The Legfinish of Zelda: A Link to the Past

Also well-known as: Zelda no Densetsu: Kamigami no Tripressure (JP)Developer: NintendoPublisher: NintendoPlatforms: SNES, Game Boy AdvanceReleased in JP: November 21, 1991 (SNES), December 2, 2002 (GBA)Released in US: April 13, 1992 (SNES), March 14, 2003 (GBA)Released in EU: September 24, 1992 (SNES), March 28, 2003 (GBA)

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This game has unoffered areas.

You are watching: Link to the past 1/4 magic

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This game has actually unoffered adversaries.
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This game has actually unprovided graphics.
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This game has unprovided items.
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This game has actually unsupplied sounds.
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This game has debugging product.
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This game has regional distinctions.
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This game has actually revisional distinctions.

This game has actually a development article This game has a prototype short article This game has actually a prerelease article

The Legend of Zelda: A Link to the Past is the 3rd game in the long-running Zelda series, and the first (and through the exception of a couple of Satellacheck out titles, only) 16-little bit enattempt. Featuring 2 big people to explore, lots of keys, and also a fun assortment of items, this game is a fan-favorite. It presented many type of ideas to the Zelda collection which would later on end up being recurring elements, consisting of the Master Sword, parallel human beings, elemental-themed dungeons, bottles for differed item storage, and also dungeon Big Keys that open one-of-a-kind locks that normal secrets cannot.

It was later on re-released on Game Boy Advance, bundled via the multiplayer-just (for some reason) The Legfinish of Zelda: Four Swords.


Contents


2 Debugging Features3 Unused Graphics3.1 Dungeon Features3.2 Items3.3 Graphical Effects3.4 NCOMPUTER Sprites3.5 Enemy Sprites3.6 Miscellaneous4 Unprovided Enemies10 Revisional Differences

Sub-Pages





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Video Game Boy Advance VersionThe changes made for the portable port.

Debugging Features

Full Inventory/Walk Thstormy Walls

Use Pro Action Replay (PAR) code 0083F8EA, then produce a record with a name start via B in the first conserve slot to permit the complying with debugging features:

You start with 15 hearts, 255 rupees, 50 bombs, and 50 arrows in the Light World.You have a finish inventory. The Bottles are filled via a Fairy and also one each of the Red, Green, and also Blue Potions. Furthermore, you have actually the Pegasus Boots, Flippers, Titan"s Mitt, Moon Pearl, Fighter"s Sword, and Blue Shield.Press B on Controller 2 to enable free-movement mode, which will certainly permit Link to openly pass with obstacles. It will additionally allow you to use the Magic Mirror anywhere on the overworld, also to warp from the Light World to the Dark World (which is not commonly possible).Press R on Controller 2 to rerelocate the selected item or weapon while the standing sub-display is presented.

Full Restore/Equipment Upgrade

Use Pro Action Replay (PAR) code 0683C1EA, then produce a file named BAGE (JP: ンルルル) in the initially save slot to allow the following debugging features:

Press R on Controller 1 to permanently cut magic usage in half.Hold R and push B on Controller 1 to allow free-activity mode, which will permit Link to openly pass through obstacles. It will likewise enable you to use the Magic Mirror all over on the overcivilization, also to warp from the Light World to the Dark World.Hold R and push A on Controller 1 to upgrade your sword, armor, and shield by one step. Once the sword is upgraded to Level 4, pressing A aacquire will recollection all three items to Level 1.Hold R and push Y on Controller 1 to max out your life, magic, arrows, bombs, and tricks, and also add 255 Rupees.Hold R and press Select on Controller 1 to warp straight to the Triforce chamber after the fight versus Ganon. Works for three save slots and via any type of name.

Frame Advance

Use Pro Action Replay (PAR) code 00803A00. Press L on Controller 1 to freeze the game; while frozen, push R to advance one frame and press L aget to resume normal play.

Unprovided Graphics

Dungeon Features

Skull Statue
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The Skull Woods dungeon tilecollection contains an unused huge skull statue object. This deserve to be viewed in a tile viewer, but it"s likewise feasible to reason the game to pack them right into various other dungeons using glitching. This tile was ultimately used in the GBA port for the Palace of the Four Sword, obtainable by beating Four Swords.

