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05-03-22 04:29:21 AM
Jul - The Cutting Room Floor - Ocarina of Time Prerelease Footage New poll - New thread - New reply
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Killer Bob
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Posted on 05-15-11 01:45:59 AM Link | Quote
Triforce of the Gods:


A Link to the Past:



Liliana
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Posted on 05-15-11 01:56:03 AM Link | Quote
Cool. I added it to the wiki, with credit of course.

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Posted on 05-15-11 03:18:48 AM Link | Quote
Nice, thanks.

Originally posted by Teflon
Aren't the soldier's words different as well?


Yes, the soldier's swords are slightly different in those early pics than in the finished game.
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Posted on 05-15-11 08:08:11 AM Link | Quote
Uh...are you sure the removal of the ankhs and such was due to religious imagery, and not just a result of the font as a whole being redrawn?

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Posted on 05-15-11 09:11:57 AM Link | Quote
They wouldn't have a reason to actually change the text if it was just a font change. As you can see, the text itself is also different in the US version.

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Posted on 05-15-11 09:33:29 AM Link | Quote
I'm sure the entirety of the US script was made from scratch, Hylian and all. Doesn't mean censorship was involved.

Also, uh, the ankh is kind of still there, just squished horizontally:



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Posted on 05-15-11 09:37:56 AM Link | Quote
Interesting. Though you can't really recognize it if you just look at the text.

That still leaves us with the hieroglyph. That one wasn't squished to fit the US letter width, from what I can tell.

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Posted on 05-15-11 01:48:35 PM (last edited by Peardian at 05-15-11 10:49 AM) Link | Quote
You can probably chalk that up to "How the heck are we going to draw a bird in that narrow space? Let's just make it a squiggle."

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Posted on 05-15-11 06:57:17 PM Link | Quote
Meh. It's really not a huge deal, I'd just rather not go claiming "NOA censorship lol" when we really have no proof to back it up, you know?

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Posted on 05-16-11 12:01:25 AM Link | Quote
The crosses on the tombstones in Super Ghouls and Ghosts were changed to ankhs. Granted that wasn't a first-party title, but it seems doubtful Nintendo had anythings against ankhs. IMO a few pages need a little less of the "NINTENDO CENSORSHIP RAAAAGE!" talk, but I didn't know if it was kosher to edit this, since that's only my opinion.
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Posted on 05-16-11 03:36:26 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Originally posted by GlitterBerri
Yes, I'd like to see the full poster. Sounds cool!

No chance anyone else has leads on prerelease ALttP shots, by the way? Actually, I'm in the middle of translating an ALttP developer interview where they talk about the game's creation, so the screenshots might make a nice companion for it.


Here comes the poster, although it's not really anything to write home about:



As for other ALttP prototype shots, they seem to be rather rare on the internet. Japanese magazines from the day would be a good bet, I suppose, but getting scans of them is of course another matter in itself...

Chris Covell sometimes puts up scans from old Famitsu issues and the like: http://www.disgruntleddesigner.com/chrisc/secret.html He's got some great early SFC scans, dating back to 1988, but I don't think there's anything Zelda-related on those, nor that he has done any separate Zelda scans yet.


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Killer Bob
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Posted on 05-18-11 04:06:32 AM Link | Quote
Originally posted by Waffle Ryebread
Uh...are you sure the removal of the ankhs and such was due to religious imagery, and not just a result of the font as a whole being redrawn?


The English characters were also redrawn so that could very much be the case. If the question were directed towards me, I must say that I never stated the reason behind it, I thought I would just point out the difference, that's all.
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Posted on 05-22-11 02:53:43 AM Link | Quote
It seems like it would have been fairly trivial to just make them use two normal-sized characters, ala the Link head on the signs in Kakariko after you rescue Zelda.

