Screenshots
Usually, I include the size and
source of the screenshots here. However, since no one really
cares about the size of the images and all of them are exclusive to ZSO
(and don't let anyone else tell you otherwise, because I went through
great pains to make them!), I have decided to omit them. Also,
feel free to post these on your sites, but please give credit where it
is due.
BetaWorlds01.jpg
This is one of the beta versions of a pirate ship. Inside it were
several enemies and a treasure chest which contained a Triforce
chart. The layout was typical, the only difference being the
color of the walls.
BetaWorlds02.jpg
The only enemies in this version of the pirate ship were two Stalfos
lugging clubs. Of course, they did their job of being exceeding
obnoxious.
BetaWorlds03.jpg
The enemies in this version of the pirate ship were two Red
Bubbles. There was also an assortment of skulls, as you can
plainly see.
BetaWorlds04.jpg
On either ship, the treasure chest was always present, regardless of
whether the enemies had been defeated. Of course, getting there
while Stalfos are clubbing you or Red Bubbles are ramming into you is a
tad bit difficult.
BetaWorlds05.jpg
The chest will always contain a Triforce Chart. I haven't checked
to see which chart it is yet. Oddly enough, the chest is closed
regardless of whether you've collected all of the Triforce Charts or
not.
BetaWorlds06.jpg
This is a beta version of the Triangle Islands. It also happens
to be the most annoying of all the areas. The second you arrive,
you'll hear a
very loud,
very obnoxious whine (perhaps not if you haven't revealed the Tower of the Gods yet). The cause of this is illustrated below.
BetaWorlds07.jpg
As you can see here, the beta version of the Triangle Islands holds all
three statues of the goddesses in their unbroken form (they are always
intact, even if the Tower's been revealed). Perhaps the game does
this because a variable detailing which of the three Triangle Islands
this one was supposed to be was never set? The cause is unknown,
but it is both annoying and intriguing. As you can see in the
screenshot, the statues are partially unsolid. You can go in a
bit, but the collision detection will eventually kick in and keep you
from going completely through. Hey, it's a beta world, it's
supposed to be weird.
BetaWorlds08.jpg
A rather spectacular screenshot, if I do say so myself. Is it
just me, or does it seem odd that Nayru's statue has a frown, Din's
statue has a beak, and Farore's statue is lacking a mouth
completely? Not only that, but Din's Pearl is imprinted with what
looks like Zora's Sapphire and Farore's Pearl has a symbol resembling
the Kokiri Emerald, but Din's Pearl's symbol bears no resemblance to
Goron's Ruby?
BetaWorlds09.jpg
According to JayTheHam, this area is actually the E3 demo of Wind
Waker. It makes enough sense, since it's a beta version of a
well-known location. Anyhoo, the things to note in this
screenshot (aside from its apparent fuzziness) is that there is no sky
(common for all beta areas), there are two people near the dock
(sailors, actually), and if you look along the right edge, you can see
the bow of the pirate ship.
BetaWorlds10.jpg
Taken from the lookout tower. A rather nice view, don't you
think? That white blob over there is a seagull, by the way.
BetaWorlds11.jpg
Umm... well, there's nothing of
particular
interest about this rock. But you can tell that the ground
arrangement is a bit different from the final version. Nothing
big, though.
BetaWorlds12.jpg
This, oddly enough, is the sword master and brainiac's house.
Instead of its traditional layout, however, the sword master's door is
over on this side! Of course, the door is already open, so you
can't go in. Doesn't make much sense, does it?
BetaWorlds13.jpg
This is obviously an old layout of the sword master and brainiac's
house. That would be the brainiac's door, back there behind the
ladder, and the balcony as well. Can't remember if they worked or
not, though...
BetaWorlds14.jpg
Watcha lookin' at, Link?
BetaWorlds15.jpg
This was before I found out that there
really was
a house up here that looked exactly like this. Originally, I had
thought that this house was a "new" addition that had been removed, but
nope! I just plain never had gone there before.
BetaWorlds16.jpg
This would actually make more sense, having boards across the walkway
instead of trees. Of course, the boards are easy to break, thanks
to your sword and bow. Not many changes, aside from that.
BetaWorlds17.jpg
I had a terrible time trying to take this screenshot. I wanted to
somehow show that both sides were blocked off, but the camera would
always show one or another when it automatically positioned
itself. I had Link run around and the C stick spinning every
which way for hours... well, not
that long, but way too long for just one lousy screenshot.
BetaWorlds18.jpg
I'm guessing that the people who set up the E3 demonstration were using
an old version of Outset Island in order to show off Wind Waker, since
they could have easily set it up so Link couldn't venture up here, thus
making it totally redundant to put wooden boards up here. But if
this was originally one of their older versions of the island that they
had
intended to use in the real game, then it would make sense to have the boards. Sort of...
