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Development:The Legend of Zelda: A Link to the Past/Character Data

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This is a sub-page of Development:The Legend of Zelda: A Link to the Past.

Player Character Data

Prototype Link Sword Animation 1 Prototype Link Sword Animation 2
2-2.obj.gif
Linkswing2.gif

Some animations showcasing a prototype version of Link swinging his sword.

(Source: Delda (Animated Link Sprites))
chivilink.CGX
chivilink.CGX

A chibi version of Link. It can be found in '\other\NEWS\テープリストア\NEWS_04\.\home\arimoto\zelda\chivilink.CGX' and is paired with 'civilink.COL.BAK' from the same folder.

earth.CGX [10/28/1990 5:10PM PST]
Earthcgxearthcol.png

A different design for Link is found in this file. The other graphics may be intended to be assets for another magic attack, similar to the final game's medallions--various medallion and spell effects can also be found in the \watanabe\ZELDA\ folder with it.

ice.obj [Graphics/Palette last modified: 10-16-1991; Object animation: 08-02-1990]
LOZLTTP Ice.obj.gif

An animation that appears to be a concept for part of a medallion spell animation.

(Source: Delda (Animated Object Graphics))
toroku.SCR [11/04/1991 8:56PM PST] toroku1.CGX [11/04/1991 8:56PM PST]
Toroku1cgxtoroku1coltorokuscr.png
Toroku1cgxtoroku1col.png

An early mockup of the localized Player Select screen.

Player Items

Jump Boots

Video of the Jump Boots in Use

There exists disabled code for a "Jump Boots" item which, when re-implemented and linked to a Y-button item (here the Lamp), lets you jump by using Y.

(Source: Delda (Jump Boots code restoration))

NPC Data - Enemies

Possible Prototype Arrghus

Possible Prototype Arrghus
[S-CG-CADVer1.21 900611]
Arrghus Final
Beholder or arrghus.png
ArrghusFinal.png

This is one of the more interesting unused enemy sprites found among the many non-Link sprites that are also included in the chivilink.cgx file despite its name referencing Link. It is possible that this may be a prototype of Arrghus, given that it looks vaguely similar, although they are also very distinct in the details despite the similarities of their overall body plan. Without a file name association or other context hints, however, it is not one hundred percent certain if this is a concept that led to the final game's Arrghus.

Note that the portion of the palette that is used must be adjusted for the sprite to look like this and it may not be correct or intended. However, compared to the other palette choices possible, it makes enough sense to allow the viewer to at least get an impression of what the sprite looks like, while many other possibilities would yield what looks like error garbage. Of the many palette combinations possible from the file, this is the one that looks closest to correct yet found.

(Source: Delda (native resolution version of sprite))

Armos Knights

Armos Knights Prototype AI

An example of the behavior of prototype AI for the Armos Knights, which has them colliding with each other. This version of the AI certainly makes the fight more difficult than in the final game, as it makes the Knights move in more chaotic and less predictable patterns.

(Source: Delda)

Flower

Flower.cgx.bak with Flower.col [12-26-1990]
Flowercgx+flowercol w palette bank switched.png

A prototype enemy graphics sheet named Flower.cgx.bak, and one can indeed see a flower-like object as part of the sheet. With this sheet, the associated palette will not load correctly unless the second palette bank from the palette file is used - represented by C1 in SCAD rather than C0. Once it is loaded in that manner, the graphics look as they do in this image. While the sheet contains graphics for some level of movement and there are obj files in the same directory, reconstructing this enemy or enemies to exactly what the developers originally intended would be somewhat difficult.

(Source: Celice (discovered palette bank switching technique to display correct palette))

Trinexx

Proto-Trinexx [08-11-1991 / 09-03-1991]
Proto Trinexx.png
Trinexx fireballs+legs.png

Trinexx has multiple variants of its heads and shells in the Imamura folder data, and it seems a lot of effort went into developing this boss. The plain turtle-like shell may suggest that the developers at one time planned a boss that embodied the concept of the Turtle Rock dungeon closely but then iterated on the idea until they came to what we see in the final game. The simpler turtle-like shells with and without spikes are in the graphics data with modified dates of 08-11-1991, while the file containing the rock-like shells closer to the final has a modified date of 09-03-1991.

The earlier shells contain no added holes for additional necks and heads, though what this implies is uncertain - it could be as simple as the concept at that time being that all of the creature's heads would emerge from the front portion of the shell rather than two emerging from the sides as in the final game, but the initial concept as far as the boss phases and behavior could also have been radically different from what we see in the final game in a way the graphics assets can only hint at.

There are also some less important components found in the same files containing the main body and heads: a few sets of potential legs and varied fireballs.