Amusingly when I was building "Bottom of the Well" for Zelda's Birthday over a decade ago (jeez doesn't that make me feel old) I accidentally used the friendly version of the Beamos and never even noticed until years later, haha.
Maybe at some point in development you either arrive in a dungeon or town and at first they were friendly either defend innocent but something happens either dark forces turning them evil or you activate a switch or something and they turn against you cause of that action
@@freakishtech2310 I found the answer to this one. Turns out that Beamos have an attack range as part of their variable, which made it a "friendly Beamos". v &>> 0xFF00 = Sight Distance //Signed, increments of 40.0f v &>> 0x00FF = Size 00 [0000] Large 01 [0001]+ Small
The next Zelda 64 Cut Content video is planned to be a be a big compilation of all the material we've done to date in one video. 7 months work compressed to one watchable video. Hope you all like it!
I think the large objects disappearing was a culling issue. Objects off camera get hidden to save on render cost. But it wasn't setup correctly for objects that large so when the center point of the object was a certain distance from camera view, the object would vanish despite it's geometry still being inside the camera view.
Indeed is the case. That was what I was trying to say actually in more simplistic terms, but I may not have gotten that across clearly, sorry about that! and thanks for providing the more technical answer too!
@@TheObsessiveGamer they would have somehow revamp the 64DD scrap the Disk option just use it for the Original 64 hardware so the 64 won’t take a toll to render the trees and Fog
Considering how well done these Beta Cut content videos have been for OOT, I'm genuinely looking forward to the next Zelda game you cover. It's not just the content, but the context that's given as well. That's something that you don't really need to do, yet it just adds that much more value to the video. Keep up the great work OG, looking forward to Majora's Mask!💎
6:11 a few These elevator blocks was actually brought back for the Master quest version of the game. Cause there were a couple of them in Dodongos cavern in Master quest.
The birds in Mario 64 are blue in color and the ice bullies use a different texture that always reminded me of the planet Neptune, or Aquas from Star Fox 64.
I've seen the Doors that shut when Link gets too close in some Room Hacks. Of the Rom Hacks that I do know that use them are Nimpize Adventure, Dawn & Dusk, Dark Hyrule Fantasy, and some Custom Villager Map. I don't know if it's used in other things, but I'll be glad to list them off when I find them.
oh heck welcome! Thank you for making that. I know I got it working for my end but i still liked yours a lot too so I had it in. Also I try to credit :)
Not just you. I had the same thought when I looked at it. Wet-Dry World's town section used a lot of Zelda 64 assets, so maybe the crystal switch was the inspiration for the Water Diamonds
That Ocarina pad would have been so useful to have for knowing where to stand to play a song. I remember how difficult it was to line it up just right in some locations.
Pretty sure those long trees with no tops are the exact same long trees with no tops that are inside the finished version of the final game when you’re in the lost woods in the area the bridge to hyrule is where you plant the magic bean. Only the long trees with no tops in the finished version are higher res and scaled down a little
You've convinced me those tall trees were for that early lost woods map. Crank up the fog/culling to where you can see very little, so less needs to be loaded on screen at same time. Kinda like how the Kokiri children don't materialize until up close, using a simple fairy model to mark their place, so too many complex actors don't need to be on screen at once. Strategically working around N64 limitations. I wonder if select paths had to be followed to make it through the woods? Similar to Lost Woods in BotW. Because if that was the case, this concept starts to sound similar to what they did with Desert Wasteland in the final game.
Seemingly this lost woods just made one feel lost because of how large it was and how many trees were there that one can easily lose their way. Alot like the ALTTP Lost Woods. However, there were a number of exists that I have no idea where they would to, so it's possible those exits were meant to lead to another part of the same map of the Lost Woods this way until you found the correct path out.
