Having recently replayed Twilight Princess, it's fascinating how many cut ideas from OoT made it into that game. Castle Town with its massive walls, the bigger Kokiri Forest, and so on. I doubt that these concepts were cut just because of gameplay reasons. I bet if they had had the technology at the time, Ocarina would have been much closer to TP than what it ended up being. They really did want to create a seemingly endless world.
@MacUser2-il2cx4 ай бұрын
Shigeru Miyamoto did say in interviews that cut concepts from Ocarina of Time did make it into later Zelda games from Majora's Mask all the way to the present Zelda games on Switch.
@selfaware76174 ай бұрын
They were betting on the disc drive version to make a definitive version of ocarina but that went under
@Birdsflight444 ай бұрын
The massive, tapered walls of the gigaleak maps feel very evocative of alttp
@Soulintent954 ай бұрын
That was pretty much the point in tp. The full realization of what zelda 64 was intended to be originally.
@Paco84784 ай бұрын
Those bridges connecting a central area on the beta water temple really reminds me of TP water temple
@EltaleLibrarian4 ай бұрын
It's crazy seeing references to Team Beta Triforce. I was part of that team nearing 2 decades ago. Absolutely amazing era of beta Ocarina of Time discovery.
@rexellate3 ай бұрын
I really miss those days. So much mystery and hype in this new 3D world. Things just aren't that way anymore.
@MariktheGunslinger3 ай бұрын
@@rexellate Can we not with the nostalgia wanking? You sound like a cranky old man.
@Yushe_4 ай бұрын
The craziest part about all these cut and altered maps is that we had the gigaleak and then only a few months later an F-Zero prototype cartridge somehow had an early version of Zelda OoT on it so it contained a lot of early content in the dump.
@NitwitsWorld3 ай бұрын
Yes, what a wild timeline 😅
@JC-oq5ex3 ай бұрын
John Dark!
@Talzuz4 ай бұрын
I sometimes wonder if Miyamoto and the OoT devs of the time ever watch these videos and laugh at the incorrect guesses. "They shall never know the truth."
@robotic_orange4 ай бұрын
“It’s a secret to everybody.”
@AdellRedwinters4 ай бұрын
“This would have been where you fought ganon” Devs laughing in test maps
@chewtag4 ай бұрын
probably not
@Mr37Kyle3 ай бұрын
I like to think so. But knowing that Miyamoto doesn't speak very good english, i highly doubt it.
@DumplingDoodle3 ай бұрын
we do.
@chickbowdrie47503 ай бұрын
Just when I thought I'd literally seen it all, suddenly I see 45 minutes of all uncut data I have NEVER seen!!! Truly unbelievable.
@WickedV3ng3nc3Ай бұрын
Youll never see it all.
@weebsquit3473 ай бұрын
This game's beta looks so fascinating. Sometimes it feels like we're watching something dreamlike. I hope a full functioning beta is eventually found, if it exists out there somewhere.
@Nikori4 ай бұрын
The reason all the fences block off specific areas was because the maps from that build were what Nintendo used as a playable demo prior to release in order to showcase gameplay. Nintendo didn’t want players to wander off too far and see areas too early on.
@Ashley61004 ай бұрын
Yes, exactly. It's odd that he is clearly working from info from The Cutting Room Floor, and yet appears to not know a lot of the information given there. What's most interesting about the fences in that map is that they've blocked off the top left - an area that does not have anything in the release title but does have that potential entrance into Hyrule Castle in the earlier builds. Another sign they were planning something there which ultimately got cut.
@Nikori4 ай бұрын
@@Ashley6100 yeah, I’ve always wondered about that spot!
@paradisealivegames24034 ай бұрын
@@Ashley6100 The Obsessive Gamer is notorious for saying whatever he wants. Literally just grabs an idea and starts making connections and states it as fact. Don't get me started on the use of "the beta version" being so inaccurate in every video
@TheDarkFuryKnight4 ай бұрын
@@paradisealivegames2403kinda get that, if I recall correctly some of the connections he made in some videos felt wrong, I remember when he said the Saturn Sonic and tails are not used, I then stated that they were used and got a retexture in the plane level, you can see them before they get shot, (I think in tails story only but sonic might also have it) He then said that I was wrong because he couldn't see it. Edit: I can't find the comment, either it was on a short video or I am mixing things up.
@borntoclimb71163 ай бұрын
Interesting fact
@DarthZelda12944 ай бұрын
That last part of climbing up the tower really reminds me of walking up the final twisting staircase to fight the boss from Tower of the Gods from Wind Waker.
