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m (→‎Twilight Princess: Fan-name template does not properly work when used with links. Those things shouldn't even exist as pages anyway.)
 
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|summary= Artwork from {{ALttP}} Shogakukan Strategy Guide (1991)
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|source= [http://blueganon.tumblr.com/post/142647638941/ Tumblr]
{{Image|type=caption|image=Unused TP Monster.png|positon=right|size=200px|caption=An unidentified enemy, possibly an earlier version of the [[Shadow Beast]], from ''Twilight Princess''}}
 
 
|type= artwork
:''This article gives an overview on unused or unreleased game information. See [[Hacks]] and [[Glitches]] for information and abilities gained by using cheating devices and by exploiting programming faults, respectively.
 
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|game= ALttP
'''Unused content''' is a sector of gaming that focuses on the unreleased, scrapped, or otherwise removed content of a game only obtainable through hacking, pre-release demos, or through other unlicensed means. It includes, but is not limited to, content from '''beta releases''', a specific prototypical stage of development.
 
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|licensing= Copyright
 
In respect to the ''Zelda'' franchise, unused content ranges from enemy prototypes to early landscape blueprints, from entire projects to the original design of certain items. While this content is most often removed from the final publication of games, sometimes its influence can still be seen in the title in final builds. For example, in {{OoT}}, the [[Forest Temple (Ocarina of Time)|Forest Temple]] and [[Medallions#Forest Medallion|Medallion]] were supposed to be the [[Wind Temple#Trivia|Wind Temple]] and [[Medallions#Development History|Medallion]]. Although the forest design for the temple was chosen, the Medallion and insignias placed in Ganon's Tower and around the Forest Temple are still reminiscent of the windmill-like symbol relative to the pre-release Wind Temple.
 
 
==''A Link to the Past''==
 
*The [[Cannon Soldier]], an unused enemy [[Soldier (Enemy)|Soldier]] variation that still remains in a working state in the game's code.
 
 
==''Ocarina of Time''==
 
[[File:Unused Magic Medallions.jpg|right|thumb|Equipped Medallion]]
 
[[File:Unused Great Fairy.jpg|thumb|Restoration of an early Great Fairy]]
 
[[File:Red Ice Beta Block.jpg|right|thumb|Unused Red Ice block in the Ice Cavern]]
 
Because of its popularity, {{OoT}} has been hacked many times to create mods or just to look into the game's assets. Along the way, much unused content was found hidden within the cartridge data. Early previews of the game also provide insight into unused content.
 
*A [[Sword Beam]] can be seen in screenshots and early trailers.
 
*The [[Arwing]], the famed ''Star Fox'' starfighter, makes an appearance in ''Ocarina of Time'' as a flying enemy. It was likely used to test the Z-targeting system as well as projectile weapon usage. This unusual enemy can only be loaded through the use of a cheating device.
 
*An early model for [[Fado (Ocarina of Time)|Fado]] exists within the cartridge data.
 
