The Legend of Zelda: The Minish Cap
|The Legend of Zelda: The Minish Cap|
Also known as: Zelda no Densetsu: Fushigi no Boushi (JP)
This game has unused areas.
The Legend of Zelda: The Minish Cap is the Game Boy Advance entry in the Zelda series, featuring a talking hat who has got to be related to a particular fairy from a previous Zelda game.
- 1 Subpages
- 2 Debugging Features
- 3 Unused Graphics
- 4 Unused Music
- 5 Unused Items
- 6 Unused Enemies
- 7 Unused Text
| Unused Rooms|
There are many of them.
| System Text|
System text found within the game.
| Regional Differences|
There's a whole lot to cover.
This little green screen contains all the texts of the game, used and unused. To scroll through the texts, just hit Left and Right after you press the L button.
Unused Mailbox Animation
An unused animation of the decorative mailbox above the post office in Hyrule Castle Town. The level of animation suggests that there were to be fully functional mailboxes in the game, much like with Wind Waker.
The wiggle animation is actually used in the online Flash demo of the game.
This strange half-naked figure was probably used to test the characters of the game. He has some very strange movements.
Use these codes on the screen "File Selection" to change Link.
00, 06 and 48
Unused Stained Glass of Hyrule Castle
These three stained glass are among the decorations of Hyrule Castle and are visible halfway into the "Hyrule Castle Map Test" at the place of the throne room. The three stained glass shows the three important characters of The Wind Waker: the Deku Tree, Valoo and Jabun.
Unused Goddess Pearls
The three Goddess Pearls from The Wind Waker also make an appearance, but ended up unused.
all the other unused art in the game (there is a lot)
Dark Hyrule Castle Intro
An unused introduction to the final dungeon that sounds far more dark and foreboding than what the game actually uses. While not used in the game proper, it can be heard as track 2 of the hidden sound test.
Another unused introduction, most likely used for appearances by Vaati.
A Link to the Past Title
An unused rendition of the title theme from A Link to the Past. It can be heard as track 6 of the hidden sound test, and is used in the Flash demo.
Get Small Item
An unused fanfare, from Ocarina of Time. It's the fanfare for getting a small treasure.
The Lost Woods part of the Credits BGM from Ocarina of Time is also present in the game.
To see any of these items in the game, set the memory address $2002AF4 (A button) or $2002AF5 (B button) to the corresponding value.
There is one unused sword in the game. Internally within the game, all swords are organized in the order you receive them. For example, Smith's Sword is hex value 01, the White Sword with no infused elements is 02 etc. This sword is listed at hex value 05 which is in between the hex values for the White Sword with three elements and the Four Sword. This indicates that, at one time, there might have been one more sword upgrade before getting to the Four Sword. As it is now, the sword's button graphics use the lantern. In the picture above, it is assigned to button A.
A Fire Rod, with a graphic similar to the one used in Four Swords Adventures. While the game does not normally feature the Fire Rod, the description of figurine #108 in the European version of the game says Ice Wizzrobes are vulnerable to it (the North American version instead says that they're weak against fire), so it was clearly intended to be included at some point in development.
Pickup text for the Fire Rod can still be found in the ROM, at 0x9B6CA3:
You got the Fire Rod! This mystical rod shoots forth mighty flames.
Apparently, it would have (also?) been sold in a shop, according to text at 0x9E0023:
Fire Rod 350 Rupees
For some reason, the item's behavior is identical to that of the (DEBUG) Cell Overwrite Set item, documented below.
It's... butter. In a bottle. Unfortunately, either its functionality was removed, or it was tied to a character or event that no longer exists.
Three debugging-related items exist in the final game: (DEBUG) Mega Crush, (DEBUG) Enemy Set, and (DEBUG) Cell Overwrite Set. None of them have a proper icon, and the only one that seems to function is Cell Overwrite, which allows you to modify ground tiles in a variety of ways.
In the multi-language European version, only the English and French scripts have actual names for these items, and the French script uses romanized versions of the Japanese names ((Debug) megacrash, (Debug) teki set, and (Debug) cell kakikae set). All other scripts have single null values (00) where the names should be.
Controls for (DEBUG) Cell Overwrite Set, when set to button A, are as follows:
- Pressing A multiple times will change the tile in front of Link.
- Pressing and holding R, then also holding A will copy the tile in front of Link, who will start to glow. If you keep holding R+A, then go somewhere else and release A, the copied tile will get pasted in front of Link.
- Pressing and holding A, then also holding B will modify all of the four tiles surrounding him. Hold R then hold A to copy, and while holding them, press B to paste.
The Minish Cap has six unused enemies while four of them are leftovers from Four Swords. They can be spawned with this gameshark code:
Replace XX with the enemy ID and YY with the parameter ID.
Golden & Purple Darknut
Value: 05:04 for the golden Darknut, 05:05 for the purple Darknut.
Golden and purple Darknuts exist within the game's code, but their behavior is very glitchy. Their moveset is the same as the black Darknut's.
Zol & Gel
Value: 56 for the Zol, 57 for the Gel.
Zol and Gel from Four Swords still exist in The Minish Cap's code. They can be spawned in blue (YY=00), green (YY=01) and red (YY=02), although there are no differences in behaviour.
Podoboo & Mini-Podoboo
Value: 58 for the Podoboo, 59 for the Mini-Podoboo.
Another enemy from Four Swords. The Podoboo bounces around a lot and splits into two Mini-Podoboos when hit. Adding a parameter (33001852 000n) makes the Podoboo split into n+2 Mini-Podoboos, up to 04 which makes the Podoboo a one-hit kill.
"Mole" in Castor Wilds
In a cave digging in Castor Wilds, there is a word in Japanese very well hidden "もぐら", which means "Mole".
With a hex editor, it's possible to find a list of the places and dungeons in the game. At the bottom of this list is "Biggoron's Dungeon". It is probably used as the game's internal name for the Gorons' cave. Indeed, finishing the "quest" of this cave is the only way to manage to see Biggoron.