@Adaruvideos3 ай бұрын
The entirety of Oot's beta screenshots give me a very hard vybe of the concept arts of the first 3 zeldas, which had a certain aesthetic to it that I didn't see transformed into any of the 3D zelda games I've played so far (The last "main" Zelda game I played was Twilight Princess and later on A Link Between Worlds.). I have this feeling with the empty hyrule castle town (the one shown in around 1:30ish) which brings the same architectures we see in Zelda II's manual(Pages 6 and 7), and how that portal on death mountain around 17:30 feels like the entrance of a zelda II temple, as well. The larger-than-life maps that were tried and tested in several areas reminds me of certain concept arts from Alttp's manual, specifically the view of Tower of Hera on page 43, and the overview of hyrule in Zelda 1's manual, page 6. The very first Link we saw in that darknut "fmv" demo also followed the original concept arts of Link closely, along with how Hyrule Castle was once on top of a hill (similar to how the North Castle looks like in Zelda II's manual, pages 4 and 12) makes me believe they probably were trying to go for a 3D "sequel" or "spiritual successor" of Zelda 2 or at least bring the first 3D zelda game a faithful recreation of how the Zelda universe was portrayed up to that point in the original manuals.
@TheBrazilRulesАй бұрын
I truly believe it was supposed to be Zelda 3, but then they decide to make YET another prequel for some reason...
@Birdsflight444 ай бұрын
2:02 The N64 was actually more powerful than folks give it credit for- but as indicated by the fact that the gigaleak shows that almost maps are shrunk down in their final forms, bigger maps *just weren't as good.* Just playing through the retooled beta maps, like the fairly polished beta Deku Tree shows that there's a lot of traversal without much to do. 6:42 And I think they're cut for both games in this form because it was most likely just weak content. The OoT form of the Lost Woods especially- just look at it. You bring up later that you struggled to run it, but we don't know your emulation setup- and we don't know theirs, but presumably there were reasons they had gotten that far with that map, and it may have run better on real hardware. But they DEFINITELY could have streamlined the mechanics and system to work if they actually thought it would have been worthwhile, because we would have seen the *gameplay* system implemented- that's the part they cared about. Nintendo have OoT an ungodly amount of development time by the standards of this era of video games, more than enough to explore the limits of where and how they could push coding and hardware. (And it shows in how they executed the Actor handling system, which is really THE reason they were able to create Majora's Mask on the technical side of things) They weren't just taking away content, they were curating, editing and refining what they had, both on the front end and back end of the game. Most N64 gamrs focus on the simpler models, spaces and textures because development time was too short to troubleshoot and streamline the environments and assets. 1/4-1/2 the console's power was a general guideline, unless you were, say, making a rail-based game like a Fighter, Crash-like, or Panzer Dragoon-Like, where the polygons and player behavior was EXTREMELY predictable. And cartridges were extremely expensive. But Nintendo were making a special exception for Zelda 64, and were living up to it, even moreso than Mario 64, which had HAD to come out so early. The sad thing to me is that I don't think any OoT developer will EVER admit to the totally reasonable explanation that they shrunk most of the OoT maps in development (and probably most Twilight Princess maps after the WW feedback) to make the game a stronger experience, because folks in general just have it in their head that Bigger = Better, no matter what. 7:11 I'm more inclined to think this was about the UI being tailored to represent the Elemental/Spell Arrow system they had been planning. Perhaps the plain white around the bow would take a different hue for each element? It seems a little strange to me for it to be so pale otherwise 10:54 To me, this feels like the place where an antagonist would exposit some stuff, before having you fight the Iron Knuckle, possibly while they watch. You run to catch them, but they're gone. If this were Ganon's Castle, then perhaps it would be a place to bait you with a captured Zelda? And the lit up area would probably be some pre-Rooftop Showdown safety/rest/item-get spot, judging by general video game logic. 14:14 I never understood why people insist that these are the same dungeon, and not a test dungeon being repurposed, with the different wall textures. I'm thinking Early Ice Temple, repurposed from the test/beta/eyecatcher they made with the Triforce in it. 16:52 Turtle Rock instead of a dead Dodongo. For some reason, OoT decided that the child dungeons didn't involve enough being eaten by actual beings, so they had to make it a real head, I guess? Its the only reason I can figure that they made the change, and its a strange theme. 21:39 IIRC there's unused text about a secret entrance. It both likely explains this, and how there's that rather conspicuous unused area to the West of the Castle gates in the Final game. A later, less Gravestone-ish version also reflects the ALTTP secret entrance you use at the start of the game, in a way. 22:01 Exactly what I was talking about with the Map shrinking. But the farm inclusion makes sense- Malon/Link was the intended OTP by the developers. They even wanted to include a Lon Lon ranch fire, where you would have Malon on Epona with you as you jumped the fence and galloped away, saving her heroically. 23:41 Looks like one of the public maps, like for E3 or Spaceworld-type events. Iirc they even have a sign that says something to that effect (In Japanese) 25:23 Using more recent textures doesn't necessarily mean anything, if the textures were replaced in the same directory before the map editing was discontinued. I'd look at the metadata instead. Even then, that's not 100% reliable. 28:43 Just to clarify, the Forest Temple is one of the earliest development settings in OoT- the rumors of them initially going for a Mario 64 setup about being set in Ganondorf's castle and going into paintings started development with the Forest Temple AS the castle. You can see early ~'96 footage from Giles Goddard playing with Portal-esque tech in the Forest Temple for some funzies. 31:47 This area is so bizarre because of the textures to me- it goes to show what the system can theoretically handle, but how janky it looks when you go mixing and matching different fidelity and color scaling levels. 37:19 To me, with the white triangle sitting over the black, I think its visually supposed to read as a grey Triforce with a black center, and a single, smaller white triangle in the middle, but from the ground, it just looks like an inverse triforce, so they had to change it. They were probably trying to visually represent "Three mcguffins come together to give you the Power in the Temple" but it totally fell flat. Just happens sometimes, and they caught it. 41:29 The Gerudo Training Ground at one point was used as a public demonstration space- giving preview players goals was pretty standard. Overall though, I hope I don't come off as nitpicky. We don't actually learn new things if we all just parrot the same ideas- its EXTREMELY important to do independent examinations and come to one's own conclusions on things with the skills we have, like you have and continue to do. I know that takes a ton of effort to go in and look at all these things by hand, especially when you get stuck in spaces, and things crash, or don't want to record and such. So kudos.