The screenshot shows the skull tile loaded right into the Dark Palace dungeon, replacing the Rocklops statues in the initially room. An explanation of exactly how to perdevelop this glitch deserve to be discovered here.


(Source: Flying Omelette)
Sanctuary Entrance
Keyhole

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Unoffered graphics for a keyhole object. Could have actually been offered in any variety of areas.

Items

Meat

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Stored via the graphics for the big and also small magic refill decanters are sprites for a big and tiny item of meat on a bone, looking incredibly similar to the Bait from The Legend of Zelda. Whether it would certainly have actually worked in the exact same manner is unclear. It takes up the area that graphics for the fish show up commonly, yet is loaded in indoor areas, so it might have sindicate been some type of object for use in residences.

Magical Clock

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An unoffered stopwatch object! This would certainly presumably work prefer the Magical Clock in Zelda 1, freezing any on-display opponents. It appears alongside graphics such as Rupees, so it was most likely intended to be dropped by adversaries in the very same manner as the original game. It might have been removed bereason the Quake Medallion performs a comparable result.

Sword Text

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Japanese message for "ken/tsurugi", which suggests "sword", fittingly discovered close to the sword graphics in memory.

Letter

The Letter (dubbed てがみ (tegami) in the Japanese variation, yet untranslated and also empty in the English version) is another item making a return from Zelda 1. As in that game, it provides the very same sprite as the Map. It can be added to the inventory in all versions of the game utilizing Pro Action Replay (PAR) code 7EF35301 and also occupies the spot of the Magic Mirror, arguing that you essential the Letter to obtain the Mirror at some suggest in development, in the same means you need the Shovel to gain the Flute, which then takes the Shovel"s spot in the inventory. It"s unknown exactly why the Letter was canned.

In all versions, the item acts precisely prefer the Magic Mirror once used.


1/4 Magic Meter

Typically, the player have the right to just achieve an upgrade that reduces Magic Meter usage by fifty percent (suggested by a 1/2 symbol on the Magic Meter). Doing so causes the VRAM byte situated at 7EF37B to change from 00 to 01. However, establishing the byte to 02 instead causes the Magic Meter to drainpipe at one-quarter its usual rate instead. There doesn"t show up to be a 1/4 graphic for the Magic Meter in the game and the Meter still displays 1/2, however all items - through the exception of the Lamp and also the Magic Cape, for some factor - benefit from this upgrade.

Setting the byte to most other worths, yet, reasons the Magic Meter to either soptimal working properly or use even more magic for particular items.

This function has actually been implemented in a few various hacks of both A Link to the Past and also Inishie no Sekiban.

Graphical Effects

Kholdstare"s Covering "Melting"
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Downpack Kholdstare Melting Shell Repair Patch (U)
File: Kholdstare_shell.ips (28 KB) (info)Current version: 1.0

A cshed inspection of Kholdstare"s logic shows that its shell was intended to progressively fade out after being defeated with fire-based weapons. Typically, it just abruptly disappears several frames after being damaged. The sudden loss of the shell is not aesthetically pleasing, so it"s not surpincreasing that this transitioning impact was enforced. Unfortunately, a coding bug accidentally disabled the impact. A sensibly easy patch has been created to reclaim this result, a attach to which deserve to be discovered above.

As for an explacountry of exactly how it was accidentally disabled, it transforms out that the palette that was intended to be manipulated to achieve the fadeout was not properly invoked. Instead, a bordering palette was selected for fading. Regrettably, there were no graphics visible in that scene that also used the palette being faded. Thus, this bug understandably slipped with play-trial and error because of a lack of apparent side impacts, visual or otherwise. This bug is well-known to be current in all Super Famicom and SNES releases of the game, through the shell"s fade impact recovered in the GBA port.


(Source: MathOnNapkins)

NCOMPUTER Sprites

Duck Sprites

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The duck has a second structure of flying computer animation that is just supplied in the GBA version. While the latter sprite is used, it only appears exceptionally briefly after Link lands from a trip.

Bully"s Friend

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While the bully"s frifinish does appear in the game, he never before changes from his typical, happy expression. These graphics deserve to just be discovered in the Japanese variation.