@@TheObsessiveGamer Wow, that actually sounds disorienting. The Lost Woods would have lived up to its name, but at what cost? Lol Its interesting to consider the story behind these specific changes. I wish I could find the interview that talked about the Kokiri having a fairy mark their location when not close by. It said that design idea allowed characters to be located closer together without too much loading on screen at once. It made sense to me why the Giga Leak's early Kokiri Forest was so spread out. [Edit: Found it, was an Iwata Asks interview around OoT 3D's release]
It might be a little bit hard to cover Majora's Mask because from what I've heard is the majority of the stuff that was leaked during the 2020 Giga leak involving Majora's Mask that there was files missing and it would be very hard to recover stuff
Obsessive Gamer, I'll have you know that I used to watch LGR before he got big, and same with Technology Connections, and same with Science Asylum. In each case, I found their channels when they were small, with ~10K views on each video at most. Each time, I could tell that they had something special and that they were destined for greatness. I have the same feeling about your channel. I think that if you keep it up, your channel is destined to explode.
it would be really cool if we got to see the story, characters, and items from the beta version and a the cancelled DLC as a whole different game. Like that's ever gonna happen
@@TheObsessiveGamer a book with what could've been for that and other games from the series we saw some of that in other ones but one dedicated to that would be great
I only have one issue, as a game programmer. The assertion that the large blocks are having some kind of problem due to memory is unlikely. They're just being culled because the game doesn't handle rendering such large objects properly if their bounding box measures outside the view frustum. That's going to sound extremely technical but it's the kind of thing you need to understand to be able to make assertions about why something isn't rendering. In most 3D engines like OoT's, you can set a scale property to make something as large or small as you want (it's a mere multiplication to its vertex values), and it does not change the memory requirements or processing time in any way (it might take longer to render because its polygons are bigger, but this is most of the time negligible).
Weird that the early version of the warp pedestals depict an ocarina while the final versions depict the medallion patterns. I had been told that the medallions were gonna be used for warping before they changed it so that ocarina songs are used for warps. It really seems like it should the other way around. I guess the pedestals were either not even used for warping orginally or maybe they did originally envision ocarina as a warp tool but then changed it to medallions before changing back to ocarina warping. Maybe i am missing something obvious that explains it.
@@TheObsessiveGamer Someone says that there were Moblins blocking the way to the Great Deku Tree... but in every version we have, there is no "maze" to the Great Deku Tree, nor Moblins loaded in Kokiri Forest.
@@HighPriestFuneral If you go on the Cutting Room Floor you will see a dump of the script form the SpaceWorld leak that literally talks about the necessity to take a detour through the Lost Woods to get to him and how the Lost Woods have Moblins in them. Infact if you watch my video on the Cut Story Part 2, you should also be able to see this.
Well this one is just on Beta Objects. We got plenty more on other Beta materials like maps and characters in other videos, but I haven't heard of this rock? Mind linking me to such a thing as I can update in a future video?
i assume the trees dont have tops because the ceiling texture would have been treetop. either way, super cool. the software you are using to test all this is what ill have to look into
Either that or the fog effect was going to be so strong that you wouldn't be able to see the top anyways. Yeah the program is called SceneNavi (SceneTatl also being alternative), which you can find easily via google
I mean I could do it if I could get the variables of those trees. Unfortunately the best I got was this Gameshark code which simply loaded them by Hyrule Castle. Hopefully someone can do it one day
Interestingly enough, the red crystal also appears in Ocarina of Time 3D if you wrong warp to the ice cavern. I’m not sure if others are aware of that but I wanted to share that information.
Oddly I couldn’t find anything about for OoT3D, so the best I can do is this old video of mine m.ruclips.net/video/_p7ETepHqlU/видео.html. Skip to around the 5 minute mark where the wrong warp starts.
@@TheObsessiveGamer It definitely wouldn't be too far off to assume that. Something common between OOT and Mario 64 is how the ledge grab is a grounded state. The character's hitboxes are on the ledge, so if they're hurt, the model is teleported above ground. This vid explains how the hitboxes look in Mario 64. ruclips.net/video/kRCjVLqjST4/видео.html And it's also seen here by an impatient fella trying to get out of the fish tank in MM. ruclips.net/video/o5VPC5outF0/видео.html Then again, this is just my observation. I'm not fully aware of the numbers going on in the game.
Good question. So I have 2 problems here. The first is that for me to even be able to access those big trees, it took a Gameshark code I found and it loaded them around Hyrule Castle. For me to put them into that Lost Woods map, I would need the actually variables for it and I can't seem to find them anywhere on the internet. If someone does direct me to them I can attempt it, but that then leads me to the second issue of will the Lost Woods map handle THAT many trees if I put them in cause it already has problems loading with that map actors too. If I ever can get my hands on the variables however, I do wish to attempt this.
