Loz Alttp Cheat Codes Game Genie

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The Legend of Zelda: A Link to the Past

Also known as: Zelda no Densetsu: Kamigami no Triforce (JP)
Developer: Nintendo
Publisher: Nintendo
Platforms: SNES, Game Boy Advance
Released in JP: November 21, 1991 (SNES), December 2, 2002 (GBA)
Released in US: April 13, 1992 (SNES), March 14, 2003 (GBA)
Released in EU: September 24, 1992 (SNES), March 28, 2003 (GBA)

This game has unused areas.
This game has unused enemies.
This game has unused graphics.
This game has unused items.
This game has unused sounds.
This game has debugging material.
This game has regional differences.
This game has revisional differences.

This game has a prototype article
This game has a prerelease article

The Game Genie is what we used back in the day to cheat on our games. The codes shown here can also be used in most emulators, look for some sort of cheat option. The Pro Action Replay was another cheat device that had the advantage of being able to write to memory locations that the Game Genie couldn't. The Legend of Zelda Cheats; The Legend of Zelda Game Genie Codes; Legend of Zelda Heart Containers; Legend of Zelda Map; Adventure of Link. Adventure of Link Boss Guide; Adventure of Link Spells; Adventure of Link Cheats; Adventure of Link Items; Adventure of Link Game Genie Codes; A Link to the Past. A Link to the Past Bosses; A Link to the.

The Legend of Zelda: A Link to the Past is the third game in the long-running Zelda series, and the first (and with the exception of a few Satellaview titles, only) 16-bit entry. Featuring two large worlds to explore, loads of secrets, and a fun assortment of items, this game is a fan-favorite. It introduced many concepts to the Zelda series which would later become recurring elements, including the Master Sword, parallel worlds, elemental-themed dungeons, bottles for varied item storage, and dungeon Big Keys that open special locks that normal keys cannot.

It was later re-released on Game Boy Advance, bundled with the multiplayer-only (for some reason) The Legend of Zelda: Four Swords.

The Legend of Zelda: A Link to the Past is the third game in the long-running Zelda series, and the first (and with the exception of a few Satellaview titles, only) 16-bit entry. Featuring two large worlds to explore, loads of secrets, and a fun assortment of items, this game is a fan-favorite. Super Nintendo (SNES) – Game Genie Code Index. Action Replay Codes Game Genie Codes. The following is a list of games we have Game Genie Codes for games on Super Nintendo (SNES). Fairly interesting. 01 is Zelda, but sometimes it doesn't look like zelda. 05 is nothing, but it will give you those.Find me, I'm in the castle. telepathic messages. Weird Start the game from the beginning. Get Zelda, and go to the king room. Go in the secret pathway, and then turn her off using 7EF3CC00. No, go to the end of the path.

To do:
  • Stuff from the source code in the 2020-07-25 Nintendo leak
  • 2Debugging Features
  • 3Unused Graphics
    • 3.1Dungeon Features
    • 3.2Items
    • 3.3Graphical Effects
    • 3.4NPC Sprites
    • 3.5Enemy Sprites
    • 3.6Miscellaneous
  • 4Unused Enemies
  • 10Revisional Differences

Sub-Page

Game Boy Advance Version
The changes made for the portable port.

Debugging Features

Full Inventory/Walk Through Walls

Use Pro Action Replay (PAR) code 0083F8EA, then create a file with a name beginning with B in the first save slot to enable the following debugging features:

  • You start with 15 hearts, 255 rupees, 50 bombs, and 50 arrows in the Light World.
  • You have a complete inventory. The Bottles are filled with a Fairy and one each of the Red, Green, and Blue Potions. Additionally, you have the Pegasus Boots, Flippers, Titan's Mitt, Moon Pearl, Fighter's Sword, and Blue Shield.
  • Press B on Controller 2 to enable free-movement mode, which will allow Link to freely pass through obstacles. It will also allow you to use the Magic Mirror anywhere on the overworld, even to warp from the Light World to the Dark World (which is not normally possible).
  • Press R on Controller 2 to remove the selected item or weapon while the status sub-screen is displayed.

