We just reached 20,000 articles on this wiki!
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

The Legend of Zelda: Twilight Princess

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

The Legend of Zelda: Twilight Princess

Also known as: Zelda no Densetsu: Twilight Princess (JP)
Developer: Nintendo
Publisher: Nintendo
Platforms: GameCube, Wii, NVIDIA Shield
Released in JP: December 2, 2006
Released in US: November 19, 2006
Released in EU: December 8, 2006
Released in AU: December 7, 2006
Released in KR: August 27, 2009 (Wii)
Released in CN: December 5, 2017 (NVIDIA Shield)


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
DevMessageIcon.png This game has a hidden developer message.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

The Legend of Zelda: Twilight Princess was one of the first games to hit the Wii, as well as one of the last for the GameCube. This game returns to the more realistic style art-wise and also has one of the darker stories of the Zelda series.

Are you a bad enough dude to save the Twilight Princess?

Hmmm...
To do:

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes


Blank.png
Kiosk Demo

Debug Content

TP DebugConsole1.png
Debug Content
More like Cave of Bore-deals.
TP DebugConsole1.png
Debug Version
A debug executable leftover in the Nvidia Shield version that works on Dolphin and consoles after converting.

Unused Content

Animations

Hmmm...
To do:
Add gifs or videos of these animations.
TFH Unused Emote 1.png
Unused Link Animations
Even Link needs some rest.
ZeldaFDSPolsVoiceFinal.gif
Unused NPC Animations
Rusl and the Terrible, Horrible, No Good, Very Bad Day.


Maps

TLOZTP D MN11B R49 00 1.png
Unused Rooms
Think outside the walls.
TP-D MN08 R10.png
Unused Exits
Now you're thinking with portals!
BugsIcon.png
Unused Setups
It is scientifically impossible for the Dodongo to fly.

Resources

TP h bomb.png
Unused Actors
All the world's a stage, and yet these actors have found themselves out of a job.
ZeldaTP SurfLeafIcon.png
Unused Items
99 bottles of Chu Jelly on the wall~
TP ItemsTWW.png
Unused Models
Goron bots, assemble!
SoundtestIcon.png
Unused Music
Whether aquatic or digital, listening to streams is always relaxing.
SoundIcon.png
Unused Sound Effects
I think you're lost, Mario.
TextIcon.png
Unused Text
You caught Ganon monologuing.
TP im honny 48.png
Unused Textures
ENHANCE!

Data

CodeIcon.png
Unused Functions
Fee-fi-fo-fum, I smell the blood of a pumpkin, son.

Revisional Differences

The initial North American Wii 1.00 version was rushed for the launch of the Wii and missed out on patches for a variety of glitches and is also missing the Canadian French and Latin American Spanish translations. These were added for the 1.02 release in early 2007.

Cannon Glitch

In NA Wii 1.00, if you go to the cannon room in the basement of the sanctuary in Kakariko when Shad is present, save your game and quit, you will be permanently trapped in the room upon reload, without the ability to warp out or leave. This is because saving and quitting causes Shad to warp to the top of the stairs, but the game still thinks he can see you, preventing you from warping the cannon out and continuing with the plot.

Cave of Ordeals Debug Routine

See the relevant section on the Debug Content page for further details.

Underwater Midna Warp

Warping is normally restricted underwater, but due to an oversight, the map screens warp shortcut button wasn't disabled which lets you warp underwater. If you warp on the last frame before you drown, you can also softlock the game.

Map Glitch

It is possible to interrupt Midna's warp sequence in many different ways which disables the loading zones around the map you are currently in. In the NA Wii 1.00 version, this can be done by reading or talking to something or using a cutscene item at the same time you call Midna. A few of the methods were patched in the later revisions but still had different ways of pulling it off. For the Japanese GameCube, NA Wii 1.02 and the Korean Wii versions, interrupting Midna will no longer disable the loading zones either.

North Hyrule Field Loading Zone

On NA Wii 1.00, a loading zone from North Hyrule Field to Upper Zora's River is present behind a fence. It is possible to reach it by using the Iron Boots to slowly backwalk down the loading zone from Upper Zora's River to North Hyrule Field. This way you spawn just in front of the fence which lets you access the loading zone. All later versions moved the spawn point from Upper Zora's River forward to prevent being able to get behind the fence, added an invisible wall on top of the fence and also removed the loading zone entirely. Despite this, the spawn point for the loading zone was still left in the Upper Zora's River side.

