Here’s another nice update from our friends at Team Beta Triforce, about the Zelda 64 Beta Restoration Project. Do you remember the original version of the Castle Town, as we have seen it in these famous beta screens?
Well, you will be able to play in there in the Zelda 64 Beta Restoration public demo that is scheduled for release this year! In the meantime, check the video below to have a look at the beta Castle Town, resurrected in its full glory! Keep in mind that this is still an early preview demo of the mod:
For more updates and feedbacks on the Zelda: Ocarina of Time Beta Restoration Project, check the main article in here.
Update: ZM90 from the Team Beta Triforce has let us know that The demo castle town will be playable in the public demo that is scheduled for release this year! Also the release date of the “final version” of the OoTBRP has been pushed back to at least 2012: the reason it has to be pushed back is because they need to make the other areas much bigger like they did with the town. Hyrule Field in the OoTBRP will be roughly the size of the one in TP. Also, there are new inside areas to make and a ton of new NPCs to create. Keep up the good work guys!
In the original GameBoy version of Link’s Awakening, if you press SELECT when you are moving in the field from a “game screen” to another and if you do this correctly, you can be warped through the end of the next “game screen” and sometimes NPC and Items are warped with Link. If you do this trick in the Fishing Spot (going down from where the fisherman is), the fisherman will be warped on the top of a tree in the next “game screen”. If you talk to him, it will start the “fishing game” but you will be warped in a weird/glitched world (in some ways similar to the Ocarina Of Time “Beta Quest”, but this is not really that much “beta-related”). In there you can find lots of weird stuff, more items (Level 3+ Power Bracelet!) and sometimes people that you can talk to. I think that the dialogues were randomly taken from the game text. Take a look at the video and have fun!
A nice video-update from the Team Beta Triforce: “Another little peek at the Ocarina of Time Beta Restoration Mod. This video is by Flotonic (One of our 3D modellers), expect much of his work to be showing up on our channel in the future. His videos will usually depict his latest remodel,retexture, etc. and has been uploaded to our channel at his request. If you have any questions or comments about the Mod or video, feel free to post them below. The textures were by lllsondowlll, another one of our team members.”
Update: Unfortunately the team never finished the project because of technical issues related to the impossibility to incorporate actors into the new scenarios they made. But thanks to Akito_Kun a playable demo of the mod was shared online.
The Ocarina of Time Beta Restoration Project was a mod who’s goal was to remake the entire (or as much as possible) Beta version of Zelda: The Ocarina of Time. Now, there are several beta versions. They were focusisng on the A+C version, where there was only adult link. So the game was adult link only. There was a massive number of things from the beta being revived.
Beta attacks such as the jump strike and sword beam attack. All attacks and interface modifications were programed directly into the game, so no cheats needed. And of course, the original A+C interface was there, as well as a integrated textures to make the game look as legitimate as possible.
Beta Items include:
Equippable fishing rod.
Reed whistle for calling Epona
Beta areas such as:
Original graveyard (flat, very different layout)
Castle Sewers (original method of escaping castle)
Beta castle town (3D and explorable)
Lost woods (3D, has multiple trails leading to places, and no tunnels like final version)
Old Project News :
Currently ZM90 has not touched the beta restoration stuff in months and TBT just recently reformed, they are not done with the demo, and they are just getting things back to normal. Their plan is to release a playable demo of the Zelda 64 Beta Restoration in the following months. Due to internal issues in the team, it’s possible that the Zelda 64 Beta Restoration will never be finished.
[Warning: this article is just a translation from the original one in italian, there are some “lost in translation” parts, so the original version was more complete, but at least now we have an english version too. If you find some errors or some weird use of the english language, please send us a mail so we can fix them, thanks!]
[original article in italian by monokoma, english translation by Yota]
[Thanks to Evan & Sba sb3002 for the english corrections!]
Beta twilight enemies from the 2004 trailer. Their polygonal models are still inside the game, and you can see them using some GameShark codes.
Beta design of the Gale Boomerang. Also, in the beta you obtained the boomerang inside a chest. In the final version, you get it after beating the monkey boss.
A beta Moblin enemy, completely removed from the game.
The HUD was changed during the development of the game. In the beta version, it seems that it was possible to crouch and possibly crawl using the R button.
A beta cutscene from the 2005 trailer, where Colin crawls through the secret passage that leads in the village’s spring. You can still go through that passage, but the scene was removed from the final game and the player needs to find it by himself.
A beta sumo match from the 2005 trailer. This area was completely removed from the final game. In the occasions in which Link fights the Gorons, none of the battles match the one in this scene. In the final version, the rooms where the old Gorons are found have sumo looking platforms. Perhaps in the beta a sumo battle was necessary to win the key parts.
In this screen from the CDG 2005 video, we can see another interesting scene: Links is escaping from a giant spider, through a dark cave. This scene was removed from the final game, but it was probably just a different Armoghoma Boss Battle from the Temple Of Time. This could even be the boss battle for the removed beta temple, that it was later changed and reused as Armoghoma; infact, in the same video we can see a lot of parts were Link explores the removed dungeon.
The magic bar was still in the game in the pre-release build, as you can see in this screenshot taken from the backcover of the final package. The bar is similar to the one found by using the lantern, only in green. It’s strange that in Twilight Princess there is no magic system to limit how much magic you can use. This image is a proof that in the beta version there was one, or at least they wanted to implement it. As you can see below, there are even more proof of the removed magic system from the game:
A green chu chu jelly. As those who finished the game should know, you can mix the chu chu’s jelly in order to make potions with various effects. The green one is completely useless since the developers removed the magic system from the game. Normally, the green chu chu would recharge some magic. Unfortunately, Nintendo removed the green jelly in the PAL version of Twilight princess.
With the GameShark, you can unlock the magic potion item. It was probably ment to be for sale in the Hyrule stores. [Source: SnakeGuy Album]
Another beta item unlockable with the GameShark: the fire arrows, that could have been enabled with the help of the removed magic system. [Source: SnakeGuy Album]
Black chu chu jelly, unlockable with the GameShark but removed from the final game. [Source: SnakeGuy Album]
Another strange beta item unlockable with the GameShark. It’s very similar to the blue fire of ocarina of time. [Source: SnakeGuy Album]
Yet another beta enemy. it was unused in the game but was left in the memory code. It’s unlockable thanks to the GameShark. It was probably used in the temple of time or in the Twilight palace.
Another strange beta enemy, it could be a different version of the flamed snails. Thanks to Funkymicio for the contribution! [Source: Youindia @ YT]
This is certanly the strangest beta object still in game’s memory. A really odd-looking giant that was probably used just to test the dimensions of the various characters. [Source: Youindia @ YT]
With the gameshark we can even use the beta design of the bombs. They’re much more simple and similar to the ones used in previous games.
A really odd scene, where many gorons create some sort of a super goron. This enemy was removed from the final game. Maybe in the beta this boss blocked the access road to the Death Mountain. [Source: Quartoxuma @ YT]
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