Full Restore/Equipment Upgrade

Use Pro Action Replay (PAR) code 0683C1EA, then create a file named BAGE (JP: ンルルル) in the first save slot to enable the following debugging features:

  • Press R on Controller 1 to permanently cut magic consumption in half.
  • Hold R and press B on Controller 1 to enable free-movement mode, which will allow Link to freely pass through obstacles. It will also allow you to use the Magic Mirror anywhere on the overworld, even to warp from the Light World to the Dark World.
  • Hold R and press A on Controller 1 to upgrade your sword, armor, and shield by one step. Once the sword is upgraded to Level 4, pressing A again will reset all three items to Level 1.
  • Hold R and press Y on Controller 1 to max out your life, magic, arrows, bombs, and keys, as well as add 255 Rupees.
  • Hold R and press Select on Controller 1 to warp straight to the Triforce chamber after the fight against Ganon. Works for three save slots and with any name.

Frame Advance

Use Pro Action Replay (PAR) code 00803A00. Press L on Controller 1 to freeze the game; while frozen, press R to advance one frame and press L again to resume normal play.

Unused Graphics

Dungeon Features

Skull Statue

The Skull Woods dungeon tileset contains an unused large skull statue object. This can be seen in a tile viewer, but it's also possible to cause the game to load them into other dungeons via glitching. This tile was eventually used in the GBA port for the Palace of the Four Sword, accessible by beating Four Swords.

The screenshot shows the skull tile loaded into the Dark Palace dungeon, replacing the Rocklops statues in the first room. An explanation of how to perform this glitch can be found here.

Sanctuary Entrance

Every dungeon entrance has a specially-decorated entrance doorway, the only exception being the Sanctuary. There is an entrance doorway for the Sanctuary, but it can only be seen by either moving through certain walls or via Hyrule Magic's map editor.

Keyhole

Unused graphics for a keyhole object. Could have been used in any number of places.

Items

Meat

Stored with the graphics for the large and small magic refill decanters are sprites for a large and small piece of meat on a bone, looking extremely similar to the Bait from The Legend of Zelda. Whether it would have worked in the same manner is unclear. It takes up the space that graphics for the fish appear normally, but is loaded in indoor areas, so it may have simply been some kind of object for use in houses.

Magical Clock

An unused stopwatch object! This would presumably work like the Magical Clock in Zelda 1, freezing any on-screen enemies. It appears alongside graphics such as Rupees, so it was probably intended to be dropped by enemies in the same manner as the original game. It may have been removed because the Quake Medallion performs a similar effect.

Sword Text

Japanese text for 'ken/tsurugi', which means 'sword', fittingly found near the sword graphics in memory.

Letter

The Letter (called てがみ (tegami) in the Japanese version, but untranslated and blank in the English version) is another item making a return from Zelda 1. As in that game, it uses the same sprite as the Map. It can be added to the inventory in all versions of the game using Pro Action Replay (PAR) code 7EF35301 and occupies the spot of the Magic Mirror, suggesting that you needed the Letter to acquire the Mirror at some point in development, in the same way you need the Shovel to acquire the Flute, which then takes the Shovel's spot in the inventory. It's unknown exactly why the Letter was canned.

In all versions, the item acts exactly like the Magic Mirror when used.

1/4 Magic Meter

Normally, the player can only obtain an upgrade that reduces Magic Meter consumption by half (indicated by a 1/2 symbol on the Magic Meter). Doing so causes the VRAM byte located at 7EF37B to change from 00 to 01. However, setting the byte to 02 instead causes the Magic Meter to drain at one-quarter its usual rate instead. There doesn't appear to be a 1/4 graphic for the Magic Meter in the game and the Meter still displays 1/2, but all items - with the exception of the Lamp and the Magic Cape, for some reason - benefit from this upgrade.

Setting the byte to most other values, however, causes the Magic Meter to either stop working correctly or use more magic for certain items.

This feature has been implemented in a few different hacks of both A Link to the Past and Inishie no Sekiban.

Graphical Effects

Kholdstare's Shell 'Melting'

Download Kholdstare Melting Shell Restoration Patch (U)
File:Kholdstare_shell.ips (28 KB) (info)
Current version:1.0

A close inspection of Kholdstare's logic indicates that its shell was intended to gradually fade out after being defeated with fire-based weapons. Normally, it just abruptly disappears several frames after being destroyed. The sudden disappearance of the shell is not aesthetically pleasing, so it's not surprising that this transitioning effect was implemented. Unfortunately, a coding bug accidentally disabled the effect. A fairly simple patch has been created to restore this effect, a link to which can be found above.