Ending Character

This NCOMPUTER shows up alongside the graphics for "The End", which would imply that he was initially intended to show up in the ending sequence somewbelow. It"s feasible he was a Kakariko villager, or potentially a Dark World resident that had actually returned to normal. He shows up to be jumping, which would certainly make feeling if he was celebrating in the ending.


Enemy Sprites

Unprovided Soldier Helmet

An alternate helmet for a soldier foe is current alongside the body graphics for the short blade-wielding continual Soldier, those met early in the game. The various other helmets supplied in-game show up alongside their particular body graphics, so this means that the weak, less intelligent soldiers originally offered this graphic for their helmets.

Why it was rerelocated is unwell-known, but maybe bereason it looks more threatening than it have to for such weak adversaries, or bereason it"s the only helmet that renders it clear there"s a human body still within the armor and also Nintenexecute didn"t like the principle of Link hurting brainwaburned human beings. While the game means that the soldiers were just brainwamelted, various other product such as the comic and also manga suggest that the enemy soldiers are simply living armor, which can describe why they seem to outnumber the rest of Hyrule"s population ten-to-one.


Dark World Bat

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An odd, unoffered Dark World adversary. Some sort of bat or big-armed point via flapping or throwing frames. Its programming doesn"t seem to exist in the game anyeven more, and its graphics are only current in the Japanese versions of the game.

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Apparently, it would certainly have shot (thrown?) fireballs at Link.

Unoffered Spike Trap

Unoffered different graphics for the big spike trap.


(Source: Zarby89)

Miscellaneous

Faces

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A "mean" face and a "happy" challenge that are stored via the menu graphics.

Bomb Shop Sign Women

Link and also the sprite via index 0x3D have had actually a strained relationship over the years. It normally manifests as a lady in a white headscarf pacing earlier and also forth in front of her residence in Kakariko Village. If Link gets too cshed, she"ll speak to out for soldiers to come arremainder him and also bolt inside her residence, locking the door.

If this same sprite is spawned indoors, yet, she"s a different woman altogether - in reality, she"s downideal weird. This sprite will rotate to face the player choose many type of various other NPCs in the game, yet the just thing she appears to desire to talk around is that the Bomb Shop is somewright here west of Link"s existing place. It"s possible that the message index offered for the Bomb Shop authorize when hosted entirely different text.

The red-haired womale (sprite index 0x34) in the village, who also spends her time looking for civilization to narc on, behaves identically to the ssculpted woguy once put indoors. As the scarved woman retains her appearance indoors, so too does the red-haired woman. This is due to the truth that that these two sprites share the exact same logic, other than for the subroutines called to render them to the screen.


(Source: MathOnNapkins)
Dialogue Tester Sprite

The sprite entity via index 0xB8 shows up to be a leftover debug function for experimentation the game"s dialogue messperiods. While it was previously assumed that the sprite had some sort of food selection for picking the next message to be displayed, this is a misconception due to the truth that the templates for some of the game menus are found at some of the lowest message indices. Without other logic driving the sequencing of those food selection templates, they have no result.

The sprite initializes its message index to 0x0000 and also will increment this index after each message is presented, which likewise reasons its physical orientation to cycle to an additional cardinal direction. Each message is triggered instantly once the player gets close enough to the sprite, so the A button is not used to connect in this instance. This efficiently avoids the player from passing through the sprite.

There is no bounds checking performed on the message index. As such, if the player reads till all of the valid message indices are worn down, the game will certainly crash, as the next message index will referral information that is not valid for the dialogue system.

When spawned in the majority of indoor rooms, the sprite does not look correctly constructed. It was later uncovered that the Priest (Sage in the US version) sprite and also the dialogue tester call the exact same subregime to be drawn to the screen. The shade of the sprite"s garb and skin tone is different from that of the Priest, yet.

Unused Enemies

Cannon Trooper


A Hyrulean soldier through a portable cannon is fully coded and functional, and would certainly fit quite well in locations favor Agahnim"s Tower.


Unsupplied Sound Effects


Unprovided Text

Japanese ScriptEnglish Script

あぶない!深みとゾーラに注意

DANGER!Beware of deep water and also Zora!
Intfinished for a sign appropriate before you enter Zora"s Domajor.

