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  The Wind Waker | Test Rooms
 

 
Hidden away in every copy of The Wind Waker are test rooms that the developers used to test different elements of the game engine. To access these rooms yourself, you'll need either an Action Replay, or a copy of "Ultimate Cheats for The Wind Waker". Action Replays are available worldwide, while Ultimate Cheats (a game-specific, stripped-down Action Replay) has only been released in the UK.

Notes | Major Rooms | Minor Rooms
 

 
 
Notes
 

When you start the game after using one of these codes, the title screen of the game will load the test map chosen, rather than show the sea and Outset Island. You can run around and open your inventory (it'll be empty), but if you press any button you'll be taken to the file select screen. When you load a file, you'll be sent back to the test room.

If you enter a door, or fall off a map, you'll be placed at the initial starting point, only the music will have disappeared.

If you save your game while in a test room, the game will hang. Technically, this should corrupt your save, or send you back to this room whenever you reload, but there's no evidence of either situation - save files are left intact. If your game does hang for any reason, including saving, you can press reset on the console and the game will reload the test room without the need for a cheat disc.

In many rooms, playing the Song of Passing will cause the screen to turn completely black, with only the top sprite later remaining visible. You'll have to reset your machine to get your view back.

All test rooms have the overworld map property of the Six Eyed Reed, and this seems to be hard-coded into the rooms, rather than relying on your save file.

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Major Rooms
 
Notes
These rooms were created to test performance - draw distance, water effects, object/texture deformation, and Link's abilities - jump distance, hit detection, climbing, etc.

ITest_M
MN9C-MW6B-D7KA5
94HP-XPKH-WQXF7
JKU2-JACA-WTBE1
XYVY-4Y6B-9221N
 
The first thing you notice about ITest_M is its sheer size. It has a real scale, especially vertically (more on that later). You start off facing the skybox, so it comes as a shock when you turn around and see this awesome playground.

The textures in this room are chequered white and different colours depending on the size (which is written on the textures). 1m textures are blue, while 10m textures are red. In the game, there are big textures for things like the rock face of Rito Island, and smaller, more detailed textures for things like signs.
You start the room next to four crystals and a torch. If you hit all four crystals, the torch in the middle lights. This will have been used to test object-switch relation codes.
Near your starting point are these seven increasingly-tall towers. Each one can be accessed via ladders, but they can also be jumped between. They're spaced irregularly, and the height differences between them are also different, so they were probably created to test Link's jumping abilities. Next to this set is another, with each tower set wider apart. To move between them, you have to use a Deku Leaf. The textures here show signs of texture deformation.
Next to these two sets of towers are a series of shaped-protrusions from the floor. They're in different patterns, and while it isn't initially clear what they're meant to do, on further inspection its revealed that they're tunnels used to test turning while crawling. The camera isn't very stable while crawling within them.
Further exploration of the level unveils a square of eight statue holders, though if you try to walk near them the whole screen goes white. All that's visible are some graphical glitches and the skybox. It begins raining, and as you walk further the skybox gradually turns red and the clouds darken until you start coming out the other side of this "white area". This was undoubtedly made to test weather effects and time of day effects, but its unclear why everything polygonal turns white. I'd imagine it'd be quite a sight if it were not for this glitch. Also within the white area is a canyon that gradually gets smaller in width, to test how narrow a passage Link can pass.
Back near the start of the room is what you first assume to be a very large wall. It's not until you enter the first-person view and look as far up the wall as possible that you realise just how high it is. Easily the highest thing I've ever seen in a video game. 
Well, excellently, you can actually climb the tower. When I tried, it took around three minutes of pure climbing to reach the summit. When you get there, there's a fantastic view (though it'd be better with some real terrain). This shows off the draw distance fantastically. You can get down a couple of ways - wearing Iron Boots so you fall faster than the camera can move, or perhaps try jumping off and hitting the Deku Leaf at the last minute.
A large feature of this test room is the semi-transparent water, showing that while in-game the water is opaque, this wasn't an engine limitation, but a stylistic choice. The water itself has a strong current that moves Link and the King of Red Lions in a preset path through the water. The only effective way of moving against the current is using the sail on your boat, which reveals two long polygon "waves" protruding from the bottom, something you can't see on the normal ocean. It's also worth mentioning that if you try to warp out of the room using the Ballad of Gales, it tells you that you need to be on the Great Sea to do so (similar to if you tried the same thing in the Tower of the Gods.

There's a large, enclosed area that you can't access via the front door. The door just takes you back to the start of the room, and Hookshoting over the door does the same thing. However, if you climb up the huge tower from before, and use the Deku Leaf to hover over the area, you can just drop in. Inside, there are a bunch of slopes at various angles (each angle denoted by the number on their texture). Some slopes make you slide down them automatically, even those at a relatively flat angle. This indicates that sliding is hard-programmed onto surfaces, rather than it being a fundamental property of steeper angles.
Just in front of the enclosed area is a set of three doors. The two end doors display the following message when activated:

No Entry

The forest paths are closed until suspension bridge repairs are complete.