*In early builds of the game, [[Medallions#Development History|Medallions]] worked differently. Medallions can be seen equipped in various early screenshots. Several early screenshots depict Link with the Forest Medallion (then known as the Wind Medallion) equipped, as the Medallions were the original method of [[warping]] through [[Hyrule]] instead of using the Ocarina of Time.<ref>{{cite web|quote=You may remember that in a lot of preview images you could have medallions in your inventory, like the forest medallion for example. Well did you know that these medallions actually did what the Ocarina did in the final version? When Zelda started out, the Ocarina was not planned for the game. Using medallions provided you with the ability to warp and other things. I think Ocarina was introduced to game maybe 75% through development. In the end, I am glad they added the ocarina to the game, as it would not have been as good using medallions.|url=http://www.zeldapower.com/index.php/zelda-articles/96-interviews/766-ask-sam-interviews-the-unseen-zelda-part-2.html|title=Ask Sam Interviews: The Unseen Zelda (Part 2); retrieved Aug. 1 2011|site=Zelda Power}}</ref> In a November 1997 interview by Famimaga 64, Shigeru Miyamoto explained that the Medallions, known as "Magic Medallions", were supposed to have been used in conjunction with Link's [[bow]] and [[arrow]]. There were to be six types of Magic Medallions, including fire, wind, darkness, and light, meaning that they might have been used instead of the [[Fire Arrow|Fire]], [[Ice Arrow|Ice]], and [[Light Arrow]]s that turned out in the final, released version of the game.<ref>{{Cite person| quote=This is a wind magic medallion. There are six types of magic, including fire, wind, darkness, and light. I'm thinking about mixing the different types of magic (Miyamoto forces a smile). Truthfully, you can use magic in conjunction with Link's bow and arrow. Since you can use magic missiles, it's important that you can use magic on arrows.| name=Shigeru Miyamoto| url=http://www.zeldalegends.net/index.php?n=interviews&id=1997-11-26-famimaga-miya-oot&m=html| title=Miyamoto answers 100 questions about OoT}}</ref> The Forest Medallion and Water Medallion were originally the "Wind Medallion" and "Ice Medallion", but their names and corresponding dungeons were changed during development.<ref>{{Cite person|quote=Yes. The six types of magic are divided by color, the wind magic being green.|name=Shigeru Miyamoto|url=http://www.zeldalegends.net/index.php?n=interviews&id=1997-11-26-famimaga-miya-oot&m=html|title=Miyamoto answers 100 questions about OoT}}</ref> Two icons relating to these original medallions are still present in the game's code.<ref>{{cite web|quote=These two icons left inside the rom of Ocarina can be translated as Wind Medallion and Ice Medallion, and they are most likely the leftovers of two temples removed from the final game and probably scheduled for Zelda Ura.|url=http://www.unseen64.net/articles/zelda64-project-development/|title=Project Zelda 3D: The Development of Zelda 64; retrieved May 14, 2011|site=Unseen 64}}</ref>
 
*Early screenshots show a [[Stalfos]] different from the current Stalfos design.
 
*A [[Wind Temple]] and [[Ice Dungeon|Ice Temple]] were originally planned. They were eventually replaced with the [[Forest Temple (Ocarina of Time)|Forest Temple]] and [[Ice Cavern (Ocarina of Time)|Ice Cavern]] (or possibly The [[Water Temple (Ocarina of Time)|Water Temple]]), respectively.
 
*[[Zora's Fountain#Trivia|Zora's Fountain]] originally had an exit to [[Zora's River]] in early versions of the game.
 
*A different Jump Attack animation can be seen in early previews. This was replaced with the current animation in the final build.
 
** Also in early previews, Link can be seen doing front flips - this move does not exist in the final game. The animation still exists and can be hacked in, however.
 
** In some early Japanese previews, the B button was labelled {{exp|Jump|ジャンプ}} (Jump). In order to streamline the gameplay, this was removed in favor of the [[Autojump]].<ref>{{cite person|quote=You had to press a button to jump when we first started making The Legend of Zelda: Ocarina of Time. [...] As we were making Super Mario 64, we were thinking about The Legend of Zelda the whole time, and started talking about decreasing the action element in The Legend of Zelda and increasing the puzzle elements. |name=Yoshiaki Koizumi |url=http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/1/1 |title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D: The Legend of Zelda with Chanbara-style Action}}</ref>
 
*The game includes Nintendo 64DD-exclusive programming, remnants of an early period of development. {{OoT}} was originally going to have an expansion disk released for the 64DD, but after the 64DD failed in Japan, the expansion disk was canceled. However, through the use of a cheating device, one can force the game to mark an existing save file as one intended for use with the (nonexistent) expansion disk. This file, once modified, cannot be loaded.
 
*Link's Hylian Shield and Master Sword had a different design in earlier versions of the game.
 
*An [[Ocarina of Time (Item)|Ocarina]] Pedestal, similar to the Medallion pedestals, was modeled but never used in the final game. It can be found in an unused cutscene taking place in Zora's Fountain.<ref>[http://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time/Unused_scene_setups#Zora.27s_Fountain.2C_scene_01]</ref>
 
* During the development of ''Ocarina of Time'', the Great Fairies were not the same ones that appeared in the final version of the game, for they had more of a crystal appearance with long, white wings. Their crystalline appearance is similar to the appearance of the Great Fairies from {{TWW}}. The early Great Fairy, surprisingly, shares the same model file as the in-game Great Fairy.
 
