As we can read on Wikipedia, the development of The Legend of Zelda: Skyward Sword started between the production cycles of the two The Legend of Zelda games for the Nintendo DS. While the implementation of the graphics was not advanced enough to present actual footage at the E3 2009 trade show, the story of the game was almost completed, and a single piece of concept art was revealed to a select group of journalists. The image was released to the public a few days later, and showed a near-adult Link with a shield in his left hand, a mysterious female figure standing at his back.
As the game was shown to the public in late-development, there are just a few screens and videos with beta elements, but hidden in the final game’s code there are still some beta and unused models.
there is one Map called “DEMO” which is simple a Square with two textures
an older version of that temple you go into at the beginning of the game (StageF402Bef and StageF402Bef _s)
There was no shield-meter in the beta
Karane has animations for when she’s being blown by the Gust Bellows. You can’t use items indoors, and she’s only outdoors before you obtain that item.
These red Chuchus are not in the game or area. The normal Chuchus that burn your shield are orange. This one is a dark red.
Even though this was only a Demo area, it’s still an area that was never in the game that wasn’t used. Most of the demo areas were used except this one.
An old version of the map from Skyward Sword that never appeared.
Skyview Temple use to be called ‘Sky Temple’.
An unchanged beta loftwing inside the game, during the begining cutscenes, you will be able to see it for a few seconds.
Thanks a lot to gabrielwoj, manki, antidote, Zoinkity and Errorjack for the contributions! For more info, check the U64 Forum or TCRF
Ocarina of Time was re-released for the Nintendo GameCube as an emulated ROM, as a combo with The Legend of Zelda: Ocarina of Time Master Quest and as a part of The Legend of Zelda: Collector’s Edition. Including in the disc there were some videos of upcoming games. Some unused images and sounds from the “Gamecube Preview Disc” demos can be found in the disc: it’s possible that they used the same “template” that was used in the demo disc to create this collection. Continue reading →
ZethN64 has found a rather unused enemy function in Zelda: Ocarina of Time, that only works when the 64DD code is on (aka when the 64DD + Zelda URA expansion would be attatched to the 1.0 game). An invisible Redead enemy that isn’t used in neither OOT or MQ. Check the video below!
The Legend of Zelda: Ocarina of Time URA Expansion is based from The Legend of Zelda: Ocarina of Time for the Nintendo 64. Nintendo promised a great tale of adventure, new dungeons, new side quest and much more but it was never delivered due to the failure of the 64DD. A group of hackers lead by ZethN64 have joined together, creating their own version of URA (known around the community as The URA Project) with their ideas and input from the community on the direction to take this project. Their goal? To make it one of the best expansions to follow in the footsteps of Ocarina of Time. One of the main changes is that our Hero and his fairy partner Navi has been replaced by the Hero of Light and a new fairy called Raze who will feature a chime instead of Navi’s voice and colours.
They plan to make the environment in URA to feel more alive and real, breathing more of an atmosphere to the game. NPC’s moving around instead of standing still, new changes in storyline, a restoration of the “blade beam attack” and other cool prerelease/beta elements while creating new ones.
The team members include: ZethN64 (team leader), Sakura, SanguinettiMods, Naxylldritt, Arcaith, Dominic Ninmark(the composer), spinout, Shadowfire (the main beta tester) Branden, Satoshi and the guys from Hard4Games as the secondary testers. Other non official team members, are helping them with hacking and advancing in knowledge in the N64. BIG SPECIAL thanks goes to Twili, Fkualol, flotonic, JSA, Xdaniel, Deathbasket and cooliscool for the tools they have written and anyone else who contributed to this project.
Here is a list of some of the features being implemented in the game.
