The Legend of Zelda: Skyward Sword

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Title Screen

The Legend of Zelda: Skyward Sword

Developer: Nintendo
Publisher: Nintendo
Platform: Wii
Released in JP: November 23, 2011
Released in US: November 20, 2011
Released in EU: November 18, 2011
Released in AU: November 24, 2011
Released in KR: November 24, 2011

AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
RegionIcon.png This game has regional differences.

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

This time, Link lives in a huge floating island known as Skyloft, Zelda is no longer a princess, and the controls are based on Wii Motion Plus gestures.


Out of Bound Objects

SS OOB sample.png
Out of Bound Objects
Out-of-bound save stones, chests, and more!

Unused Areas (?)

To do:
Improve this section, it's a bit hard to understand... Also, is this anything?

We can get into this unused area using these Action Replay/Gecko Codes : Moonjump & Levitation

The starting point is : Lanayru Desert (Zone: Temple of Time) (F300_4). Using moonjump with DPAD-UP to go in Lanayru Desert in passing over the cliff. This Area isn't the real Lanayru Desert, we are always in F300_4

F300_4 (Lanayru Desert - Temple of Time) F300 (Lanayru Desert)
SS UnusedArea1.png SS UnusedArea1 Final.png

In the picture above, we can see a wall behind the bird statue. This wall does not appear in the final release of Skyward Sword, as the Timeshift Stone isn't there. This area can also be accessed using a glitch that you can watch here

Couloir beta.jpg

This strange corridor is located between Lanayru Desert & Temple of Time (F300 / F300_4). We can access to this corridor using the same method (Moonjump).

(Source: Sanitarium026)

Unused Rooms


TLoZSS RoomDemo.png Skyward Sword demo map.png

There's a simple test map in the game. It's just a square room, with no ceiling. The floor's patterned with a grass-like texture with "Lawn_0" written on it, and the walls with a stone/steel texture with "Stone_2" written on them. These textures are presented below. Also below is a video of this test room:

SS Lawn 0.png SS Stone 2.png

This room contains a actors setup (13) which enables the end credits of the game. The file that contains the actors setup is "Demo_stg_l13.arc.LZ".

"F405" which is used to the first cutscene of The Imprisoned has the same collision as "Demo".

Version Code
PAL 045B4DE0 44656D6F

045B4E0C 44656D6F

(Source: Dark Linkaël (Codes EU))

Unused Graphics

Unused Textures

Skyward Sword punching bag.png

Groose has a punching bag with a drawing of Link's face on it. In the game, that drawing depicts homely Link, with casual clothing (right). This texture is found in Stage\F001\F001r_stg_l0.arc\oarc\DecoC.arc\g3d\model.brres (punching bag's model). However, in Stage\F001\F001r_stg_l0.arc\g3d\stage.brres (general Academy textures) there's an unused texture for a punching bag drawing depicting Link with his uniform's hood on (left). It's unlikely the drawing was meant to change mid-story. A placeholder drawing was probably made first, featuring the character they had at the time — uniform Link — until it was later changed to homely Link, to fit with the actual storyline.

Groose painting LQ.png

An aliased version of Groose's painting's texture, seen on the left, exists in Stage\F001\F001r_stg_l0.arc\oarc\Paint.arc\g3d\model.brres (files regarding paintings). It looks a bit worse than the one on the right. The latter is in the same file, and it's called tanen[1] for some reason, but there's another copy of the first one in Stage\F001\F001r_stg_l0.arc\g3d\stage.brres, the file with almost all other Academy textures. It's likely that the one on the right is the one that's used, but that is yet to be confirmed.

Test and Dummy Textures

Skyward Sword harp disc texture.png
Skyward Sword harp disc.png

A model of a disc, probably belonging to the harp platform in the Tower of Light, exists in Stage\F000\F000_stg_l4.arc\oarc\SwitchHarp.arc\g3d\model.brres. Its texture is half of the Triforce symbol, with "TEST" written on the side.

Skyward Sword BirdEgg.png

Found in Stage\F000\F000_stg_l15.arc\oarc\Demo05_01.arc\g3d\model.brres\Textures\BirdEgg, this texture has 仮(kari), or "temporary", written on it.

Skyward Sword SampleTexture.png

The Imprisoned's scales use a small texture with the text "SAMPLE TEXT" in Stage\F000\F000_stg_l21.arc\oarc\Demo03_02.arc\g3d\model.brres

Skyward Sword Gabeora dummy.png

Gaebora's naked model (that luckily ends by the waist), has a really tiny dummy texture in the "eyes" category.

Skyward Sword col tree.png

Amidst Beedle's Airshop's textures, in Stage\F002r\F002r_stg_l0.arc\g3d\stage.brres is this one, named col_tree. The texture only has the Japanese word for tree, 木(ki), written on it.

SS StageF000Water1.png
Skyward Sword Skyloft DummyWater.png

"DummyWater", found in Skyloft's textures, in Stage\F000\F000_stg_l0.arc\g3d\stage.brres\Textures. These textures are visible on a 3D model of Skyloft Lake.

Skyward Sword WaterFF.png

Found inside Stage\F001\F001_stg_l0.arc\g3d\stage.brres\Textures is this small blue texture with what seems to be an arrow.

Unused Models and Animations


The looping section plays twice on this gif. Also, never mind the eyes.

Karane has animations for when she's being blown by the Gust Bellows. You can't use items indoors, and she's only outdoors before you obtain that item.

Unused Text

Bird Riding
Boss Battle

The E3 demo had the options in the file selection screen replaced with options for each of the three modes featured in the demo. Text for it remains in the final version, translated in all available languages. On a related note, said demo has the entire text from the final version, along with the full soundtrack.

Well, here's 9 900 rupees. You've pretty much cleared me out!

This was supposed to be said by the Thunder Dragon when you defeat 13 bosses. However, there are only 12 bosses on the Boss Rush mode.

Regional Differences

To do:
There's apparently more. For example, the codenames for Scervo and Dreadfuse were inexplicably changed for the North American release according to Zelda Wiki.

Unlike in The Wind Waker and the DS games, the (minor) voice acting remains the same as in the Japanese version. The Japanese text is also centered, like it has always been the case since Ocarina of Time (but not in the GBA games). It scrolls considerably faster than in the localized versions, as seen in some speedruns.

Also, some text differences can be found.

Oral tradition, one of

the least reliable methods of

information retention and transmission.
Ah yes, the oral tradition, one of

the least reliable methods of information

retention and transmission.

It is unknown why this change was made. The presence of a run-on sentence in the North American release suggests it may be the version written first, with the text cleaned up by the European localizers.

You got the Goddess' Harp!

But now is not the time for a close

You got the Goddess' Harp!

But there's no time to

admire it!

...Technically there is time to admire it, just not now.

It's possible that both of these differences are due to translators interpreting the original Japanese differently. In this case, it would seem that the European translation is more literal than the North American version.