* Gold-rimmed [[Treasure Chest]] models, similar to those used in ''Majora's Mask'', can be seen in some pre-release screenshots.<ref>[http://tcrf.net/File:OoT-Dodongo_Pre-boss_Room.jpg]</ref>
 
*The later discovery of a ''Master Quest'' debug ROM (used for testing) reveals even older remnants, including character models and unused rooms not found in the final game. This includes test rooms and an older version of the Hyrule Castle courtyard.
 
*Concept art had Link with an attire similar to incarnations prior to ''Ocarina of Time''.<ref>[http://zeldawiki.org/File:Early_Oot_Link_concept.jpg Link's concept art]</ref>
 
*By using cheats, a block of [[Red Ice]] can be found inisde the [[Ice Cavern (Ocarina of Time)|Ice Cavern]] in the [[White Wolfos]] chamber. It was probably used to cover the Treasure Chest containing the [[Iron Boots]]. It was later used in {{MQ|OoT}}.
 
*The character control was significantly different from the final release.
 
** In pre-release footage of the game, a different First-person view camera than the final release, the camera being centered at Link's upper-back up to the back of his head, identical to that of ''Super Mario 64''.
 
** The game also featured the use of a manual 180-degree turnaround, quite identical to the 180-turn seen in the Resident Evil series. This manual turnaround is depicted as being able to be done not only while standing still but while walking and running.
 
* The battle system was significantly different as well. Link can be seen slashing and cutting against enemies in a far more fluid motion than any of the 3D Zelda games to date.
 
**In the final version, attacking is by inputting the attack button while holding a certain direction and if inputted the same way three times features Link doing a slash/stab, then repeating that move once more then a slightly unique slash, varying from an upwards slash to the left (vertical and thrust), inward slash to the right (horizontal), or diagonally upward slash to the left (diagonal). However in the footage, Link can be seen able to slash about freely as well as able to slash multiple times in any manner the player would choose, without having to limit to only three strike as well as having lock-time between slashes, being able to attack multiple times in one attack as opposed to only three simple limited attacks.
 
**In one segment of the footage, Link is shown attacking several blue and green Chu-Chus. The first attack the user does is a running swipe to the left, indicating that Link can swing his sword while running, much like was possible in {{TP}}. However, unlike ''Twilight Princess'', Link isn't forced into cancelling the chain or forced to do idle standing slashes when the running attack(s) connect, Link is able to freely chain the running slashes and standing slashes together with ease and vice versa.
 
*When standing still, Navi would bounce around in a dancing-like fashion, as opposed to her moving around in a wide circular motion above Link like she does in the final version of the game.
 
*In the early development stage of the game, Link's character model resembled {{ALttP}} Link greatly.
 
*His shield also had very similar characteristics to A Link to the Past Link's shield, and the [[Red Shield]]. The Shield's shape was the same as the finalized model, being a hexagonal-shape. But, the silver border outline of the shield didn't have as much of a unique design, having only a plain basic silver/white outline, and the rest of the shield was blue and had a large Triforce symbol, and beneath the Triforce was a "v"-symbol (this symbol being identical to the same symbol that appears on the [[Red Shield]] that was separated centerwise vertically. This symbol and the triforce were colored slightly different from its later design, this early version was colored limeish yellow rather than the standard gold color.
 
**The later development stages had the Shield be more close to the final version of the Hylian Shield. It now featured a more wave-style border on the shield and had the two cloud designs at the top-left and top-right (these being also more wave-like in design, as well) of the shield and had a more gold-colored Triforce and under the Triforce was a gold upside-down triangle/Triforce Piece.
 
*It was planned for the game to feature permanence in regards to the players actions. If the player were to cut a tree, cut some grass for Rupees, destroy a pot(s), or even leave footprints in the ground/sand, these things would remain there for the remainder of the game. The footprints would remain and not vanish, pots would not respawn, cuts on trees would stay until the end of the game, and grass would not regrow.
 
*Hyrule Castle Town was seen as a full 3D-render rather than a 2D backdrop.
 
 
==''Majora's Mask''==
 
*The game was originally titled ''Zelda: Gaiden'', which translates into English as "Zelda: Side Story".
 
