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The Legend of Zelda: A Link to the Past

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Title Screen

The Legend of Zelda: A Link to the Past

Also known as: Zelda no Densetsu: Kamigami no Triforce (JP)
Developer: Nintendo
Publisher: Nintendo
Platform: SNES
Released in JP: November 21, 1991
Released in US: April 13, 1992
Released in EU: September 24, 1992

EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

The Legend of Zelda: A Link to the Past is the third game in the long-running Legend of Zelda series, and the first (and with the exception of a few BSX titles, only) 16-bit entry. Depending on how Nintendo feels on any given day, this game is either a sequel or a prequel to the first game. Featuring two large worlds to explore, loads of secrets, and a fun assortment of items, this game is a fan-favorite. It was later re-released on Game Boy Advance, bundled with the multi-player "Four Swords".

Debugging Features

Full Inventory/Walk Through Walls

Use the PAR code 0083F8EA, then create a file with a name beginning with B in the first save slot to enable the following debugging features:

  • You start with 15 hearts, 255 rupees, 50 bombs and 50 arrows in the Light World.
  • You have a complete inventory. Your four bottles are filled with a fairy, and one each of the red, green, and blue potions. Additionally, you have the Pegasus Boots, the Flippers, the Titan's Mitt, the Moon Pearl, the Fighter's Sword and the Blue Shield.
  • Press B on controller 2 to enable free-movement mode, which will allow Link to freely pass through obstacles. It will also allow you to use the Magic Mirror anywhere on the overworld, even to warp from the Light World to the Dark World (which is not normally possible).

Full Restore/Equipment Upgrade

Use the PAR code 0683C1EA, then create a file named BAGE (JP: ンルルル) in the first save slot to enable the following debugging features:

  • Press R on controller 1 to permanently cut magic consumption in half.
  • Hold R and press A on either controller 1 or controller 2 to upgrade your sword, armor, and shield by one step. Once the sword is upgraded to level 4, pressing the A button again will reset all three items to level 1.
  • Hold R and press Y on controller 1 to max out your life, magic, arrows, bombs, and keys, as well as add 255 Rupees to your wallet.
  • Hold R and press Select on controller 1 to access to the Triforce after the fight against Ganon. Works for three saves slot and with any name.

Frame Advance

Use the PAR code 00803A00 to enable frame advance mode. Press L on controller 1 to freeze the game; while frozen, press R to advance one frame. Press L again to resume normal play.

Unused Graphics

Dungeon Features

Skull Statue

See? See? I do exist!


The Skull Woods dungeon tileset contains an unused large skull statue object. This can be seen in a tile viewer, but it's also possible to cause the game to load them into other dungeons via glitching. This tile goes unused in the SNES port, but it IS used in the GBA remake, in the Palace of the Four Sword that is only accessible through playing Four Swords.

The screenshot shows the skull tile loaded into the Dark Palace dungeon, replacing the Rocklops statues in the first room. An explanation of how to perform this glitch can be found here.

(Source: Flying Omelette)

Sanctuary Entrance

ALTTPSanct 2.png
ALTTPSanct 1.png

There's a finely decorated door in every dungeon entrance, but there isn't one in the Sanctuary despite being considered a dungeon (it just uses a very simple door without details). However, there is an actual doorway in the game, which can be seen by either moving through certain walls, or via Hyrule Magic's map editor.


Not opening, sorry

Unused graphics for a keyhole object. Could have been used in any number of places.



A small hunk of meat. Yummy.

Stored with the graphics for the large and small magic refill decanters are sprites for a large and small piece of meat on a bone, looking extremely similar to the Bait item from The Legend of Zelda. Whether it would have worked in the same manner is unclear. It takes up the space that graphics for the fish appear normally, but is loaded in indoor areas, so it may have simply been some kind of object for use in houses. Perhaps it was an alternate health-restoring item found indoors, much like the Apples that appear from trees outside.

This may have been originally planned for enemies to drop large and small meat chunks for health refills, with the larger one restoring more life hearts than the smaller one. In the final game, enemies drop hearts instead of meat, and they only ever refill one life heart at a time.