* A brand new plot with new dialogue to envelop the player
* A new protagonist
* A new fairy partner named Raze, with a new personality
* Completely new dungeons
* A new overworld
* New NPCs, enemies and bosses
* New minigames and revamped old ones
* Changes to the OoT game engine where appropriate, to add new functionality
* Restored beta content
* New attacks
* New items
* New MP3 quality music
* Ura only save files and enhanced file select screen
* New side quests
* Time of day system, with time sensitive events
* Restored beta animations / new animations
* New Warp Songs to learn
* A+B Reversed interface/controls
All work posted is considered work in progress and is subject to change for better and more refinement. Below you can check out both released trailers of the URA Project, that represents one year’s worth of work. The project is currently at 50% completed! As always, U64 wishes them good luck! To find out more information visit their new website: URA Project Official Website
After that awesome Ocarina of Time debug ROM (that still had some beta / prototype areas in it!), the lovely Zelda-hacker Cendamos was able to buy and share a Debug version of Zelda: Majora’s Mask! Will there be any unused or beta rooms still hidden in there? We’ll have to wait and see what those zelda-hackers will be able to find.
You can read more info about the Majora’s Mask Prototype / Debug ROM in the Zelda 64 Forum. If you can feel the love of this release and want to help Cendamos to repay his debt after this important acquisition, share your paypal donations to email@example.com
In the meantime, here’s a nice video of the Majora’s Mask Debug:
Then this would happen when loading Zelda: Ocarina of Time:
Basically Zelda Ocarina of Time is ready-to-connect to its 64DD expansion, even if it was never released, and that DISK icon would have marked the URA save file to distinguish it from the normal game. The DISK icon was already found sometime ago thanks to GameShark codes / hack, but this is probably the first time that i see the Zelda URA startup in motion.
I found a solution so that the game starts with the disc Ura Zelda in the 64DD. The result is an unprecedented title screen and selecting the backup disk with the logo.
It is legitimate to ask how I did. And if I had the disk Ura Zelda? Or if not, is it a stupid action replay code? Has this to do with my 64DD development? I do not intend to say right now, I’ll leave the mystery.
I’ll also tell you a little more about how the save. When Zelda OOT detects Ura Zelda in the 64DD, it proposes to start a backup version 64DD (as shown in the video). By cons, now that I have created my backup disk, it is stored in the 256 Kbit SRAM cartridge. So if, for a total coincidence, I restart the game without the 64DD, the backup should be inaccessible.
The Legend of Zelda: Spirit Tracks is the second Zelda game for the DS, developed by Nintendo EAD and published in december 2009. The game was originally announced at the GDC in March 2009, so in the first screens and video released there are not too many differences, but Kirby64 was able to notice some interesting beta-changes:
These trees were moved and used in the snow realm
The floor blocks (swirl circle and the square) are changed in the final game
The purple thing (I think it’s a whistle?) was to call over the phantom,but in the final game it was changed to “Call” and the circle was blue not yellow. the phantom icon was changed to a pinkish color and it had pink eyes.The circle swirl on the phantom when it moves the color was green in the beta game but pink in the final game.
This picture here is going through the forest
the pole color was changed to a green color
this bullseye was changed to a x in the final game
this whip was remove and replace with a snake whip. I was reading a forum that the snake whip came from earthbound (note by Bill: the rope snake is from Mother 3)
this tunnel was remove from the forest realm and move to the snow realm
This was the cave going to the snow sanctuary and in the cave you found the monster that the anouki villagers were talking about,in the beta game I think this cave was going to the forest sanctuary and you had to defeat the moster.
Some more differences were noticed by Bill: in the first video you can see the train tracks on the DS differ from the tracks in the final game, and some land was changed into sea at the bottom left corner of the forest realm. Also, some town locations were switched around judging from the map. There are more few small changes in the trailers as the wooden shields used by those Zora Warriors were made into steel and some guards that are missing in the cut scene where Zelda gives Link his certificate.