 
*A Mask resembling Adult [[Link]] from ''Ocarina of Time'' was to make an appearance, with speculated effects that were meant to transform Young Link into Adult Link. It is speculated that the Mask may have been replaced with the [[Fierce Deity's Mask]], which slightly resembles Adult Link. Concept art of Adult Link in ''Majora's Mask'' appears in {{HH}}, further suggesting Link could transform into Adult Link.<ref>{{Cite book|quote= Only Child Link appears in ''Majora's Mask'', but, for some reason, there are illustrations for Adult Link. Perhaps they were prototypes of Fierce Deity Link, who appears in the final game.|book= [[Hyrule Historia]]|publisher= Dark Horse Books|page= 151}}</ref>
 
 
<gallery class="center">
 
File:CT adultlinkmask.jpg|Adult Mask and Fairy Ocarina in ''Majora's Mask''
 
File:MM Link concept art.jpg|Adult Link concept art in ''Hyrule Historia''
 
</gallery>
 
 
*There also exists an unused texture of a Mask resembling Young Link's face, as well as concept art in ''Hyrule Historia'' of [[Deku Link]] wearing this Mask. It is speculated it was meant to return Link to his [[Hylian]] form.
 
 
<gallery class="center">
 
File:MM Link Mask Model.png|The unused Link Mask
 
File:Deku Link concept 2.jpg|Concept art of Deku Link wearing a Link Mask in ''Hyrule Historia''
 
</gallery>
 
 
*A number of objects and items originally from ''Ocarina of Time'' were once used. Some had their models updated, whereas others were removed or replaced.
 
**In the pre-release screenshot showing the Adult Mask, the [[Fairy Ocarina]] can be seen as opposed to the Ocarina of Time.
 
**Link originally had a [[Deku Shield]], as shown in early screenshots.
 
**The Boomerang, as a standalone item, was also intended to be in the game. The Boomerang functionality was replaced with [[Zora Link]]'s double fins.
 
**The [[Megaton Hammer]] was another item replaced. Before punching with Goron Link was introduced, Goron Link could be seen with the Megaton Hammer on the B Button in pre-release screenshots.
 
**Blue Fire can be obtained through the use of a cheating device. However, it has no description on the item subscreen and acts as a [[Bug]] in a [[Bottle]] when used.
 
**A [[Hyrule Loach]] can also be obtained through the use of a cheating device, however it does not have any actions associated with it. Its description was never translated from the original Japanese text.
 
 
*Link's instruments while transformed were separate items which can be found in the Japanese versions of the game. They were intended to replace the Ocarina of Time while transformed, as seen in pre-release footage, but weren't used for some reason. They were later added back in {{MM3D}}.
 
 
*In very early builds of the game, Link's model was identical to the one used for Young Link in ''Ocarina of Time''. The model was later modified to reflect Link's physical growth.
 
 
*The [[Gorman Brothers]] were originally one [[Ingo]], as seen in early images.
 
 
*Major landscape remodels took place between the earlier versions and final release. Modified land forms include the [[Stone Tower]] and [[Termina Field]].
 
 
===''Majora's Mask 3D''===
 
*Unused models of [[Sheik]], [[Impa]], and [[Ganon]]dorf can be found in the game's files. Their file names make reference to a [[Fishing Hole Man|fisher man]], suggesting that they may have been planned to appear inside the [[Fishing Hole]]s.
 
 
==''Oracle'' Series==
 
*[[:File:Ganondorf OoX concept.png|Concept art of a human Ganondorf]] is included in ''Hyrule Historia''.<ref>{{cite book|quote= A design sketch depicting Ganondorf's phantom. Ganondorf never appears in the Oracle series, however. Only his beast form, Ganon, is seen.|book= [[Hyrule Historia]]|publisher= Dark Horse Books|page= 169}}</ref> In the final games, Ganon appears only in his beast form.
 
 
==''The Wind Waker''==
 
[[File:HH TWW Scrapped Islands.png|thumb|300px|Stovepipe Island and GC Island]]
 
*An older form of Link was sketched, but never modeled. Link was to physically grow during the course of the game (at a more subtle rate than in {{OoT}}), but implementing this idea was too difficult, so it was scrapped.{{fact}}
 
*The [[Skull Hammer]] was confirmed to have a different name and design during the development phase.{{fact}}
 
*Link's clothes were to have the same color scheme as his clothes from the original ''The Legend of Zelda''. This was only changed to the final color scheme late into development.
 
