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The Legend of Zelda: Spirit Tracks

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The Legend Of Zelda: Spirit Tracks

Developer: Nintendo
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: December 23, 2009
Released in US: December 7, 2009
Released in EU: December 11, 2009
Released in AU: December 7, 2009


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.


Since Spirit Tracks has been built on a modified engine of its predecessor, Phantom Hourglass, even going as far as including a mini-version of its main dungeon as a hidden temple, it should have been expected to have some share of unused content.

Phantom Hourglass Left-overs

Temple of the Ocean King 3D Model

Under the name DNGN.nsmbd, there exist a duplicate of the Temple of the Ocean King's outside entrance. Needless to say, it goes unused in the final game.

Unused Music

A slightly different version of the Boss Battle theme of Phantom Hourglass is still in the game, unused of course.

The Great Sea theme from the previous game is also still in the game, present twice at the very beginning of the .sdat file, but unused.

Debug Related Content

DebugFont

Self-explanatory.

File:Debugfont128spirittrack.png

Unused Text

Alongside the debug font, there is this odd looking text file.

//-----------------------------------------------------


// This file was generated by g2dcvtr.exe converter.


// Avoid editting this file.


// creation date ==> 02/16/09.


//-----------------------------------------------------


#define    NANR_DebugFont_CellAnime0    0 // コメント未設定

E3 Demo Leftovers

The demo presented at the E3 convention had 3 modes: a train section, a dungeon section, and a boss battle section with the first boss. There are leftovers though in the final retail copy...

Unused Graphics

The E3 mode used a small red flag on the map to show the target (which was the Castle City in the demo). Its graphics are still in the final version but it is never used.

The icons of the mode select, the title screen and the ending screens are are still in the game, too! There is also a Mic Test menu graphics too. Oddly enough, they have only English versions, although there is multiple language files for the text said in the demo.

File:E3S0.NSCRspirittracks.png

File:E3thanks.spirittracks.png

File:E3buttons st.png

Unused Dungeon

The E3 dungeon is roughly a compilation of many puzzles from other dungeons in the game in a fire setting accessible only in the E3 demo. However, it is still in the final version of the game!

It can be accessed in the PAL version by the use of a certain Action Replay which causes the game to delete the current save file, then replacing it with a save which triggers the E3 dungeon when opened. The code is:

(M)
master
00000000 00000000
00000000 00000001
00000000 04000136
E3 Dungeon (Overwrites Gamesave)
94000130 000000ff
02262060 00000052
02262064 00000000
02262068 00000000
0226206c 002b0000
02262074 00000052
02262078 00000000
0226207c 00000000
02262080 002b0000
d2000000 00000000
92265340 00005544
92265322 fffd0000
da000000 02265322
d4000000 00000002
d7000000 02265322
d2000000 00000000
Start a new game, Hold L+R while saving, quit then reload.

There are some oddities with the dungeon though, alongside glitches not present in the original E3 demo:

  • The text said by Zelda at the beginning is unused in the final game, and is fully translated in other languages.
  • When entering a new floor, Zelda is exhibiting a strange behavior: Instead of entering first then Link coming after her, she tends to enter with him at the same time, which causes her to partially clip with the walls. She is also not supposed to be playable outside the Tower of the Gods.
  • The stairs leading to the lava pools are untextured and often have glitchy behavior.
  • Some triggers are non-functional: The shortcut door at the right side of the entrance is opened prematurely, before its switch is pressed. The big chest holding the Whirlwind item appears before the enemies are defeated. Same goes for the big chest holding the heart piece in the miniboss room, which is there even before the miniboss is defeated. A fire wall protecting a key doesn't disappear, making the dungeon unbeatable without cheating.
  • The dungeon is totally disconnected from any other rooms from the main game.

Regional Differences

Like Fire Emblem: Shadow Dragon (released around the same time) and Phantom Hourglass, the North American and European versions contain two different translations. In this case, it is the American translation that is generally more literal, while the European one takes a few more liberties. Also, the French and Spanish scripts were completely redone by NOE, down to some of the names, due to subtle differences between the European and the Canadian/Latino-American dialects.