We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

The Legend of Zelda: Twilight Princess

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

The Legend of Zelda: Twilight Princess

Developer: Nintendo
Publisher: Nintendo
Platforms: GameCube, Wii
Released in JP: December 2, 2006
Released in US: November 19, 2006
Released in EU: December 8, 2006
Released in AU: December 7, 2006
Released in KR: August 27, 2009


AreasIcon.png This game has unused areas.
DevMessageIcon.png This game has a hidden developer message.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.


NotesIcon.png This game has a notes page
ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Are you a bad-enough dude to save the Twilight Princess?

Debug Content

TP DebugConsole1.png
Debug Content
More like Cave of Bore-deals.

Unused Content

Animations

GraphicsIcon.png
Unused NPC Animations
Rusl and the Terrible, Horrible, No Good, Very Bad Day.

Maps

TLOZTP D MN11B R49 00 1.png
Unused Rooms
Think outside the walls.

Resources

CharacterIcon.png
Unused Actors
All the world's a stage, and yet these actors have found themselves out of a job.
ZeldaTP SurfLeafIcon.png
Unused Items
99 bottles of Chu Jelly on the wall~
TP ItemsTWW.png
Unused Models
Goron bots, assemble!
SoundtestIcon.png
Unused Music
Listening to streams is always relaxing.
SoundIcon.png
Unused Sound Effects
I think you're lost, Mario.
TextIcon.png
Unused Text
Ganon monologuing.
LoZTP Ak ocarina fire 00.bti.png
Unused Textures
ENHANCE!

Data

CodeIcon.png
Unused Functions
Fee-fi-fo-fum, I smell the blood of a pumpkin, son.

Revision Differences

The initial North American Wii release of the game contains the most glitches. The following examples were fixed for the GameCube release, as well as later Wii versions.

Cannon Glitch

If you go to the cannon room in the basement of the sanctuary in Kakariko when Shad is present, save your game and quit. You will be permanently trapped in the room upon reload, without the ability to warp out or leave. This is because saving and quitting causes Shad to warp to the top of the stairs, but the game still thinks he can see you, preventing you from warping the cannon out and continuing with the plot.

Cave of Ordeals Debug Routine

See the relevant section on the Debug Content page for further details.

Eternal Game Over Glitch

If you try to warp while underwater at the same moment that Link is about to drown, the game gets stuck on the Game Over screen. This bug was fixed in later versions by not allowing you to warp underwater.

Map Glitch

In the early Wii releases of the game, Link's warp sequence could be interrupted by reading something or talking to someone and opening the map at the same time, which caused Link to perform the former action instead of warping. This process disabled most triggers in the map, such as those that determined loading zones and out-of-bounds areas, making various sequence breaks possible. One example was that it became possible to ascend Snowpeak without first obtaining the Reekfish Scent.

In later releases, the glitch was fixed, so disrupting the warp sequence no longer had the aforementioned side-effects.

Players of the original GameCube release were able to disrupt the warp sequence by pressing D-Right and Z at the same time. This caused Midna to pop up and interrupt the warp sequence after a warp was selected. This was later fixed in the Japanese GameCube release.

Snowpeak Glitch

If you stand next to Yeto and hit a specific section of the nearby tree with the Ball and Chain, Yeto initiates a conversation with Link that triggers the snowboard race. The game then freezes right as the race begins.

Uncategorized

Build Date

Hmmm...
To do:
Get the rest of the build dates from EU Wii, EU Wii Kiosk, JP Wii and Korean Wii versions.

The file /str/Rfinal/Release/COPYDATE contains a date and time for when the game was compiled.

NA Wii NA Wii Kiosk Demo NA GC
2006/10/10 20:35
2006/10/23 23:15
2006/11/06 18:16
EU GC JP GC NA Wii Rev 1
2006/11/06 18:18
2006/11/10 16:16
2007/02/27 15:36

Files contained in Sample.arc

/bck
test.bck (Test model animation)

/bmdr
file1.bmd (Unknown model)
file2.bmd (Early Epona's model)

/dir
file0.txt (Text file)
file1.txt (Text file)
file2.txt (Developer messages)

/dir5
a (M_TetsuSaku00A)

/dzb
file2.dzb (M_TetsuSaku00A model collision)
file.dzb (M_TetsuSaku00A model collision)

/evt
event_list.dat (Test file event)


(Source: Kargaroc)