*As seen in the SpaceWorld 2001 trailer for the game, Link originally had a sneaking function, possibly created to be used in the stealth sequences of the [[Forsaken Fortress]]. This was replaced with hiding in barrels. In the same trailer, Link's voice from {{MM}} was used as a placeholder voice, as the final voices had not yet been recorded.
 
*{{HH}} contains concept art of two islands that were never included in the game:
 
**Stovepipe Island was planned to be a volcanic "island of steam and smoke" with a hot spring lake and a valley of magma. Link would have potentially entered the volcano's crater, as with [[Fire Mountain]] in the finalized game.
 
**GC Island was intended to resemble a [[Nintendo GameCube]]. This concept was later used in the game's direct sequel—{{PH}}—with [[Dee Ess Island]].
 
*[[Ice Ring Isle]] and [[Fire Mountain]] were possibly going to be the locations of full dungeons,{{fact}} given that they are marked on the full map of the Great Sea. Otherwise, the map only includes islands that host dungeons or are plot-significant.
 
*The E3 2002 trailer showed a different layout for [[Dragon Roost Cavern]].
 
*A mysterious item, marked only by Japanese text translating to "Water Boots", can be loaded and used through hacking. However, no model appears, and the animation for putting the boots on and off is the same as that of the Iron Boots. It is therefore possible that the Water Boots were, in fact, Iron Boots with different functions, such as sinking into water (as evidenced by the item name).<ref>{{cite web|quote= |author= |published= |retrieved=November 16, 2013|url= http://tcrf.net/The_Legend_of_Zelda:_The_Wind_Waker/Unused_Textures_and_Models#Item_icons|title= The Legend of Zelda: The Wind Waker/Unused Rooms|site= The Cutting Room Floor|type=}}</ref>
 
*Until surprisingly late into development, the A button was mapped to the sword, with B being the roll command.
 
** Enemy swords can be picked up and used in the final game. In earlier builds, however, the sword button icon changed to reflect the enemy weapon Link was using.
 
* Two placeholder [[sail]] icons were found on the game disk, whose internal names suggest they would have been called the Zora Sail and the Tingle Sail. No information is known as to why these extra sails were not implemented, but [[Eiji Aonuma]] has stated that the GameCube hardware limited the boat speed, which resulted in the Swift Sail in ''The Wind Waker HD''.<ref>{{cite person|quote=If I had to say one thing in particular I wanted to improve in the original, while I was developing the original, it has to have been the boat speed. I can't give you an exact number, but it's almost two times faster in the Wii U version than it was in the {{Typo|Game Cube|GameCube}} version, and that was because of limitations with the hardware. |name=Eiji Aonuma |url=http://multiplayerblog.mtv.com/2013/09/09/eiji-aonuma-the-legend-of-zelda-wind-waker-hd/ |title= Nintendo's Eiji Aonuma Pulls Back The Curtain On 'The Legend of Zelda: Wind Waker HD'}}</ref>
 
 
==''The Minish Cap''==
 
*The [[Fire Rod]] was slated to be included, but was replaced by the [[Lantern#The Minish Cap|Flame Lantern]]. However, a reference to the Fire Rod can be seen in the [[figurine]] description for [[Wizzrobe|Ice Wizzrobes]] in the European version of the game. Hacking the game reveals that the Fire Rod still exists, but oddly functions as a debug tile editor item. With the editor, one can modify the various landscapes within the game; however, changes cannot be saved.
 
 
==''Twilight Princess''==
 
===Characters===
 
*As seen [[:File:Iliayes.jpg|in her concept art]], [[Ilia]] was designed with pointy ears, like a Hylian.
 
*[[Beth]]'s [[:File:Bethofordon.jpg|concept artwork]] showed her with a toy attached to her back.
 
*[[Louise]] was initially meant to accompany [[Darbus]]. This can be seen in early concept art where she rests on his shoulder.<ref>{{cite book|quote=For some reason, this concept art depicts Telma's cat riding on Darbus's shoulder. It seems that, initially, the feline played a role in his story.|book=Hyrule Historia|publisher=Dark Horse Books|page=189}}</ref>
 
*[[Midna]]'s hairstyle was different, not only on its form but also color, which was blue, orange and black.
 
