The Legend of Zelda: The Wind Waker
From The Cutting Room Floor
| The Legend of Zelda: The Wind Waker |
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Also known as: Zelda no Densetsu:
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The Legend of Zelda: The Wind Waker depicts the land of Hyrule after global warming. Link must sail between the few remaining masses of land to beat Ganon once again.
Contents |
Subpages
| Map Select A guide to the Map Select menu. |
| Unused Rooms Test maps out the wazoo. Oh, and some regular unused maps, too. |
| Unused Textures and Models A bizarre assortment of materials that were cut from the final product. |
Debugging Features
Map Select Menu
The Map Select menu in The Wind Waker is very similar to that of Ocarina of Time and Majora's Mask. It has a large map selection screen, plus the ability to watch any cutscene and see the end of the game. It can be enabled using one of the following codes, depending on the version you have:
| Version | Code |
|---|---|
| NTSC JAP | 04387C38 80387718 |
| NTSC US | 043945B0 8039408C |
| PAL UK | 0439B2B0 8039AD8C |
Debug Mode
When the Debug Mode is activated in the Japanese and US versions, the bottom of the screen will display bars of different colors. Their exact purpose isn't know but they were probably used to show audio and graphics activity. The European version does not have this feature for some unknown reason but it isn't too surprising since it was the last version of the game to be released.
Similar to Ocarina of Time and Majora's Mask, this game also has a crash debugging screen that will display various information. Unlike in those games however, no button combinations are required to access it. This feature can only be seen on a real console. A video of this feature, as well as the color display bars, is shown to the right.
This game also has a debug console. It will display various information such as the memory being used. It will also display the internal name of a room that is currently being played.
To activate the debug console screen, press Z on Controller 3. The console box itself can be moved around the screen by holding down L+R+X+Y and by moving the analog stick.
Whether the debug mode is activated to begin with depends on the byte "00" at offset 0x07 in the ISO file. When that byte is between 0x00 to 0x80, the debug mode will be disabled. When that byte value is between 0x81 to 0x90, the debug mode will be enabled on development consoles. A byte value equal to or higher than 0x91 will always enable it.
A simple way to enable the debug mode is to use the AR code below:
| Version | Code |
|---|---|
| All Versions | 04000004 30310091 |
| To do: Need more detail about the Debug Mode! |
Debug Mode Font
This is the font used for the debug display.
Unused Music/Sounds
E3 Title Theme
The E3 title theme was found amongst all the other music tracks (or "streams" as we call them) within the ISO.
Makar's Awakening
There are two versions of the Wind God's Aria that plays during the cutscene in which Link conducts Makar for the first time. The one used, d_31_01, has an audience clapping at the end; the duplicate, m_31_01, lacks this clapping.
Jabun's Audio Bank
Stored in the bank that contains Jabun's voice clips are these two rather hellish files. The first file seems to have been intended for Jabun appearing, considering the laugh near the end. The last one... sounds like a howl of pain. In the final build, Ganondorf does try to kill Jabun, and only succeeds in destroying his island; perhaps Jabun would have been injured in an earlier version, or was to be killed somehow. Strangely enough, a faster version of the second file is actually used in-game on the ghost ship and it plays after collecting the Triforce chart. It is unknown if the sound below is sped up for that scene or if there is a another file with the sped up sound. The real purpose of these two clips will probably never be known.
meet_tetra_b
This sequence file is located with the other sequences files in JaiSeqs.arc. It's paired with meet_tetra, which is the sound effect played when Link first enters the forest on Outset Island and sees Tetra dangling from a tree. It seems that this would have been played in place of the stream used in the final game. The upbeat nature of the music suggests that the scene was going to be more humorous or adventurous than it is today. It bears quite a few similarities to the pirates' theme used in the final version of the game, including instrumentation and general mood.
Unused Text
Then hang on tightly!
This appears after the end of the cutscene in which Link goes to Hyrule for the first time. Right before this, the King of Red Lions asks, "Are you ready, <player>?" The unused line was most likely meant to follow this question. It might have been cut because it didn't fit the mood of the scene.
Anchors aweigh!!! Hold the tiller steady!!! As for our destination... The wind will guide us!
Tetra speaks these lines in the US version's FMV of the epilogue, but watching the movie with an external player reveals that they're already included in it. Thus, this version is never used by the game. They are used in the European version, though.
Language Selection English French Italia Espanol Deutsch
While "Language Selection" is found with the pause menu options, the language names are scattered throughout the text file. Since the US version doesn't have any language other than English, these go unused.
Text Drawing Leftovers
The following snippets of text are not contained in the main text bank, but are instead found in an archive called msgres, which holds the layout files for the different text boxes.
フォントの表示テストです。ウィンドウに対して置かれる文字の位置はこのテキスト配置を参考にして下さい。
"This is a font display test. Please refer to the placement of this text when positioning characters in the window."
風のタクトダンスを踊った!
"You danced the Wind Waker dance!"
Alternate Room Setups
Outset Island - (7)R2C実験 - R2c Test
(Room: sea - Value: 07)
By using the Map Select, it's possible to play on Outset Island with a somewhat unique setup. There is an extra palm tree by Link's house, two mailboxes, a few jars, and several Keese flying near the suspension bridge at the top of the island.
