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* The US version of ''VideoGame/SpudsAdventure'' took out a cutscene of Devi's sister persuading him not to attack Spud midway through the tower.
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*** The Fire Rod was planned to be an item in the game and is even mistakenly referenced by the Ice Wizzrobe figurine in the European version, which claims they're vulnerable to it (the North American version instead refers to them as being weak to fire in general). While the Fire Rod has an unused icon, it functions as a debug item letting you change the tile in front of Link. An unused dungeon, and alternative beta layouts for existing ones exist also.

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*** The Fire Rod was planned to be an item in the game and is even mistakenly referenced by the Ice Wizzrobe figurine in the European version, which claims they're vulnerable to it (the North American version instead refers to them as being weak to fire in general). While the Fire Rod has an unused icon, it functions as a debug item letting you change the tile in front of Link.tiles. An unused dungeon, and alternative beta layouts for existing ones exist also.
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*** The game had a bugged item similar to the Somaria Cane dummied out. Similarly, the Fire Rod was planned to be an item in the game and is even mistakenly referenced by the Ice Wizzrobe figurine in the European version, which claims they're vulnerable to it (the North American version instead refers to them as being weak to fire in general). An unused dungeon, and alternative beta layouts for existing ones exist also.

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*** The game had a bugged item similar to the Somaria Cane dummied out. Similarly, the Fire Rod was planned to be an item in the game and is even mistakenly referenced by the Ice Wizzrobe figurine in the European version, which claims they're vulnerable to it (the North American version instead refers to them as being weak to fire in general).general). While the Fire Rod has an unused icon, it functions as a debug item letting you change the tile in front of Link. An unused dungeon, and alternative beta layouts for existing ones exist also.
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** ''VideoGame/ZeldaIITheAdventureOfLink'' has unique window graphics for all dungeons, even though the fourth and sixth dungeons don't have any windows. The unused window graphics can be seen by using the "Fairy Warp" glitch[[note]]transforming into a fairy above the top of the screen, then moving left or right[[/note]] to load the first dungeon's layout with another dungeon's graphics.

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** ''VideoGame/ZeldaIITheAdventureOfLink'' has unique window graphics for all dungeons, even though the fourth and sixth dungeons don't have any windows. The unused window graphics can be seen by using the "Fairy Warp" glitch[[note]]transforming into a fairy above the top of the screen, then moving left or right[[/note]] to load the first dungeon's layout with another dungeon's graphics. There are also unused SpikesOfDoom graphics for each dungeon.
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** ''VideoGame/ZeldaIITheAdventureOfLink'' has unique window graphics for all dungeons, even though the fourth and sixth dungeons don't have any windows. The unused window graphics can be seen by using the "Fairy Warp" glitch to load the first dungeon's layout with another dungeon's graphics.

to:

** ''VideoGame/ZeldaIITheAdventureOfLink'' has unique window graphics for all dungeons, even though the fourth and sixth dungeons don't have any windows. The unused window graphics can be seen by using the "Fairy Warp" glitch glitch[[note]]transforming into a fairy above the top of the screen, then moving left or right[[/note]] to load the first dungeon's layout with another dungeon's graphics.
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*** In both this game and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', [[ExpositionFairy Navi/Tatl]] has a description for Gold Skulltulas, but it's unused since they can't be Z-Targeted. The same is true for Dead Hand's Hands in ''[=OoT=]''.

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*** In both this game and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', [[ExpositionFairy Navi/Tatl]] has a description for Gold Skulltulas, but it's unused since they can't be Z-Targeted. The same is true for Dead Hand's Hands and Big Poes in ''[=OoT=]''.

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Speculation. I went and looked and I don't know what dead end this is talking about.