 
===Enemies===
 
{{Image
 
|type=caption
 
|image=TPArmosTitan.png
 
|positon=right
 
|size=150px
 
|caption=The Armos Titan
 
 
}}
 
}}
*The {{name|Armos Titan}} looks like a traditional [[Armos]], but have no weapons and attack with its hands. Unlike other Armos, it has a gem on its chest and can be successfully hit by shooting three [[Arrow]]s or one [[Bomb Arrow]] at it.
 
*An enemy resembling a [[Shadow Beast]] can be seen in the E3 2004 and GDC 2005 trailers.
 
*{{name|Goron Golem}}, the massive conglomeration of [[Goron]]s, packed together as an alleged enemy.
 
*Meter Giant, most likely a placeholder used for measurements.
 
*[[Moblin]], removed from the game, was seen during an early trailer in an equally unknown indoor area.
 
*[[Gohma]], replaced by [[Armogohma]], was to chase Link through a cave. This can be seen in the GDC 2005 trailer.
 
*[[Kargarok]]s, originally planned to be in the Twilight, but were replaced by Shadow Kargaroks.
 
 
===Geography and Surroundings===
 
*[[Hyrule Field]] contained many dead trees, which can be seen in the early trailers.
 
*{{name|Beta Forest}}, the alleged extra forest region in ''Twilight Princess'', contained a giant ancient statue and an area full of cats, both viewable in the GDC 2005 trailer.
 
*A canoe can be seen in [[Ordon Village]] in the E3 2005 trailer.
 
*The twilight was originally black and white, rather than full-color with a muted color scheme. This grayscale Twilight Realm can be seen in early trailers.
 
*A wholly unused room with a Moblin in it was shown in the E3 2005 trailer. It doesn't resemble anything from the final game.
 
*A single test room still exists in the data; it is an early version of the [[Darkhammer]] miniboss room. Apart from early textures, object placement reveals that the area was once a much larger, hexagonal room, instead of the narrow corridor in the final version. Possibly changed to make the fight more difficult.
 
[[File:TP Link fishing scrapped.jpg|thumb|right|Link in a scrapped fishing area]]
 
* In early trailers of {{TP}}, a fishing hole, not unlike the current Fishing Hole in [[Hena]]'s pond, was demonstrated. Since Link can be seen wearing his [[Ordon Village|Ordon]] outfit, it is assumed that this fishing zone was possibly near Ordon Village. Further proof of this is that in the first playable demo of ''Twilight Princess'', Link can use the canoe to explore the village.
 
 
===Miscellaneous===
 
*A [[Magic Meter]] can be seen in some of the early screenshots and even on the back of the Wii version's boxart. It was presumably used for the [[Magic Armor]] and the removed [[Fire Arrow]]s. Unused text left in the game reveals that another function would be to transform Link into wolf form and vice versa.
 
*Items such as black [[Chu Jelly]], bottled [[Blue Fire]], [[Fire Arrow]]s, [[Ice Arrows]], and Surf Leaf were slated to be included but never were.<ref>{{Cite web|title=Legend of Zelda: Twilight Princess [RZDP01]|url=http://geckocodes.org/?c=RZDP01|site=Gecko Codes}}</ref> Fire Arrows possibly used the Magic Meter. The surf leaf was probably the leaf used for snowboarding from [[Snowpeak Top]]. The Japanese internal name for the surfing item was "Shield Surfing", indicating that Link would snowboard on his shield.
 
*Green and Black Chu Jelly were originally designed to be normally accessible types of Chu Jelly. However, their programming was left unfinished. The Green Jelly can only be found in the Wii release. Though technically an unused item, it can be found by normal means; the jelly is produced by allowing a Blue and Yellow Chu to merge. The Green Jelly does nothing when consumed (it was probably meant to fill the Magic Meter), and its details are completely missing. The Black Jelly, on the other hand, can be found in both releases, though it can only be accessed by hacking. The Black Jelly has intact details and descriptions; it is essentially complete. When consumed, Link takes one heart of damage similar to Nasty Soup.
 
*[[Midna]] had orange-blue hair, which was later replaced with her current orange-yellow style. This can be seen in early screenshots and the E3 2005 trailer.
 
*The game originally had a different transformation cutscene when Link first enters the twilight. This can be seen in the E3 2005 trailer.
 
*Link originally could perform a spinning back slash, as seen in the E3 2005 trailer.
 