@Ericss20094 ай бұрын
>The N64 was actually more powerful than folks give it credit for- but as indicated by the fact that the gigaleak shows that almost maps are shrunk down in their final forms, bigger maps just weren't as good. Or, you know, they cut them because the game was moved from 64DD to N64, leaving the devs with less storage space. Of course the original maps weren't as good as the finals. They were still pretty basic and early, so they didn't have all the polish, content and details from the final ones. That has nothing to do with map size, but simply with those being really early versions of the areas. Obviously if they had kept the large maps, they would have given them similar level of polish as the ones we got.
@legokingcandy4 ай бұрын
@@Ericss2009larger maps = more walking. Personally I think the final hyrule field is painful enough to walk through, I can only imagine how boring it would be to walk massive distances in even more areas
@Ericss20094 ай бұрын
@@legokingcandylarger maps = more space for content and exploration There is no reason "walking" in large maps should be boring if they're well designed and full of content. Plenty of open world games prove it.
@clouds-rb9xtАй бұрын
@@Ericss2009I genuinely don't think storage space was the issue. The 64DD wasn't a massive storage format, hell, it maxed out at 64MB, which was the same size as the later batch of N64 cartridges. As far as I know, models don't take up that much space. Maybe it played a small role but I don't know that it was the defining factor. Also keep in mind that in early 1997 Miyamoto was quoted as saying that the game would be 16MB, the final game is 32MB. So it's entirely possible it was a limitation early on before they were able to use bigger cartridges.
@Ericss2009Ай бұрын
@@clouds-rb9xt Storage was definitely an issue. Mario 64 was going to have twice as many levels but they had to cut it down to half due to its cart's storage limit. When Earthbound 64 was moved from the 64DD to 64 it was similarly cut down. That was also the reason Square, Enix and most RPG devs skipped the N64 and moved to the PS1. N64 cartridges just didn't provide enough storage for a 3d RPG with a decently-sized world. The Ocarina of Time we got had very little unused space in its cart. To include bigger environments would have required a larger ROM, which would have been unfeasible considering that when it came out, OOT already had the largest ROM size of its time. Miyamoto and the dev team probably underestimated how much space the final game would require when he made that statement.
@Jotari3 ай бұрын
22:50 Zora's River does flow all the way from Zora's Domain to Lake Hylia in the version we got.
@RPG_Guy-fx8ns4 ай бұрын
Large empty levels are not difficult for the N64 to render, they were just bad designs that would get boring.
@bitroast4 ай бұрын
i remember reading in interview once, if it was one of the iwataasks or which interview it was specifically but i can't remember unfort. but the devs said exactly this. they started working on OOT by developing bigger more open playing fields, because that's obviously what makes sense in wanting to make something feel epic and have sense of scale, but it ultimately was kinda boring making these large environments with lots of empty running around.
@RunePonyRamblings3 ай бұрын
@@bitroast If only they'd remembered that wisdom when making TotK.
@jackscheppertАй бұрын
I'd guess that many of the large spaces were conceived with the intention of filling them up somehow at a later point in development, but filling them up with lots of individual objects turned out to be impossible to render. The forest with all the individual trees is almost like a case study. It didn't even work with fog, and they wanted that sweet sunshine over Hyrule.
@linusignatius4 ай бұрын
I believe I've read that the fences in the 1997 build are a remnant of when they made a tester build of the game for fans to play a short sample at an expo. They didn't want fans wandering into unfinished areas, thus, tall fences all around.
@Lucknutxbl4 ай бұрын
Pretty good video covering some of the more recent finds, btw the parts where it struggles to load in (28:04, 30:33) are likely just far clipping params (zNear/ zFar) not being setup for the map, making the camera cut off parts of the level (32:46 could play without issue, so the others probably would have been fine too)
@Athesies3 ай бұрын
The fact we all have access to such an early and different version of hyrule field is just glorious I love the stage 1/2 stuff so much
@TheDarkFuryKnight4 ай бұрын
I think watching videos about cut content is inspiring, watching this video makes me want to make a game
@NatsumiTakanawa4 ай бұрын
Notice how much more fluid Link's movements are in that earlier build at 13:08 as well.