Unsupplied Rooms

Tright here are 2 unoffered rooms in the middle of the tiled objects information. In all versions of the game, they deserve to be uncovered at the deal with 0x0FAD27. The palettes and block set on the screenshot are only there as a ptestimonial taken via a room editor, as these rooms execute not contain any kind of information about that.

Those rooms can"t be loaded usually in-game, yet you deserve to usage the following cheats to begin the game in one of them.

1F830C27 1F830DAD 1F830E1F

1F830CF1 1F830DAD 1F830E1F

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(Source: Zarby89)

The Chris Houlihan room (ID 82) is offered as an error handler if you fall right into a hole and also the game cannot discover a correct destination. It is a single cave room and includes a telepathic tile, as well as 225 rupees. If you leave the cave, you will certainly be warped to the front of Link"s Housage, regardless of which World you were in before entering the room.

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Tbelow is a bug in the game which have the right to lead you to this room, concerned display screen transitions making use of the Pegasus Boots: go to the area to the left of Hydominance Castle and also go up. After the change has finished, drop a bomb in front of you and wait till it explodes. It will certainly hurt you, and also press you against the bottom of the display screen. Now, charge up the Pegasus Boots, and also revolve to the bottom while charging up, so you will certainly instantly move dvery own to the next screen. Now, go to the hole at Hypreeminence Castle which leads to the secret passage and fall into it, and you will certainly show up in the Chris Houlihan room.

Chris Houlihan is a child that participated at a Nintendo Power occasion and also got the honor to appear in a future Zelda game, with the telepathic tile being a message from Chris (the only such tile that isn"t a message from Sahasrahla or Zelda).

JapaneseEnglishFrenchGerman
「ここは、秘密の部屋だよ~ん。みんなにはないしょだよ~ん。」(Koko wa, himitsu no heya da yoon. Minna ni wa naisho da yoon. (This is a mystery room~ It"s a mystery to everyone~))
My name is Chris Houlihan. This is my peak trick room. Keep it in between us, OK?
C"est ma pièce la plus secrète. Que cela reste entre nous, ok ? (It"s my the majority of secret room. Let"s store that in between us, ok?)
Dies ist mein ganz geheimes Zimmer. Das bleibt aber unter uns, ja? (This is my incredibly key room. That continues to be between us though, yeah?)

(Japanese text translation: GlitterBerri)

Regional Differences

JapanUSEurope
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JapaneseEnglish
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The blue soldiers have spears in the Japanese prologue, which were many most likely replaced via swords in the English prologue because that soldier kind isn"t actually offered during gameplay. That sassist, the fact they"re used in the prologue suggests that kind was current during gameplay at one allude in advance.

Japanese English
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The Japanese File Select has actually a stark black-and-white comparison not unlike that of the initially The Legend of Zelda. The English version supplies some nice graphics instead.

Japanese English
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Documents names in the Japanese versions have the right to only be 4 personalities lengthy. In the English variation, this limit has been generously increased to 6.

JapanUSEurope
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The arrow marks on the indicators were changed in between versions. The message boxes were also slightly expanded for the English versions.

JapanUSEurope
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The cursor was tweaked in between versions as well. The Japanese release was by far the biggest, whilst the US variation is slightly smaller than the EU release.

Japanese English
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In the Japanese version, the Hylian script"s hieroglyphic font is much larger and also even more detailed than in the English version.


(Source: Killer Bob)
Japanese English
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This tile in the Eastern Temple (Palace) was adjusted from a Star of David to a generic symbol as a result of Nintenperform of America"s policies on religious imagery.

US Europe
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The ellipsis character was for some reason changed into an interpunct character in the European variation.

Japanese English
おたずね者 "Documents Name"ゼルダ姫を城よりさらった犯人みつけたら大声でしらせよ! WANTED! This is thecriminal who kidnapped Zelda.Call a soldier if you check out him!

In the Japanese version, the wanted indicators of Link in Kakariko Village display your file name alongside the portrait.

Some lines of the ending sequence were altered in between releases:

Japanese English
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Another religious recommendation was removed; Priest was reput with Sage.

Japanese English
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A typical instance of Engrish being fixed up in the English version, although they forobtained to re-center the message as soon as doing so (this have the right to be viewed in the various other text revisions too, however not as clearly as in this example).

Japanese English
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Changed given that the Ocarina is called a Flute in the English version (Why? We"ll never know).