** ''VideoGame/ZeldaIITheAdventureOfLink'' has unique window graphics for all dungeons, even though the fourth and sixth dungeons don't have any windows. The unused window graphics can be seen by using the "Fairy Warp" glitch to load the first dungeon's layout with another dungeon's graphics.
** ''VideoGame/TheLegendOfZeldaALinkToThePast''
*** In its original SNES incarnation, the game had a secret room which required a near-superhuman effort to get to. While Chris Houlihan's Top Secret Room (so named after the winner of a Magazine/NintendoPower competition, the prize being his name being inserted into the game) is present in the GBA remake, the method to access it has been removed, as has Chris Houlihan's name. The code is only accessible in the remake through cheating. Strictly speaking, Chris Houlihan's room was never intended to be accessible at all -- it's the "emergency room" the game sends you to if the proper data is not available.
*** Either through a bug or some obscurely intentional game design, "ghosts" roam the Dark World's Swamp of Evil[[note]]Typically, however, they are confusingly referred to as the Ghosts of Misery Mire; Misery Mire is actually the dungeon in the swamp area[[/note]]. They seem to be invisible versions of the Dark World equivalents of Zoras, the Ku (this version was presumably supposed to be able to walk on land when they spawn in shallow water, similarly to Zoras, before being scrapped, something they can do in ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]''), and are located on the lower floor layer that can only be accessed via glitch. They are uninteractible and all but unkillable except with certain superweapons. Just drop Bombos magic near where you first warp into the swamp from the Light World and watch the flames of the dying appear from nowhere.
*** Two unused rooms also exist in the game memory, which appear to be duplicates of the Ice Palace Fairy Fountain and the easternmost room of floor B6. The exits from these rooms, however, lead to different places from the normal versions. There are also several unused graphics, including [[http://www.flyingomelette.com/oddities/zeldaglitch.html one supposed to be used for the statues in Skull Woods dungeon]], though this graphic ended up being used in the Palace of the Four Sword bonus dungeon in the UsefulNotes/GameBoyAdvance version (though not Skull Woods).
*** There are several dummied-out enemies in ''A Link to the Past'', including a soldier with a cannon. They were saved for the [[UpdatedRerelease GBA Edition]], which in turn dummied out two rooms in the ice dungeon, to simplify an otherwise NintendoHard puzzle requiring moving blocks across several floors.
*** A functional, fully-coded upgrade for 1/4th magic exists in the game's code, but isn't accessible outside of hacking. It seems like this was probably mostly left out because half magic was enough of an upgrade, quartering it would end up being overkill and trivializing puzzles requiring MP management and make fighting enemies too easy.



*** Several pieces of text remain in the game, likely as use for DevelopersForesight, but there is no way to access them, even with glitches or cheating devices. Of particular note is some text from Saria hinting about the location of the Goron's Ruby. It is possible, even without glitches or cheating, to access Jabu-Jabu without getting the Ruby, but Saria's text doesn't change until you acquire the Ruby.
---> '''Saria:''' The Great Deku Tree once told me that Mr. Darunia of the Gorons has it...
** ''VideoGame/TheLegendOfZeldaALinkToThePast''
*** In its original SNES incarnation, the game had a secret room which required a near-superhuman effort to get to. While Chris Houlihan's Secret Room (so named after the winner of a Nintendo Power competition, the prize being his name being inserted into the game) is present in the GBA remake, the method to access it has been removed, as has Chris Houlihan's name. The code is only accessible in the remake through cheating. Strictly speaking, Chris Houlihan's room was never intended to be accessible at all -- it's the "emergency room" the game sends you to if the proper data is not available.
*** Either through a bug or some obscurely intentional game design, "ghosts" roam the Dark World's Swamp of Evil[[note]]Typically, however, they are confusingly referred to as the Ghosts of Misery Mire; Misery Mire is actually the dungeon in the swamp area[[/note]]. They seem to be invisible versions of the Dark World equivalents of Zoras, the Ku (this version was presumably supposed to be able to walk on land when they spawn in shallow water, similarly to Zoras, before being scrapped, something they can do in ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]''), and are located on the lower floor layer that can only be accessed via glitch. They are uninteractible and all but unkillable except with certain superweapons. Just drop Bombos magic near where you first warp into the swamp from the Light World and watch the flames of the dying appear from nowhere.
*** Two unused rooms also exist in the game memory, which appear to be duplicates of the Ice Palace Fairy Fountain and the easternmost room of floor B6. The exits from these rooms, however, lead to different places from the normal versions. There are also several unused graphics, including [[http://www.flyingomelette.com/oddities/zeldaglitch.html one supposed to be used for the statues in Skull Woods dungeon]], though this graphic ended up being used in the Palace of the Four Sword bonus dungeon in the UsefulNotes/GameBoyAdvance version (though not Skull Woods).
*** There are several dummied-out enemies in ''A Link to the Past'', including a soldier with a cannon. They were saved for the [[UpdatedRerelease GBA Edition]], which in turn dummied out two rooms in the ice dungeon, to simplify an otherwise NintendoHard puzzle requiring moving blocks across several floors.
*** A functional, fully-coded upgrade for 1/4th magic exists in the game's code, but isn't accessible outside of hacking. It seems like this was probably mostly left out because half magic was enough of an upgrade, quartering it would end up being overkill and trivializing puzzles requiring MP management and make fighting enemies too easy.