@yozora10474 ай бұрын
also note that in the beginning of the clip Link stopped in his tracks with visible drag on his feet and his upper torso leaning forward because of the forward momentum. god the final version lacking those physics makes it feel weightless in comparison
@Soulintent954 ай бұрын
The best part of it was the cap physics. Those physics were actually really good, probably the 1st time such a thing was done.
@yoso3784 ай бұрын
@@yozora1047Even if it looks better, it might not end up feeling better depending on how it was implemented. FF14's original version had much better character animations compared to 2.0, but it came at the cost of stuff like starting/ stopping your character movement feeling really sluggish. Although tbh I don't think OoT link moves fast enough in the final game to warrant sliding so much lol
@yozora10474 ай бұрын
@@yoso378 i dunno generally when a game adds weight such as gravity, air, momentum, friction, etc. it makes the game more satisfying and adds realism. for example in most hack and slashes like tales, side kh games or nier, the characters stay level in the air when doing an air combo until the combo ends. but in the main kh trilogy, dmc or even souls games, the character will slowly descend even when doing an air combo, which adds weight and realism. or in the switch games where link throws his body with the momentum of the weapons he uses, making the older 3d games look weightless in comparison.
@Soulintent954 ай бұрын
@@rewdonaghy1305 are you one of those nonverbals?
@jeffd830-i8q3 ай бұрын
wow lazily clicked this not expecting actual new stuff, seeing this beta has been mythical for an age. ty for sharing
@MelancholyRequiem3 ай бұрын
I think the Forest Temple ultimately having a windmill symbol is a reference to woodwind instruments. The ocarina itself is a woodwind; you even get your original cute fairy one from Saria. It's a really clever idea for a forest temple.
@inevitablemeeting91974 ай бұрын
A lot of times designers showcase early concept they got from managers, this is just supposed to foster more management conversation. It's not supposed to be fleshed out. So it's not really just an evil castle.
@isaic.43393 ай бұрын
21:29 I think this was an attempt at reusing an old cut concept from A Link to the Past where Link would've escaped Hyrule Castle by emerging from a secret tunnel underneath a grave. There are theories that the Bottom of the Well was supposed to be the sewers of Hyrule Castle, and just like in ALTTP, Link would've had to escort Princess Zelda away from the castle while its under attack by Ganondorf.
@jasonnikolic2 ай бұрын
Behind Lord Jabu-Jabu in that open area head to the back and climb the rock and stick as high as possible, now face north. There's a weird white thing you can see. Wish someone would boundary break that area. I remember it from years ago so details can be off but it's that area.
@EmberedPaws4 ай бұрын
At 38:10, I always found it interesting as a kid that the great fairy as adult Link was moved from where it was as child Link to be north of the castle instead. Whenever the overdump happened and this map got leaked many years later my first thought was "well shit, that explains the age old question." The path even looks similar to the one in the final game as an adult.
@MrEnte30004 ай бұрын
42:28 That's not the Spirit Medallion being grey, but the Light Medallion being white.
@KeWDu3 ай бұрын
All I could think when seeing the much bigger and open maps was, “Man, the devs must’ve been really sad when they realized that, because of the limitations of the N64, they’re entirely unable to make their visions of huge Hyrule work.”
@gubbothehuggo277111 күн бұрын
Many of the people who analyze and preserve beta content in these old nintendo games are talented enough, I could see them getting into actual real world archeology
@Pichuscute3 ай бұрын
Saria's name came from Zelda 2, so I doubt they would have been intentionally changing that name during development if they were meaning to reference it.
@marscalebАй бұрын
Agreed, especially since the other sages also derived their names from the same source. (Plus Mido.) I think the townsperson was just named Aria because it's a good name.
@AzureRoxe4 ай бұрын
A lot of these beta maps heavily remind me of the game Quest 64, they all have the same feel as that game.
@mayasmayhem64493 ай бұрын
The horse and archery "mini game" area looks to me like it was a development only level, not meant to be played in the game, but as a space to build and test horseback riding and archery itself.
@PsychTheOnlyOne3 ай бұрын
Playing OoT now, I'm so glad the N64 couldn't handle so much data because this seems like a heck of a lot to explore. Just going from one area to another would've taken forever, when so many people are already walking Link backwards or sidestepping to get to places faster in the final, smaller cut.
@Pig3on4713 ай бұрын
The main reason why they downscaled the game so much was because there was a ton of space full of nothing to do because, im pretty sure the n64 could handle big vast areas like these.
@Eddies_Bra-att-ha-grejer4 ай бұрын
21:28 The presence of the cross is interesting. Some of the early Zelda games had references to Christianity, but this basically ceased with OoT where they introduced the Hylian goddesses.
@poeswanky43923 ай бұрын
I like to think that they still kept the "lost woods" and used a section of it for the begining of Majora's mask. That seems to be the only place I've ever seen a huge tree area like that...
@AnAverageGoblin4 ай бұрын
the outdoor top of Beta Ganon's Tower reminds me of the Tower of the Gods from Wind Waker.