BetaWorlds19.jpg
Of course, if you want to go across to the other side, it's clear sailing. No boards in your way over there.
BetaWorlds20.jpg
I think that if you directed the wind west and used the Deku Leaf,
you'd be able to fly across without a problem. Not sure, though.
BetaWorlds21.jpg
This is a
very strange beta world, or more likely
alpha.
The land is all beige sand, the ocean looks a bit... primitive... and
smack dab in the center of the island is a perfectly circular pool of
water. And take a gander at that white structure over there!
BetaWorlds22.jpg
Seriously, you guys, this thing freaked me out when I first saw
it. If the interface looked a bit older and Link had his older,
more kiddie (if that's even possible...) form, I would have been in
nirvana. This is
real
beta. The building itself is no bigger than an outhouse, and you
have to backflip to get on the steps. The walkway is extremely
narrow, so it's likely that either it was bigger at one point, or Link
was smaller. Unfortunately, if you fail to backflip onto the
ladder or try to run/crawl underneath the thing, the collision
detection will fail to stop him from going through, thus making Link
fall right through the thing and "crushing" him. The game'll
throw Link onto the shore if this happens and take away some of your
health. Backflipping will avoid the crushing, so long as you
backflip onto the ladder.
BetaWorlds23.jpg
I was actually very surprised at how far Link could go into the ocean without having to swim. Leave it to beta!
BetaWorlds24.jpg
Was I the first to figure this out? Probably not... mind you, I
found this thing out probably a few days after the codes had been
released by JayTheHam (CodeJunkies hadn't released the codes to this
island, the stinkers!), so unless you can pitch an earlier claim, I'll
assume it's me (hehehe...). Anyway, it's extremely difficult to
walk around the building or along the little dock thing. There's
no door or anything, in case you're wondering. What you see is
what you get (what is with all of these clichés? Oi...).
BetaWorlds25.jpg
A very strange dungeon! The ground seems to sprout steam at
random places, and the wall looks like a very bad attempt of making an
abstract painting. The transport beam, oddly enough, is purple!
There's a couple of wooden plank sections that block the way here
between two white pillars, which can quickly be dispatched with a fire
arrow.
BetaWorlds27.jpg
Okay, now
this is weird.
There are five chained platforms over roiling lava, as well as an
endless onslaught of Fire Keese. At the beginning and end of the
suspended platforms are cement blocks that seem to have been placed
inside the ground rather poorly, since one of the blocks has its
texture blend into the ground partly. You can see it better two
screenshots down.
BetaWorlds28.jpg
Like I said, it's a weird place. At the far end there is a room
that looks like a crystal, and although it looks like all of the Fire
Keese have been dispatched, don't be fooled. They come back every
time the lava spurts.
BetaWorlds29.jpg
See? Told you it looked weird.
BetaWorlds30.jpg
At the end (inside the crystal-like alcove) you'll see a spiked
treasure chest, already opened, and two torches. The path
continues on and curves around to the left.
BetaWorlds31.jpg
The path curves upward towards another chamber...
BetaWorlds32.jpg
Which contains nothing. Talk about disappointment! They could've at least put a pot there!
BetaWorlds33.jpg
New world, and if this isn't beta, I don't know what is! The
extruded land is a primitive shape with a tile texture, and the grass
is just green. Connected to the extruded land is a wooden bridge,
which most likely is the entire point of this otherwise barren world.
BetaWorlds34.jpg
Ooooo... tilty....
BetaWorlds35.jpg
If you snap the bridge, Link will be able to walk through the fallen
boards. Odd, the collision detection doesn't think Link's getting
crushed
here... maybe because the bridge is no longer considered "walkable," whereas the white structure was. Still weird, though.
BetaWorlds36.jpg
If you get bored (as I frequently do), try to break off as many of the
ropes as you can without collapsing the bridge. Here you can see
my first record: Three. Then I fell off, and of course if you try
to get back on, the bridge will sway and try to make it as hard as
possible for you to accomplish. Then, when you
do make it on, it'll break on you...
BetaWorlds37.jpg
Yes! All six! Beat that! Okay, maybe you can't, but
it truly represents great dexterity, skill, and just how bored I really
am.
BetaWorlds38.jpg
This was the most boring beta area in the whole game. It's just
one room. Four white walls, a dark ceiling, and a floor with huge
tiles. Nothing else.
BetaWorlds39.jpg
A beta version of the Volcano area. The "rocks" are all striped textures, and the ocean is a strange purplish color.
BetaWorlds40.jpg
And just to show how creative Nintendo can be, one of the rocks is checker-patterned!
BetaWorlds41.jpg
Once you successfully scale the mountain (a lot easier without all
those birds, huh?), you'll be greated with a nonagon hole. Note
the detailed textures inside the hole that suggest depth and
darkness.... or usually would, if this weren't just a crappy texture
effect.
