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Triforce heros e3 2015 demo

Unused Audio

Music

Bgm_bingo_sta_L.DSP

Bingo fanfare

Bgm_hawai_L.DSP

Song for an unused map

Bgm_introduction_L.dsp

Possibly early intro theme


Bgm_pre_opening_game_25s_L.DSP

Bgm_pre_opening_game_26s_L.DSP

Bgm_pre_opening_game_26s500ms_L.DSP

Bgm_pre_opening_game_28s_L.DSP

Bgm_pre_opening_game_29s_L.DSP

Different variations of the loader game theme.


Bgm_quiz_time10_L.DSP

Bgm_quiz_time15_L.DSP

Bgm_quiz_time20.DSP

Bgm_quiz_time30.DSP

Bgm_quiz_time40.DSP

There might have been 1 or 2 longer questions to answer in Salvatore's minigames.

Bgm_test_L.DSP

Sounds identical to course 1's theme

Bgm_title_TT.DSP

Title screen theme that was used for Tetra's trackers.

SFX

Se_buboo.ogg


Se_chinkle_comehere.DSP

Se_chinkle_houbi.ogg

Se_chinkle_playalong.DSP

Se_chinkle_thankyou.DSP

Se_chinkle_vs_aryarya.DSP

Se_chinkle_vs_comehere.DSP

Se chinkle_vs_dash.DSP

Se chinkle_vs_fugyaaa.DSP

Se chinkle_vs_goodsmell.DSP

Se chinkle_vs_hidoi.DSP

Se chinkle_vs_houbi.DSP

Se chinkle_vs_iikagen.DSP

Se_chinkle_vs_kyahahaha.DSP

Se_chinkle_vs_lose.DSP

Se_chinkle_vs_misstake.DSP

Se_chinkle_vs_nigeru.DSP

Se_chinkle_vs_playalong.DSP

Se_chinkle_vs_powerdown.DSP

Se_chinkle_vs_powermax.DSP

Se_chinkle_vs_powerup.DSP

Se_chinkle_vs_thankyou.DSP

Se_chinkle vs_thankyou.DSP

Se_chinkle_vs_win.DSP

Se_chinkle_vs_yheee.DSP

Interestingly enough, there is a full set of unused voice lines for a character named "chinkle" who sounds a lot like tingle. Maybe this could be an early voice for tingle or even another tingle brother.

Se_cho_lucky6.DSP

The higest amount of tokens you can get at once is 5.

Se_hora_event.DSP

Early version of Salvatore's entrance theme

Se_laugh_small_L.DSP


Se_lucky_stamp_time_end.DSP

Se_lucky_stamp_time_start.DSP

2 leftovers from The Wind Waker

Se_medal_break.DSP

Medals may have been able to break

Se_navi_sel_a_c.DSP

Se_navi_sel_c_a.DSP

Se_navi_sel_c_t.DSP

Se_navi_sel_c_t.DSP


Se_Omamori_TalkEnd.DSP

Se_Omamori_TalkStart.DSP

More Wind Waker leftovers


Se_pause_off.DSP

Se_pause_on.DSP

Sound effects for the unused pause screen


Se_title_start_button.DSP

Title start sound for Tetra's trackers

Unused Graphics

It_iconpot_00.bti

TLOZ4SA-It iconpot 00.bti rgba.png

Pots are in many places on the map but it may have been a selectable item at one point.

it_itemstamp01_00.bti it_itemstamp01_00.bti it_itemstamp01_00.bti

TLOZ4SA-It itemstamp01 00.bti rgba.png TLOZ4SA-It itemstamp02 00.bti rgba.png TLOZ4SA-It itemstamp03 00.bti rgba.png

Iconic zelda items that might have been usable at some point. Because there stamps, they may have also just been bonus points.

It_mapbig0_00.bti

TLOZ4SA-It mapbig0 00.bti rgba.png

This early image was most likely going to be used in the how to play screen instead of the green background.

It_pause_00.bti

TLOZ4SA-It pause 00.bti rgba.png

Unused pause screen.

item_carditem.0.bti item_carditem.5.bti item_carditem.6.bti item_carditem.7.bti item_carditem.9.bti item_carditem.11.bti

TLOZ4SA-Item carditem.0.png TLOZ4SA-Item carditem.5.png TLOZ4SA-Item carditem.6.png TLOZ4SA-Item carditem.7.png TLOZ4SA-Item carditem.9.png TLOZ4SA-Item carditem.11.png

The file 3d_mini_game.arc contains a model with textures of many items. Some of these items are in Navi trackers, some have different colors, while others go completely unused.

item_carditem.1.bti

TLOZ4SA-Item carditem.1.png

The Pegasus boots's has wings not seen in Navi trackers. The wings also appear in screenshots of Tetra's trackers meaning all the items in 3d_mini_game.arc are the same ones used in said game.

item_carditem.2.bti

TLOZ4SA-Item carditem.2.png

A skull that goes unused.

item_carditem.3.bti

TLOZ4SA-Item carditem.3.png

This Roc's feather design is silver instead of the usual blue and yellow. This same design was actually used in early versions of Four Swords GBA before it was changed to the roc's cape.

item_carditem.4.bti

TLOZ4SA-Item carditem.4.png

Just like the roc's feather, the hammer is also silver.

item_carditem.10.bti

TLOZ4SA-Item carditem.10.png

Unused card item.

item_cardura.bti

TLOZ4SA-Item cardura.png

The back of the card.

stamp_mark.bti

gamecube

A stamper seen in early screenshots.

