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Zelda's Adventure

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Title Screen

Zelda's Adventure

Developer: Viridis Corporation
Publisher: Philips Media
Platform: CD-i
Released in EU: 1996
Released in UK: May 10, 1996
Released in NL: February 1996

AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.

ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Zelda's Adventure, the third and final Zelda game released for the CD-i, has you play as the titular princess again as she travels to Tolemac (get it?) in order to obtain the Celestial Signs and free Link from the clutches of "Gannon". Along the way, she must deal with lengthy load times, blurry and confusing graphics, and clunky gameplay... assuming the player can find a way to play the game to begin with. It's also chock full of cut content.

Special thanks to Shikotei, who extracted the game's maps along with their graphics.


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
ZeldAdventure NoiseSpIcon.png
Unused Dialogue
"You haven't taken away my lines, have you? Let me count them! One, two, three..."
ZeldAdventure ShurmakAnim.gif
Unused Graphics
Watch the beings and folk of Tolemac shimmy and shake before your very eyes!
ZeldAdventure EnergyOrb.png
Unused Items
Various trinkets and objects that Zelda never finds on her adventure.

Debug Save Names

Creating a save file with any of the following names will enable a debugging function when playing said save.

Name Effect
MVBARICKMAN Zelda will not die when she runs out of hearts.
XYZINVINCO Unknown, possibly broken. Likely has something to do with invincibility
XYZNOGO Wall, door, and barrier collision can be toggled with the treasure scroll arrows.
The left button enables it, while the right button disables it. The collision status persists over saves.
XYNOGOXYINV Enables the effects of both XYZ cheats at the same time.

(Source: atrfx, Rightman (effects))

Unused Areas

Full Maps

ZeldAdventure Ursore Rematch Map.png

Before fighting Gannon, Zelda must defeat every boss again with the exception of Ursore, the boss of the Shrine of Strength. There were plans for a rematch at some point, though, as a map representing the Shrine exists with the other rematch maps. Nothing is loaded with it, however.

On the topic of the final gauntlet, duplicates of the Shrines' exterior entrances are loaded with the arenas, but are never visited or seen. Other than some very minor cycling palette tweaks, they are identical to their used counterparts. Perhaps the shark egg/claw thing that turns into Gannon would've entered them before the rematches?

Inaccessible Areas

The collision/metadata maps of Zelda's Adventure are quite sloppy, containing a number of editing mistakes and terrain revisions (read: blocking the player from exploring too much with invisible walls). A few maps, however, have entire areas that Zelda can never access due to either invisible walls or the map's layout. All of these areas can be visited by using the XYZNOGO name cheat mentioned above.

(The map metadata uses various colors for different functions. In a nutshell, red areas are solid walls and green areas display over sprites.)

ZeldAdventure MapCol SoE.png

An upper platform was planned for the Shrine of Earth's first Tektite room, but was walled off at some point. Corresponding data doesn't exist for the second part seen in the crossroads area, so Zelda will end up walking on walls if she heads east.

ZeldAdventure MapCol WimbWell.png

The well behind Great Wimbich has proper collision and priority data. The layout of the local area prevents Zelda from interacting with it, and there isn't a bridge across the river like what is seen elsewhere in the Forest of Torian.

ZeldAdventure MapCol SoI.png

The collision for a northeastern exit exists in the big Wizzrobe room in the Shrine of Illusion, which is blocked off by an invisible wall. This was either an early version of the northern exit or a different exit that lead to another, possibly scrapped room.

ZeldAdventure MapCol BaracPass.png

An outer passageway was planned for the Forest of Albon which would've taken Zelda east towards the Barachno Marsh merchant, but was eventually walled off in several spots. Even if it wasn't, the path was only worked on up to the third screen, and Zelda will end up trapping herself in some wall collision if she tries to go east.

ZeldAdventure MapCol SoW.png

This empty chamber in the Shrine of Water has a peninsula in the middle, which Zelda cannot walk on due to another invisible wall. Interestingly, the southeastern wall has collision even though Zelda cannot walk on the Shrine's water currents. This suggests the room was planned to have enemies at one point, as similar walls are used later in the Shrine to prevent water-bound foes from clipping through terrain.

ZeldAdventure MapCol AgwaRematch.png

For whatever reason, someone at Viridis decided that the top-left patch of ground in Agwanda's rematch arena must have proper collision, despite there being no way for Zelda or Agwanda to escape the arena and interact with it. Overkill, much?

Scrapped Transitions

A few inaccessible transitions and Zelda spawns can also be accessed with the XYZNOGO code.

  • Heading east at Tolemac's Shrine of Air entrance screen (Z5) will take Zelda to the Shrine's first room, similar to what happens when she touches the purple condor.
  • Going west in the second Goriya tent room in the Shrine of Illusion (F4) will bring Zelda to the Knife room (E4). This was likely the original exit direction planned for the room, before north was chosen for whatever reason.
  • The lone exit in the Shrine of Destiny's sign room is incorrectly set to the north side instead of the west, but otherwise works as intended. As a result, Zelda can't leave the room normally without picking up the Sign of Destiny or warping out with the Harp.
  • The Dungeon Map room (A6) and the second lava tunnel screen (B4) in the Shrine of Fire are connected west to east, respectively. Both screens have small, otherwise-useless caves that Zelda spawns in after entering the load zones, but can't be entered deep enough in regular gameplay to trigger them.

Food Dude Easter Egg

An easter egg that went undiscovered for over 24 years can be found in the Forest of Canvula, which also happens to reference an unreleased game by Viridis.

To activate it, you must have the Diamond in your inventory, which is given by the Great Wimbich blacksmith after handing him the Coal from the Plain of Hobel. Head to the southeastern corner of the lake in the Forest of Canvula, located at G11 on the map. Equip the Diamond and hold down Button One (as if you were using it) for around 7 seconds, and a gnarly skateboarder will emerge from the southern trees. He'll shout "Radical, dude! Totally!" before disappearing back into the forest.

The only known screenshot of Food Dude, featuring the boarder on the right

This wicked guy is actually the main protagonist of Food Dude, an unreleased CD-i game made by Viridis where the titular Dude had to avoid junk food/cigarettes and the ailments they'd bring upon him. Apart from a gameplay screenshot, the sprite and voice-line of the easter egg seem to be the only surviving remnants of Food Dude.

(Source: Food Dude (Unreleased, Philips CD-i))