I honestly always thought it was super cool how the developers of the N64 version used 2d textures to make up for the limitations of the N64. Super creative and I honestly never thought it looked too out of place
They actually underestimated the N64s power during development. It wasn't until the final stages they realized that the N64 was more powerful than they thought. So we could've actually gotten more from OoT but it was too late. You can see some graphical improvements and animations in Majora but they too had very limited time to experiment.
@@fishfish2128 Maybe nowadays, but on an old CRT? Such a tactic was actually common in 3D games at the time, and still produces some damn good visuals in newer games.
I might just be looking too far into the whole subject, but I’ve been thinking about it for a while now, so I’ll voice my opinion: Shesez, I know you do these as entertainment, and damn are these videos entertaining, but I also feel like you’re doing a MASSIVE service to the gaming industry as a whole. By showing the “other side” of gaming, from the developer’s perspective, you allow us to see things we as gamers would never be able to see. You bring awareness to things like resource allocation and common, clever ways to get around limited hardware or software. It’s like the “behind the scenes” featurettes you find on DVD’s and Blu-rays. Just seeing what the devs do gives us a lot more appreciation for the games we all know and love, the amount of time and effort they put into something that we might otherwise have not given a second thought to. I really appreciate what you do, man. Whether you realize it or not, you’re providing a great service for an aspect of the industry that for the most part just goes unnoticed. I’ve said it before, but I’ll say it again: you’re awesome, man! Thanks for such great content! Edit: I’ll be watching every video on your playlist. Don’t you worry about that.
3:00 Irises/pupils. Retinas are the thin layer of light-processing cells inside and on the back wall of the eye. It's where the "rods" and "cones" are. Just being "that guy." Love your work, thanks for doing what you do!
I just ctrl+f'd "retina" to see if anyone else mentioned this. Also really bothered me lol. I'll hear people often mix up iris/pupil/cornea, but never retina.
Cornea would be technically correct, but there's no reason why "eyeball" doesn't make 100x more sense in every way. Other than wanting to sound smart (but failing to).
So, I confess to having never actually completed (or even played) a Zelda game before. However, I recently decided to change that and start playing OOT so I could try out the randomizer. I'm actually amazed at how enjoyable the game is given it's almost the same age as me. I really have been missing out.
The dungeon map layout reminds of me of the NES dungeon layout, they had to pack the maps to fit into a single sheet so it would only call one bit per room in every dungeon
Man this takes me back! When this game came out, I really wanted to play it, but I couldn’t afford it- when my friend found out and knew I would potentially be moving soon for work, he bought it for me on my birthday. That man is my best friend, and this is one of my favorite games!
@@legendaryzelda945 If you missed that. Eduardo was being creepy. and stranger things' reaction was what the character model did in the time stamp link :)
Probably the reason Link’s head isn’t culled out with the slingshot view is because, when you hold down the R button (I think), you get a view behind Link’s head. Doesn’t explain why Link’s face isn’t culled out, though.
another reason could be that there was a first person mode planned for oot n64,but it got scrapped and has to be enabled by glitches. it was obviously never finished,so they never uncalled the face in first person segments(in first person mode,the face flips into the camera somewhat)
14:35 "Eyes up here, pal!" One suggestion I have is when covering effects like 12:09: it would be better if you first showed how it looks from the intended perspective before the "magic-revealed angle" to give people a better sense of how effective the trick is in practice. Other than that, thanks for the great video.
As a fledgling game developer, this was a pretty satisfying watch. It's really cool to see all the creative solutions that developers take in order to create a certain effect. My favorite one was the Phantom Ganon size shifting trick. Great job on the video!
15:21 Thats because the same logo asset is used in the 3ds main menu screen, where you can blow on the mic and cause it to spin around revealing the backside iirc.
It only looks this good because citrus emulates the textures to be upscaled and look better, the game dosent look very good just upscaling the normal game
@@youwillpayforyoursins9372 If it is outside the 3DS resolution it would not look good, this is no longer the actual ocarina of time 3D. It is not on actual hardware and is using that as advantage to redo textures and the look in all.
@@youwillpayforyoursins9372 Let me give you an example dude, games in the 3DS era used very small ratios "like 800-600" which is almost as much as 480p, this follows for DS games too, when they are all made the textures are made small, they cant upscale, and if they do its a blurry mess, a emulator like Citra takes a 3DS game cartridge file "3DS ROM" and makes it upscaled on its on data base of textures and what have yous, just for the sole purpose of entertainment on like a tv or better quality for youtubers, and overall people who cant afford the system or game. So everything in this is falsely upscaled, it would not look this good in rerelease, unless on scratch, cause Nintendo hates emulaters.
More than anything, I just want a SUPER HD remake of Ocarina of Time for the switch. I mean, how COOL would it be to have a Breath of the Wild level graphics Ocarina of Time?? I would pee my pants
Jasper’s a cool dude y’all. His tool helped me discover some interesting things about the unused galleries in Luigi’s Mansion. Speaking of which, I need to get back to making that video sometime. Anyway, great video as always, Shesez!