Also, Gabrielwoj found some interesting things inside the ROM directory, let’s take an look;:
On the sound files of the ROM, there is an unused track. It’s the overworld of Phantom Hourglass. Maybe, doing the early development of this game, the team just was testing the music with this overworld for the new zelda, Spirit Tracks. The song was never used, and it’s on the ROM file. Maybe this song was to be overworld theme of the spirit tracks (yeah, the train navigation), but they decided to make an another, not just like from Phantom Hourglass
Interesting tough, it’s the boss battle music of Phantom Hourglass, again, the same copy and paste from the Zelda game to the another, I really don’t know why, but the music don’t makes any sense with the game, I mean, most of everything is by Pan Flute
At the Spirit Tracks rom, at the path data/MapObj/, there is a file called “DNGN.narc”, extracting this file, will have an “NSMBD” file, it’s the 3d modeling for DS games, this model is the Temple of the Ocean King of Zelda Phantom Hourglass, it’s the same exactly model and textures, an result of copy an paste (NOTE: DNGN file looks DUNGEON with 4 letters, at Phantom Hourglass rom, it’s called “temple_main.narc”, extracting it will have the same dungeon, MAIN means: The principal temple, if you remember, it’s the first Dungeon you enter in the game and the principal of the Story)
Inside the ROM, there is an Dbgfont, maybe, for Debugging:
First of all, for this image which will come, I have never heard that the Spirit Tracks was on an E3 (It was only announced, but not been played, as I know), as been said at the image, it was on E3 2009, some leftover images (already organized for better look) [Second image may look with E3, at the file name, it was E3x, and the palette don't looks right]:
E3 Image Screen 1(CLICK for view)
E3 Image Screen 2(CLICK for view)
Thanks to Kirby 64, Bill and Gabrielwoj for the contributions!
You can find more info about Zelda: Spirit Tracks in the Zelda Wiki!
The Legend of Zelda: Oracle of Seasons was published by Nintendo and developed by Capcom’s Flagship Studio for the Gameboy Color. In the early screenshots released for the game we can notice many beta differences. In the gallery below you can see some of these beta screens:
The waggon that we see in the opening place (when Din is dancing near the fire) was once set near the first dungeon too. In the final game it’s never in there.
The sprites for the trees and flowers were different in the beta version
There are some circle green things near a signboard in one of the beta screens, that does not exist in the final game.
The entrance of the first dungeon was different and it did not had a keyhole.
Impa’s house was in a slightly different place.
There are also many areas in these beta screens that does not look like any other areas in the final game. It’s possible that in this early build they created a small playable demo in a placeholder world, just to shown how the Seasons System worked.
As the game have a complex password system that change some of the content, some of these differences could still be in the final version. If you have more info, please let us know!
Oracle of Ages and Oracle of Seasons were originally going to be themed parts of the Triforce Trilogy along with Mystical Seed of Courage. Each of the three games originally had a piece of the Triforce and one of its qualities (Wisdom, Power or Courage) assigned to them. This idea was scrapped relatively late in the development process, and the games were re-branded to remove all mention of this Triforce theme.[Info from Zelda Wikia]
Do you remember “Fado”, the beta Kokiri girl that was seen in a couple of early screenshots from Ocarina of Time? That girl was changed in the final game with a different 3D model, but now thanks to ZethN64, formally known as ZethAlkar, we can see her again in the beta kokiri restoration hack! This is a standalone hack not associated with any projects.
Here’s “Fado” in a beta screen:
And here’s Fado in the Beta Restoration!
Some other beta kokiri are restored too, you can check them all in the video below:
Here’s another nice update from our friends at Team Beta Triforce, about the Zelda 64 Beta Restoration Project. Do you remember the original version of the Castle Town, as we have seen it in these famous beta screens?
Well, you will be able to play in there in the Zelda 64 Beta Restoration public demo that is scheduled for release this year! In the meantime, check the video below to have a look at the beta Castle Town, resurrected in its full glory! Keep in mind that this is still an early preview demo of the mod:
For more updates and feedbacks on the Zelda: Ocarina of Time Beta Restoration Project, check the main article in here.
Update: ZM90 from the Team Beta Triforce has let us know that The demo castle town will be playable in the public demo that is scheduled for release this year! Also the release date of the “final version” of the OoTBRP has been pushed back to at least 2012: the reason it has to be pushed back is because they need to make the other areas much bigger like they did with the town. Hyrule Field in the OoTBRP will be roughly the size of the one in TP. Also, there are new inside areas to make and a ton of new NPCs to create. Keep up the good work guys!