Version Differences

Notes

  • Versions listed here are in order of build, which is not the same as order of release date.
  • Version Codes are the code as it should appear on the back of the game disc, near the center hole. You may need a good light source to see these.
  • For some of the Wii versions, testing may be poor. Information is always welcomed.

Regions

  • NA: North America [E]
  • PAL: Europe and Australasia [P]
  • JP: Japan [J]
  • KR: Korea [K]
  • CN: China

NA Wii 1.0

Version Code: RVL-RZDE-0A-0

Build Date/Time: 2006/10/10 20:35

Release Date: November 19, 2006

Available Languages: English

Display Support: 480i and 480p; 16:9 widescreen resolution and 4:3 standard resolution

Working

  • Map Glitch
  • Warping While Underwater
  • Midna Dive
  • Cave of Ordeals Floor Skips
  • Fast Walking on Magnetic Ceilings

Not Working

  • Gale LJA
  • Epona Slide
  • Clawshot L-Slide
  • Epona Out of Bounds via Unloading

Chests

  • Goron Mines: 10 Rupee chest in the Rotating Platform room before the Miniboss Room is a normal-sized chest.
  • Arbiter's Grounds: Piece of Heart chest in the Spinner Climb Room is a small chest.
  • City in the Sky: 20 Rupee chest in the Ooccas Room on 2F behind a grate is a normal chest.
  • City in the Sky: 20 Rupee chest in the Center room on 3F is a normal chest.

Other Notes

Crashes and Softlocks:

  • The Title Screen is extremely prone to crashing during Back in Time. Back in Time Equipped requires a specific setup to avoid crashing most of the time but can still crash even under those conditions. Furthermore, it is impossible to roll on the Title Screen during Back in Time.
  • It's possible to crash the game by standing next to Yeto and hitting the nearby tree with the Ball and Chain. The game crashes as the race begins.
  • Savewarping in the Cannon Room prior to warping the Sky Cannon will softlock the save file as it's impossible to leave the room after loading, due to Shad being at the top of the stairs.
  • As it's possible to warp while underwater, it's also possible to softlock on the Game Over screen by doing so at the same moment as Link is about to drown.
  • Warping only occurs after Link is grounded, thus, if the player performs "Gorge Void" on the "wrong" frame, the game will softlock as the warp animation waits for Link to land, however, Link never lands and is stuck in a falling state on the void floor.
  • Falling into a void during the backflip of grabbing a Poe Soul will softlock as the cutscene fails to play for similar reasons; waits for Link to be grounded yet this state never happens due to void floor.

Overworld:

  • For all Wii versions, the rupees during the Snowboarding sequence are always spawned in, even when the fog is not cleared. This is due to increased memory available to the Wii version.
  • If you reduce GAME memory to critical levels where the game fails to load a room entirely, there is a function called "escapeRestart" which is known as Fadeout. Because of this, it is impossible to unload rooms and then travel to them.
  • Mailman Triggers are smaller and able to be jump attacked over.
  • There are also some additional mailman triggers in certain areas.
  • In general, most triggers in the game are small and able to be skipped with standard jump attacks or simply evading the trigger entirely.

  • The rocks blocking access to the back of the Eldin Spring leave a small hill behind when exploded.

  • There is no deactivation trigger on the vines outside Kakariko Village's north exit to disable the mailman triggers in this area.
  • With the exception of the Twilit Bloat (boss bug), bugs during Twilight do not explode when they hit the water, but rather fall to the bottom and explode when they hit the bottom; the tear then must float back up to be collected.
  • There is a loading zone from Hyrule Field North leading to Upper Zora's River behind the fence leading from Upper Zora's River.
  • In the Sacred Grove, the minimap field does not update until Link reaches the top of the main stairs leading to the Master Sword pedestal.
  • The text that displays at the top of the screen naming the area is center-aligned, while normal textboxes are left-aligned.

Dungeons:

  • If EBF is set and the player enters the Deku Toad miniboss room from the underwater entrance, the fight will have started and the gate drawn across the tunnel exit, leaving the player unable to access the fight from this entrance.
  • Saving on the post-AG save prompt and loading the file will cause time to erroneously be set to day. Simply saving outside the dungeon manually avoids this glitch and keeps the time night as it correctly should.
  • If the player gets the frame-perfect drop off the fan deactivation bulb in the Aeralfos miniboss room, the player can skip the cutscene as soon as they drop into the miniboss arena and do not have to wait on the fan to stop.
  • The cutscene that plays when Link loads into the City in the Sky Boss Room is skippable. Skipping this cutscene warps Link to the boss fight platform.