2:20 I wrote about this on another video of yours, guess you never saw it. They have the 3D geometry there to populate the depth-buffer, so Link can move behind objects in the 2D scene without having to split the 2D scene into separate layers for foreground/background. It's a very, very clever trick and one that's not possible on the PlayStation due to its lack of a depth buffer, so it's a major optimisation benefit of the N64 if you were to use pre-rendered backgrounds (which take up so much cartridge space that almost no games did).
It's kind of creepy realizing how actually small and limited the world of OoT really is. That's supposed to be a legendary forest of hundreds of square miles, but it's a damn box of like 500m by 200m. I've always ended up having these weird thoughts for no reason. It's such a tiny world, I can't believe this actually was immersive back in 1998.
I was wondering if you were gonna continue sequence break sometime? I actually liked it a lot. Edit: Alright so it got some popularity and a heart from Shesez(thanks!!!) so I’ll add some games I believe could suit sequence break. It was tough coming up with a list of games, but hopefully this helps! 1. Majora’s Mask I always thought about what would happen if you had a certain mask way earlier than intended. This could lead to skips and odd glitches as well, and was the first to come to mind. 2. Luigi’s mansion This would be kind of the opposite of getting items early; what if you were able to skip the scene where you Rt the Poultergust? Could you still function, and how? Probably wouldn’t lead too far, but still interesting. 3. Basically every main series Metroid in existence: Metroid generally depends on you gathering items throughout your adventure, so that can be heavily thrown off by having items early or skipping them. Metroid could be covered in one semi-long video as well, and might be my most realistic suggestion. That’s all for now, I’ll try to think of more! Thanks everyone! Dang, the edit removed Shesez’s heart! Hopefully he’ll see it again 😢
Johnthefish 39 super metroid is one of the most covered sequence breakable games I've ever come across, the possibilities are endless. He wouldn't be able to bring anything new with that one
MM wouldn't be that interesting, there's not a lot of things that would result from sequence breaks and if something cool did result it was probably already known from speedruning and glitches.
Here are two more little discoveries I made: 1: They added waving blue flags to the Hyrule Castle roof in the remake 2: The crown of Lord Jabu-Jabu got a makeover. In the N64 version, its emblem resembles the Zora Sapphire, whereas in the 3DS version they added a forth blue jewel at the bottom, so it is now more difficult to figure out that connection. Not really anything outside of bounds, but those small details can be overlooked quite easily.
Only in the 3ds version.. and botw has been in development for years.. it was supposed to be a wiiu exclusive and the sales made them wait and launch it with the switch (probably change a lot aswell). The 3ds versions were a sideproject
Dude please dont stop making these videos. I look forward to seeing you take us all on a tour through the areas of our favorite videogames that we were never able to see
The N64 version of OoT was one of the first games I ever owned and as a child I often wondered what the out of bounds areas would look like if they were fully modeled. My imagination ran wild back then and I wondered things like what it was like beyond Hyrule and the rumors of an obtainable Triforce kept me searching and playing well beyond the end of the game. Good times.
Man I really love the visual style of the OoT and MM remakes-- great fit for an episode despite how much is still unmodeled, the scenery has so much detail and appeal
"If you saw the original version of the N64 version, you're gonna see a lot of similarities here." There are people who have claimed that, while Nintendo says they built the 3DS version from the ground up, there is a lot of unused content left from the N64 version that wouldn't exist if they really did make it from the ground up, including a lot of speedrunning glitches.
They said, they recreated those "glitches" so as not eliminate the old "feeling" of the original N64 version... basically they added in those glitches on purpose.
@@SSDARKPITits not hard to keep gliches in code. so i dont see why anyone says that nintendo didnt really build the 3ds version from the ground yet art and such were all redone and the code was easy to remake since they have the master key
well,there is unused data from the n64 game left in the oot3d files. while they may have built the game itself from the ground up,they used a lot of old data as referencepoints and they remastered some of the old assets
(btw,i am not really against it. it just means that there is almost no thing that is worse than on n64 and manx things are even better because they recreated it with more modern possibilitys and knowledge about games)
fun fact: while I haven't used or explored the toolset he's using, you can actually get somewhat 3d views of rooms you're only supposed to see at certain angles in a vanilla copy of ocarina of time 3D by teleporting into the room via farore's wind. You are only supposed to be able to use farore's wind in certain dungeon rooms, but theres a glitch that allows you to create a farore's wind save point in any room in the game exclusive to OOT 3D. To activate it you have to switch farore's wind with any usable item, and then activate it the frame directly after dropping the menu. I usually got it to work by repeatedly swapping it in and out and then button mashing the activation key, it has to be the very next frame. if you activate it it will warp you into the area of the game you chose but will unlock the camera.
