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The Legend of Zelda: Twilight Princess
| The Legend of Zelda: Twilight Princess |
|---|
|
Developer:
Nintendo
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It's Ocarina of Time, except Wind Waker... I think?
| To do: It is dangerous to go alone! Take these: |
Contents
Unused items
Green Chu Jelly
This game is one of the few Zelda games which does not feature a magic meter. However, due to a programmer's oversight, you can still get a green potion in the Wii version. In the Cave of Ordeals, in the room with several Chu Chus, it is possible to make a blue and a yellow Chu Chu merge together, which then become a green Chu Chu (this color doesn't appear anywhere else in the game). Killing it awards you a green potion, which is supposed to refill your magic meter, similar to several other Zelda games. However, Twilight Princess has no magic meter. As a result, it has no effect, nor text. Green Chu Jelly still exists in the GameCube version's data, but you cannot obtain it in any way. Merging Blue and Yellow Chus will instead create a Purple Chu in the GameCube version.
The back of the Wii version's cover has a screenshot depicting a magic meter on the HUD, much like in other Zelda games. (image)
Fire Arrow
A possible placeholder item is obtainable through Gecko codes, but it doesn't do anything. It's item no. 53.
Surf Leaf
Another placeholder item; the Surf Leaf is item no. F7
Wind Waker Leftovers
"itemmdl.arc" contains models of 21 items from The Legend of Zelda: The Wind Waker which suggests Twilight Princess uses the Wind Waker engine.
Unused Bomb Flower
The Bomb Flowers are not found in Twilight Princess. However, there are leftovers of what could have been an early version of them. It is possible they were originally planned for the game before being removed in the final, or it could be a leftover from Wind Waker. [1]
Unused Rooms
R49_00 Details and Textures
The room contains 2 Clawshot targets and an invisible object in the middle. Outside of the map there is a door, a switch, and several suits of armour. Moon jumping to a certain position outside of the map will activate the mini-boss.
D_MN11 (Dungeon) R00_00.arc R01_00.arc R02_00.arc R03_00.arc R04_00.arc R05_00.arc R06_00.arc R07_00.arc R08_00.arc R09_00.arc R11_00.arc R13_00.arc STG_00.arc D_MN11A (Boss Dungeon) R50_00.arc STG_00.arc D_MN11B (Mini-Boss Dungeon) R49_00.arc (Unused) R51_00.arc STG_00.arc
Unused enemies
There are two unused enemies still coded in this game.
- The first is a large humanoid creature that attacks by smacking you with its hands. It was an early version of the Armos (which looked drastically different in Twilight Princess), known as Armos Titan. A few well-placed hits to its crystal will disable it for a while. Judging from its appearance, it is possible that it appeared in the Temple of Time or the Palace of Twilight.
- The second is a giant golem made of a collection of Gorons. The group wanders around aimlessly, at first, but once you come near it, they morph into the golem and try to attack you. The golem has no collision, so it was possibly cut earlier than other cut enemies.
Early Shadow Beast
This creature of the twilight is possibly an older version of the Shadow Beast. It is viewable on a trailer from GDC 2005 when Link defeats one in a forest. It is still present in the game data as a model. It uses more or less the same movements as the Beast Shadow of the final version. Given its face and the fact that it is only seen in said forest, it may actually have been a shadow Bokoblin.
Early ghost soldiers
It is possibly an older version of ghost soldiers, presumably predating the Game Developers Conference 2005 trailer.
Unused Characters
Strange giant with glasses
This character is a large giant with white and purple lines. The face is yellow and wearing glasses. The character serves no function, and could be presumed to be a placeholder. Given it's tremendous size, and the fact that various models in the game match up heights to the stripes, it might actually have been a height reference.
Unused streams
The Legend of Zelda: Twilight Princess contains three leftover streams from early Electronic Entertainment Expo builds and demos:
TitleLogoE3
TitleLogoE3 was featured in the early E3 2005 demo build of Twilight Princess, the year in which the game was first revealed.
TitleLogoE3_2006
TitleLogoE3_2006 is the title theme featured in the 2006 E3 demo. It bears a striking resemblance to TitleLogoE3, yet remains distinctly different, with different instrumentals and reverbed howl.
stageselect_e3_2006
Stageselect_e3_2006 is the exact same Hyrule Field theme showcased in the final game. This particular copy of the stream, however, was featured in the 2006 E3 demo as a stage selection menu theme.
Developer messages
Hidden in Sample.arc is a few .txt files, one of which is a somewhat lengthy discussion between two programmers.
TODO: Get full translation and update
Miscellaneous
Linker .map files
The US version ships with a folder containing the complete symbols for the game binary. These files would of helped the developers figure out how the game would crash, to make debugging easier.
They were used not only to understand the game itself, but was an aid in understanding the APIs involved in Wii development.
Strange model
In Sample.arc, there is a file simply called a. It seems to be in the same format as the R_00 Hyrule Castle model from The Wind Waker. It is dated October 14th, 2004.
The model itself is the same box model as the DZB collisions in the same archive are.
Revision differences
The initial Wii version has some bugs; these were fixed in the GameCube release and all later Wii versions. Most infamously, a bug related to saving in the original revision made the game unwinnable.
- If you go to the room with the cannon and save your game inside, once you reload your saved game you won't be able to warp out or leave. The game thinks Shad, who can't be around to see you, is still there even though he's nowhere to be seen. This left you stuck in the room forever.
- As mentioned above, if a Blue Chu and Yellow Chu merge, they will become an unique Green Chu in the Wii version, something not possible in the GameCube version.
- If you were to try to warp underwater the same moment Link's about to drown, the game would get stuck on the Game Over screen eternally. Fixed in later versions by not allowing you to warp underwater.
- On Snowpeak, by standing next to Yeto and hitting the tree with the Ball and Chain at a specific point, Yeto would talk to you automatically, which caused the game to freeze right as the race started.
Cleanup > To do
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