Poes:

  • Poe Soul grab animation: If the backflip during this animation puts Link into the water, Link will dive and fall to the bottom of the water, then give the text for the poe. After this, Link will immediately pop back up to the surface of the water.
  • Arbiter's Poes: It is possible to savewarp during the backflip on poes inside the dungeon. This does not set the poe killed flag, as that is set by the lantern breaking, however, it does increment the Poe Soul counter, allowing for Poe Soul Duplication.

PAL Wii

Version Code: RVL-RZDP-0A-0

Build Date/Time: 2006/10/18 22:11

Release Dates: December 8, 2006 (EU), December 7, 2006 (AU)

Available Languages: English, Spanish, French, German, Italian

Display Support: 480i and 480p; 16:9 widescreen resolution and 4:3 standard resolution. 50hz and 60hz options

Patched from NA Wii 1.0

  • Cave of Ordeals Floor Skips
  • Warping While Underwater

Unpatched from NA Wii 1.0

  • Epona Out of Bounds via Unloading (as escapeRestart aka Fadeout was removed)

Chests

  • Goron Mines: 10R chest in the Rotating Platform room before the Miniboss Room is now a small chest.
  • Arbiter's Grounds: Piece of Heart chest in the Spinner Climb Room is now a normal chest.
  • City in the Sky: 20R chest in the Ooccas Room on 2F behind a grate is now a small chest.
  • City in the Sky: 20R chest in the Center room on 3F is now a small chest.

Other Notes

  • The function "escapeRestart" (known as Fadeout) was removed, thus letting Link enter unloaded rooms.
  • Savewarping in the Cannon Room prior to warping the Sky Cannon no longer softlocks the save file, as Shad is now at the bottom of the stairs rather than the top.

  • The post-AG save prompt glitch with time of day is now fixed.

  • The cutscene that plays when Link loads into the City in the Sky Boss Room is no longer skippable.

  • Mailman triggers were increased in size and are no longer able to be skipped with a simple jump attack.

  • In addition to the above, the deactivation trigger on the vines in Kakariko is now present, enabling the mailman to be deactivated by clawshotting to the vines.
  • Twilight bugs now explode when they land on the surface of the water rather than falling to the bottom.
  • The minimap field in the Sacred Grove now updates at the top of the smaller, lower stairs leading to the Master Sword pedestal.
  • The text that displays at the top of the screen naming the area is now left-aligned. Normal textboxes are still left-aligned.
  • While Progressive Scan is supported, the deflicker filter doesn't get disabled, making 480p more blurrier than it should be.

JP Wii

Version Code: RVL-RZDJ-0A-0

Build Date/Time: 2006/10/24 20:35

Release Date: December 2, 2006

Available Languages: Japanese

Display Support: 480i and 480p; 16:9 widescreen resolution and 4:3 standard resolution

Patched from NA Wii 1.0/PAL (EU/AU) Wii

  • Entering the Deku Toad miniboss room from the underwater entrance with EBF set does not cause the gate to be drawn across the entrance and the EBF flag is safely ignored.
  • Poe Soul Duplication was fixed as the count does not increase until the lantern explodes.

Other Notes

  • The text that displays at the top of the screen naming the area is center-aligned. Normal textboxes are also center-aligned.
  • This version appears to be otherwise identical to EU/AU Wii.

NA GC

Version Code: DOL-GZ2E-0-00

Build Date/Time: 2006/11/06 18:16

Release Date: December 11, 2006

Available Languages: English

Display Support: 480i and 480p; 4:3 standard resolution

Working

  • Gale LJA
  • Epona Slide
  • Clawshot L-Slide
  • Map Glitch

Patched or Not Working

  • Midna Dive
  • Underwater Warping
  • Fast Walking on Magnetic Ceilings
  • Cave of Ordeals Floor Skips

Other Notes

Crashes and Softlocks:

  • For unknown reasons, the Title Screen during Back in Time is very stable and not prone to crashing. Link is also able to roll on the Title Screen during Back in Time.
  • The snowboarding crash with Yeto described above no longer occurs.

Other Things:

  • For all GCN versions, the rupees during the Snowboarding sequence do not spawn unless the fog is cleared by defeating the Shadow Beasts on Snowpeak Mountain.

  • Trigger sizes were increased in general ingame, though they appear to be the same size in the game's code.