@@TheObsessiveGamer 1.) I'm imagining the Lon Lon Bull milk as something inappropriate... 2.) The Beta baby Cuccos remind me of the enemies from MM's Woodfall Temple (Black variant) and Snowhead Temple (White/Snow variant) 3.) So the Beta Lost Woods would've been more free roam, rather then following a linear pathway...
What makes the harmless beamos any different than a beamos with no code for attacking? It would be a different thing than an unused object if its just that Good video btw
Bro those are literally the trees from the end of the lost woods, the puzzle where you hop the trees with no tops for a heart piece? It's not beta content... Has anyone revealing this "beta content" actually PLAYED the game in the past ten years?
These trees are most definitely not the same. They lack a top for one unlike the one you see in the final game for one. Second, this tree has no collision unlike the one in the final game. Third, it is of a different variable from the one in the final game. They are not the same tree.
10:23 perhaps this was meant to be part of a cut sidequest? Such a shame the 64DD was a critical failure. OOT could have been so much more -- easily could have been a decade ahead of its time, in the world of action/adventure games.
There is a theory that it was for the SpaceWorld demo originally? but it's hard to say if it was meant just for that or ingame too. But yeah it's why I want a full remake of OOT with 64DD level of mechanics as they were intending. Though I still say it was ahead of its time
@@TheObsessiveGamer Correct, it was used in the SpaceWorld Demo, we have a first hand account of that exact mechanic being used to prevent Link from going into any of the Kakariko houses.
I swear I can't tell if that's your legit voice or if you're an extremely committed troll. Anywho, I like your videos so that's all that matters in the end I guess. Thank you
Regarding my voice, yes and no. Yes that it is my voice but no in that I talk in a more exaggerated manner with highs and lows in my voice during these. Usually for more non-scripted stuff like my Playthroughs are my voice pretty normal lol
ocarina of time is the gift that keeps on giving even 23 years later
And hopefully it keeps on doing so (like Unicorn Fountain hopefully one day)
@@TheObsessiveGamer i want the beta desert :]
Ah, so that's why the Cows of the 3DS remake had nose rings, neat.
Oooh right, I had forgotten they readded it in
I guess the nose ring was one object too far for the n64
They were also on some of the cows in jabujabus belly in master mode for the GameCube.
*master quest
@@sterlingbolt3320 False I've been playing Master Quest recently and they did not.
It’s crazy how you’ve found things I’ve never seen before. I feel like I’ve seen it all then you introduce so much more. Great content
Glad you enjoyed it! somethings can go crazy deep in this game and i'm glad to have been able to document all this
"friendly beamos can be killed in the same fashion"
how could you hurt him, you monster
In the name of beta science I guess :P
@@TheObsessiveGamer in the words of Itachi "I did it all to test my limits"
Amusingly when I was building "Bottom of the Well" for Zelda's Birthday over a decade ago (jeez doesn't that make me feel old) I accidentally used the friendly version of the Beamos and never even noticed until years later, haha.
Maybe at some point in development you either arrive in a dungeon or town and at first they were friendly either defend innocent but something happens either dark forces turning them evil or you activate a switch or something and they turn against you cause of that action
@@freakishtech2310 I found the answer to this one. Turns out that Beamos have an attack range as part of their variable, which made it a "friendly Beamos".
v &>> 0xFF00 = Sight Distance //Signed, increments of 40.0f
v &>> 0x00FF = Size
00 [0000] Large
01 [0001]+ Small
The next Zelda 64 Cut Content video is planned to be a be a big compilation of all the material we've done to date in one video. 7 months work compressed to one watchable video. Hope you all like it!
Yes
Holy shit
"Hope you all it?" What does that mean? Sorry I'm still learning English...
@@timurkral3781 Sorry typo. Meant to say "Hope you all like it"
I dont know why, but ocarina of times cut content is so fascinating to me
The Tree Tops would've been obscured so you wouldn't see Spyro jumping around up there.
I think the large objects disappearing was a culling issue. Objects off camera get hidden to save on render cost. But it wasn't setup correctly for objects that large so when the center point of the object was a certain distance from camera view, the object would vanish despite it's geometry still being inside the camera view.
Indeed is the case. That was what I was trying to say actually in more simplistic terms, but I may not have gotten that across clearly, sorry about that! and thanks for providing the more technical answer too!
