the cutting room mirror

Room Design Changes

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This is a sub-page of The Legend of Zelda: Link's Awakening (Game Boy).

Due to the way rooms are set up in Link's Awakening, some older room layouts can be found. The old layouts are covered up with different tiles.

These older layouts are hidden in all versions of the game.

Overworld#

Early

Final

Rooster statues don't have the fight they used to

The flowers around the rooster statue were originally bushes.

Early

Final

The fisherman's house is built on top of six tiles of grass, probably there before they remembered to give the poor guy a home.

Early

Final

More flower conversion, this time from grass.

Early

Final

Annnnnd now it's dead.

The lone tree in the center was replaced with a column of skull trees, likely to force the player to walk through the entire Graveyard instead of just skirting the top row.

Early

Final

Hope you didn't want to go back up there.
Fine, here's your stupid shortcut.

Stairs were added to this screen, making it so that you can bypass the Mysterious Woods after you beat Level 2.

Early

Final

The stairs on this screen cover up another waterfall, which would have been used as a one-way path down the mountains. Since the lack of this staircase makes it impossible to go further up, there might have been a different way to climb the Tal Tal Mountain Range in earlier versions.

(Source: Xkeeper)

Early

Final

Another one-way drop changed to a staircase, further supporting the different Tal Tal Mountain Range layout.

Early

Final

Anyone know what animal that's supposed to be?

Yarna Desert's entrance once featured two palm trees in the center. This was likely before the animal skull tiles were in the game.

(Source: Xkeeper)

Dungeons#

Level 1: Tail Cave#

Early

Final

I'll just waltz right in and out

This room's chest was changed from being out in the open to appearing after all enemies are destroyed. In the final room layout, the early chest is hidden behind the decorative tiles.

(Source: Xkeeper)

Level 2: Bottle Grotto#

Early

Final

Seems like it's missing some ambience

The doorway in this room was widened while the torch was hidden under a corner tile. The early layout was shown in the May 1993 issue of Nintendo Power, as can be seen at right.

(Source: Xkeeper)

Level 4: Angler's Tunnel#

Early

Final

Don't have the Flippers? Too bad
I'm free!

The early layout is impossible to cross from the north without the Flippers, though you could still cross from the south with the Pegasus Boots and Roc's Feather.

(Source: Xkeeper)

Level 5: Catfish's Maw#

Early

Final

It's a bit cramped in here

The empty chest room had some item bottles added to it for the final version.

Level 6: Face Shrine#

Early

Final

Minor cosmetic change. Two more statues were added to the lower-left of this room.

Early

Final

More bottles were added to the back row in the final.

Level 8: Turtle Rock#

Early

Final

Probably just changed for convenience purposes. In the early layout, you can't look at the next room unless you go up the stairs. The final version's layout lets you do just that.

Early

Final

This room has a lot more pits than what's seen in the final. They were covered up to both make the room easier and to make room for the Stone Slab/Owl Statue.

Eagle Tower Boss Fight#

The Eagle Tower boss fight was supposed to have animated clouds in the background instead of the still clouds that finally got used. A tile layout for this is loaded on every map transition from dungeon to overworld (and even vice versa!). Currently it doesn't seem to be utilized at all.