Prerelease:The Legend of Zelda: Majora's Mask/Spaceworld Demo
This is a sub-page of Prerelease:The Legend of Zelda: Majora's Mask.
Contents
Overview
Spaceworld 1999 was held from August 27-29. Attendees and the press were allowed hands-on experience with the latest Zelda adventure. According to Shigeru Miyamoto's estimate, the demo was derived from a 50% complete version of the game.[1] The controls and battle system were reported to be virtually identical to Ocarina of Time and no new weapons were spotted.[2] However, the game is noted to be more visually impressive than Ocarina of Time.[3]
The only masks available to try in the demo were the three transformation masks, but according to IGN, the 'Masks' section of the subscreen contained 20 slots, suggesting that far more could be acquired.[2] In a Spaceworld interview with Miyamoto, he claimed that they were aiming to have just under 30 masks in the game.[4] The final game ended up having 24 masks in total.
Deku Link had the ability to shoot Deku Nuts from his snout, which was replaced with magic bubbles in the final game.[2]
The demo featured enemies such as Freezards, Tektites, Carnivorous Lily Pads, Chuchus, White Wolfos, and Boes.[4] Additionally, on page 11 of the December issue of The 64 Dream, the writer mentions that the returning characters they were able to confirm at Space World were Malon, Talon, Ingo, Navi, and the guy on the rooftop in Kakariko Village.[5] (In the final game, the man on the rooftop from Ocarina of Time is used as the Part-Timer who works at the Trading Post during the day, but it's unclear whether he would have had the same role at this point.)
While not mentioned or seen in the demo, the three day system was at least conceptualized by this point, as Miyamoto mentioned that they are trying to see how dense they can make the game and many different events they can fit into a short time-span, citing three days as an example.[4]
Demo Tours
The demo featured three sections: the Speed Tour, the Dungeon Tour, and the Battle Tour.[3][6] Attendees were allowed to play for 5 minutes each with a wait time between about 45 minutes and an hour and a half.[7] The players at the kiosks were changed out simultaneously in order to prevent anyone from going over the time limit. Pressing the Start button brought you to the tour menu.[6]
Speed Tour
The speed tour featured four demos: "Race as a Goron", "Zora Stick Collection", "Epona Track Race", and "Epona Poe Hunter".[6]
Goron Death Race
As Goron Link, attendees raced against smaller Gorons on a track similar or identical to the one in the final game.[2][6]
Prototype | Final |
---|---|
There are Gorons in the audience who were removed in the final game. They're standing in front of a wall with strange geometry/texture mapping.
Prototype | Final |
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Zora Stick Collection
Prototype | Final |
---|---|
Attendees were able to play an early version of the beaver race. As Zora Link, the player was tasked with keeping up with the two beavers and help them gather sticks for their dam.[2] The beaver guides instructed the player to hurry up and follow them, but directly obeying their instructions would prevent the player from collecting any sticks. In order to do so, it was necessary to traverse the full width of the course. The player was required to collect at least 10 sticks and was praised for collecting a certain number, perhaps over 15.[8][6]
In the final game, Link races each beaver individually through a series of rings and sticks never make an appearance. However, the stick icon from this version of the minigame is used for the log-cutting minigame at the Swordman's School. Additionally, the filename of the beaver race ring actor is 'Obj_Twig'.
Epona Track Race
Attendees were able to race with Epona against the Gorman Brothers.[8]
Epona Poe Hunter
Attendees were able to play the balloon target practice at Romani Ranch, which appears in the final game. The balloons are referred to as Poes, but it is unclear if they differed from the balloons in the final game, as the enemies that they resemble are sometimes referred to as ghosts in official Zelda media.
Dungeon Tour
The dungeon tour featured three demos: the Jungle Dungeon, Snow Dungeon, and Scrub City Infiltration. According to one attendee, the demo opened with the game's introduction, in which Link was attacked by Skull Kid while riding through the Lost Woods.[8]
Some of the rooms featured as many as six Stalfos at the same time.
Jungle Dungeon
Attendees were able to play an early version of Woodfall Temple.
Snow Dungeon
Attendees were able to play an early version of Snowhead Temple as Goron Link. Familiar enemies such as White Wolfos and Freezards made an appearance.[8]
Scrub City Infiltration
Attendees were able to play an early version of the Inner Palace Garden infiltration sequence as Deku Link.
Prototype | Final |
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Prototype | Final |
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The following changes can be spotted in these two screenshots:
Map:
- The JP-exclusive Bean Seller Route isn't there in the pre-release screenshots. This makes sense, as you didn't at least need any to sneak into the Royal Chamber.
Minimap:
- The old minimap isn't as intricate with the details of the obstacles in the stealth sections. Two minimaps very similar to this one can be found in the leak files.
- The shortcut to Woodfall doesn't seem to have existed back then.
- Deku Shrine is marked on the old minimap, hinting that you could go there without getting rid of the Big Octo first.
On page 12 of the Gaiden report in an issue of The 64 Dream from February 2000, the writer wonders whether the newly published screenshots of the Deku King's Chamber are the same place as the Scrub City they saw at Space World, which may indicate that players weren't able to enter the chamber during the demo, or that the location underwent a redesign.[9]
Battle Tour
The battle tour featured two demos: the Battle Floor and Versus Boss.[6]
Battle Floor
Little to nothing is known about this demo other than it is referred to as a "battlefield area".[3]
Versus Boss
Attendees were able to fight Odolwa, the boss of Woodfall Temple. All details described by attendees match the content in the final game. The strategy involved stunning Odolwa using items such as arrows, Deku Nuts, or bombs and then attacking him with the sword. The Nintendo employee manning the booth indicated that this was an early boss. Once Odolwa had been defeated, a Heart Container and a blue warp appeared, identically to Ocarina of Time. Entering the warp would cause the game to return to the opening.[8]
References
- ↑ Believe it or not... - IGN.com, August 23, 1999
- ↑ 2.0 2.1 2.2 2.3 2.4 Hands-On Zelda Gaiden - IGN.com, August 26th, 1999
- ↑ 3.0 3.1 3.2 First Impressions: Zelda Gaiden - Gamespot.com, August 27th, 1999
- ↑ 4.0 4.1 4.2 Talkin' Zelda with Mr. Miyamoto - zeldalegends.net
- ↑ The Legend of Zelda: Gaiden Coverage - The 64 Dream - Vol. 39, December 2000
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Nintendo Spaceworld Report - Page 1 - Game Island, August 27th, 1999
- ↑ Zelda Gaiden in Motion - Gamespot.com, August 30th, 1999
- ↑ 8.0 8.1 8.2 8.3 8.4 Kazu-pi's Spaceworld Report - Pikachu Family, August 1999
- ↑ The Legend of Zelda: Gaiden Coverage - The 64 Dream - Vol. 41, February 2, 2000