Those massive trees look awesome. I'd love to see a lost woods made out of them
Lost woods/maze woods would have been interesting with these long trees compare to the final
Hopefully someone can piece both of these together so we can have a true experience
@@TheObsessiveGamer they would have somehow revamp the 64DD scrap the Disk option just use it for the Original 64 hardware so the 64 won’t take a toll to render the trees and Fog
Those trees are beautiful ♥️
I love long trees. 🌲
I believe they have the trees loaded in ZFG's stream of the leak.
Amazing, as always. It is always a pleasant surprise to watch something related to one of my favorite games of all time. Thanks for the video.
Considering how well done these Beta Cut content videos have been for OOT, I'm genuinely looking forward to the next Zelda game you cover. It's not just the content, but the context that's given as well. That's something that you don't really need to do, yet it just adds that much more value to the video.
Keep up the great work OG, looking forward to Majora's Mask!💎
Thank you very much! I'm also looking forward to some Majora's Mask Cut Content in the future
Ive watched this so many times, such a well put together video.
YESSSSSS, I have been waiting for this. Thankkkkk you🥺😁 God bless you ✝️
I like watching you because you actually make scenes and you don’t go off toppick and also your oot beta vids are amazing
Thank you! Yeah never was one for ramble. Just solid documentaries here
@@TheObsessiveGamer your videos are so good that they don’t seem scripted as well
@@Cinder896 haha, I can assure these are all scripted. Guess I can read my scripts pretty naturedly and have it written out well enough for that.
@@TheObsessiveGamer I am very ready for your Ganons castle vid
Anyone else love the random house door in the Ice Cavern? XD
I dont know. Why should I love it?
6:11 a few These elevator blocks was actually brought back for the Master quest version of the game. Cause there were a couple of them in Dodongos cavern in Master quest.
ooh was it? Yeah it's been a while since I played the Master Quest version to remember
I think the bird was from Mario 64 castle yard, I also believe the beta cuccos use the body for the ice bullies!
The birds in Mario 64 are blue in color and the ice bullies use a different texture that always reminded me of the planet Neptune, or Aquas from Star Fox 64.
the door half open reminds me of that moment in ALTTP when the villagers from kakarico village thought that link was a vilain
I've seen the Doors that shut when Link gets too close in some Room Hacks. Of the Rom Hacks that I do know that use them are Nimpize Adventure, Dawn & Dusk, Dark Hyrule Fantasy, and some Custom Villager Map. I don't know if it's used in other things, but I'll be glad to list them off when I find them.
So cool, very well done presentation!
I'm not even 30 seconds in and this video warping my reality of this game
Guess I did my part :P
6:12 is my video I recorded for TCRF! well done!
Edit: I didn't even know I had a credit in the description 😅 LOL
oh heck welcome! Thank you for making that. I know I got it working for my end but i still liked yours a lot too so I had it in. Also I try to credit :)
@@TheObsessiveGamer haha, I know :) I was just happy to see my video in there haha
Another masterful video.. those huge trees are really cool.. that Lost Woods would've been epic
Here's hoping someone can mod those two together
That white and brown stripped bird is flippin adorable 😍
“These include entire houses, trees and even animals”
…My pets have been objects all along…
Damn i missed the stream hopefully will catch your next one brother keep up the awesome streams always love your content!!
Thank you! yep always next time you can catch teh live premiere
1:48 is it just me or does that beta switch kind of look like the water level switches from wet dry world?
Not just you. I had the same thought when I looked at it. Wet-Dry World's town section used a lot of Zelda 64 assets, so maybe the crystal switch was the inspiration for the Water Diamonds
That Ocarina pad would have been so useful to have for knowing where to stand to play a song. I remember how difficult it was to line it up just right in some locations.
I never found lining up on those triforce symbols as tough, but considering how this was also a warp pad, these are easily superior lol
Pretty sure those long trees with no tops are the exact same long trees with no tops that are inside the finished version of the final game when you’re in the lost woods in the area the bridge to hyrule is where you plant the magic bean. Only the long trees with no tops in the finished version are higher res and scaled down a little
that was an interresting video, I didn't knew about most of these assets.
Keep up the good work, it was a nice video ;)
Thanks! Got plenty more planned
I'm two years too late, but I think one of those elevator blocks is used in MQ dodongo in the staircase room.