  • The rocks blocking access to the back of the Eldin Spring are now level with the ground once exploded.
  • The spawn point from Upper Zora's River leading to Hyrule Field North was moved forward and an invisible wall was added over top of the fence. Furthermore, the loading zone from Hyrule Field North to Upper Zora's River was removed.
  • Gale LJA now works because pulling out the sword no longer breaks the camera lock required for the trick to work.
  • Epona Slide now works as it's possible to backflip off Epona at all times via inputs.
  • Clawshot L-Slide now works since GC does aiming in first-person mode compared to third-person mode.

  • Also related to the Poe Soul grab animation, if the backflip during this animation puts Link into the water, the text will be delayed until Link touches land again. If a loading zone is used before this, the text will be skipped permanently but the soul is still retained.

  • The text that displays at the top of the screen naming the area is left-aligned. Normal textboxes are also left-aligned.


PAL GC

Version Code: DOL-GZ2P-0-00

Build Date/Time: 2006/11/06 18:18

Release Dates: December 15, 2006 (EU), December 19, 2006 (AU)

Available Languages: English, Spanish, French, German, Italian

Display Support: 480i; 4:3 standard resolution. 50hz and 60hz options. Can force 480p via homebrew.

Other Things:

  • The German language tends to have issues with various textboxes being incorrectly flagged as fast or slow text, and also has issues with text progression not being properly set in the transition between Horseback Ganondorf and Sword Ganondorf.
  • This version appears to be otherwise identical to NA GC.

JP GC

Version Code: DOL-GZ2J-0-00

Build Date/Time: 2006/11/10 16:16

Release Date: December 2, 2006

Available Languages: Japanese

Display Support: 480i and 480p; 4:3 standard resolution

Patched from NA GC/PAL (EU/AU) GC

  • Map Glitch

Other Notes

  • In addition to fixing Map Glitch, this version also fixed the zoom-in trick in the Mirror Chamber, preventing the player from warping away before raising the Mirror of Twilight.
  • The text that displays at the top of the screen naming the area is center-aligned. Normal textboxes are also center-aligned.
  • This version appears to be otherwise identical to NA GC.

NA Wii 1.2

Version Code: RVL-RZDE-0A-2

Build Date/Time: 2007/02/27 15:36

Release Date: ~April 2007

Available Languages: English, Spanish, French

Display Support: 480i and 480p; 16:9 widescreen resolution and 4:3 standard resolution

Working

  • Fast Walking on Magnetic Ceilings

Patched or Not Working

  • Map Glitch
  • Midna Dive
  • Underwater Warping
  • Cave of Ordeals Floor Skips
  • Gale LJA
  • Epona Slide
  • Clawshot L-Slide

Other Notes

  • Majority of things by now have been patched.
  • Triggers are the same size as GC versions.
  • The Title Screen during Back in Time is [TBD]
  • Poe behavior is equivalent to GC versions.
  • Despite bringing in the Map Glitch fix, this version does not feature the Mirror Chamber zoom-in trick fix.
  • The text that displays at the top of the screen naming the area is left-aligned. Normal textboxes are also left-aligned.

KR Wii

Version Code: RVL-RZDK-0A-0

Build Date/Time: ##/##/#### (Blanked out)

Release Date: August 27, 2009

Available Languages: Korean

Display Support: 480i and 480p; 16:9 widescreen resolution and 4:3 standard resolution

Working

  • Nothing previously mentioned here.

Patched or Not Working

  • Everything previously mentioned here, including Fast Walking on Magnetic Ceilings.
  • Back in Time

Other Notes

  • Likely based on NA Wii 1.2.
  • The naming screen is different, featuring a more pointer-oriented set of controls.
  • The text that displays at the top of the screen naming the area is center-aligned. Normal textboxes are also center-aligned.

CN Shield TV

Note: This is the version of the game released for the Chinese NVIDIA Shield TV

Version Code: N/A

Build Date/Time: 2017/11/14 17:49

Release Date: December 5, 2017

Available Languages: Chinese

Display Support: 1080p; 16:9 widescreen resolution

Working

  • Gale LJA
  • Epona Slide
  • Clawshot L-Slide (probably)
  • Fast Walking on Magnetic Ceilings

Not Working

  • Map Glitch
  • Midna Dive
  • Underwater Warping
  • Cave of Ordeals Floor Skips

Other Notes

  • Emulates a modified NA Wii 1.2 build.
  • Loading times are nearly instant, due to being digital.
  • HUD retextured.
  • No Naming Screen. Link and Epona's names are always Link and Epona.
  • The demo video after waiting out the title screen cutscene doesn't exist.

Still Investigating

  • Back in Time works, but the analog stick's neutral position appears to glitch out when doing so.
  • Some crashes like throwing invisible objects no longer work, which suggests the MMU isn't emulated accurately.
Last updated 04/09/2022 – FX