As for an explanation of how it was accidentally disabled, it turns out that the palette that was supposed to be manipulated to achieve the fadeout was not correctly invoked. Instead, a neighboring palette was selected for fading. Regrettably, there were no graphics visible in that scene that also used the palette being faded. Thus, this bug understandably slipped through play-testing due to a lack of obvious side effects, visual or otherwise. This bug is known to be present in all Super Famicom and SNES releases of the game, with the shell's fade effect restored in the GBA port.

NPC Sprites

Duck Sprites

The duck has an additional frame of flying animation that is only used in the GBA version. While the latter sprite is used, it only appears extremely briefly after Link lands from a flight.

Bully's Friend

While the bully's friend does appear in the game, he never changes from his standard, happy expression. These graphics can only be found in the Japanese version.

Ending Character

This NPC appears alongside the graphics for 'The End', which would imply that he was originally meant to appear in the ending sequence somewhere. It's possible he was a Kakariko villager, or potentially a Dark World resident who had returned to normal. He appears to be jumping, which would make sense if he was celebrating in the ending.

Cheat

Enemy Sprites

Unused Soldier Helmet

An alternate helmet for a soldier enemy is present alongside the body graphics for the short blade-wielding regular Soldier, those met early in the game. The other helmets used in-game appear alongside their respective body graphics, so this implies that the weak, less intelligent soldiers originally used this graphic for their helmets.

Why it was removed is unknown, but possibly because it looks more threatening than it should for such weak enemies, or because it's the only helmet that makes it clear there's a human body still within the armor and Nintendo didn't like the idea of Link hurting brainwashed humans. While the game implies that the soldiers were merely brainwashed, other material such as the comic and manga suggest that the enemy soldiers are simply living armor, which might explain why they seem to outnumber the rest of Hyrule's population ten-to-one.

Dark World Bat


An odd, unused Dark World enemy. Some kind of bat or big-armed thing with flapping or throwing frames. Its programming doesn't seem to exist in the game anymore, and its graphics are only present in the Japanese versions of the game.


Apparently, it would have shot (thrown?) fireballs at Link.

Unused Spike Trap

Unused alternate graphics for the large spike trap.

(Source: Zarby89)

Miscellaneous

Faces

A 'mean' face and a 'happy' face that are stored with the menu graphics.

Bomb Shop Sign Women

Link and the sprite with index 0x3D have had a strained relationship over the years. It normally manifests as a lady in a white headscarf pacing back and forth in front of her house in Kakariko Village. If Link gets too close, she'll call out for soldiers to come arrest him and bolt inside her home, locking the door.

If this same sprite is spawned indoors, however, she's a different woman altogether - in fact, she's downright weird. This sprite will turn to face the player like many other NPCs in the game, but the only thing she seems to want to talk about is that the Bomb Shop is somewhere west of Link's current position. It's possible that the message index used for the Bomb Shop sign once held entirely different text.

The red-haired woman (sprite index 0x34) in the village, who also spends her time looking for people to narc on, behaves identically to the scarved woman when placed indoors. As the scarved woman retains her appearance indoors, so too does the red-haired woman. This is due to the fact that that these two sprites share the same logic, except for the subroutines called to render them to the screen.

Dialogue Tester Sprite

The sprite entity with index 0xB8 appears to be a leftover debug feature for testing the game's dialogue messages. While it was previously thought that the sprite had some sort of menu for selecting the next message to be displayed, this is a misconception due to the fact that the templates for some of the game menus are found at some of the lowest message indices. Without other logic driving the sequencing of those menu templates, they have no effect.

The sprite initializes its message index to 0x0000 and will increment this index after each message is displayed, which also causes its physical orientation to cycle to another cardinal direction. Each message is triggered automatically when the player gets close enough to the sprite, so the A button is not used to interact in this situation. This effectively prevents the player from passing through the sprite.

There is no bounds checking performed on the message index. Therefore, if the player reads until all of the valid message indices are exhausted, the game will crash, as the next message index will reference data that is not valid for the dialogue system.