@OliGaming-d1u3 ай бұрын
I have been interested in the beta of Ocarina of Time since I first saw YuriOfWind's Gaming Mysteries video on the subject in 2010-2011 and it's still as interesting as ever! I am still hoping for more new discoveries.
@edjeezy3 ай бұрын
37:19 That's just a big triforce, small triangle in the middle tricks the eyes
@MattRevs4 ай бұрын
I would have actually preferred Link's animation at 6:10 where he swings the shield around as he turns around. Looks so much cooler.
@Youtubeusermann4 ай бұрын
31:10 is definitely just a test map to test functions of the horse
@samuraicollector29033 ай бұрын
During the 90s it was more mysterious to see update news from the development of a game. For ocarina of time I had to wait 1 to 3 months just to have 4 small pictures, or maybe a 30 seconds video on a video game tv program. So this made the waiting so long. Now this days, the mystery is over, there are just to many spoilers, the new game will be released in 3 months and they already showed the intro, the first stage, the controls, even there is a demo, so when the game is released I don’t feel as mysterious as in the 90s. But if they don’t show all of this stuff, younger people seems just don’t buy the game.
@PrimevalDemon3 ай бұрын
20:32 note the difference in the heads. Middle is looking straight, right (of viewer screen/ stage left/ rnd lf timeline side) is facing up/looking skyward, left (stage right, towards beginning o timeline side) is looking downward and seems a bit darker shade wise. If viewed in old ass magazines/ screen shots of poor quality, this head (looking down/ sullen) is at the bsck of the room, the unicorns of sky and land locked looks are skewed towards the mouth / opening. It is my belief, this conferred magical arrows. Fire, light and i prepose a possible dark equivalent though this is conjecture apropos nothing really. I believe this is why the very unique placed/seemingly import fairy grotto right st beginning of the stretcb leading to moblins before forest temple. Additionally this is why ganon pupet dons a horned horset helmet. This is why the horse of light seemingly disappears after Ganon giving chase following the lost woodz/hylia recion of map after 3 stones before first time warp. As well, this is why the spooky horned effigy statue on boat during kakariko well dungeon. I believe this dsrk arrow, became the lens of truth This is why i think several things are though not because of why they cufently seem be. In brief heres my thoughts/ preposition: Ganon wounded zelda, killed impa using lance, a hesvy inversion of silver/ sacred arrows of yorr, his fatal weakness. He commandeered the horse, forrupting it and enslaving it in death. He wounded zelda and hlinded one eye, this eyes blood flows into the water, corrrupying its purity in kind and distorting through a evil lookinglass like effdct of red and purple. This is why the red flame. I believe that the idea for the flame arrows in relation and usage in final feriges from such cincept I think zelda presumed dead was used as s excuse for zelda to look into and take up the mantle of snd avenge the now eradicated bloodline of sheikah, seeking to keep it ali e in practice. Sye is a inversion to Ganondorf (man) but not entirely like a warped mirror/ looking glass) a brutish but flamboyant darker skinned, ill doer serving unddr fslse purposes and ideation/ design. Sporting red motif, one eye vs one mind. A smattering of three red accents of a otherwise all seeing eye adorning in sheer mesh fabric at chest vs long flowing but entirely obfuscating/blocking Crimson flows at back in robe and hair source. Essentially dealing a hand of death and living beyond natural means, destined for a greater end beyond bllldshed and false heroics. Both stem from similar concepts but ultimately only use them to a point but never entirely championing them (Gerudo/sheikah vs Ganondorf kingdom/ vs highrule) the middle groun is the lost woods, death mountain, zora domain. Mediators, intermingling but not entirely stemming nor denying/servings from or to the divine but thesd aee the crucial missing link all higher and lowly powers ride upon. Epona is the one , like how Link, Sheik, Ganondorf are up until they link the trinity within their shared rivers flow ij life and desth within themselves. This is why the ice arrows pop up so randomly, originally i think it waa dark. Dark , fire, light. Death, life, eternity. So.. I think this is the origin of the paintings and demon ghost ganon, his spear, his mask, his mount, sheik and impahs ends/ origin and why they appear/ interacti near/with/what or because of. The unicorn fount, i think was at the beginning of forest temple, second lake Hylia, third kakariko well Executioner dumping reservoir, certainly element still link them in theme/ behaviors Like oke horned charging moblins, prominent eye/bow / exploding sunbheads of magical/ deasoy bezks of light reflection and the cutting off/sacrifice of others bodies, blood and deeds for a grander scheke only viewable unddr the right but ekewed/ damaged perspective. The horse unicorn mane also seem to denote a partial covering of eye or face/ wrapping or folding thin but effective fliksy veil over omes full facd to obscure, hide or lend perspectives tailored to the design one find/often seem Bla bla bla i have way more to say but my wording eyfks extra bad because tired and on medication Sorry if intolerable/ poor wording
@praeamble3 ай бұрын
The beta Water Temple looks amazing.