It's possible that these objects were used for old cutscenes, or simply older remnants of a different object setup. The other islands don't seem to have any changes.
Outset Island - (6)プロロ島負荷チェック用 - Used for Outset Island Load Check
(Room: sea - Value: 06)
Like "(7)R2C実験", the only difference being that the suspension bridge is not present. Otherwise, it's like the final Outset Island.
Debug Room - (テトラデモ)リンク - (Tetra Demo) Link
(Room: I_TestM - Value: 08)
There is another alternate setup in the debug room, I_TestM. Tetra is present, as is a large red flower floating on water.
Hidden Level Features
Hyrule Castle
Hyrule Castle has some very low-polygon architecture not seen during typical gameplay. It's possible that these are remnants of a larger Hyrule Castle. The doorways resemble typical entrances/exits such as the used ones at the front and back of the castle, supporting this theory. This geometry is located on the side of the castle, and cannot be seen normally in-game.
Mountain Cave
The surrounding geometry of the top of Ganon's Tower includes a small cave nestled in the mountains. This isn't normally seen because the camera angles never allow for it, and the only time you have control of Link is when the tower is surrounded by waterfalls.
It may have been that the path to Ganon's Tower was originally longer and, rather than enter directly into the tower, the cave near Hyrule Castle led to another part of Hyrule where the tower was located.
Doorway in Ganon's Tower
This door is, logically, where characters would exit to the top of Ganon's Tower. It's normally impossible to see due to the cutscene that immediately plays upon spawning into the map. This is also the case during the fight with Ganondorf, where the door seems to have disappeared (possibly because the waterfall graphics cover it up).
The inclusion of the door may have been so that the developers could easily distinguish the sides of the tower.
Top of the Forsaken Fortress Tower
There are two versions of the inside of the Forsaken Fortress' tower: one seen in the cutscene before Link meets the King of Red Lions for the first time, and one where Link battles the Helmaroc King. The cutscene-only model actually has spikes all around the rim of the tower, which would make the fight more difficult because Link would be trying to avoid the Helmaroc King AND stay in the center of the tower.
You can only see this by using the map select.
| Old Forsaken Fortress Tower | New Forsaken Fortress Tower |
|---|---|
Triangle Island from atop of the Tower of the Gods
After defeating Gohdan, Link is transported to the top of the Tower of the Gods where he is supposed to ring a bell. Through glitches, one can go from the top of the Tower to one of the Triangle Islands, normally obscured by the Tower's walls. The island contains the three goddess statues, albeit as what appears to be one structure.
Molgera Boss Room
Within the boss room of the Wind Temple there is a collision platform that is hidden underneath the room. It is shown near the bottom of the picture below. It is invisible in-game and is normally unreachable. One way to reach the platform is to load this room with the map select menu and select starting point 1 for Link.
Misplaced Objects
Dragon Roost Cavern - Room 0
The first room of Dragon Roost Cavern has a wooden barrier misplaced in the lower left.
Forbidden Woods - Boss Room
In the Forbidden Woods' boss room, there are two pieces of grass outside the room and to the right.
Regional Differences
Grandma's House and Savage Labyrinth
The chest under Grandma's House contains a Heart Piece in the Japanese version. For America and Europe, this Heart Piece was moved to the bottom of the Savage Labyrinth, which previously only contained some rupees; the chest under Grandma's House contains an Orange Rupee instead.
| Japan | US/Europe |
|---|---|
Invisible Walls in Hyrule
There are invisible walls preventing the player from ever climbing the bridge railing or accessing the fields in Hyrule. But because they were so low on the Japanese version, it was nevertheless possible to access those areas by using the Deku Leaf. So they added more invisible walls on top of the already existing walls from the Japanese version.
| Japan | US/Europe |
|---|---|
| Japan | US/Europe |
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| Japan | US/Europe |
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| The Legend of Zelda series | |
|---|---|
| NES | The Legend of Zelda (Prototype) • Zelda II: The Adventure of Link |
| SNES | A Link to the Past |
| BS-X | BS Zelda no Densetsu • BS Zelda no Densetsu: Inishie no Sekiban |
| Nintendo 64 | Ocarina of Time (Debug Version) • Majora's Mask (Debug Version) |
| GameCube | The Wind Waker • Twilight Princess • Four Swords Adventures • Ocarina of Time Master Quest |
| Wii | Twilight Princess • Skyward Sword |
| Game Boy (Color) | Link's Awakening • Oracle of Ages • Oracle of Seasons |
| Game Boy Advance | The Minish Cap |
| Nintendo DS | Phantom Hourglass • Spirit Tracks |
| Spin-offs and Related Games | |
| CD-i | Zelda: The Wand of Gamelon • Link: The Faces of Evil |
| Nintendo DS | Tingle no Balloon Fight DS • Freshly-Picked Tingle's Rosy Rupeeland • Irodzuki Tingle no Koi no Balloon Trip |
Cleanup > To do
Games > GameCube games
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused music
Games > Games by release date > Games released in 2002
Games > Games by series > Legend of Zelda series

