The Legend of Zelda: Spirit Tracks

Spirit Tracks is the sequel to Phantom Hourglass and uses a modified version of that engine. Yes, Zelda really is a spirit, and she's even playable for the first time since The Wand of Gamelon and Zelda's Adventure ever!

Unused Music
Two unused music tracks from Phantom Hourglass were carried over to Spirit Tracks. Interestingly, they use slightly different instruments and echo effects, hinting that these updated versions were meant to be used. They are:
 * The Boss Battle theme, which can be heard in the file above.
 * The Great Sea theme: It is repeated twice at the very beginning of the .sdat file as a placeholder file.

Temple of the Ocean King
DNGN.nsmbd is the Temple of the Ocean King's outside entrance, specifically a 3D model of it, which needless to say goes unused. In the final game, Link does get to visit the temple, or rather a modified shorter version of it, but he is teleported there instead via a statue in a remote island.



DebugFont
Self-explanatory.



Unused Text
Alongside the debug font, there is this odd looking text file.

//-

// This file was generated by g2dcvtr.exe converter.

// Avoid editting this file.

// creation date ==> 02/16/09.

//-


 * 1) define   NANR_DebugFont_CellAnime0    0 // コメント未設定

E3 Demo Leftovers
The demo presented at the E3 convention had three modes: a train section, a dungeon section, and a battle with the first boss.

Unused Graphics
The E3 version used a small red flag on the map to show the target (the Castle City in the demo). Its graphics are still in the final, just unused.

The icons of the title, mode select, and ending screens are still present, as well, plus Mic Test menu graphics. Oddly, only the English versions of the graphics are present, although there are multiple language files for the demo text.



Unused Dungeon
6WEfYPgTyZE The E3 dungeon is roughly a compilation of many puzzles from other dungeons in the game in a fire setting, but it's still present in the final. It can be accessed in the PAL version by using an Action Replay code to delete the current save file and replace it with a save that triggers the E3 dungeon when opened (start a new game, hold L+R while saving, quit then reload). The code is:

(M) 00000000 00000000 00000000 00000001 00000000 04000136

E3 Dungeon (overwrites gamesave) 94000130 000000ff 02262060 00000052 02262064 00000000 02262068 00000000 0226206c 002b0000 02262074 00000052 02262078 00000000 0226207c 00000000 02262080 002b0000 d2000000 00000000 92265340 00005544 92265322 fffd0000 da000000 02265322 d4000000 00000002 d7000000 02265322 d2000000 00000000

There are some oddities with the dungeon, though, alongside glitches not present in the E3 demo:
 * The text said by Zelda at the beginning is unused in the final, and is fully translated in other languages.
 * When entering a new floor, Zelda exhibits a strange behavior: instead of entering first then Link coming after her, she tends to enter with him at the same time, which causes her to partly clip with the walls. She is also not supposed to be playable outside the Tower of Spirits.
 * The stairs leading to the lava pools are untextured and often have glitchy behavior.
 * Some triggers are non-functional: the shortcut door at the right side of the entrance opens prematurely, before its switch is pressed. The big chest holding the Whirlwind item appears before the enemies are defeated. Same goes for the big chest holding the heart piece in the miniboss room, which is there even before the miniboss is defeated. A fire wall protecting a key doesn't disappear, making the dungeon unbeatable without cheating.
 * The dungeon is totally disconnected from any other rooms from the main game.

Regional Differences
Due to the controversy surrounding Mario Party 8 UK release, the American and European versions of Spirit Tracks, like many other Nintendo games, contain two different translations. In most cases, the American translation generally takes more liberties, while the European one has more literal dialog. They also have different names for nearly all of the characters.

The French and Spanish scripts, while being present in the American version, were completely redone by NoE down to some of the names, due to subtle differences between the European and the Canadian/Latino-American dialects.

While PAL/US versions have the text aligned to the left, the Japanese version has the text centered.