Magical Clock

Time's up!

An unused stopwatch object! This would presumably work like the Magical Clock item in the original game, freezing any on-screen enemies. It appears alongside graphics such as Rupees so it was probably intended to be dropped by enemies in the same manner as the original game. It was presumably removed because the Quake Medallion performs a similar effect.

Sword Text

Ken Tsurugi, expert swordsman.

Japanese text for "ken/tsurugi", which means "sword", and is fittingly found near the sword graphics in memory.


Not a map.

The letter (called てがみ (tegami) in the Japanese version, but left untranslated and blank in the English version) is another item making a return from the NES game. As in the original game, it uses the same sprite as the Map. It can actually be added to the inventory in all versions of the game; it occupies the spot of the Magic Mirror. This suggests that you needed the Letter to acquire the Mirror at some point in development, in the same way you need the Shovel to acquire the Flute, which then takes the Shovel's spot in the inventory. It's unknown exactly why the letter was canned.

To add it to your inventory, use the Action Replay code 7EF35301. In both versions, the item acts exactly like the Magic Mirror when used.

NPC Sprites

Duck Sprites

Quack.Fly away!

The duck has additional frames of animation that are never used - one of his wings up really high and one of him leaning back slightly, which looks like it could have been used for picking Link up and dropping him off. However, the duck never assumes either of these poses at any time.

Sad Blob


While this pink blob does appear in the game, he never changes from his standard, happy expression.

These graphics can only be found in the Japanese release.

Ending Character

Various colors work for this NPC.

This unused NPC appears alongside the graphics for "The End", which would imply that he was originally meant to appear in the ending sequence somewhere. It's possible he was a Kakariko villager, or potentially a Dark World resident who had returned to normal. He appears to be jumping up and down, which would make sense if he was celebrating in the ending.

Enemy Sprites

Unused Soldier Helmet

Hello. My name is Link. You killed my uncle. Prepare to die.
Alternate palettes.
An alternate helmet for a soldier enemy appears hidden in the graphics for the final game. It appears alongside the body graphics for the short blade wielding regular Soldier, those met early in the game. The other helmets used in the game appear alongside their respective body graphics, so this implies that the weak, less intelligent soldiers originally used this graphic for their helmets. Why it was removed is unknown, but possibly because it looks more threatening than it should for such weak enemies, or because it is the only helmet that makes it clear there is a human body still within the armor and Nintendo didn't like the idea of Link hurting brainwashed humans (while the game implies that the soldiers were merely brainwashed, other material such as the comic and manga have suggested that the enemy soldiers are simply living armor, which might explain why they seem to outnumber the rest of Hyrule's population by ten to one).

Dark World Bat

Batted awayDriven battyUh...Bat Masterson?

An odd, unused Dark World enemy. Some kind of bat thing. Its programming doesn't seem to exist in the game anymore, and its graphics can only be found in the Japanese versions of the game.

Up to bat! Wait

Apparently, it would have shot fireballs at Link.



Grr... Yay!

A "mean" face and a "happy" face that can be found stored with the menu graphics.

Monologue Sprite

Sprite B8 in the sprite tables appears to be some sort of monologue-testing sprite. There appears to be some sort of menu you can use that chooses what it will say.

Testing. Testing. 1. 2...

Unused Enemies

Cannon Trooper

Got his boomstick handy.

This Hyrulean soldier with a portable cannon is never actually used in the game. He's fully coded and functional, and would fit quite well in areas like Agahnim's Tower.

Chris Houlihan room

ALTTP Houlihan1.png

The Chris Houlihan room is a room in A Link to the Past, which is used as an error handler if you fall into a hole, and the game cannot find a proper destination. It is a single cave room and contains a telepathic tile, as well as 225 rupees. If you exit the cave, you will be warped to the front of Link's House, regardless of which world you were in before entering the room.