You've convinced me those tall trees were for that early lost woods map. Crank up the fog/culling to where you can see very little, so less needs to be loaded on screen at same time. Kinda like how the Kokiri children don't materialize until up close, using a simple fairy model to mark their place, so too many complex actors don't need to be on screen at once. Strategically working around N64 limitations.
I wonder if select paths had to be followed to make it through the woods? Similar to Lost Woods in BotW. Because if that was the case, this concept starts to sound similar to what they did with Desert Wasteland in the final game.
Seemingly this lost woods just made one feel lost because of how large it was and how many trees were there that one can easily lose their way. Alot like the ALTTP Lost Woods. However, there were a number of exists that I have no idea where they would to, so it's possible those exits were meant to lead to another part of the same map of the Lost Woods this way until you found the correct path out.
@@TheObsessiveGamer Wow, that actually sounds disorienting. The Lost Woods would have lived up to its name, but at what cost? Lol Its interesting to consider the story behind these specific changes.
I wish I could find the interview that talked about the Kokiri having a fairy mark their location when not close by. It said that design idea allowed characters to be located closer together without too much loading on screen at once. It made sense to me why the Giga Leak's early Kokiri Forest was so spread out.
[Edit: Found it, was an Iwata Asks interview around OoT 3D's release]
It might be a little bit hard to cover Majora's Mask because from what I've heard is the majority of the stuff that was leaked during the 2020 Giga leak involving Majora's Mask that there was files missing and it would be very hard to recover stuff
Majora's Mask still has a ton from its data and pre-release material, so we can easily formulate a Cut Content series on it in the future.
@@TheObsessiveGamer ok
Obsessive Gamer, I'll have you know that I used to watch LGR before he got big, and same with Technology Connections, and same with Science Asylum. In each case, I found their channels when they were small, with ~10K views on each video at most. Each time, I could tell that they had something special and that they were destined for greatness.
I have the same feeling about your channel. I think that if you keep it up, your channel is destined to explode.
Thank you very much! Here's hoping we can grow massive too! We've grown a lot in just a year
it would be really cool if we got to see the story, characters, and items from the beta version and a the cancelled DLC as a whole different game.
Like that's ever gonna happen
I mean a lot did get reused over time in future Zelda games
@@TheObsessiveGamer a book with what could've been for that and other games from the series we saw some of that in other ones but one dedicated to that would be great
Wait there was a cancelled dlc?
@@raptorjesus2516 I think they're referring to Ura Zelda
@@TheObsessiveGamer is ura zelda the one meant to be on the 64DD?
Those big trees 🌲💚
I love big trees.
Those would definitely be perfect for "Lost Woods"
I can see why they couldn't be used.
That would have been pretty cool if they put the auto close door where you put it. Definitely would have given it more life.
I only have one issue, as a game programmer. The assertion that the large blocks are having some kind of problem due to memory is unlikely. They're just being culled because the game doesn't handle rendering such large objects properly if their bounding box measures outside the view frustum. That's going to sound extremely technical but it's the kind of thing you need to understand to be able to make assertions about why something isn't rendering. In most 3D engines like OoT's, you can set a scale property to make something as large or small as you want (it's a mere multiplication to its vertex values), and it does not change the memory requirements or processing time in any way (it might take longer to render because its polygons are bigger, but this is most of the time negligible).
in breath of the wild you can revisit the lost woods but instead of rooms you can memories it's full of trees you can actually get lost in
The baby cookos after falling out the map: MOMMY SAVE M-
I love the tiny brown bird. So cute.
That it is :3
4:38 what everyone who has a septum piercing looks like
Weird that the early version of the warp pedestals depict an ocarina while the final versions depict the medallion patterns. I had been told that the medallions were gonna be used for warping before they changed it so that ocarina songs are used for warps. It really seems like it should the other way around. I guess the pedestals were either not even used for warping orginally or maybe they did originally envision ocarina as a warp tool but then changed it to medallions before changing back to ocarina warping. Maybe i am missing something obvious that explains it.
I really love your videos, man!
Thank you!
If the lost woods map w/the trees was included,i can imagine various enemies in there as well.maybe even more skull kids
As I mentioned in my Cut Story video, apparently there were going to be Moblins in there too, so already quite the deviation
@@TheObsessiveGamer I think Moblins were only in the beta Sacred Forest Meadow (might be wrong). Slimes, Skeletons and Stalfos were planned though.
