expert_Gamer_054_-_Gerudo's_Fortress_Map.png

Magazine reports around the game's release talked about a Piece of Heart in Gerudo's Fortress which didn't make it to the release version. The map showing the location it used to be here comes from Expert Gamer magazine's Ocarina of Time guide. Expert Gamer was not the only magazine bringing this up and another mention of it exists in Game Informer. Game Informer makes it clear they had two Piece of Hearts around and the one from the chest was kept.

Revisited - Iron Knuckle's Lair#

Prototype

Final

OoT-Iron_Knuckle's_Lair_Oct98.png
OoT-Iron_Knuckle's_Lair_Oct98_Comp.png

Iron Knuckle's Lair boss door was same as Forest Temple's. It was replaced with a slightly modified texture afterwards.

Ganon's Castle#

Prototype

Final

OoT-Ganon's_Castle_Minimap_Oct98.png
OoT-Ganon's_Castle_Minimap_Oct98_Comp.png

The exit pointer on the minimap was further away from the actual entrance.

OoT-Ganon's_Castle_Oct98.png

Navi's hint spot is missing from the rock blocking the way to the Fairy Fountain, where you get Double Defense.

Enemies#

Revisited - King Dodongo#

xxx

Revisited - Barinade#

September 1998

October 1998

Final

Between September and the final build, Barinade's lighting color was white.

Freezard#

xxx

Revisited - Morpha#

OoT-Morpha_Tentacle_Cut_Oct98.gif

Link was still able to cut Morpha's tentacle with a sword.

OoT_October98_Morpha_Attack.gif

Morpha had a homing attack that is not present in the final game.

Iwata Asks

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

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

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.

Iwata: There wasn't anything you could compare it to.

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.

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

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

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!"

Iwawaki: Yeah, he said that. (laughs)

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?"

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

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!"

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

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)

Aonuma: We really hadn't.

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.

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

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

Aonuma: We'd get a lot done that we hadn't even imagined.

Kawagoe: I feel like we encountered a lot of such happy chance occurrences.

Iwata: So the developers could get excited about the daily discoveries.

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

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.

Kawagoe: I suppose we could do that because we were all young.

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?

Koizumi: I was about 26 or 27. How about you, Aonuma-san?

Aonuma: I was in my thirties without doubt.

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.

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

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.

Iwata: And it was a particularly intense two and a half years.

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

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

Kawagoe: Yeah, we were all young. (laughs)

Osawa: It was fun how each day was different.

Koizumi: It sure was.

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

Aonuma: That's right.

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.

Aonuma: We weren't selfish—we were dedicated.

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.

(That's the joke!)

(Source: Iwata Asks)

References

Index