1514 - Legend of Zelda - Phantom Hourglass, The (E)(EXiMiUS).7z. Play Online Download. TheLegendofZelda: PhantomHourglass (2007) [NDS] [USA] [Unofficial] [dpad] [Ru].
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The Legend of Zelda: Phantom Hourglass Also known as: Zelda no Densetsu: Mugen no Sunadokei (JP) Developer: Publisher: Platform: Released in JP: June 23, 2007 Released in US: October 1, 2007 Released in EU: October 11, 2007 Released in AU: October 19, 2007 Released in KR: April 3, 2008 This game has unused areas. This game has unused code.
This game has unused graphics. This game has unused text. This game has debugging material.
This game has regional differences. Phantom Hourglass is a direct sequel to, and the opportunity for Nintendo to implement many ideas they couldn't put in with Wind Waker or due to the thankfully short-lived deadline policy back then. Its massive popularity, especially in Japan, resulted in. Sorry, your browser either has JavaScript disabled or does not have any supported player. You can or to play the clip in your browser. For whatever reason, one of the Z-Targeting sounds from (specifically, the one used for targeting enemies) is present in the files, but goes unused.
Removed Maps The following maps are included in the, but were removed from the final game. # Course List ID Developer ID Translation Identification Notes Used 38 seatest Sea Test Sea Test Removed ✘ 39 mtest2 MapTest Map Test Removed ✘ 3B enemytest Enemy Test Enemy Test Removed ✘ 3C eventtest Event Test Event Test Removed ✘ 3D roomtest RoomTest Room Test Removed ✘ Unused Maps 3A - playerdngn There is an unused map called 'playerdngn' that contains four unused rooms.
They may have been used to test various interactive objects. The rooms can be accessed in the PAL version with codes that change which room is loaded when Link enters a door. Room 1 Room 1 features the main entrance, several entrances in each corner, and a teleporter. The blue teleporter and the invisible teleporter at the bottom-left lead back to the room itself, while the main entrance leads to the Great Sea. The bottom-right exit and the bomb-able wall in the top-right corner lead to Room 2, but both are glitched. Unless this wall hasn't been bombed, trying to return to Room 1 from Room 2 will cause Link to constantly spawns inside the 'door', sending him back to Room 2.
Another bomb-able wall in the top-left corner leads to Room 4. On an elevated platform are three doors from the main dungeon. Each one corresponds to a spirit traveling with Link, and all are functional. Trying to use the Sun Gate, which requires the Sun Key from the sunken chest, causing the game to violently crash. As for objects, the room holds a chest with a Force Gem which has no text, a rock, two levers, a block Link can pull, a color-switching block, and some immovable blocks, too. There is also an event trigger which hangs the game.
Located on the right side of the area are the bridge Link encounters just before the first final boss form, and many stakes which can be stood on or grappled. On the floor can be seen a Force Gem panel and the panel from Oshus's Cave, but writing 7 on it doesn't have any effect.
There are some slippery ice floors as well. The main entrance in this area leads to the top-right corner of Room 1. However, as mentioned above, if you already arrived from there, Link will be constantly warped back to the Room 2. There are no enemies here. Some of the features of this room are oddly textured water, safe zones from the main dungeon, three Force Gem floors with no Force Gems, and an open iron door. To the south of the area above the water are interspaced floors which may have be used for testing Link's auto-jump.
There's also a nonfunctional switch, an odd untextured object, and a closed door. Using cheats to traverse the room reveals a winding path with a small staircase and two more lowered iron doors. To the east is a small bridge leading to two switches that make the doors raise abnormally high when Link stands on them, but lower once he dismounts. At the end of the path is a cracked wall. Using a bomb on it makes the 'puzzle solved' sound and raises the last gate indefinitely. 94000136 FFFC0000 021B2EA 021B2E0 021B2E9C 00000000 021B2EA4 00020000 D200000. Room 3 is a wide area with a locked door leading to nothing in particular.
It also boasts an elevated platform with some pillars, and stairs scattered about that make it possible to walk atop the walls, forming a narrow path. At the upper-right and upper-left corners are two abnormally high staircases which lead nowhere, causing Link to fall off at the end. There is a large path at the north of the room that connects the two spots, and two warps to other rooms near the tops of the two staircases. These warps lead to the cracked top-left and top-right corners of Room 1. Also towards the north of the area is an invisible platform positioned slightly out-of-bounds. In the southern portion of the room are two semi-closed square areas, each with a pot, and one Force Gem in a buggy chest on the right. A third completely closed square can also be found nearby.
94000136 FFFC0000 021B2EA 021B2E0 021B2E9C 00000000 021B2EA4 00030000 D200000. Early Mercay Island Found in 'islefirst' is an early version of Mercay Island, complete with a top screen map. These models are far smaller than regular Phantom Hourglass models. While the setup files are present, they're slightly different from how final game's setup files are formatted, meaning they simply crash if loaded.
Furthermore, the models for house insides aren't present at all. Early Final Room 0 Somewhat similar to the final version of the room, but featuring in-model water, while the retail version's water is an actor, allowing it to move around. The bottom of the final island ended up being another actor; a beach with animated waves. It seems Oshus's house would be elsewhere, or not present at all. The cave with the sword is not present at all, as isn't the bridge leading east near the waterfall. Early Final Early Zauz's Island Found in 'isleice' is what is likely the earliest map present in the final game's files. Featuring textures not seen elsewhere, the island most resembles the layout of Zauz's, with the boat pier placed on the south instead of west of the island.
Similarly to the Early Mercay Island, the model for the inside of the house isn't present, water is static, setup file is formatted differently, and the model itself is several times smaller than regular Phantom Hourglass maps. Unused Text Script Text During the opening cutscene with Link, Tetra, and Mako, there's an unused part of the script with Tetra and Mako bantering over whether or not Tetra should go by her pirate name or Princess Zelda. It comes in-between 'Tetra worked just fine before, you know.' And 'But enough about that!'
Mako: But.you're the princess of a whole kingdom! I can't go treating you like a pirate. Tetra: You'd better start trying, Mako! I may be a princess, but I'm a fearsome pirate. I'm traveling the world in search of new lands. And I'm the leader of you salty lot.
Near the beginning of the game, Link needs to rescue Linebeck by deactivating the spikes surrounding him. By using a cheating device to Moon Jump over the spikes, Link can talk to Linebeck before rescuing him, whereupon he says this otherwise-unused line. How did you get this far, anyway? (Source: Eientei95) Regional Differences Japanese Version. During the Opening cutscene, it takes 7 extra seconds to skip the final cutscene in the Japanese version.
When using the Cyclone Slate in the Japanese version, there is no ending animation showing Link's decent from the cyclone. The are certain sound effects on the Japanese version that are either missing or desynced compared to the localized versions. In the Japanese version, the Cubus Sisters causes the game to lag a ton when there are 3 lasers firing. The Japanese version of the game has its text centered, while the localized versions don't.
This was also the case for other Zelda games, from the N64 titles up until Skyward Sword. Japanese players can use the stylus to tap on kanji and reveal their furigana transcription, rather than tapping to advancing the dialogue like players in other countries. European Version. Minor portions of the English script were rewritten for the European version, and a few lines of Wi-Fi text were updated.