@FuzedBox4 ай бұрын
This is amazing! I for one would have loved a deeper and more complex Water Temple. It's my favorite OoT dungeon and I've been laughing at people ever since release for bitching about it.
@robin17413 ай бұрын
wow, never get tired of new finds in ocarina of time. good video!
@Neganium23 күн бұрын
The strange head inside of the beta Dodongo's Cavern actually reminds me of the recurring location/dungeon in earlier games in the series, Turtle Rock. In fact I think the giant terrapin that takes you to the Great Bay Temple in Majora's Mask is potentially a nod to it. Interesting that it might've also existed here; check out that beak and those beady eyes! Plus it being much more clearly _rock_ as opposed to fossilized bones. Ultimately the giant saurian skull was probably cooler.
@zaizen435913 күн бұрын
Now that you mention this, Turtle Rock in Link’s Awakening heavily features lava….so it would certainly make sense if they were considering this in the early stages of development.
@chidster644 ай бұрын
I think what you keep referring to as the N64 having a hard time rendering is just a culling mask. The developers put a draw distance limit so it wont overwhelm the N64. It COULD render the whole scene it would just start to create considerable lag after a point. However, given how flat a lot of early maps are, i doubt it would have much trouble as that would equate to relatively few polygons.
@KevinDeCristofanoАй бұрын
It's important to remeber the maps for stage 1 and 2 were bigger because at the time it was planeed as a 64DD release.
@pixelpunchyt4 ай бұрын
I personally like to think that the beta dungeon was actually meant to be something closer to the Hyrule Castle Tower climb from A Link To The Past or Twilight Princess, seeing as it's not as dark and dirty as Ganon's Tower.
@Lonely_SoldierАй бұрын
One thing I've never understood about Ocarina of Time is the fact that the Castle Market is just a rendered background. In Majora's Mask the whole of clock Town was 3D in small chunks. I wish that they had done that with OOT as well. It just always seemed odd to me. Yeah i get that with Majora they further modified the game engine and could do more, but really they could've broken up the Castle Town into little districts of houses and shops.
@Kimeters2 ай бұрын
"it may have even been unfinished." my brother, you are so deep in speculating that all the places for these things were finalized when the game was still near fully a crayon drawing. NONE OF IT WAS FINISHED??
@runnersdialzero12444 ай бұрын
One thing that slightly (slightly!) irked me a bit about some of your old videos was the occasional tendency to jump to conclusions about something cut when there was little evidence to support it as true or false. I notice now there's more "in my opinion, it may be..." or "some theorize...," stuff like that, which is appreciated when something is more open to interpretation. I know we're just talking obscure info on a video game, but still. Your reads in general have improved over time (not that they were ever really bad with it) and your videos in general are improved, too. In my opinion. NICE JOB 😃
@jbasher943 ай бұрын
I wonder if the grave looking thing on the side of Hyrule Castle showcased @21:31 was meant to be a Royal Family tomb/graveyard or even an early version of the Composer Brothers Sharp and Flat? I mean, with the Shadow Temple and Bottom of the Well both hinting at Hyrule’s bloody past, as well as Zelda 2 having a place called “King’s Tomb” makes me wonder if that’s what they were going for with that grave like texture. Either that or a just shortcut from Graveyard to Hyrule Castle. Which ALTTP had the graveyard next to the Sanctuary (which had secret passage from Hyrule Castle to it)
@TeraunceFoaloke3 ай бұрын
nice coverage. I didn't even realize it was 45 minutes long.
@turdcalzone76364 ай бұрын
What a nice and comprehensive video of the gigaleaks. Well done, friend.
@metroidragon3 ай бұрын
While it probably never made it past the pre-alpha drawing board, It would be hilarious if the long rumored "dating simulator" mechanic version was real, and link really did get to court the many women of Hyrule.
@bigangenbygang3 ай бұрын
I have a theory about the Beta Ganon's Tower. The strange aesthetic change between the first two sets of stairs and the third one that leads to that glowing room. I think a lot of the ideas and aesthetics of the Tower of the Gods were experimented with and then shelved, and then later reused in Wind Waker. I think the glowing circle would've been a teleporter, and that the top would've had a bell. That got shelved and revamped into the Ganon's Tower in the final game. I think that map might've been a transitionary one, partway through revamping. The first and second halves are just so, so different.
@TheBrazilRulesАй бұрын
My Teenage years dream was to live in the Universe where they developed the Beta Zelda 64 all the way through and released it, so we could have had an open world Zelda since the N64 instead of the linear Zelda formula being set in place. I mean, the beta screenshots look so much COOLER to play than what we got...
@shago903 ай бұрын
22:39 think those rivers and canals are still conected but you cant see the conections in the map, going all the way from zora waterfall going through the castle river, until we see the river again on gerudo waterfall and ending in lake hylia
@MagnumForce514 ай бұрын
36:50 - That looks like a beta model of the entrance to that area of guards you have to sneak past to get to Zelda in the castle. The side water duct thing going off the fountain model really reminds me of that!