Prerelease

Lots of early screenshots are on IGN. https://www.ign.com/games/the-legend-of-zelda-four-swords-adventures Noteworthy images:

  • 83, shells do not appear visibly in tress in the final game.
    • Originally the links were supposed to start levels with the slingshot instead of no item.
  • 114, shows unused magic jar.
  • 117, course 3 looks very different.
  • 124, Originally there were 2 shells to collect per map instead of 1.
  • 151, FSA would have kept track of amount of rupees.
  • 155, unused moon gate effect
  • 159, maps in Navi trackers have a specific minigame that will always be played. Normally course 3 is always bingo.

For winning in Tetra's trackers, you would obtain the Triforce coin from Four Swords GBA
TLOZ4SA-Fscoin.png
(Source: E3 2003)

TLOZ4SA-Pirate charm.png
(Source: E3 2003)

TLOZ4SA-Gba.png
(Source: E3 2003)

051303 zeldatt ss GBA01.png

(Source: E3 2003)

Video Footage

(Source: Interactive Multi Game Disc January 2004 For Japan)

(Source: E3 2003) Notes (FSA).

  • Unused old man in lake hylia house.
  • Lots of early levels.
  • Blue link can't go into some GBA areas.
  • There's a completely unused ice temple shadow battle map.

(NT)

  • Fairies move up and down instead of in a circle on the map.
  • Early version of course 1
  • There are no pictures of the next character, instead stamp numbers.

(Source: playable demo level in London in August 2003)

  • The fire rod can damage shadow link
  • Link doesn't grunt when swinging his sword
  • All Link's have the same voice pitch
  • Early item icons
  • Shadow Link multiplies into the same color link
  • Early tingle design as well as different colored balloons
  • Hurricane spin has a different particle effect
  • Early version of link's head icon on the GBA screen
  • The level is still in the game's files.

(Source: playable demo level in London in August 2003)

(Source: playable demo level in London in August 2003)

(Source: E3 2003)

  • 41:48, shows a cut FSA level, that is still in the game's files located at GC4sword/boss/boss009
  • Its difficult to hear, but listen closely and you'll also hear Tetra's trackers in the background!
  • Pegasus boots and the "trap" enemy leave an after image
  • Unused mirror item that takes you to the dark world

(Source: E3 2003)

1:10 and 1:58 shows rare TT video footage https://dai.ly/x5skare (Source: E3 2003)

Unused Actors

Several actors go unused or are used, but don't appear on the GBA or GC screen

gamecube

The whirlpool entrance never appears on the GBA in final release.

gamecube

If you pound the chain chomp's peg with the hammer, it will escape and attack enemies on screen. This is only visible in an unused level..

gamecube

boss072 is a difficult unused level specifically in multiplayer since if one link dies, you have to start the level over which is unused in final release. There is also a house that disappears quickly after a link enters making it a pretty brutal trap considering the harsh winds that damage you.

gamecube

The actor ANHO is an unused but fully functional digging minigame!

gamecube

BRBL, an unused small crate that can be pushed and burned.

gamecube

boss005 and boss006 were playable demo levels at e3 and this banner most likely showed up when starting the level.

gamecube

The actor "DEAL", an unused but fully functional, quite expensive, item shop.

gamecube

"DETH" will spawn Vatti and he'll chase and instantly ko the links if he gets them. In multiplayer, you must be picked up to be revived.

gamecube

WPCN, a large cannon that warps you when fired.

Unused Actor varibles

Actors that are used in the game, but have unused variables

gamecube

TRAP, A purple spiny that acts like a trap. (Set variable 3 to 1

gamecube

FLYO, A red tile that drops 100 force gems when hit. (Set variable 1 to 128).

gamecube gamecube

3 unused NPCs. (Set variable 2 for the crying kid, set to 9 for the kid in blue, and 10 for the adult.

gamecube

Stationary soldiers do not appear yellow in final release. (SLR1, set variable 1 to 1).

gamecube

boss000 contains bombchu that can actually be carried and thrown. (BMTY, set all variables to 0).

gamecube

The same level test many moon gates with the screen shaking at different speeds. One of the gates making the GBA screen go black while warping. (CIRC, Set variable 1 to 1).

gamecube

An unused large green soldier that knocks link back far when hit. (SLR1, set variable 4 to 6)