@@HighPriestFuneral No they apparently were supposed to be in the Lost Woods as the script pulled from the game spoke about it.
@@TheObsessiveGamer Someone says that there were Moblins blocking the way to the Great Deku Tree... but in every version we have, there is no "maze" to the Great Deku Tree, nor Moblins loaded in Kokiri Forest.
@@HighPriestFuneral If you go on the Cutting Room Floor you will see a dump of the script form the SpaceWorld leak that literally talks about the necessity to take a detour through the Lost Woods to get to him and how the Lost Woods have Moblins in them. Infact if you watch my video on the Cut Story Part 2, you should also be able to see this.
tht block from Fire temple is the vanilla platform used as an elevator on the beam of fire
I think that one is a slightly different block actually
But there are more unused things in Ocarina of Time! Especially I remember there was a huge rock with a weird noise
Well this one is just on Beta Objects. We got plenty more on other Beta materials like maps and characters in other videos, but I haven't heard of this rock? Mind linking me to such a thing as I can update in a future video?
Happy to see Lon Lon would have gotten more love in the origional.
Long awaited and worth it
The fence post wouldn’t be mirrored and connected, they’re be set next to each other to make a continuous fence…
Ah true. Thanks for the insight
I wouldn't have subscribed if you hadn't shouted the word "HIT" in your call to action, nice work
The bird stared at us for a few frames i saw it.
long stone elevator is in MQ Dodongo's Cavern at the top of the staircase
Which one you referring to?
10:22
Maybe it's Lisa from P.T.
i assume the trees dont have tops because the ceiling texture would have been treetop. either way, super cool. the software you are using to test all this is what ill have to look into
Either that or the fog effect was going to be so strong that you wouldn't be able to see the top anyways. Yeah the program is called SceneNavi (SceneTatl also being alternative), which you can find easily via google
I was just playing master quest and the white pillar elevators show up in dodongo's cavern 🤔
Some things were reused for Master Quest, but not the original game which is what this covers
2:40 that's a suspicious object, it would've cool if we could vent in oot tho
I wonder if someone can load in the trees in the Lost Woods. I'd love to see that.
I mean I could do it if I could get the variables of those trees. Unfortunately the best I got was this Gameshark code which simply loaded them by Hyrule Castle. Hopefully someone can do it one day
The black milk bottle is undoubtedly cow nut
Interestingly enough, the red crystal also appears in Ocarina of Time 3D if you wrong warp to the ice cavern. I’m not sure if others are aware of that but I wanted to share that information.
Stop annoying me with your BS
Can you link me to where I might look this up more? would be interesting to see it load up the incorrect scene setup in the remaster.
Oddly I couldn’t find anything about for OoT3D, so the best I can do is this old video of mine m.ruclips.net/video/_p7ETepHqlU/видео.html. Skip to around the 5 minute mark where the wrong warp starts.
@@DeityShinobi no mercy!!!!
some trees appear in beta quest different ones depending on which one.
Wouldn't surprise me since some scene setups use old assets like that ice cavern with the red iceblcok
The door that closes itself. Did it maybe become the door Kafei comes out of in majoras?
oh that's interesting. Maybe?
@@TheObsessiveGamer just as both auto close and have a blue message maybe coinsidence but wouldn't be hard to just change a door texture
6:03
These are actually the falling bridge blocks from Mario 64. The animation's the same.
Are they? well that would make sense since it was made from the SM64 engine. Some left overs would be around
@@TheObsessiveGamer It definitely wouldn't be too far off to assume that. Something common between OOT and Mario 64 is how the ledge grab is a grounded state. The character's hitboxes are on the ledge, so if they're hurt, the model is teleported above ground. This vid explains how the hitboxes look in Mario 64. ruclips.net/video/kRCjVLqjST4/видео.html And it's also seen here by an impatient fella trying to get out of the fish tank in MM. ruclips.net/video/o5VPC5outF0/видео.html Then again, this is just my observation. I'm not fully aware of the numbers going on in the game.
I could be wrong, but doesn't that red pedestal show up if you reenter ice cavern on the original game after you've obtained the iron boots?
It doesn't. It's purely unused.
checkerboard pattern was used in vanilla Forest Temple....