BetaWorlds42.jpg
Just jump in, Link! Wheeee!
BetaWorlds43.jpg
"Okay... now what?"
BetaWorlds44.jpg
This was a weird area. The camera starts a bit back and to the
right (from this viewpoint), and then swoops down towards Link.
Then after looking at him for a few seconds, it stops and you gain
control. Of course, the number textures are in the background,
representing the scale-size of the texture. My guess is that the
1 texture is 128x128, the 2 is 256x256, the 4 is 512x512, and the 16 is
1024x1024. Might be higher.
BetaWorlds45.jpg
Aside from the trees and a few pots, there really isn't much else here.
BetaWorlds001.jpg
Back to the pirate ship again! This is probably where I had my
image capture program reset and resave the pictures. I believe
this one's out of sequence because I had this one on top of the others
at the time, making it saved before it got around to the other
screenshots. Oddly enough, though you get a Triforce Chart like
the Ghost Ship, you aren't warped back to the ocean after opening the
chest. Oh well.
BetaWorlds002.jpg
Giant rock island. I think this was actually a beta version of
the island containing the Wind Temple, but I'm not positive.
BetaWorlds003.jpg
The rocks...
BetaWorlds004.jpg
Nice design on the rocks, there; the stairs look pretty weird,
though. The giant rock, I believe, is liftable, but Link didn't
have the Power Bracelet on this file, so I couldn't test it.
BetaWorlds005.jpg
Sure goes up high...
BetaWorlds006.jpg
Another beta pirate ship, this time I believe acting like the Ghost
Ship. The two Stalfos are there, though the one closest to Link
is in it's head-on-heels form.
BetaWorlds007.jpg
Again, the treasure chest is available regardless of whether you defeat the monsters or not.
BetaWorlds008.jpg
I can't remember if this one warped you or not... I think it did...
BetaWorlds009.jpg
When I first arrived here, I thought JayTheHam had just stumbled on the
exit value for one of the underground arenas. Then I went through
that door.
BetaWorlds010.jpg
This was the most bizarre thing I had ever seen. Boxes floating in midair?
BetaWorlds011.jpg
This was about as far as I could go in without the camera getting
extremely close to Link and extremely difficult to position. That
alone was probably why they took out this atrocity (mind you, I didn't
have a moonjump code, so I had to climb up the boxes by maneuvering my
way through and trying to figuring out just how exactly Nintendo had
arranged the darn things!).
BetaWorlds012.jpg
Some boxes had hookshot targets on them. Not that they helped any, or were even that necessary...
BetaWorlds013.jpg
As you can see, the boxes themselves were hookshotable.
BetaWorlds014.jpg
Once I realized the place had doors just like all of the other ones, I
beat all of the enemies. Sadly enough, the doors unlocked, making
all of my work on those boxes completely, totally pointless.
Worse still, the treasure chest was already open, although it's safe to
assume it would've contained a Triforce chart.
BetaWorlds015.jpg
I think I pulled up my map while inside this dungeon, and for some odd reason, it said I was at Stone Watcher Island.
BetaWorlds016.jpg
And so I was, when I exited at least.
BetaWorlds017.jpg
This was pretty weird. Completely dark with a door lit by two
torches, holding mysteries and secrets and untold horrors within?
Sounds like fun!
BetaWorlds018.jpg
I will say this again: this place was
weird!
You start by having to press the switches with the skull hammer.
Only one switch will unlock the doors to either side of them (both of
which seem to lead to the same room).
BetaWorlds019.jpg
When you pound one switch, the other(s) will pop back up. Beat
the room that's unlocked and a torch will light above its door.
BetaWorlds020.jpg
As soon as you beat a room and re-enter the switch room, you'll find
that while you were away battling the room had expanded. Run down
the new addition and you'll come across another batch of switches,
accompanied by another pair of doors.
BetaWorlds021.jpg
When you unlock the room, you'll be up against a lone enemy that's
extremely easy to kill. Once you've dispatched him, leave the
room and a new path will appear.
BetaWorlds022.jpg
Beat all of the rooms and you'll reach the treasure chest. I don't recall its contents.
BetaWorlds023.jpg
At one point, Tingle's tower apparently had an artist's studio.
They seemed to have been obsessed with that drawing, as it makes up the
wallpaper, the floor, the tapestry, and even the papers on the table
over there!
BetaWorlds024.jpg
I have no idea what Tingle was up to in here... or maybe it was his
brother's room? Anway, be careful with this table, it's got a
glitch that can "crush" Link similar to the white structure does.
BetaWorlds025.jpg
Strangely enough, the corner pillar isn't solid.
BetaWorlds026.jpg
He ain't no Picasso.
BetaWorlds027.jpg
If you exit the room, you'll end up on Tingle's Island at that very spot. I have absolutely no clue why.
BACK