The middle door lets you walk through it, and depending on which side you try to open it, the screen will white out (walking outside) or black out (walking inside), and you'll end up at the start of the level.
   
ITest_R
CK20-AEK6-5R4N3
94HP-XPKH-WQXF7
JKU2-JACA-WTBE1
56H6-ZHYZ-9HBC8
 
While its status as a major test room is debatable, its hefty and interactive enough to be considered one. The area sees darker than ITest_M because the skybox is... non-evident. The layout consists of a massive pit that has a couple of ramps and box staircases leading out of it. Above the pit there are swinging grappling hooks and lanterns that are moving in set patterns, obviously to test rope physics and Link's interactivity with them. There are also random floating logs that you can use your own grappling hook on, though you can't swing effectively as they tow you all the way up, and for some reason you can't climb on top of them either.

Randomly growing from the walls are fully-functional bomb plants. The only other objects of interest are the destructible wooden walls, as found in Dragoon Roost's Cavern.



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Minor Rooms
 
Notes
These rooms are small, and simple in design. There's not a lot of explore, but they generally test little set pieces and effects, so they can be quite interesting.

H_Test
YRXZ-D9MJ-B0JDY
94HP-XPKH-WQXF7
FWA9-GFAZ-VDWEV
1X90-8QQU-REZG3
 
In this room, there is a central corridor crossed with a smaller one through the middle. There is a smaller room in each of the corners, each containing a group of three pigs. The corridors are fairly wide and the decor is that of a dungeon. At each end of the longer corridor there is a square arrangement of four crates, next to a suspended platform. The room seems to be made to test the pig's AI, and how they react when more than one group is chasing Link after he attacks them, how they react when Link climbs one of the objects and how well they follow Link around objects such as walls.

Vr_Test
ZY1N-AGX5-MMCY0
94HP-XPKH-WQXF7
3Z3C-ZZVX-C21YN
1X90-8QQU-REZG3
 
Vr_Test is an island in the middle of nowhere. It's set at night, and there are some seagulls flying overheard, though they don't react to Hyoi Pears. The sea surrounding the island is merely an illusion, and trying to couple this with the "Swim Forever" cheat to see if you can break the game won't work, because you'll just fall through. The King of Red Lions is beached, but has the same properties as he does in the normal game (you can speak to him, and he'll look around at you). If you play the Song of Passing, the day/night cycle does move, but slowly.

ITest61
KMRE-XXPH-VEUWH
94HP-XPKH-WQXF7
Z6V3-XCB2-AFVUV
GMEE-ZUJH-BUWFM
 
This is a small fire cavern, and it's basic layout is one small circular room attached the another larger one via a concrete door. Running around the edge of both rooms is a lava-filled ditch. The first room is fairly non-descript, but in the second room there is a main raised section in the middle of the room with many narrow paths leading off it towards very small raised sections with small pits in them (small enough for Link to get back out of). One of them leads off to an open treasure chest. The main raised section has 5 crystals on it, which when turned on individually have varying time-delays to turn off, but if you use a boomerang and hit them in the right order they stay on to no discernable effect.
   
ITest62
0PT7-4XB0-ZB8CY
94HP-XPKH-WQXF7
Z6V3-XCB2-AFVUV
EED8-FYHH-F4564
 
This is a snow-filled ice cavern with very limited visibility. Encased in blocks of ice are various enemies and pots, the ice is meltable and the enemies are fully functional, with full AI. There is a warp out of the test room, however it transports you back within the room, only without the ambience music.

ITest63
TVJK-2Z15-DPJHD
94HP-XPKH-WQXF7
Z6V3-XCB2-AFVUV
4Y3T-MAZ9-KW7D4
 
When I tried to access this room via the Ultimate Cheats disc, the game hung after the "Dolby Pro Logic" screen on all three attempts.

K_Test2
7JJ2-MDC5-J92ZD
94HP-XPKH-WQXF7
P0Q4-Q62V-X8RDW
5GG6-4KVK-AVB1D
 
As soon as you enter this room, a chest appears as it would in-game after clearing a room full of enemies. Every type of chest is here to test, though each one contains just a single rupee. Bizarrely, smack in the middle of the area is a huge statue of a Hyrulian Knight.

K_Test3
236T-Z3BK-RC29V
94HP-XPKH-WQXF7
P0Q4-Q62V-X8RDW
PKT0-K5X5-Z5368
 
This room contains one seagull (that doesn't respond to Hyoi Pairs), Sturgeon (who challenges you to a duel; accept, and you'll turn and walk 20ft away), a few pirates, a Knight's Crest (which you can't pick up), and a Korok dancing around strange blue smoke. I found that my start button ceased to have any effect after I threw a rock at Sturgeon's head.

