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The Legend of Zelda: Phantom Hourglass

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Title Screen

The Legend of Zelda: Phantom Hourglass

Also known as: Zelda no Densetsu: Mugen no Sunadokei (JP)
Developer: Nintendo EAD
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: June 23, 2007
Released in US: October 1, 2007
Released in EU: October 11, 2007
Released in AU: October 19, 2007
Released in KR: April 3, 2008


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


Phantom Hourglass is a direct sequel to The Wind Waker, and the opportunity for Nintendo to implement many ideas they couldn't put in with Wind Waker or Four Swords Adventures due to the thankfully short-lived deadline policy back then.

Its massive popularity, especially in Japan, resulted in Spirit Tracks.

Subpages

Zelda-PH-MercayMapEarly.png
Map Data
A lot of prototype maps still present in the game files.
CodeIcon.png
Course List
A list of all the stages in the game. And maybe some that aren't?
DevTextIcon.png
Developer Scripts
A number of scripts archived in a folder called "Test".
DevTextIcon.png
Debug Text
Leftover Debug Text.

Unused Graphics

Zelda-PH-betabanner.png

This is an unused version of the game's banner icon that's displayed on the main Nintendo DS menu.

Debug Fonts

Debug fonts found in many other Nintendo DS games, including the sequel.

PhantomHourglassDebug1.png PhantomHourglassDebug2.png

Sauz Map

Zelda PH map Sauzu.png

This is the model of the Map Sauz has in his room (which shows the Symbol you need to draw on the door in the Temple of the Ocean King to advance). In its textures, you can find a Placeholder Text. It is not visible in the when loading the model, since the actual Map part is separate. (The model only shows the frame).


Unused Models

Windmill

Windmill.png

There is an unused, very rough model of a Windmill. It does not have any textures.

Ghost (spirit)

Zelda PH spirit.png

There is an unused NPC. It is two-dimensional, and only has one animation, a sort-of bouncing. The art-style looks very placeholder-ish.

steamer

Zelda PH steamer.png

This is an unused Boat. The Artstyle doesn't really fit with that of the final game.

It is referenced in a developer script (player.js) as an example for converting a Ship model.

// Converting a ship
g3dcvtr (zeldaDS + "\\ data \\ player \\ player \\ steamer.imd", zeldaDS + "\\ Resource \\ Player \\");

crystal

This is an unused Model of a weird Switch-looking object. It is called "crystal" internally, and has two colors (via Texture Animation). The model file also contains a secondary object, which looks like a 3D version of the symbol on the Switch.

Fairy Doors

PhantomHourglassFairyDoors.png

There are 6 unused Door Models: Flame, Wind, Pluck, Power, Ice and Philos. These map to the 6 Dungeons in the game respectively. In the final game, there are three fairies, and three doors that are unlocked by them in the Temple of the Ocean King though.

Wisdom Door

Zelda PH e door b.png

In the game, you need to find the "Sun Key" to unlock a Sun Themed Door to get to the section of Molida Island where the Temple of Courage is located. There appears to be a second version of this door that has a Wisdom Emblem (or rather, Wind? This game switched around the Dungeon Themes a lot.), which goes unused in the final game. There is no corresponding Key Model for this though.

Sound Effects

For whatever reason, one of the Z-Targeting sounds from Ocarina of Time (specifically, the one used for targeting enemies) is present in the files, but goes unused.

Unused Text

Script Text

During the opening cutscene with Link, Tetra, and Mako, there's an unused part of the script with Tetra and Mako bantering over whether or not Tetra should go by her pirate name or Princess Zelda. It comes in-between "Tetra worked just fine before, you know." and "But enough about that!" in the game.

Mako:
But...you're the princess of
a whole kingdom!
I can't go treating you
like a pirate.

Tetra:
You'd better start trying,
Mako!
I may be a princess, but
I'm a fearsome pirate.
I'm traveling the world in
search of new lands.
And I'm the leader of you
salty lot. I'm Tetra!

Near the beginning of the game, Link needs to rescue Linebeck by deactivating the spikes surrounding him. By using a cheating device to Moon Jump over the spikes, Link can talk to Linebeck before rescuing him, whereupon he says this otherwise-unused line.

How did you get this far, anyway?

Build Dates

Found in the ROM's ARM9 binary. Oddly, there are two build dates using different date formats, and some versions of the game have one build date but not the other. The "multiboot ROM"s are the ROM images used for DS Download Play contained within the actual ROM.

Build Date 1 Build Date 2
Japan - multiboot ROM May 17 2007 23:32:51 -
Japan May 17 2007 23:34:26 -
USA Demo - English multiboot ROM
USA Demo - French multiboot ROM
USA Demo - Spanish multiboot ROM
Jun 8 2007 10:28:53 -
USA Demo Jun 27 2007 15:50:41 -
USA Jul 26 2007 13:51:36 -
USA - English multiboot ROM
USA - French multiboot ROM
USA - Spanish multiboot ROM
Jul 26 2007 13:47:15 -
Europe Kiosk Demo,
Europe Kiosk Demo - Spanish multiboot ROM
- 2007_08_09-13_53
Europe Kiosk Demo
Europe Kiosk Demo - English multiboot ROM
Europe Kiosk Demo - French multiboot ROM
Europe Kiosk Demo - German multiboot ROM
Europe Kiosk Demo - Italian multiboot ROM
- 2007_08_07-18_09
Europe
Europe - English multiboot ROM
Europe Kiosk Demo - French multiboot ROM
Europe Kiosk Demo - German multiboot ROM
Europe - Spanish multiboot ROM
Europe - Italian multiboot ROM
- 2007_08_11-11_29
Korea
Korea - multiboot ROM
- 2008_01_24-18_19


(Source: Eientei95)

Regional Differences

Hmmm...
To do:
Compare the changed lines and their appropriate context. The American and European text can be found here and here, respectively.

Japanese Version

  • During the Opening cutscene, it takes 7 extra seconds to skip the final cutscene in the Japanese version.
  • When using the Cyclone Slate in the Japanese version, there is no ending animation showing Link's decent from the cyclone.
  • The are certain sound effects on the Japanese version that are either missing or desynced compared to the localized versions.
  • In the Japanese version, the Cubus Sisters causes the game to lag a ton when there are 3 lasers firing.
  • The Japanese version of the game has its text centered, while the localized versions don't. This was also the case for other Zelda games, from the N64 titles up until Skyward Sword.
  • Japanese players can use the stylus to tap on kanji and reveal their furigana transcription, rather than tapping to advancing the dialogue like players in other countries.

European Version

  • There are two additional Maps that are missing in other versions, containing an early version of a cut dungeon.
  • Minor portions of the English script were rewritten for the European version, and a few lines of Wi-Fi text were updated.


(Source: [1])