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The Legend of Zelda: Ocarina of Time was a genre-defining release and also a showcase for the graphic power of the Nintendo 64; This was a time when 3D games were incredibly new and exciting. Of course, the project and Nintendo’s work producing the game engine was in the making long before we got our hands on it. Best known is the Shoshinkai 1995 demo, which showed early efforts to create a 3D link in combat.
Giles Goddard, famous for moving to Tokyo alongside Dylan Cuthbert to support Nintendo and produce games such as Star foxdid some notable work on visual technology in the N64 era. He created the Mario face that can be manipulated Super mario 64and was also involved in the aforementioned Zelda 64 tech demo that was shown in 1995.
In an interview with MinnMaxShow, he talked a little about the source code for the demo that he found in his archives. Interestingly enough, he’s sketching portalStyle effects developed by him on N64, in which Link could display, go through and transport an area through a portal. Goddard admits that when he saw Portal he recognized an idea he had years ago and joked that he should have published it then.
He explains that the nature of research and development for a project like Ocarina of Time meant that the main development team may never have seen the technology in action, or in fact could not have implemented it. It’s fascinating anyway, you can see the interview excerpt below.
It is worth remembering that Giles Goddard and his team at Chuhai Labs are also working on an interesting project in the here and now. He aims to create a ‘new’ 1080 ° snowboarding that produces Carve snowboarding for Oculus VR; If you’re a VR fanatic, it’s well worth keeping an eye out for.
Would you have liked to see this portal idea in Ocarina of Time or even in Majora’s mask?