K_Test4
MBZQ-VJJT-WX6HV
94HP-XPKH-WQXF7
P0Q4-Q62V-X8RDW
4H85-XCHW-7UR1J
 
K_Test4 has some different enemies - a couple of Stalfos, a group of Peahats, and some floating bubble skulls. In one quarter of the room, there is one of every type of Chu but as with normal Chu they don't emerge until you run towards them. All the enemies seem to have a greatly reduced awareness of your presence, as you have to move pretty close for them to notice you.

K_Test5
AAAC-DU2K-49T65
94HP-XPKH-WQXF7
P0Q4-Q62V-X8RDW
VH57-6NKU-KGYD1
 
K_Test5 seems to be a testing grounds for level objects. There's everything from totems, switches, crates, balance platforms, sun beams, concrete walls and even a couple of butterflies.
Against the wall there are four ladders, but they are further up the wall than Link can climb. There is a switch near the foot of each, and pressing them makes the ladders fall. If you climb one of the ladders and climb to the top, you will find that you fall through the wall and into the skybox. From the ladder you can see some nearby fires and fire distortion effects, just floating in mid-air. There are also some Deku platforms which rotate when you blow them with the Deku Leaf, but you can't get on them. There are nests and active holes, some moving platforms, a chest and some shootable signs.
K_Test8
5GKJ-BG5E-C99XN
94HP-XPKH-WQXF7
P0Q4-Q62V-X8RDW
JHA7-H8M2-J687P
 
K_Test8 is pretty crazy. For a start, you are attacked by a ReDead if you walk too close to its coffin. Then, a Helmarock, some Fire Keese and a Lava Gohma, that you fight all at once. Stray too far away from the fight and you'll see there are also two Armos statues in the room. There are some crystals nearby, one of which produces a set of rupees, another produces a gang of sleeping Keese and Fire Keese.

K_Test9
WJXU-5DPP-632UG
94HP-XPKH-WQXF7
P0Q4-Q62V-X8RDW
XEBA-9F1Z-6CD4M
 
K_Test9 has some of the more extreme level objects. Mainly, there are a couple of whirlwinds, flowers, time sensitive and weight sensitive switches. There is also a large stone head, a stool, some ice blocks, ice moving platforms, a lily-pad, some fairies, a chest, a sun-switch, a mirror, a Wind Waker notes rock and a tombstone.

K_Testa
DZRG-7N69-FWU0D
94HP-XPKH-WQXF7
P0Q4-Q62V-X8RDW
Q4B0-T9KG-407ZJ
 
Back in the open air skybox, there are more test objects here but nothing not already mentioned. There are a few block puzzles (if you can call them puzzles... they have no real solution or reward) but they mainly involve jumping and using the Deku Leaf.

K_Testb
C6WR-20N3-CW7JP
94HP-XPKH-WQXF7
P0Q4-Q62V-X8RDW
VXAF-QD6P-06HBG

Nothing not seen in the other test rooms. A black skybox with rows and rows of characters.
 
K_Testc
4Y2H-AQZC-RED2R
94HP-XPKH-WQXF7
P0Q4-Q62V-X8RDW
WA9T-M9BA-KVQ77
 
The best part of this map is the line up of items. While you can't pick any of them up, it's just really cool to be able to see every kind of rupee, all spoils items, a heart piece and a key all lined up in neat rows. There is a small tree with moss at its foot - I don't believe that this was ever used in the final game. Also, there is a strange box. From some angles, it is invisible, but from others it is as clear as day. If you try to walk in from one of the invisible sides then it will let you, but try and walk back out again and it does not.

K_Testd
DGP6-73K1-VTFVZ
94HP-XPKH-WQXF7
P0Q4-Q62V-X8RDW
G81M-KKDM-UET07
 
The first thing you notice about this room is that a lot of things are encased in ice. However what intrigued me is that in one of the corners there is a bomb launcher (like you would find on the walls of the various reefs). There are some rocks placed around it in a semi-circle and they represent the area in which the launcher recognises Link. If you walk in the semi-circle to get some attention, you can get it to charge a shot while you walk to one of the rocks. Roll out of the way a the last minute and the rock-launcher will shoot and destroy the rock.

   
K_Teste
QZRK-HZVX-0V3TM
94HP-XPKH-WQXF7
P0Q4-Q62V-X8RDW
CVH8-K6FZ-6NQXH







This map has the ring of rain from the last battle. You start off standing in the middle of the waterfall, and the floor is shiny and wet (which really looks cool on the test textures). The waterfall is opaque from the inside, but when you stand outside it's completely transparent. The skybox is just grey and white, and looking up reveals floating parts of the pirate ship. There are some semi-working cauldrons; you can jump into them, but the game just hangs on the 'zooming-in' cut-scene.

On the wall behind these cauldrons, there are numerous pictures of the boy with the snotty nose from Outset Island, but divided into nine squares from the sliding-tile puzzles.

You can stand at the end the rows of pots, and break them all with one arrow.

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