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An extra script credit for the localization initiative was added to the English variation.

Japanese English
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The spelling of Ganon"s name was changed in the Quest History to be regular with the rest of the localization.

Also, all text in the game was attracted a few pixels better in structure in the English variation to permit room for the lowersituation personalities. As an outcome of this, the Quest History stats came out looking a small bit awkward - the continual text isn"t appropriately aligned with the smaller sized secondary message that is otherwise just current in the ending of the game.

Japanese English
ううむ、それはザンネン…。また、おまちしておりますぞ。 It is indeed a negative man who isnot interested in his future…I"ll be waiting for your return.

Although this dialogue for the fortune tellers exists in the text data of both versions, the Japanese equivalent of this message is never before shown in-game, rendering this message unoffered.

Japanese English
どうして…………… Why did you take my sign? Itstates simple as day to simply leaveme alone! Sheeesh!

This dialogue from the quiet "average middle-aged man" is pretty different between the Japanese version and also English versions. In the English version, he becomes much even more talkative, however in the Japanese version he simply provides a terse "why...".

In the Japanese variation, there is no "howling wind" ambient sound once you"re in the Skeleton Foremainder prefer tright here is on Death Mountain. This sound was included in the US version of the game.In the Japanese variation, the messages from the maidens you rescue differ from the constant dialogue text in the game: each paragraph gets deleted prior to the next one shows up, fairly than scrolling. In the English variation, this style is just current in the message the soul of the Tripressure provides you.The message rate is a lot quicker in several locations in the Japanese version, such as in the prologue.EnglishGermanFrench
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The French and also Gerguy localizations, including the limited Canadian French release, usage a slightly various dialogue font than the English version; the the majority of notable differences are the serifed "i", the curvier "s", and the even more open "a". Additionally, the French version, yet not the German variation, uses a non-italic font for the standing screen, similar to that supplied in all GBA versions of the game.

Revisional Differences


By jumping right into the water alongside a display screen boundary, if you autumn right into the water and create the screen shift at the very same time Link will start swimming in deep and also shenable water also if you do not have the Flippers.Attempting to dash and release a charged up spin strike at the specific exact same time turns Link into a glitched state. If in this state you step on a ladder/stairmeans and then step off aacquire, Link will certainly obtain ludicrous rate and also be able to clip via some ledges and wall surfaces. Using the Hookswarm while pushing Y + A as defined over has the same result.It"s possible to interrupt the computer animation of Link falling down a hole by gaining got hold of by a Wallgrasp or having actually a mortal blow ceded (i.e. bomb explosion). Performing the last as soon as you have a bottled Fairy puts Link in a glitched state (?).Using a potion and also triggering a screen/room transition at the exact same time causes a race condition wright here two features compose to the same variable, generally corrupting the game"s memory. The results depend on where you are and also what sort of potion you use:Doing this with a Blue Potion causes the game to open the Flute food selection, even if you do not have the Flute and even in the Dark World. Doing this from the Dark World will take you to the Light World till you screen change, upon which time you"ll be loaded into the Dark World tantamount of whatever display screen you were intended to transition to. This can additionally happen in dungeons, which results in you finishing up in a massively graphically glitched version of the dungeon room map upon screen shift.Doing this via a Environment-friendly Potion causes the game to heal all of your health and wellness (Green Potions generally only reclaim magic). It deserve to also cause the electronic camera to become balance out, and in dungeons, it results in room transitions and the room"s information (including items in chests) to be loaded from the next room.Doing this via a Red Potion causes the see to center on Link (comparable to "making a wish" in front of Desert Palace). It additionally has the very same additional effects as the above.

Glitches in Japanese v1.0 and v1.1


It is possible to beat Ganon without the Silver Arrows, ssuggest by slashing him while he"s warping away. While this is still possible in later on versions, the input home window to deal damage to Ganon in this means was reduced to 2 frames, making this practically impossible external of tool-aided speedruns.

See more: Who Should I Start? Brandin Cooks Or Michael Thomas Or Brandin Cooks

Virtual Console

In the Virtual Consingle releases, all flashing effects (such as those on the title screen, or resulted in by Agahnim"s lightning attack or the Bombos Medallion) are toned down severely as part of Nintendo"s more recent plans in order to stop resulting in epileptic seizures.


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