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The first 64-bit version of Zelda, was originally conceived as a way designed to use the features of 64DD. Internal Clock, rewritable discs with a size double what had ever been used on the cartridge, internet connection and tools for editing images, Zelda 64 was presented by Nintendo itself as a title so huge and puzzling that it would be impossible to implement the normal N64. Miyamoto and his team wanted to make a world of Hyrule persistent and completely adapted to the will of the player, any change that would have affected Link to the scene, would have been saved, every tree cut, destroyed every case, the imprints of the feet on the sand, all these and many other things still would have been remembered and would have changed the game environment for the duration of our adventure.
All this because of the possibility of 64 Disc Drive. But there was only one small problem: the 64DD was not greeted with much interest from professionals, remembering the bad purpose made by all previous add-on for console, the DD was growing slowly postponed, Nintendo itself lost confidence in the project and it was not clear if it ever really left. At this point, Nintendo had no other choice, also because of low sales of the N64, announced that Zelda 64 was adapted to be able to go out on normal cartridges, so hoping to renew interest in the console market. But this change meant the voidment of all those interesting features that would have been possible thanks to 64DD and part of the game and history had to undergo an extream cut.
From an interview with N-ZONE magazine (translated with google and reported by GoNintendo) we can read that Aonuma admits that Ocarina of Time originally had more temples and magic abilities that were cut.
Eiji Aonuma: Yes, you may be absolutely right, although I can not remember exactly all the details. There really is a difference between the temples, which we wanted to integrate and those that exist in the final game. And that had something to do with magic. We thought of integrating some actions, some plot threads, and some puzzles that have something to do with magic abilities.
We have come to the conclusion that other, already existing, just regular items to be a worthy replacement. So we had originally three temples, which would capture the young Link, three temples for the adult Link and three in which he was to learn each spell – but instead we have eliminated a temple of it. In the final game is now so 3 plus 3 plus 2, or 8 temples to find.
For more info read this article: Project Zelda 3D – The Development of Zelda 64
Would you like to play the Zelda 64 Beta? Check the Zelda: Ocarina of Time Beta Restoration Project!
[Original intro in italian by monokoma, translation by 8PM]
Clicca qui per la versione in Italiano ▼
Thanks to Superfun64 for the contribution!
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U64 is an archive with articles, screens and videos for cancelled, beta & unseen videogames. Every change & cut creates a different gaming experience: we would like to save some documents about this evolution for curiosity, historic and artistic preservation.
13 Responses to Zelda 64: Ocarina Of Time [N64 - Tech Demo / Proto / Beta]
Ali
July 7th, 2008 at 3:25 pm
There was so much in these betas that would have been amazing to have actually put in the game. Shame Nintendo excluded the triforce.
monokoma
July 7th, 2008 at 10:40 pm
They really need to add all these old Zelda 64 demos in the Wiiware channel.. i would buy them for sure.
Bumfacepik
August 26th, 2008 at 5:52 am
Look link fighting queen gohma as an adult! With the forest medalion equiped! There loooks like there was alot cut from the game… enough to make a second game out of it.
Yellowmonster111
September 16th, 2008 at 9:23 pm
Fighting gohma would it be a little be more scarrier with the blue fog. the palyer would not be able to see from where she’s coming.
Ragalshnagal
September 30th, 2008 at 4:10 pm
I just don’t understand why they would remove so much good content!
When Link swings his sword, he does it in a jedi-like way ( swinging from one side to the other. The sword even leaves trail marks after he swings.
( You can edit the debug rom, and be able to attack like that at all times)
An on-rail type Hyrule town is stupid. I hate in Zelda 64, the backrounds look too real. They could have just left everything in 3D. After all, it would have looked so much better.
I just wish someone with programming skills, could remodel the entire town, and take the game source code for link and let you play as him on a 64 emulator or something. Retexturing isn’t the same. :(
Why hello there
December 28th, 2008 at 8:58 pm
They’re actually remaking the whole beta version of OoT, and it looks pretty interesting.
thats the graveyard scene
Razorblade
January 11th, 2009 at 11:53 pm
Il gioco più atteso di tutti i tempi.
Zelda lover
March 21st, 2009 at 4:25 am
Are they really remaking all of this? If they really are that would be cool!
Link
April 3rd, 2009 at 4:39 am
Wow. This beta version would be the greatest thing ever. Will it be on the Wii?
c45
April 5th, 2009 at 11:22 am
its things like these projects of nintendo that they never finished that piss me off and made me lose faith in them.
ZeruDen64
April 21st, 2009 at 4:20 am
Ocarina of Time is the best game that I’ve player EVER.. But Zelda64 is the best game that I’ve NEVER played.
I think something: Miyamoto-san have the ONLY ONE copy of Zelda64 on his desk. Triforce included. I bet.
The Legend Not Die!
David Warren
September 4th, 2009 at 6:06 am
The video of the great faery beta, its a cut from a longer video trailer. Ive been looking for that trailer for 10 years.
Does anybody now where can i find it please??
monokoma
September 4th, 2009 at 12:56 pm
Hi David, i should have that longer trailer somewhere on my HD, i’ll try to find it again