*Link had a placeholder voice from ''Ocarina of Time'', like how ''Wind Waker'' once used ''Majora's Mask'' voices.
 
*It is likely that Midna once had the ability to tattle on enemies, the same way as [[Navi]], [[Tatl]], [[Tingle]], and [[Fi]]. An early video shows a prompt to press Z for a hint when Link targets an enemy.
 
*In earlier builds, the Hyrule Castle spirit soldiers were more abundant in the sewers. The final release has fewer soldiers.
 
*An icon and design of an unused [[Ordon Shield]] can be seen within the game files. Colin and Talo can be seen with this model of the shield.
 
 
==''Spirit Tracks''==
 
*The title screen had a different font compared to the final.
 
* The cutscene in which Link is given his engineer certificate was different. Additionally, the castle throne room had a different design.
 
*Link's voice clips were reused from ''Phantom Hourglass'' as a placeholder for his newer voice clips.
 
*A trailer in 2009 shows a demo in an early version of the Tower of Spirits, which went through some drastic redesign
 
*It seems that Zelda was never planned to join Link on his quest.
 
**Link was shown the ability to command a Phantom (a feature kept in the final build). Some differences apply; they made no voice when attacking, and had more of a green, masculine theme than the pink, feminine theme (used to match Zelda's overall theme when she possessed the Phantom). Rather than a pink helmet, the Phantom icon was a rather gray helmet, and to call it a whistle icon was put rather than a swirl.
 
**More evidence pertaining to this is in Anjean’s statement about the Phantoms, “Though they look quite sinister, they won't harm anyone with a good heart.” Judging by this, Link would have gained the ability to possess a Phantom himself without using any magic. In the final build, they serve as enemies (as in ''Phantom Hourglass'') and can only be possessed when using Zelda's soul.
 
*The train tracks seen on the fields of New Hyrule had different routes. Also, Link always used the Wooden Train as his default train.
 
*The forests had a darker design, and as the player travelled the background straight ahead appeared inward
 
*Trees seen in the Snow Realm were originally seen in the Forest Realm.
 
*Some unused music exists, notably the boss theme from “Phantom Hourglass.” It appears it was meant to be used somehow, as evident in that the Ghost Ship battle theme is used when fighting Dark Link at the end of Take ‘Em All On!
 
*The Whip had a different design, looking like a regular bullwhip, which was later changed to a snake-like design.
 
 
==''Skyward Sword''==
 
*The Hylian Shield, as seen in the E3 2010 trailer, had the design of the Hylian Shield from {{TP}}.
 
*Moldarach originally had a smoother design, as seen in E3 2010 and pictures. Its boss arena was also in an area that looked like the [[Great Tree]] which was most likely a placeholder.
 
*The [[Whip]] was originally designed with a skull and was dubbed the "Skull Whip". Other characteristics include a different icon and tip.
 
*The Loftwings had a more cartoonish design, as seen with [[Eagus]]'s unfinished Loftwing.
 
*The [[:File:Black Stone.png|Black Stone]], an unused asset, was potentially a counterpart of the White Stone or [[Sealing Spike]].
 
*As seen in ''Hyrule Historia'', various different designs of locations and characters - such as Zelda, Impa, Fi, and Ghirahim - were considered and ultimately rejected.
 
 
==''A Link Between Worlds''==
 
[[File:Zelda scrn05.png|right|thumb|The original green Energy Gauge]]
 
* The [[Energy Gauge]] was originally green instead of purple.
 
* The [[Shield]] was originally blue instead of orange.<ref name="ALBW Trailer">[https://www.youtube.com/watch?v=qAluniNRibs The Legend of Zelda: A Link Between Worlds E3 Trailer]</ref>
 
* The action icon on the bottom-right corner of the top screen was translucid gray instead of having a wood finish.<ref name="ALBW Trailer"/>
 
* Link would originally go to the [[Tower of Hera (A Link Between Worlds)|Tower of Hera]] after obtaining the [[Master Sword]] instead of prior.{{verify|ALBW}}
 
* In the game's reveal trailer, Link had his ''The Wind Waker'' voice.<ref name="ALBW Trailer"/>
 
 
==''Tri Force Heroes''==
 
* The artwork for the Links playing {{TFH}} while in a [[Totem]] was altered prior to release, with Red Link's expression being changed from being stressed to asking for Green Link's attention.
 
