Proto:The Legend of Zelda: The Wind Waker
This page details one or more prototype versions of The Legend of Zelda: The Wind Waker.
|This article is a work in progress.|
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
This prototype of The Legend of Zelda: The Wind Waker was discovered on a Japanese GameCube demo disc titled Monthly Nintendo Store Demo 1 December, 2002 (月刊任天堂店頭デモ 2002年12月01), which was displayed in Japanese stores in early December 2002 to give customers a taste of the game before its final release.
Built November 18-19, 2002, just over a week before the Japanese final's November 27 build date, there's quite a few differences in here.
Extensive work to be done here, come lend a hand! Add content from the demo's release page, along with Hard4Games coverage. Use zelda_save_modded.bin to explore areas easily. The Wind Waker Pre-Release Demo (Discoveries and codes) by Dark Linkaël.
- 1 Object Differences
- 2 Unused Objects
- 3 Map Differences
- 4 Sea Chart Differences
- 5 Cutscene Differences
- 6 Audio Differences
- 7 Debug Functions
Jalhalla the Earth Temple boss is unmasked! This trophy at the Nintendo Gallery reveals Jalhalla with all of his facial beauty.
Tower of the Gods Pillars
Found inside the archive /rel/objects/Hseki/bdl in the demo are six pillars with currently unknown functionality. These are not present in the final game. Below is the object normally found in the archive.
When the island bridge is destroyed, Keese occupy the area where the bridge once stood. This makes it more difficult to use the Deku Leaf to fly across. In the final version, there are no enemies there. Additionally, the island seems very prone to crashing, possibly due to low memory issues.
At the top of Forsaken Fortress, instead of a hammer switch there is an eye switch used to open the door to the Helmaroc King room. Unlike the hammer switch, the eye switch seems to be present in all versions of the Forsaken Fortress map.
The barrier surrounding the final boss fight at Ganon's Tower can sometimes fail to load. When it does not load it is possible to push both Ganon and Zelda off the edge, and they will continue to fight in the void.
Tower of the Gods
There is an Octorok present in the first floor of Tower of the Gods which is not present in the final game.
There are two pots next to the boss door in the room before Gohdan instead of four.
All Poes in the Savage Labyrinth are blue, whereas in the final game they have several different colors.
The electric barriers on floor 48 are glitched, resulting in odd visuals and strange collision.
There is a fire breathing Moblin statue above the hole on floor 50. Only dark floors have torches next to the holes to the next floor unlike in the final game.
|Demo (note the lack of torches)||Final|
There are 6 pots containing a total of 600 rupees on the last floor, instead of no pots as in the final game.
Sea Chart Differences
In the demo, the image used to represent the Tower of the Gods on the Sea Chart is instead this...odd...blob. Very interesting.
Endgame Cutscene - Zelda's Skin-Colored Dress
For unknown reasons, Zelda's dress abruptly becomes skin-colored at one point during the final cutscene.
Add audio rips and audio IDs/names.
Beedle's ship plays a tune when Link is nearby. This was removed in the final game.
Ghost Ship Treasure
Opening the chest in the first ghost ship plays a sound not used in the final game. The sound it plays seems to be a sped-up version of the first of Jabun's unused audio files, while the only ghost ship chest in the final game plays a sped-up version of the second of Jabun's unused audio files.
A map select showing the demo's build date. It can be accessed using the following code:
Pressing Y will cause the menu to load when moving between maps, and pressing X will disable it.
Plug a controller into Slot 3 and press Z to access the game's console. This prints general debugging information, including when errors occur. Hold L or R to scroll up and down the list.
Figure out how this works.
"L+Z" to activate and deactivate.
"A" to display a text."B" to change text before pressing "A" again for another text.
Plug a controller into Slot 4 and press various button combinations to have dialogue boxes appear at any time.