If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:The Legend of Zelda/Levels 1-4

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:The Legend of Zelda.

Level 1


The Eagle Dungeon only has two rooms with prototype/final differences.

Prototype Final
Be prepared to see a lot of these, folks The singular of Keese is not Koose

The Number of Keese in the compass room was increased from five to eight.

Prototype Final
See? There they are again A group of Keese is called a Kaggle

More added Keese, with the enemy count rising from three to six.

(Source: Original TCRF research)

Level 2

Oh boy

The Moon dungeon, however, has a lot of changes. Only five rooms are identical between versions.

Prototype Final
Some names are inherently terrifying. "Rope" is not one of them Snakes alive!

The left room has one more Rope in the final version, and the right room went from 3 to 5 Ropes. The right room also has some door changes. The left door is open in the prototype but closed in the final, and the right door is locked. The key was removed from the right room to accommodate for that change.

Prototype Final
Slithering around Orange and ready

Two more Ropes are present in the final version.

Prototype Final
Zol had babies And no 8 second long text box when you pick it up, either!

The key was changed to a compass in the final build, and the open door changed to a bombable wall.

Another Gel was added as well. Noticing a pattern yet?

Prototype Final
ARGH That's a lot of changes

There's too many door changes here to list, but just be aware that every single room here has a different door configuration.

Other changes include the compass in the Keese room changed to a bomb pick-up, the addition of a 5 Rupee prize in the gel room, and the addition of five Ropes in the upper-left room.

Prototype Final
Not much of a threat Boomerangs were never so sinister

This room was made more challenging by replacing all of the Ropes with Goriyas. Both doors were closed in the final version.

(Source: Original TCRF research)

Level 3

It's a MANJI. It's not anything else. Man oh Manji

Only 6 rooms changed in the Manji Dungeon.

Prototype Final
I think we've seen enough of these Another name that inspires fear in no one: "Darknut"

This central room was altered significantly. The traps were removed, and the four Keese replaced with orange Darknuts.

Prototype Final
Damn it, again? I'm so sick of you

Surprising no one, this room has more Keese in the final version. Two more, to be exact. Oh, and the door on the right was closed.

Prototype Final
A pretty easy walk Whoa, did the level designer just get dumped?

The final version really likes Darknuts. Two were added in the upper room, and five(!) added in the lower room. The bomb pickup was added in the room.

Prototype Final
Locked? Closed

The locked door is a closed door in the final version. A 5 rupee prize was added to the lower room, and the block arrangement in the center was changed.

(Source: Original TCRF research)

Level 4

Not much

The Snake Dungeon ties with Level 1 for "Least amount of changes to a dungeon level". Which isn't much of a title.

Prototype Final
Light Zol Dark Zol

The Zol palette was darkened in the final version to blend in with the dark rooms of this dungeon.

Prototype Final
Sigh Yep, bats

Hey, look, it has the exact same type of room changes too! Two more Keese. Mmhmm.

Prototype Final
I hate you So much

One...two...three...four...five! Five more Keese! Ah ha ha.

(Source: Original TCRF research)