quality assurance testers probably got on devs about the spirit medallion's ability. I speak from personal experience from my time as a tester. I've done this a few times for the title I was part of. A lot of op powers go into games that devs don't think usually think are op until they have someone up their ass about it. This is also coming from a dev's perspective as well. Either that, or it was put in as an early alpha exclusive ability to be able to explore with link during runtime without having to clear puzzles. Devs will put abilities like that in the game just for testing purposes so they can play through certain events without having to clear the whole dungeon to reach it. They could do warp codes/locations for each event cycle, but it's a lot more fun to mess around in game when you have the time to do so. Still cool to see an early alpha build of the temples.
The implementation of the spirit medallion's ability in this mod is intentionally OP. All that remained for the modders to work off of was the vague text description of the ability, and they opted to implement the most OP interpretation since it would aid in exploration of the unfinished maps. Had it ever been properly implemented by Nintendo (It's unknown if it ever was programmed at all), it likely would have functioned differently and/or had more rigid restrictions. I highly doubt "quality assurance testers" ever interacted with the ability in a form similar to what you're seeing in this video.
@@Bannanawaffles2 was unaware of the specifics of this ability in particular. Assumed everything in the build was present at the time of testing. Probably shouldn't have considering how impossible it was to traverse with end players. Only speaking of my experience as a tester. I've run across similar op abilities that had to be nerfed or changed on alpha and beta builds of games that devs were hesitant at first to consider. Some get to attached to their ideas/characters in game.
It does seem OP, but in fairness you would have acquired it after the Spirit Temple, i.e. basically the end of the game. It was possibly implemented to give the player speedy movement around for easier 100% completion or even to encourage players to investigate the whole world again using Navi. I would think of it like the cheats in GoldenEye and Perfect Dark, when you get a good one like invincibility or all guns you'd go through all the levels again!
@@criticalhittcg5637 Its kinda hard to say, because the way its implemented here us definitely for the sake of folks exploring these early maps. But considering the Fairy transformation of Zelda 2 and how early on Zelda 64 was in development as a 3D title at Nintendo, there is a very real possibility that there was a moment where it was implemented in the Alpha/Beta then cut because it was, indeed, OP as heck. Nintendo made an incredible number of wise decisions that have made the game age quite gracefully, some folks often forget this game was developed in an era where game companies hadn't even figured out that you typically need a stick dedicated to the camera in 3D games. It was a time of wild trial and error.
I think the medallion mechanics were a REALLY cool idea. Like for example, I get how they can think that the spirit medallion effect where u fly around as Navi can seem kinda clunky in a 3D game, but they definitely could have pulled it off if they designed some of the later dungeons with this ability in mind, as well as possibly prohibiting the use of it in the over-worlds. It would have opened up a lot of different and intuitive puzzles. Idk lol.
eh, nah. a lot of people dislike the idea of Zelda items only being used for one or two things, as it makes them come across as useless. they're all honestly really great, but I can understand why so many of them got cut. more doesn't always neccesarily mean better.
Fire Temple looks good but it's way too Dark. Water Temple on the other hand looks Amazing. Imagine how it would be if it had the Water levels mechanics applied to it? Let's hope a future mod can do that.
I wonder if the idea was to raise the water and THEN go back to the Morpha room when the water had been raised to the fullest and fight the boss at the entrance. The dungeon looping around on itself.
It seems to me like the idea for the water temple originally was to fill the temple with water to beat it and like progress that way and that would be better imo thats just what it seems like to me
You should check out Zeth's Ura Quest release. Basically a harder version of Master Quest. Ice Cavern and Ganon's Castle are identical to MQ, but every other dungeon is different to MQ. Some are more different than others. For example, Inside the Deku Tree is kinda different, Dodongo's Cavern is almost the same (only maybe one small difference), and Inside Jabu-Jabu’s Belly is very different. Give it a whirl!
the previous water temple looks more complex and way cooler, however I have to remind myself that this game was designed for kids and back when I played it I was in primary school and it was the perfect difficulty, making the water temple any harder would probably have turned off many people including myself back then.
