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Triforce heros e3 2015 demo |
Contents
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
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
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
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
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
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
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
A skull that goes unused.
item_carditem.3.bti
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
Just like the roc's feather, the hammer is also silver.
item_carditem.10.bti
Unused card item.
item_cardura.bti
The back of the card.
stamp_mark.bti
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
(Source: E3 2003)
(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
The whirlpool entrance never appears on the GBA in final release.
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..
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.
The actor ANHO is an unused but fully functional digging minigame!
BRBL, an unused small crate that can be pushed and burned.
boss005 and boss006 were playable demo levels at e3 and this banner most likely showed up when starting the level.
The actor "DEAL", an unused but fully functional, quite expensive, item shop.
"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.
WPCN, a large cannon that warps you when fired.
Unused Actor varibles
Actors that are used in the game, but have unused variables
TRAP, A purple spiny that acts like a trap. (Set variable 3 to 1
FLYO, A red tile that drops 100 force gems when hit. (Set variable 1 to 128).
3 unused NPCs. (Set variable 2 for the crying kid, set to 9 for the kid in blue, and 10 for the adult.
Stationary soldiers do not appear yellow in final release. (SLR1, set variable 1 to 1).
boss000 contains bombchu that can actually be carried and thrown. (BMTY, set all variables to 0).
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).
An unused large green soldier that knocks link back far when hit. (SLR1, set variable 4 to 6)