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Back in May we shared an interesting nugget of information from Giles Goddard relating to a pre-Ocarina of Time 'Zelda 64' demo. Goddard is well known for moving to Japan on the '90s alongside Dylan Cuthbert to assist Nintendo and produce games like Star Fox; he did some notable work on visual technology in the N64 era such as producing the Mario face that can be manipulated in Super Mario 64. He got our attention earlier this year when he described an early Legend of Zelda demo on the N64 that utilised a portal concept.
He described working on the concept when producing R&D work for the hardware. Like the core mechanic that drove Valve's Portal to extraordinary popularity, the idea was to view an area through a portal and step through, being immediately transported.
Replying to a query on Twitter, Goddard has now shared a very brief GIF of the demo in action; it shows a first-person perspective and the character stepping into a crystal.
It's intriguing to see in action, though as Goddard stated earlier in the year R&D stages for game engines often have ideas like this that never find a way into the end product. In a follow up tweet he explains that it incorporated an Ocarina of Time environment because "they were making Ocarina around the same time as SM64 and I think I just asked one of the artists for some test data for my portal / lightmap / mirror tech demo."
Notably, he seems to also rule out any kind of wholesale sharing of the tech demo, stating that "technically I shouldn’t have any of these backups".
It's fun to see the clip, in any case; let us know in the comments if you'd have liked to see the concept make it into the final game way back in the day.
[source twitter.com, via videogameschronicle.com]
Comments 8
I have video footage on old NEXT GEN magazine CD-ROMS of the original working demos for OoT. Originally was going to be a first-person adventure much like what METROID PRIME ended up becoming. I heard rumors they had demos running on a modified GOLDENEYE engine.
@WhiteTrashGuy Really, do you mind sharing on youtube or making an archive?
Portal based rendering isn't necessarily for literal portals. The Build engine for example is based around them. A door or a window is a portal from a rendering perspective. It does allow for some neat tricks like the endless corridor in the GIF, but it's less suitable for outdoor locations. Nintendo probably didn't want to go with separate engines for indoor and outdoor locations.
Actually looks really cool.
Hope more footage of the zelda gamecube tech demo gets released if this becomes a trend.
@Leprecorn
I really should! They are all in one of my many "gaming" boxes in the closet. I will have to look into that.
It would be cool if prime echoes used similar portholes. Imagine skipping the animation to move from dark to light worlds, and just walk through.
@WhiteTrashGuy oooo neato 😃
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