So Zelda what do we fix today? The missing ground? People disappearing when using a ranged weapon? the faceless people? Or the missing half of the guards?
This makes the game look extremely modern that it has aged amazingly well. Some serious technology and design was used to make this game. This stuff blows my even today, can't imagine being in the 90's and seeing this game
This is really neat. Taking the camera to positions where it normally would not be able to go reveals much of the geometry in the rooms that was never created because the player would never see them. This is done so that the game runs as fast as it possibly can since the 3ds has limited resources to work with. Its just a shame that many people who create content for VRChat don't understand this when creating rooms or avatars with 200k+ triangles. You get 30 people with unnecessarily complex avatars in the same room and even people with decent gaming computers will slow down to a few frames a second.
I'm programming a simple 3D version of this for the Game Boy Advance! I just posted a 3D Minecraft on the GBA on my channel so I want to make Zelda next :)
Pretty sure the Shadow Link shield is just a negative that has been recolored. You'll notice that the original texture is only solid in the middle of each triangle.
If I had to guess (knowing nothing about game development) I'd say that the reason part of him is left in when using a long range weapon is so that there is a trigger/something to load if you decide to target lock. When you target lock it shifts to the third person perspective.
This remake warmed my heart, but at the same time it reminded me that I'm getting old. A handheld remake that far outclasses a console original that came out when you were a smol kid.
Pro tip: save the playlist so you always have direct access to new uploads no matter what. It's basically a backup sub feed for individual creators (who make playlists of their uploads, that is).
The guards catching you immediatly at night woke my memories from 2016 and first playing this game (yes i bought a N64 for that finally i had the chance. Worth) i literally got stuck on that part because the camera angle was weird and i only saw a corner. When i moved, the camera would not come with me and then the guards, that i couldn't even see, threw me out. I spent so much time going back and looking what i missed but when i tried again IT WORKED and i just now realized it was because it was night. I thought it was a bug all the time
15:28 I think the reason the back is modelled is because its the same model used for the game on the home screen before you start it up and it rotates allowing you to see the back
If you were to do a 3ds majoras mask episode, the lobby of the mayor's residence there is a 3D model of clock town that I had a hard time looking at it, if you could at least go above that, that would be pretty neat and it shows all of clock town. 😁😁
Using that noclip website I finally noticed that the shape of Hyrule Castles roof/towers in OoT3D line up with the Hyrule Castle map in Smash Bros. You can see best in the Hyrule Field or Market maps better than in the 'Hyrule Caslte' map itself. I don't know if that was also the case in the original N64 version but I'm glad I've finally made that connection. With the way older 3D Zelda games played you never really had a reason to look up unless you were being attacked or ran out of ideas.
5:41 I always thought the bit outside the path to the castle town was a bridge and there was a drop, to the point where I thought you could maybe use a hookshot to get somewhere...
the dramatic shift this game went through between N64 and 3DS is astounding, i'm talking specifically about the change from 2D sprites to 3D models for all of the details, OoT 3D just feels more tangible and alive compared to the original thanks to updated hardware.
Dude this was the first video game I ever played when I was only five years old twenty years later it’s still my favorite game it’s so weird to see how it was put together great video
Not sure if it’s been mentioned or you realised after, but the green untextured world in N64 Ocarina’s 2D backdrop sections are the actual geometry that controls what Link collides with, the same as in games that use the same technique like Resident Evil or FF7. I think they probably left it coloured green just to make it easier for the devs to work on in construction and debug. Sorry if you already knew this and my comment is obvious. Keep up the great videos
How perfect this came out yesterday, yesterday was the day I beat oot for the first time. I played lots as a kid but I didn't reeeeeeealy play it I just messed around.
what i find interesting about the 3d marketplace is that each section is actually a seperate area still. this made sense in the original since it was using 2d backdrops, but in 3d they really just needed to make 1 larger area & reposition the camera. with exception to the church, which possibly might not have been consistent in the background without changing the path, but that could have also been solved by teleporting you when switching cameras. the back alleys & gate entrance meanwhile, dont reveal much visually from the main square & could have easily been included in the main square map. i always had the feeling that the large empty area next to the castle was originally the town, with the castle gate going straight to the castle. this would have been before majoras mask was split into another game. thats just my idea, but try to imagine a smaller version of the town from majoras mask, possibly featuring the church instead of the clock tower. ofc there would have been no moon plot in this version, with masks & time travel tasks all being side quests in oot. the difference in time mechanics between the games & the ideas of aging link, somewhat suggest to me that the originally intended gameplay might have used a broader time travel method, jumping to various moments between the seven years. ofc that level of gameplay might have been too confusing & we know the game was too big, so it was better to split them, as it lead to new content being made for majoras mask.
The bird(I forgot his name) going to lon lon ranch is such an interesting Easter egg as he is seen flying around there when you learn epona's song. Incredible