This was a different kind of checkboard pattern.
So, if you have the map of the old lost woods with the locations of the objects, why not use the Large Tree models as the objects to see how it looks?
Good question. So I have 2 problems here. The first is that for me to even be able to access those big trees, it took a Gameshark code I found and it loaded them around Hyrule Castle. For me to put them into that Lost Woods map, I would need the actually variables for it and I can't seem to find them anywhere on the internet. If someone does direct me to them I can attempt it, but that then leads me to the second issue of will the Lost Woods map handle THAT many trees if I put them in cause it already has problems loading with that map actors too.
If I ever can get my hands on the variables however, I do wish to attempt this.
Yoo birds! I adore them already.
the blue ones or the brown ones?
@@TheObsessiveGamer both!
I like seeing how videogames try to handle doing birds.
3:04 isn't this used in the Deku Tree?
I know the model you are thinking of, but this is different still if you compare them
6:11 these are used in Master Quest ;)
Yep!
The giant walls remind me of Hueco Mundo from Bleach!!! 👀
thanks for the video
Interesting...
> I will comeback and watch this; I'm currently preoccupied with something...
Hope you enjoy it!
@@TheObsessiveGamer
1.) I'm imagining the Lon Lon Bull milk as something inappropriate...
2.) The Beta baby Cuccos remind me of the enemies from MM's Woodfall Temple (Black variant) and Snowhead Temple (White/Snow variant)
3.) So the Beta Lost Woods would've been more free roam, rather then following a linear pathway...
What makes the harmless beamos any different than a beamos with no code for attacking? It would be a different thing than an unused object if its just that
Good video btw
Might have been stretching it no doubt but it was separate from a traditional Beamo in data here, thus I did include it. Thanks!
I would die for old videogame low poly animals :'3
It's no wonder games like Animal Crossing do so well :P
Interesting! Many nice objects which arent included in the final game… me not likey-likey though😜
Maybe it was for the best decision then they didn't include them in the final game lol
Some of these beta designs look like place holders, instead of possible intended design.
Is the final episode of Ocarina of Time content before Majora's Mask?
Kinda yes. There is 1 super big one I am planning to do that us a compilation of Zelda 64
The more things change, the more they stay the same.
Bro those are literally the trees from the end of the lost woods, the puzzle where you hop the trees with no tops for a heart piece? It's not beta content... Has anyone revealing this "beta content" actually PLAYED the game in the past ten years?
These trees are most definitely not the same. They lack a top for one unlike the one you see in the final game for one. Second, this tree has no collision unlike the one in the final game. Third, it is of a different variable from the one in the final game.
They are not the same tree.
well oot is a great game and seeing its unused content.
and got more planned to come too!
Some Of These Items Should’ve Never Been Cut.
Agreed. Spirit Medallion especially
10:23 perhaps this was meant to be part of a cut sidequest? Such a shame the 64DD was a critical failure. OOT could have been so much more -- easily could have been a decade ahead of its time, in the world of action/adventure games.
There is a theory that it was for the SpaceWorld demo originally? but it's hard to say if it was meant just for that or ingame too. But yeah it's why I want a full remake of OOT with 64DD level of mechanics as they were intending. Though I still say it was ahead of its time
@@TheObsessiveGamer Correct, it was used in the SpaceWorld Demo, we have a first hand account of that exact mechanic being used to prevent Link from going into any of the Kakariko houses.
@@HighPriestFuneral well damn seems I used it in the correct place then lol
Imagine if we get a remake of the game where you get both the final version and the old version
Starts at 1:00
or at 0:00 to hear my intro :)
Whoa 🤯
LOZ OOT PC port Beta.... WANT!!
I swear I can't tell if that's your legit voice or if you're an extremely committed troll. Anywho, I like your videos so that's all that matters in the end I guess. Thank you
Regarding my voice, yes and no. Yes that it is my voice but no in that I talk in a more exaggerated manner with highs and lows in my voice during these. Usually for more non-scripted stuff like my Playthroughs are my voice pretty normal lol
@@TheObsessiveGamer I see, thank you very much. I do appreciate you
2:14 you mixed em up
No, this is correct
Lmao I thought by small you meant thin.
Nooooo I was late
Always next time :)
Yeah
Aaaand...Subscribe.
Is this video edible?
Very ingestible :P
26th hello