@@ShotaroAsakura even with the technology bigger is still not better, more space means more work is required to fill it and the longer it will take to get from point A to point B.
I would've definitely preferred these versions tbh Edit: I would love to hear people's inputs that actually played the space world demo back then about this recreation Edit 2: I just kind of assumed the spirit medallion was the last medallion you received.
a lot of stuff looks exactly the same- especially the village, field and lost woods. I didn’t get a whole lot of time to rlly soak it all in but it’s pretty faithful from what I can remember.
Bud, maybe you can help me out with this. Inside Ganons castle; After dispelling all of the barriers. The 1st room with the red carpet and fire keese. There is a way to make a chest appear in between the torches when you 1st walk in. You have to kill the keese a certain way to make it appear. Do you know how to make it appear? I only know this is a real thing because I played my dads old zelda file on the 64 and it had a chest right where I described. I have attempted to make it spawn in over 20 ways and still nothing. It is driving me crazy and my Dad can't remember. I hope you can tell me and great videos
@@MajorasWrath1 I saw that it is a recreation of the space world 97 demo didn't think to actually look it up because I just assumed it wasn't the name of the mod.
I always thought that "Bolero of Fire" was a weird name... Makes sense that it was a beta name, and I assume that it was also before they properly translated the game
What seemed weird about it to you, if you don't mind me asking? I just thought they named all of the ocarina songs as "(type of music) of (temple name)" but am I missing something?
@@obtuseboulder2134 it just seems like the type of word that would be used during a rough translation, you know what I mean? I'm a 21 year old native English speaker and the only place I've heard of a "bolero" is in Ocarina of Time. Just not a very commonly used word.
@@brendangilbert3283 It's a type of Latin dance that made it's way into popular Western music when a French guy Maurice Ravel wrote a famous piece called 'Bolero' inspired by the cuban rhythms and harmonies. Given all the other classical forms used 'Prelude', 'Serenade', etc., it wouldn't surprise me if Koji Kondo was directly inspired by Ravel's Bolero (e.g., similar snare drum rhythm used).
@@brendangilbert3283 there are a lot of borrowed words in english that are almost never used outside of certain communities, nocturne for example is a type of music played at night usually on a piano.
@@nloc1929 Ravel's Bolero was almost used as the main theme for the original The Legend of Zelda, but Koji "Chad" Kondo had to write the current main theme song in like, 24h before the release of the game or something like that, after they learnt Ravel's Bolero wasn't public domain like they first thought so. So, yeah. Most probably.
quality assurance testers probably got on devs about the spirit medallion's ability. I speak from personal experience from my time as a tester. I've done this a few times for the title I was part of. A lot of op powers go into games that devs don't think usually think are op until they have someone up their ass about it. This is also coming from a dev's perspective as well. Either that, or it was put in as an early alpha exclusive ability to be able to explore with link during runtime without having to clear puzzles. Devs will put abilities like that in the game just for testing purposes so they can play through certain events without having to clear the whole dungeon to reach it. They could do warp codes/locations for each event cycle, but it's a lot more fun to mess around in game when you have the time to do so. Still cool to see an early alpha build of the temples.
The implementation of the spirit medallion's ability in this mod is intentionally OP. All that remained for the modders to work off of was the vague text description of the ability, and they opted to implement the most OP interpretation since it would aid in exploration of the unfinished maps. Had it ever been properly implemented by Nintendo (It's unknown if it ever was programmed at all), it likely would have functioned differently and/or had more rigid restrictions. I highly doubt "quality assurance testers" ever interacted with the ability in a form similar to what you're seeing in this video.
@@Bannanawaffles2 was unaware of the specifics of this ability in particular. Assumed everything in the build was present at the time of testing. Probably shouldn't have considering how impossible it was to traverse with end players. Only speaking of my experience as a tester. I've run across similar op abilities that had to be nerfed or changed on alpha and beta builds of games that devs were hesitant at first to consider. Some get to attached to their ideas/characters in game.