ALTTP Houlihan2.png

There is a bug in the game which can lead you to the Chris Houlihan room. It is related to screen transitions using the Pegasus Boots - go to the area to the left of Hyrule Castle and go up. After the transition has ended, drop a bomb in front of you and wait until it explodes. It will hurt you, and push you against the bottom of the screen. Now, charge up the Pegasus Boots, and turn to the bottom while charging up, so you will immediately move down to the next screen. Now, go to the hole at Hyrule Castle which leads to the secret passage and fall into it, and you will appear in the Chris Houlihan room.

Chris Houlihan is a kid who participated at a Nintendo Power event and received the honor to appear in a future Zelda game. Note that in the GBA version, the glitch has been fixed, so there's no known way to get into this room. (While you can see it by modifying the game, it no longer mentions Chris.)

Japanese : 「ここは、秘密の部屋だよ~ん。みんなにはないしょだよ~ん。」(Koko wa, himitsu no heya da yoon. Minna ni hanaisho da yoon. (This is a secret room~ It's a secret to everyone~))

English : My name is Chris Houlihan. This is my top secret room. Keep it between us, OK?

French : C'est ma pièce la plus secrète. Que cela reste entre nous, ok ?

German : Dies ist mein ganz geheimes Zimmer. Das bleibt aber unter uns, ja?

(Source: GlitterBerri (Japanese text translation))

Program revision differences

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Title Screen

Japanese American
Lttp-jpntitle.png Legend of Zelda- A Link to the Past-title.png

The Japanese version's title screen has neither the sword nor the castle background seen in the American version's title screen. In the Japanese version, you can go straight to the File Select by pressing Start. In the American version, this option is only offered to you after saving & quitting - if you start the game normally, you have to wait until the title screen actually displays the title, before you can go to the File Select.

File Select

Japanese American
I don't know who E - I"- is, so why should he be killed? At least we don't put spaces between each symbol.

The Japanese version's File Select has a stark black-and-white contrast not unlike the NES The Legend of Zelda's file select. The American version uses some nice graphics there.

Japanese American
Did that bottom row just laugh at me? Why is ours smaller? :(

File names in the Japanese versions can only be four characters long. In the American version, this limit has been generously raised to six characters.

Hylian script

Japanese American
File:ALttPHylianJap.png ALttPHylianUSA.png

In the Japanese version, the hieroglyphic font is much larger and more detailed than in the US version. All the text boxes were also made a little wider for the US version.

(Source: Killer Bob)

Eastern Temple

Japanese American
LTTPMiseryMireTileJ.gif LTTPMiseryMireTileU.gif

This tile in the Eastern Temple was changed to remove a religious reference.


Some lines of the ending sequence were altered between releases:

Japanese American

This was changed to remove another religious reference.

Japanese American

A typical case of Engrish. Fixed up in the American version.

Japanese American

Changed since the Ocarina is called Flute in the American version (why, we'll never know).

Japanese American

More Engrish fix-up in the Quest History.

Glitches in Japanese v1.0

  • After getting the Pegasus Boots, by pressing Y and A at once you can dash while holding out an item. The item works like that, too, so by using the shovel, for example, you can dig an entire row of holes.
  • In the Dark World, there's a ledge on Death Mountain that connects two parts of Turtle Rock. By using the Magic Mirror on the above ledge, you could warp on top of the wall, then jump down to the Turtle Rock ledge and skip a large portion of the dungeon. In later versions, you can still warp on top of the wall, but you won't be able to jump down.
  • In any area with movable blocks where you can't use the Magic Mirror (like the watergate room in the Light World), push the movable block and try to use the Magic Mirror at the same time, and the block will disappear completely.

Glitches in Japanese v1.1

  • In the Tower of Hera, on floor 3F, there's a hole at the very right that's next to the wall. Drop down the right side of it to end up on 2F, inside the wall. Jump off to the right and you're "under the floor", from where you can just run straight to the ending! The hole was moved to the left in later versions, to fix this bug.
  • In the Dark World, killing yourself inside a shop or house will cause Link to reappear on the Pyramid of Power with no music. Switching the screens afterwards causes the Light World music to play, rather than the Dark World music.
(Source: darkeye14)