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There are a large number of incomplete and test rooms in the code for The Wind Waker. Among them, there are even completely functional areas which were simply removed from the final game for various reasons. While not accessible via normal means, they can be accessed via cheat devices like Action Replay.
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In game's maps and stages 3D model directory, there is a folder named "Tincle". The model presents the interior of a house, which only uses two textures. The first is a mess of paint with what appears to be a cat-eye face standing out. This texture covers the walls, ceiling, canvas, canvas borders, and much more. The second is a regular wood texture, soiled by black, green, red, blue, and yellow paint lines, which is used for the ceiling fan, table, and what appears to be a door. It is unknown what the purpose of this model was, nor why it was removed from the final game.
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There's an item hidden in the game's code called the "Water Boots." They have no effect, but putting them on uses the same animation and sound as the Iron Boots. It's speculated that they may have been used for underwater swimming, or sinking underwater like the Iron Boots from Ocarina of Time.
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Just as there was a "Dee Ess Island" in Phantom Hourglass, Hyrule Historia reveals that there was a plan for a GameCube Island in Wind Waker which never made it into the game. The only reference to it is a piece of concept art, shown in the book.
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Behind Garlov's desk you can see the Bunny Mask, All Night Mask, Goron Mask, and the Keaton Mask, likely a reference to Majora's Mask. There also appears to be Chateau Romani on the shelf.
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Link yells "Come on!" when he calls Medli, Makar, or a statue using the Command Melody. This marked The Wind Waker as the first canon Zelda game in which Link speaks actual words.
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The audio used for the ChuChus is an argument between two Japanese men, but sped up and played in reverse.
The man at the start says "At least I'm not balding" and the man near the end says "and looking like you are, people will think you're a monster".
Thank you to SteelBallJack for the translation. The audio has been updated from the source, as it wasn't reversed until now.
The man at the start says "At least I'm not balding" and the man near the end says "and looking like you are, people will think you're a monster".
Thank you to SteelBallJack for the translation. The audio has been updated from the source, as it wasn't reversed until now.
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The game's main theme song is a combination of both the Earth God's Lyric and the Wind God's Aria, both of which are the last songs you learn in the game.
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The portal sound is made with the same audio used for "the final hours" in Majora's Mask.
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The Stars at night are not part of the skybox texture; they are actually polygonal vector models. This is done because vector graphics are infinitely scale-able and having a textured skybox would look pixelated if looked at through the telescope.
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The game's file select screen undergoes a 7-minute day to night cycle, starting at whatever time the Gamecube's internal clock is set to.
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The game's drastic change in art direction came from the desire to reinvigorate the Zelda development team. The hope was the new direction would inspire new gameplay ideas, which it did.
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Several of the developers wives became interested in the game because of its visuals, despite not being gamers themselves. Eiji Aonuma's wife (from that point onward) began to play games he'd worked on.
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The idea to make The Wind Waker in HD came from the developers playing around with the Zelda HD Experience tech-demo. They used the same lighting from the demo on Link's The Wind Waker model, and his appearance had such a strong impact that they started to do the same with The Wind Waker's environments as well.
"We took the various versions of Link from the Zelda HD Experience, [Skyward] Sword and The Wind Waker and lined them up in the same setting. We used practically the same shader and brought out the same shading, and Link from The Wind Waker made an overwhelmingly strong impact. He exerted some kind of unnatural pressure." - Satoru Takizawa
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Some of the music tracks in the game are either remixes or contain small renditions of music from previous Zelda games. The tracks are:
Windfall Island (Kakariko Village - A Link to the Past)
Dragon Roost Cavern (Dodongo's Cavern - Ocarina of Time)
The Portal Sound (Final Hours - Majora's Mask)
Inner Forest Haven (Kokiri Forest/Saria's Song - Ocarina of Time)
The Great Sea Theme (Overworld Theme - The Legend of Zelda)
Windfall Island (Kakariko Village - A Link to the Past)
Dragon Roost Cavern (Dodongo's Cavern - Ocarina of Time)
The Portal Sound (Final Hours - Majora's Mask)
Inner Forest Haven (Kokiri Forest/Saria's Song - Ocarina of Time)
The Great Sea Theme (Overworld Theme - The Legend of Zelda)
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