It does seem OP, but in fairness you would have acquired it after the Spirit Temple, i.e. basically the end of the game. It was possibly implemented to give the player speedy movement around for easier 100% completion or even to encourage players to investigate the whole world again using Navi. I would think of it like the cheats in GoldenEye and Perfect Dark, when you get a good one like invincibility or all guns you'd go through all the levels again!
@@criticalhittcg5637 Its kinda hard to say, because the way its implemented here us definitely for the sake of folks exploring these early maps.
But considering the Fairy transformation of Zelda 2 and how early on Zelda 64 was in development as a 3D title at Nintendo, there is a very real possibility that there was a moment where it was implemented in the Alpha/Beta then cut because it was, indeed, OP as heck.
Nintendo made an incredible number of wise decisions that have made the game age quite gracefully, some folks often forget this game was developed in an era where game companies hadn't even figured out that you typically need a stick dedicated to the camera in 3D games. It was a time of wild trial and error.
7:29 Best part of the whole video
I think the medallion mechanics were a REALLY cool idea. Like for example, I get how they can think that the spirit medallion effect where u fly around as Navi can seem kinda clunky in a 3D game, but they definitely could have pulled it off if they designed some of the later dungeons with this ability in mind, as well as possibly prohibiting the use of it in the over-worlds. It would have opened up a lot of different and intuitive puzzles. Idk lol.
Nah
eh, nah. a lot of people dislike the idea of Zelda items only being used for one or two things, as it makes them come across as useless. they're all honestly really great, but I can understand why so many of them got cut. more doesn't always neccesarily mean better.
Did did do that though - in Wind Waker
We got the Beetle in Skyward Sword that resembles this
@@ShuckleShellAnemia even better
Fire Temple looks good but it's way too Dark. Water Temple on the other hand looks Amazing. Imagine how it would be if it had the Water levels mechanics applied to it? Let's hope a future mod can do that.
I kinda like it. It fits the whole, "some demon man plunged the world into darkness. Here's a dungeon" vibe.
i disagree with it being too dark. it emphasizes on fire being the light source in the temple
2 years later and still waiting for a mod :P
Seems to me like the gimmick of the water temple was that you actually had to progressively raise the water to progress through the dungeon
would have been a lot better than the current water temple
They were still designing it I’d imagine.
I wonder if the idea was to raise the water and THEN go back to the Morpha room when the water had been raised to the fullest and fight the boss at the entrance. The dungeon looping around on itself.
@@Mer.Saloon very interesting.
It seems to me like the idea for the water temple originally was to fill the temple with water to beat it and like progress that way and that would be better imo thats just what it seems like to me
You should check out Zeth's Ura Quest release. Basically a harder version of Master Quest. Ice Cavern and Ganon's Castle are identical to MQ, but every other dungeon is different to MQ. Some are more different than others. For example, Inside the Deku Tree is kinda different, Dodongo's Cavern is almost the same (only maybe one small difference), and Inside Jabu-Jabu’s Belly is very different. Give it a whirl!
Link's 180 turn animation looks so nice in this, I wonder why they changed it.
Time stamp?
@@UncleNuggets 5:40
@@RiverKinn woah, that’s really weird to see haha. Thank you!
Probably because it makes movement feel more unresponsive and clunky. Looks cool, but I'm glad they took it out.
they also removed link's hat movement. dont know why. it looked better.
Just listening to it sounds like Link playing slots and screaming every time he loses.
Thank you for this 🤣🤣
Fun fact a lot of maps are still missing I wanna see the shadow temple
7:04 "There just wasn't actors yet"
That's ok. No annoying Ruto 😂
2:58 he ate the egg
egg
show egg
Gothegg 🌚
Heresy
Egg? Ovo? FeelsOkayMan
the previous water temple looks more complex and way cooler, however I have to remind myself that this game was designed for kids and back when I played it I was in primary school and it was the perfect difficulty, making the water temple any harder would probably have turned off many people including myself back then.
ZFG gets hit with the classic mimic chest.
I feel like a general trend with most of these maps is the devs realizing bigger doesnt necessarily mean better.
More like bigger doesn't fit with our current technology we need to optimize.
Funny how all these years later and devs are still making the same old mistake of empty open worlds
@@ShotaroAsakura even with the technology bigger is still not better, more space means more work is required to fill it and the longer it will take to get from point A to point B.