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Posted on 05-22-11 03:37:49 PM Link | Quote
Post #4161 · 05-22-11 10:37:49 AM
But even easier to just draw a squiggle instead.
Originally posted by Terra
The icons for rupees, bombs, and arrows are next to the number instead of above them like in the final version. Heart containers are in rows of 8 instead of 10, and a key count shows up in the overworld (in the final game, it only appears in the dungeons). Also, the word LIFE is surrounded by dashes in the final game, not the plus signs here.
Also interesting that the rupee count is 255 in the first 2 images. May have been an 8-bit value in this version, like in the first Zelda?

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Posted on 06-05-11 10:34:29 PM (last edited by GlitterBerri at 06-05-11 07:35 PM) Link | Quote
Here's the small ALttP beta article compiled from your input, guys. =) Let me know if you have anything to add or would like me to change anything. I'd be happy to add links to your sites or anything you'd like to promote when crediting you. Thanks for making it possible!
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Posted on 06-05-11 10:38:02 PM Link | Quote

And the passageway in the final game is a level one, instead of a staircase leading down.

You mixed up the facts there. The passageway seen on the screenshot is level (easily seen by the lack of stairs and a down-pointing arrow), but in the final game, as we all know, it leads down to floor 1F.

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Posted on 06-06-11 12:16:57 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...



(A larger shot of the full poster can be viewed here.)

The "here" leads to a "Page not found" message instead of the poster, but besides that a nice job, especially considering how little pre-release information there is on ALttP


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Posted on 06-06-11 12:52:46 AM Link | Quote
Fixed both those things, thanks.
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Posted on 12-26-11 02:07:56 AM Link | Quote
I noticed that a few visual differences are missing on the Ocarina of Time wiki, didn't want to start a new thread just for this so I post it here, hope it's ok.

From v1.0 to v1.1, the N64 logo that appears when you start the game has been made darker and glossier.

v1.0 to the left, v.1.1/v1.2 to the right.

When the game was ported to GameCube, the game resolution was doubled from 320 x 240 to 640 x 480 but for some reason many graphical glitches were introduced, it looks like some effects couldn't be properly emulated.

On GCN Morpha's ball lack some graphic seen in the original N64.

N64 to the left, GCN to the right.

The phantom Bongo Bongo has a purple shimmery noise effect when in nonsolid form. In the Cube re-release, this effect is gone and he appears as a moving brown smudge.

Both these shots are from the N64, sorry for the lack of GCN pics. (This same difference can also be seen on the barriers you shoot with arrows in Ganon's Tower.)

Ganons "waves of darkness" look a little different in the GCN version.

N64 to the left, GCN to the right.

Ganondorf's energy ball that he charges up to strike you with when he's low on health is yellow in the GCN version, instead of black with yellow edges.

N64 to the left, GCN to the right.

Other differences I don't have pics of:
* The lens flare effect from the sun is totally gone in the Cube re-release.
* The lightning effect that Ganondorf's regular ball of magic cast on the ground when it travels through the room... the GCN version has a glitch where this same effect is visible on the floor even when the platforms under it are gone.

There's probably a lot more of these graphical shortcomings in the Cube version but these are the ones I have found and could remember. Don't know if you want to cover these sort of things. Is the version released on Wii's VC the same as the GameCube version?
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Posted on 12-26-11 04:40:25 AM Link | Quote
Originally posted by Killer Bob
When the game was ported to GameCube, the game resolution was doubled from 320 x 240 to 640 x 480 but for some reason many graphical glitches were introduced, it looks like some effects couldn't be properly emulated.
Nintendo's in-house N64 emulator doesn't actually emulate the RSP. Instead, it processes audio command lists and display lists natively. This speeds up emulation significantly, at the obvious expense of some special video effects not being supported by the emulator.

In theory, those effects would appear if you ran the game on a real N64. I'd test this myself, but I have no way to play N64 ROMs on my N64.

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Jul - The Cutting Room Floor - Ocarina of Time Prerelease Footage New poll - New thread - New reply


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