to:

*** Several pieces of text remain in the game, likely as use for DevelopersForesight, but there is no way to access them, even with glitches or cheating devices.them. Of particular note is some text from Saria hinting about the location of the Goron's Ruby. It is possible, even without glitches or cheating, Saria would give you this hint if you talked to access her after completing Jabu-Jabu's Belly, but before obtaining the Goron's Bracelet from Darunia. It's normally impossible to do this because accessing Jabu-Jabu without requires blowing up the rocks blocking Zora's River with bombs, and the Bomb Bag can only be obtained after getting the Ruby, but Saria's text doesn't change until you acquire the Ruby.
--->
Goron's Bracelet.
---->
'''Saria:''' The Great Deku Tree once told me that Mr. Darunia of the Gorons has it...
** ''VideoGame/TheLegendOfZeldaALinkToThePast''
*** In its original SNES incarnation, the game had a secret room which required a near-superhuman effort to get to. While Chris Houlihan's Secret Room (so named after the winner of a Nintendo Power competition, the prize being his name being inserted into the game) is present in the GBA remake, the method to access it has been removed, as has Chris Houlihan's name. The code is only accessible in the remake through cheating. Strictly speaking, Chris Houlihan's room was never intended to be accessible at all -- it's the "emergency room" the game sends you to if the proper data is not available.
*** Either through a bug or some obscurely intentional game design, "ghosts" roam the Dark World's Swamp of Evil[[note]]Typically, however, they are confusingly referred to as the Ghosts of Misery Mire; Misery Mire is actually the dungeon in the swamp area[[/note]]. They seem to be invisible versions of the Dark World equivalents of Zoras, the Ku (this version was presumably supposed to be able to walk on land when they spawn in shallow water, similarly to Zoras, before being scrapped, something they can do in ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]''), and are located on the lower floor layer that can only be accessed via glitch. They are uninteractible and all but unkillable except with certain superweapons. Just drop Bombos magic near where you first warp into the swamp from the Light World and watch the flames of the dying appear from nowhere.
*** Two unused rooms also exist in the game memory, which appear to be duplicates of the Ice Palace Fairy Fountain and the easternmost room of floor B6. The exits from these rooms, however, lead to different places from the normal versions. There are also several unused graphics, including [[http://www.flyingomelette.com/oddities/zeldaglitch.html one supposed to be used for the statues in Skull Woods dungeon]], though this graphic ended up being used in the Palace of the Four Sword bonus dungeon in the UsefulNotes/GameBoyAdvance version (though not Skull Woods).
*** There are several dummied-out enemies in ''A Link to the Past'', including a soldier with a cannon. They were saved for the [[UpdatedRerelease GBA Edition]], which in turn dummied out two rooms in the ice dungeon, to simplify an otherwise NintendoHard puzzle requiring moving blocks across several floors.
*** A functional, fully-coded upgrade for 1/4th magic exists in the game's code, but isn't accessible outside of hacking. It seems like this was probably mostly left out because half magic was enough of an upgrade, quartering it would end up being overkill and trivializing puzzles requiring MP management and make fighting enemies too easy.
it...



*** There's evidence that the summit of Death Mountain was originally accessible, but later blocked off with a hastily coded patch of wall that doesn't fully match its surroundings. While the area is still covered in twilight, if one speaks to the Goron on the cliff above the hot springs, he laments that the path "is now inaccessible" due to a geyser that's suddenly sprung up out of the wall... yet the path in question leads to a dead end, with the hastily erected wall partway along it. The path in question might have been leading to the big hole in the Goron Sumo Hall ceiling, seen in the credits. They may have changed their minds about how Link would get in.

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