@DespairNemesis4 ай бұрын
The Gerudo Training Ground and fences in Hyrule Field are that way due to the F-Zero Overdump likely being the exact same cartridge used for the playable demo at Space World 1997.
@PrimevalDemon3 ай бұрын
Personally i understand your wish for unified/ obviously connected bodies of water/and land but i would say that the body of water still does canonically skirt/ flow a similar path/reality. I believe it is underground, to service the concept of the kakariko well under acropolis/ death river ferry etc
@raggygandalf3 ай бұрын
it seems, that Hyrule Castle Town wasn't prerendered because of Technical Issues but because they made it as "PR aimed at third parties," possible as an ad for a Resident Evil Game on Nintendo... at least a translated interview at DidYouKnowGaming says that
@themoonsidee3.14taph4 ай бұрын
Amazing how many of the beta scenarios were a inspiration for Twilight Princess and SS.
@Mahboishk4 ай бұрын
Zelda devs have often mentioned in interviews that they keep scrapped concepts for future games. For a recent example, TotK's seamless sky/land exploration was something they originally wanted in Skyward Sword, but the Wii wasn't powerful enough to make it happen.
@KertaDrake3 ай бұрын
The earlier versions seem to really give more of a Link to the Past art style vibe than the unique style we got in the final product.
@BR-jw7pm4 ай бұрын
Great vid as usual! Love this game!
@littlebigguy45282 ай бұрын
Great video dude not often im this glued to my screen
@tazimusmaximus3 күн бұрын
This was one of my favorite videos ever. So much crazy, useless, but need to know info. Thank you.
@roman.mp44 ай бұрын
damn, ive never even played ocarina of time but i love beta stuff like this, great video, keep up the good work
@chrishandsome65424 ай бұрын
What ...
@ender72783 ай бұрын
You should give it a try. It's very good and not too long.
@justaspy56052 ай бұрын
You have to play Zelda ocarina of time before you die in real life
@Ericss20094 ай бұрын
20:15 Or maybe it was just an early version of the Great Fairy fountain. I can see the Great Fairy popping out of that. 25:17 I'm pretty sure it was stated that the Fishing Pond was a late addition, after one of the devs programmed it in secret. So it's probably not that. Maybe that path would just have led to a Fairy Fountain?
@SuhiroSenpai3 ай бұрын
One thing all those cut content and previous iterations of final content tells me is, Nintendo had a big vision, great ambitions for OOT... I would love to see what the initial vision would have been like when fully reallized...
@MrPandarilla4 ай бұрын
12:40 thats the boss room from Ikana castle in majora's mask!! it even make sense with the 2 stalfos in there I get the feeling that alot of stuff on the beta rom wasnt implemented but was kept on the rom so that it could be repurposed for future projects like MM
@zaizen435913 күн бұрын
I have seen this beta room so many times and it has never occurred to me until your comment that there similarities between this room and the Ikana castle boss room. I need to go get a better look and refresh my memory on the details but you now have me excited at the possibility!!
@MrPandarilla11 күн бұрын
@@zaizen4359 from what I remember the MM version is about 50% larger (theres more room to fight in order to account for the 3rd enemy) but the 6 windows that stream in light for mirror shield use really makes me think this map was repurposed for the Ikana Castle boss fight.
@Mjflight984 ай бұрын
That water temple and deku tree temple is the best found plus the medallions and the beta lost food and korkiri forest which the N64 VIa everdrive can work.
@GhostladAaron3 ай бұрын
29:28 Some of the broken pillars are in one of the outdoor rooms in the final version.
@Ryan-qx7th4 ай бұрын
The beta Dodongo head really reminds me of the weird red hooked rock formation in the Majora's Mask Goron moon trial. Specifically the upper tooth and the red coloring.
@MegaAstroFan184 ай бұрын
"I suspect the horses were axed once Child Link was added because he wouldn't have been able to ride a horse" and then Majora's Mask would come along and go "lol nah" and just let him ride Epona anyways. Oracle of Ages and Seasons of course also briefly feature Link (who's about 12 in that one, as per tradition prior to Ocarina) riding Epona, and Four Swords Adventures, which again features a 12 year old Link, also lets him ride Epona in some stages.
@BirdieSenpai4 ай бұрын
Top tier compilation, sir!
@voicebross4 ай бұрын
dint see the 44 min video in my feed until right now as i write this comment. i am subbed and this is bullshit ganna love watching this, thank you for making these, also if its not there i like you being in the videos i like your humour.
@pyktkmrge3 ай бұрын
I'm pretty sure the fenced in horse/archery area with no discernable entrance or exit is a test area for riding the horse and firing the bow. The checker board patterns are a dead give-away.
@zaizen435913 күн бұрын
It makes sense as there’s nothing else in the game that has this look to it. It stands out very much as looking like a test area.
@Lyoko0123453 ай бұрын
in the first dungeon you showed I think you would defeat the iron knuckle which would open the way to the balcony where you would then push a block off the edge and into the indent which would have a blue switch in it which would either open the way forward or reveal a chest.