(Source: dragonbane0 - discovery of loading zone)

Snowpeak Surf Freeze

If you stand next to Yeto and hit the leaf tree with the Ball and Chain, Yeto initiates a conversation with Link that triggers the snowboard race. The game then freezes right as the race begins. This happens because the leaf falling cutscene gets interrupted by Yeto thinking the leaf has already fallen down. This was fixed in later versions by having the leaf fall down before Yeto starts talking.

(Source: MASTERLINX - discovery of glitch)

Iron Boots Glitch

On all original Wii versions of the game it is possible to unequip the Iron Boots by changing items just when Link is getting pulled towards a magnetic surface. This makes it possible to walk around as if Link had the Iron Boots equipped but still at his normal speed. This glitch was fixed for all GameCube versions and three years later for the Korean Wii version.

Postman Triggers

On all original Wii versions, the triggers for the postman are so small that you can simply jump attack over them to skip the cutscenes. This was fixed in the GC and later Wii versions.

Chests

Four chests had their size altered between revisions, a purely cosmetic change with no gameplay effects.

  • Goron Mines, 10 rupees in the room before the miniboss is normal in NA Wii 1.00 and small in all later versions.
  • Arbiter's Grounds, Piece of Heart is small in NA Wii 1.00 and normal in all later versions.
  • City in the Sky, 20 rupees on 2F Oocca room is normal in NA Wii 1.00 and small in all later versions.
  • City in the Sky, 20 rupees on 3F center room is normal in NA Wii 1.00 and small in all later versions.


Easter Eggs

Midna's Speech

Hmmm...
To do:
Upload the appropriate files here and verify some information. See Talk Page for more details.

In normal gameplay, Midna speaks in complete gibberish. If her voice clips are extracted and stitched together in the correct order, it is revealed she is speaking English phrases despite having a Japanese voice actress (Akiko Koumoto). These phrases include the following:

  • Which one will it be?
  • Have you made up your mind?
  • I'll take your there with my power.
  • I have a request!
  • Would you find the mirror?
  • What do you think happened to those who tried to rule with sacred magic?
  • I'll be watching.
  • I guess you aren't stupid.
  • Don't go running off!

The first three phrases are used when warping, the next three are supposedly used in story events, and the final three are generic lines.

(Source: Inumarou)

Regional Differences

Other regions Korean
TP-namescreen-us.png TP-namescreen-kr.png

The Korean Wii version got a brand new naming screen for the file select to make use of the Wii Remote. All the other versions use the GameCube design.

Other

Hmmm...
To do:
Pictures, explain the cause

The European Wii version has blurrier graphics with the console set to display at 480p.

Build Date

The file /str/Rfinal/Release/COPYDATE contains a date and time for when the game was compiled. This string is printed on-screen during a game crash if the Debug Mode is enabled on GameCube. The Korean Wii version wiped the date completely, instead containing hashtags. The lack of a NA 1.01 Wii release might point to a canceled build for whatever reason. The build date file is loaded on boot and used by the unused Debug Mode screen.

NA Wii EU Wii NA Wii Kiosk Demo EU Wii Kiosk Demo JP Wii
2006/10/10 20:35
2006/10/18 22:11
2006/10/23 23:15
2006/10/23 23:52
2006/10/24 20:35
NA GC EU GC JP GC NA Wii 1.02 KR Wii
2006/11/06 18:16
2006/11/06 18:18
2006/11/10 16:16
2007/02/27 15:36
####/##/## ##:##

Uncategorized

Files contained in Sample.arc

/bck
test.bck (Test model animation)

/bmdr
file1.bmd (Unknown model)
file2.bmd (Early Epona's model)

/dir
file0.txt (Text file)
file1.txt (Text file)
file2.txt (Developer messages)

/dir5
a (M_TetsuSaku00A)

/dzb
file2.dzb (M_TetsuSaku00A model collision)
file.dzb (M_TetsuSaku00A model collision)

/evt
event_list.dat (Test file event)
(Source: Kargaroc)