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The were rumours of a new Zelda game when
the Nintendo 64's technical demo reel was shown
at a Space World. Link was there, looking
amazing in 3D, fighting an Armos and a Stalfos.
As basic as it looked in comparison to the
finished product, everybody was wowed. Shigsy
ultimately confirmed the new addition to the
series, and the world was set alight.
In coming months,
screenshots leaked from Nintendo's usually tight
production pipe, each new batch clearly showing
an advancement over the last. After a long three years, we were left with the greatest game ever, and everybody forgot about its
epic development time. Here, we are going to show you the
development history of Ocarina Of Time.
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This screenshot is
from the N64 technical demo. It shows the
earliest Link model and an early enemy.
As you can see,
Link is modelled after the very original
incarnation, featured in LoZ and AoL. |
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This was the first in-game screenshot released
by Nintendo. It shows some basic enemies created
to test collision detection and primitive AI.
Link's model looks far better than the enemies
and environment, hinting towards the team's
priorities. Navi is there, but it
is unlikely that she had any animation,
or that her program was advanced enough
to fly towards hotspots like signs and enemies.
Overall, the graphics engine hadn't evolved much
from its Super Mario 64 codebase, and as you can
see by the black space in the top right hand
corner, the sky hadn't yet been implemented. |
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At this point in development, the buttons and
heart counter were active, but Navi still looks
incomplete. The textures had improved from
earlier builds, and the Lake Hylia screenshot
shows a remarkable draw distance, with layout
similarities to the final version. Also of note
is the gloomy sky over a fully 3D village - the
sky hints towards an early decision on the
nature of the Hyrulian threat. The town probably
changed to faux 3D for artistic and technical
reasons. |
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The screenshots here show some early dungeons.
They look incredibly basic, so they were
probably built to test out game mechanics and
some of Link's moves/controls. The blocky nature
of the dungeons shows similarities with earlier
Zelda titles, so its possible that they were
using old layouts for these tests. |
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In these screens you can see very early versions
of Stalfos Knights. They're much thinner, and
less designed than the final versions. The rupee
counter had started to move around, as they were
experimenting where they should put it. Enemy AI
had been implemented to an unknown degree,
unless the centre screenshot depicting a battle
was a mock-up. Navi is nowhere to be see,
leading us to believe Z-Targeting hadn't yet
been planned, or at the least, was not
implemented.
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By this stage of development, graphical detail
had improved. Navi doesn't yet change colour,
and Z-Targeting isn't working, but she does call
attention to enemies by flying towards them. In
the last screenshot we can see another section
that never made it into the final game, though
it looks well developed, with smoke particles
that show how far the SM64 engine had been
developed.
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Here, you can see
two familiar locations. The top one is the Deku Tree,
who looks like he has a bit of a cold.
The bottom is a basic version of the
Temple Of Time. The temple would still
look like that if Miyamoto and his team
hadn't found a special technique to make
such a towering building with no
slowdown. As you can also see, they had
also devised a new control system which used
some C buttons for items, leaving camera duty
completely to scripting and the Z-button. |
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Yes, that's right.
At one point during the game, there WAS a Triforce. However,
no one knows how you were to get it, and
it doesn't look like we ever will. The
bottom screenshot was very close to the
end of the games development, and that
shows in that the controls are all
sorted (bar the B button being the
action button and not A), the magic bar is
in place and Navi is working. There are
a few adjustments left, like Link's
model, and for some reason you could
equip the Forest medallion. This may have been
used to warp to the Forest
Temple instead of playing the Minuet of
the Forest on the Ocarina Of Time. |
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