Breath of the Wild: sweats nervously
Arbiters Grounds would like a word with you.
My head-canon is that the water temple originally had mimics in it
You are a FOOL!
I to scream into the void when I pick up an empty chest
The True FOOL Chest. Let's hope empty chests can be added in Future Randomizer settings.
@@JMGO1999EternalMajorKakoEscoby They should add a setting where some "blupee" chests are replaced with empty chests.
I would've definitely preferred these versions tbh
Edit: I would love to hear people's inputs that actually played the space world demo back then about this recreation
Edit 2: I just kind of assumed the spirit medallion was the last medallion you received.
a lot of stuff looks exactly the same- especially the village, field and lost woods. I didn’t get a whole lot of time to rlly soak it all in but it’s pretty faithful from what I can remember.
9:46 Wait, Link could slash while walking??
Yep. The mechanic was then not used until Twilight Princess 8 years later
wait the spiritual stones were Natural, Flat and Sharp signs from music writing 🤯
You can sort of see it
Water temple has this liminal space vibe to it. It's the lack enemies and tense music
Bud, maybe you can help me out with this. Inside Ganons castle; After dispelling all of the barriers. The 1st room with the red carpet and fire keese. There is a way to make a chest appear in between the torches when you 1st walk in. You have to kill the keese a certain way to make it appear. Do you know how to make it appear? I only know this is a real thing because I played my dads old zelda file on the 64 and it had a chest right where I described. I have attempted to make it spawn in over 20 ways and still nothing. It is driving me crazy and my Dad can't remember. I hope you can tell me and great videos
I never knew about that chest
wow that looks so cool
Would be cool if someone could restore and make a proper dungeon based on the old water temple.
It looks like the spirit medallion was a dev tool in my opinion
The font for rupees looks like the mario kart 64 font tbh
This is so sick dude
What mod is this? the tunic hat swaying looks really cool.
Have you tried reading the text on the left side of the video itself.
@@MajorasWrath1 I saw that it is a recreation of the space world 97 demo didn't think to actually look it up because I just assumed it wasn't the name of the mod.
Where is FrankerZ at the beginning? zfgSad
lol 2:03 links yelling a rolling stones song TIIIIIIIIME
Oh i'll Fi-Her-Temple allright. Hands down SSHD Dowsing style we str8 finding that shit bro you don't even fucking know! 0:06
I always thought that "Bolero of Fire" was a weird name... Makes sense that it was a beta name, and I assume that it was also before they properly translated the game
What seemed weird about it to you, if you don't mind me asking? I just thought they named all of the ocarina songs as "(type of music) of (temple name)" but am I missing something?
@@obtuseboulder2134 it just seems like the type of word that would be used during a rough translation, you know what I mean? I'm a 21 year old native English speaker and the only place I've heard of a "bolero" is in Ocarina of Time. Just not a very commonly used word.
@@brendangilbert3283 It's a type of Latin dance that made it's way into popular Western music when a French guy Maurice Ravel wrote a famous piece called 'Bolero' inspired by the cuban rhythms and harmonies.
Given all the other classical forms used 'Prelude', 'Serenade', etc., it wouldn't surprise me if Koji Kondo was directly inspired by Ravel's Bolero (e.g., similar snare drum rhythm used).
@@brendangilbert3283 there are a lot of borrowed words in english that are almost never used outside of certain communities, nocturne for example is a type of music played at night usually on a piano.
@@nloc1929 Ravel's Bolero was almost used as the main theme for the original The Legend of Zelda, but Koji "Chad" Kondo had to write the current main theme song in like, 24h before the release of the game or something like that, after they learnt Ravel's Bolero wasn't public domain like they first thought so.
So, yeah. Most probably.
oh.
5:51😂😂
Hello
😀
I thought it was pronounced vol-vega
(That sounds much cooler)
Not vol vagia
(Sounds kinda weird. I don't know why..)
First
No, I was, I just hadn't commented yet
No, I was, I just hadn't commented yet
@@under_nose you coppied lol imagine
first