@solidlink973 ай бұрын
3:09 while this one could be the pedestal where you pull the master sword but 3:22 this may be where you would put the sacred stones as the back wall kinda looks like it could open.
@Didz4 ай бұрын
10:44 The balcony looks like a similar design to the first room in the castle of Super Mario 64 but with different textures. You did mention just before this that the game was based on the Super Mario 64 game engine so it would make sense.
@zaristophanes4 ай бұрын
This guys channel is actually gold and so underrated, it kinda helps give insight into developer mentality for the lore.
@dexeaplays4 ай бұрын
Triforce cutscene is not possible (or extremely hard to make) because Link has real-time shadow effect, which isn't impossible (Ganon in final battle has it) but, not in that fast update speed, so it gas to be A: Pre-rendered B: Just a demo
@DarkLink1996.4 ай бұрын
I'm willing to bet prerendered, but not as in an FMV. They might've hade texture & model animations to mimic real-time lighting for the scene.
@repoversemedium4 ай бұрын
Ocarina of Time would’ve been a goofier game. Good thing they stepped up their game and made peak.
@DONKEYKONG2604 ай бұрын
Yeah it's almost like they never made a 3D game before 🤡
@redhairbeta234 ай бұрын
Cant wait for shadow of the colossus one day. its gonna be big
@theoaremevano32273 ай бұрын
The old version of Phantom Ganon's arena would indeed have been an improvement as in the current version, it's rather easy to avoid his big lightning blast for failing to peg him instead of his mirror image simply by standing off to the side all the way.
@muticere2 сағат бұрын
This was back before “theme park dungeons” were decided on to be the go-to dungeon concept in OoT, a decision that would affect all Zelda dungeons going forward. It’s interesting to see, this is another issue I had with OoT back in the day that I didn’t know how to articulate: there are no dungeon-dungeons. Every dungeon has to be heavily themed.
@PrimevalDemon3 ай бұрын
I kinda always like to think arias town peak/spire was a more architectural allusion to doom mountain, which still (in my perspective) is a thing via deku tree/sapling bab tree
@muticere2 сағат бұрын
That indent in the ground looks more like a spot you’d push a block into. Probably to unlock a puzzle that may have been planned for this room. Then maybe the treasure chest would appear on the balcony.
@hri75664 ай бұрын
i’m fairly certain Aria was named by the people who were trying to do facial animation stuff, and the name Saria comes from Zelda 2, so it would be strange for Nintendo to rename her like that
@kaizoku83mugiwara3 ай бұрын
i wish they made games like this again. and they could do it over and over
@spunchii1343 ай бұрын
Not gonna lie, the deku tree temple looks quite sick.
@xGoodOldSmurfehx26 күн бұрын
What is insane to me is the resemblance between the Stage 1 beta Hyrule town/castle and Twilight Princess castle town/Hyrule castle layout! :O This is no coincidence, whoever made either/both has been following a specific vision and blueprint. So most probably, at Nintendo in someone's office there might just be an actual, official blueprint of "the one" world of Hyrule. Adding the layouts of the newer games to this seems to even confirm it. :D
@nicolaslorca97894 ай бұрын
All of this old footage looks like DK 64 or CBFD. This is proof that Ocarina is a very polished game
@RobSeib4 ай бұрын
The unicorn fountain looks like a gaudy coffee table you would find in a rich person’s house in the 60s
@marscalebАй бұрын
That beta Deku Tree dungeon was pretty slick; sad we missed it.
@wouterdutch47062 ай бұрын
Very interesting and insightful!
@zaizen435913 күн бұрын
The water temple is so trippy….like Nintendo seriously had incredible ambition with this game before having to scrap the N64 DD….like if I had to swim through water that deep I would probably have lost my mind 😂 Like how many Links tall is that boss room pond??? Though I still want to play through it. They really should have released these maps in “Master Quest”. Hyrule is SO HUGE before the DD cut. I can definitely see the need for wild horses 😂 It’s literally vast! This version of Hyrule is one I want to explore. There are so many things I love about these cut maps.
@zaizen435913 күн бұрын
When you mention the Unicorn Fountain in this video, you specify at around 19:28 that it is a unique fountain separate from other fairy fountains. Some other people exploring leaked Zelda 64 content have been theorizing that it was simply a Beta fairy fountain. I’d seen some interesting videos that made this seem a very convincing idea. However, if it is true that there are other fairy fountains present in stage 4 in development alongside this fountain, then I’m REALLY curious to know what it would have been used for. I really do hope it gets leaked someday…..Considering it took over 10 years for the gigaleak, who knows-we may yet find out when we’re all old 😂 I really love the design, and I think they should implement it in a future game-if not solely for its legendary status alone! HD Unicorn fountain!!
@IMANOOBSHOOTME9 күн бұрын
I don't know if anyone here has mentioned this yet, but the beta design of Hyrule Castle with the large central tower looks very similar to the Hyrule Castle stage in Super Smash Bros 64. Both games would have been in development around the same time and Sakurai has said that his team gets access to early content from upcoming releases to draw inspiration from for stages and characters.