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- - Link has the MS on the title screen (would have made BiT useful in the vanilla game, rip)
- - Some fadeouts are different (listing all of them would take an hour)
- - Audio is messed up in a very large number of cutscenes (mostly NPCs not making sounds they make in the vanilla game)
- - Link takes a step when pressing A to open doors causing him to clip through halfway, and it's possible climbing ladders slightly glitches link into the ground
- - The magic bar has one extra pixel or sth
- - Time still passes around you when picking up an item for the first time
- - You can't get items in mid-air!
- - The windfall intro cutscene is different
- - The camera panning cutscene inside Komali's room doesn't play until you look at komali (instead of immediately)
- - Beedle's ship plays a tune
- - The grappling hook is way different
- - Kalle Demos with forest water seems to actually deal damage (instead of just starting the cs) (note: could also simply be a consequence of time passing when pouring water? needs more testing)
- - The barrel minigame barrels are the other way around
- - The big blue flower in FW is broken and cuts itself off when entering its room lmao
- - There is no moblin fight in the boss key room of FW
- - The nuts hanging from the ceiling in FW don't have spikes
- - All dark rooms are a lot darker
- - Lava textures all over the game are broken
- - After defeating the 3 bokoblins in DRC, the door doesn't unlock immediately
- - There's an eye switch above the final door in FF1 and FF2 (replaces the hammer peg)
- - The chus don't count as being defeated when they fall OoB for deku tree cs skip
- - There are keeses where the Outset broken bridge is
- - Outset throws tons of fatal errors on dolphin for demon (but didn't crash yet). Ian crashed on Outset on console while messing with fat pig.
- - There's an octorok in TotG floor 1 lmao
- - The darknut miniboss walks towards link before the fight starts during the cs
- - 2 pots at the totg boss door instead of 4
- - The laser beams all around totg seem to act differently
- - After entering the warp after gohdan, Link doesn't slowly land on admumi (he is already on the ground when the area loads)
- - Going down to H1 cs is different (no light portal)
- - The KoRL text in the MS chamber appears earlier in the room
- - You can press buttons while playing songs and it makes the restricted item sound
- - 5 pegs at the start of FF2 instead of 3
- - There's the FF1 boat at the entrance in FF2
- - Aryll's jail cell in helmaroc's room has 2 doors
- - Helmaroc litteraly didn't spawn during demon's 2nd playthrough, something there was broken
- - The boat during the EMS cutscene is unfinished lmao
- - There's a glitched mapfish when leaving Hyrule 2
- - Stalfos are immuned to bombs and hammer
- - Medli moves around quite a bit faster
- - The wall leading to the treasure chart room in the basement of ET doesn't break from lighting the room
- - The small chest at the top of WT isn't there by default: you have to step on an iron boots switch to spawn it
- - Makar Teleport doesn't seem to work
- - To give joy pendants to Mrs Mary, getting the joy pendant in the tree is required!
- - There are 3 ghost ships, the first one has 10 rupees, the second one 100, the 3rd one has the triforce chart. The enemy set is different from vanilla (Note: these ghost ship stages are still present in the disk of the retail version somewhat)
- - Savage floors never have torches except dark floors
- - Savage floor 48 has misplaced electrical barriers
- - There are 6 pots for a total of 600 rupees in savage floor 50
- - The shark island secret cave is completely different, it starts off with 6 darknuts at once (apparently demon was the only one to get this, happened on stream)
- - There is no warp point to southern fairy island and tingle island with ballad of the gales. By default the warp cursor points to the island closest to where you are, instead of always starting at M&C
- - The treasure chart from the triforce chart chain are not highlighted in red in the menu
- - There are 6 pots on the bomb island raft instead of 4
- - Breaking the barrier requires slashing it (like on english versions), but there is still a fadeout like on japanese. The barrier cutscene skip still works by jumpslashing into the void
- - No enemies in Hyrule Field
- - Peahats in the middle of the FW trial, and no pots at the end
- - Instead of a spring in the WT trial, there are switches with barrels. Putting the barrel on the switches stops the spikes. There is a neat puzzle where you need to hookshot a barrel to you to put it down on the switch, then throw a bomb to destroy it from far away to re-activate a wind cyclone that the switch stopped.
- - The ET trial is also different (different coffins)
- - No cutscenes in the side rooms of Phantom Ganon's room in GT. KoRL is already there in the water room before you hit the switches to spawn the portal
- - You can dupe heart containers with storage, which you can't in the vanilla game (VERY RIP)
- - In the last room of Phantom Ganon's maze, the door doesn't lock behind Link
- - 2 less pots in the Grand Staircase, and the pots have different content (no arrows!)
- - You can run out of arrows during the Puppet Ganon fight because nothing gives you arrows
- - The normally red rope after beating Puppet Ganon is brown
- - No tetra text at the start of the Ganon fight
- - No barrier around the ganon fight arena
- - Zelda is naked during the ending cutscene (no lie)
- - The credits (which are pre-rendered in the actual game) are not in the demo and so the game freezes when you reach them, and that ends the beta
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