<gallery class="center">
 
File:TFH Playing Totem E3 Version.jpg|The E3 version
 
File:TFH Playing Totem.png|The final version
 
</gallery>
 
* The Legend Dress was known as the Zelda Dress in the E3 2015 build of the game.
 
* [[Buzz Blob Cave]] and the [[Forest Temple (Tri Force Heroes)|Forest Temple]] were known as The Forest and The Temple in the E3 2015 build of the game, respectively.
 
 
==''Hyrule Warriors''==
 
* The game's official artbook contains designs for a female version of Link called {{Japanese|リンクル|Rinkuru|Linkle|2}}.<ref>{{Cite book|quote= Linkle: Female version of the hero Link. Created to be like a little sister to Link.|book= Hyrule Warriors Official Game Guide|publisher= Prima Games|page= 246}}</ref>
 
* [[Lana]] and [[King Dodongo]] in his ''Ocarina of Time'' design originally appeared during "[[The Armies of Ruin]]".
 
* [[Lizalfos]] originally used their ''Skyward Sword'' design.
 
* The HUD in the top-left corner of the screen was originally modeled differently.
 
* In an early English version of the game, [[Proxi]] was simply referred to as, "Fairy."
 
**However, she is called "Fairy" before she introduces herself in the final version.
 
* There is an unused voice clip of Zelda singing [[Zelda's Lullaby|her theme]]. This can be heard by using the Summoning Gate as Zelda via the Skin Swap Glitch.<ref>{{cite web|published=October 15, 2014|retrieved=November 1, 2014|url=http://presidentlaguna.tumblr.com/post/100101357878|site=Tumblr}}</ref>
 
 
==Gallery==
 
:''For concept art and unused designs appearing in Hyrule Historia, see [[Gallery:Hyrule Historia]].''
 
<gallery>
 
File:Early Octorok.jpg|Early Octoroks from ''Ocarina of Time''
 
File:Moblintwilight princewss.jpg|Early Moblin from ''Twilight Princess''
 
File:Metergiant.jpg|Meter Giant from ''Twilight Princess''
 
File:Sizeomparison.jpg|Meter Giant alongside a Goron and Armos Titan from ''Twilight Princess''
 
File:TP Link fishing scrapped 2.jpg|Unused fishing area in ''Twilight Princess''
 
File:Link-Swimming.jpg|Unused forest in ''Twilight Princess''
 
File:Darknut-twilight.jpg|Magic Meter in an early version of ''Twilight Princess''
 
File:Midna Arm.jpg|Black and white Twilight from ''Twilight Princess''
 
File:Black Stone.png|Black Stone from ''Skyward Sword''
 
File:MM3D Fisherman Models.jpg|Unused ''Majora's Mask 3D'' models
 
File:Hyrule Warriors Linkle Concept.png|Linkle concept art from ''Hyrule Warriors''
 
File:HW Developmental Lizalfos.png|Lizalfos early design from ''Hyrule Warriors''
 
</gallery>
 
 
===Video Gallery===
 
{{Youtube|NDuyk_JmUmk|200|''Ocarina of Time'' Tech Demo}}
 
{{Youtube|5LBFtnjh6Os|200|''Ocarina of Time'' Forward Jump}}
 
{{Youtube|s-x2cl9ACV4|200|''Twilight Princess'' Unused Enemies}}
 
{{Youtube|RieKG7pw6g8|200|''Twilight Princess'' at E3 2004}}
 
{{Youtube|TbT1yOXLZzM|200|''Twilight Princess'' at GDC 2005}}
 
{{Youtube|YHu7hvxjdww|200|''Twilight Princess'' at E3 2005}}
 
{{Youtube|nY6N_eI4M28|200|Unfinished Loftwing model in ''Skyward Sword''}}
 
 
==See Also==
 
*[[Community:Ocarina of Time Beta Restoration Project|Ocarina of Time Beta Restoration Project]]
 
 
==External Links==
 
*'''[http://tcrf.net/Category:Legend_of_Zelda_series The Cutting Room Floor]'''
 
*'''[http://www.unseen64.net/beta-and-cancelled-videogames/ Unseen64]'''
 
 
{{Ref}}
 
 
{{Real World}}
 
[[Category:Unused Content| ]]
 

Revision as of 21:11, 11 April 2016

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