When spawned in most indoor rooms, the sprite doesn't look properly constructed. It was later discovered that the Priest (Sage in the US version) sprite and the dialogue tester call the same subroutine to be drawn to the screen. The color of the sprite's garb and skin tone is different from that of the Priest, however.

  • The dialogue tester as it appears in a room without the proper graphics configuration.

  • The dialogue tester shown in a room with a compatible graphics configuration.

Unused Enemies

Cannon Trooper

Loz Alttp Cheat Codes Game Genie

A Hyrulean soldier with a portable cannon is fully coded and functional, and would fit quite well in areas like Agahnim's Tower.

Unused Sound Effects

Here are multiple unused sound effects from the game in sequential order. A word of caution that although they are short, a few of them are a bit jarring or innately loud so do not listen to them with high volume.

These are unique sets of data (except one, which is a sound effect which is used in the final game but with one additional note that goes unused). The other sound effects have nothing pointing to them. Some sound similar to used sound effects from the final game: these include possibly earlier or slightly different, alternative versions of sounds like the cucco cluck and the sound the archery game NPC makes when he uses his drum to signal that the player has hit one of the targets.

(Source: kan)

Unused Text

Japanese ScriptEnglish Script

Intended for a sign right before you enter Zora's Domain.

Unused Rooms

There are two unused rooms in the middle of the tiled objects data. In all versions of the game, they can be found at the address 0x0FAD27. The palettes and block set on the screenshot are only there as a preview taken with a room editor, as these rooms do not contain any data regarding that.

Those rooms can't be loaded normally in-game, but you can use the following cheats to start the game in one of them.

1F830C271F830DAD1F830E1F

1F830CF11F830DAD1F830E1F

Chris Houlihan Room


The Chris Houlihan room (ID 82) is used as an error handler if you fall into a hole and the game cannot find a proper destination. It is a single cave room and contains a telepathic tile, as well as 225 rupees. If you exit the cave, you will be warped to the front of Link's House, regardless of which World you were in before entering the room.


There is a bug in the game which can lead you to this room, related to screen transitions using the Pegasus Boots: go to the area to the left of Hyrule Castle and go up. After the transition has ended, drop a bomb in front of you and wait until it explodes. It will hurt you, and push you against the bottom of the screen. Now, charge up the Pegasus Boots, and turn to the bottom while charging up, so you will immediately move down to the next screen. Now, go to the hole at Hyrule Castle which leads to the secret passage and fall into it, and you will appear in the Chris Houlihan room.

Chris Houlihan is a kid who participated at a Nintendo Power event and received the honor to appear in a future Zelda game, with the telepathic tile being a message from Chris (the only such tile that isn't a message from Sahasrahla or Zelda).

Japanese「ここは、秘密の部屋だよ~ん。みんなにはないしょだよ~ん。」
(Koko wa, himitsu no heya da yoon. Minna ni wa naisho da yoon. (This is a secret room~ It's a secret to everyone~))
EnglishMy name is Chris Houlihan. This is my top secret room. Keep it between us, OK?
FrenchC'est ma pièce la plus secrète. Que cela reste entre nous, ok ? (It's my most secret room. Let's keep that between us, ok?)
GermanDies ist mein ganz geheimes Zimmer. Das bleibt aber unter uns, ja? (This is my very secret room. That stays between us though, yeah?)
(Japanese text translation: GlitterBerri)

Regional Differences

JapanUSEurope

The Japanese title screen has neither the sword nor the castle background seen in the English title screens. The European title screen replaced the ® with a ™. In the Japanese and European versions, you can go straight to the File Select by pressing Start. In the US version, this option is only offered to you after using 'Save & Quit' – if you start the game normally, you have to wait until the title screen actually displays the title before you can go to the File Select.

JapaneseEnglish

The blue soldiers have spears in the Japanese prologue, which were most likely replaced with swords in the English prologue because that soldier type isn't actually used during gameplay. That said, the fact they're used in the prologue suggests that type was present during gameplay at one point in development.

Japanese
English

The Japanese File Select has a stark black-and-white contrast not unlike that of the first The Legend of Zelda. The English version uses some nice graphics instead.

Japanese
English

File names in the Japanese versions can only be four characters long. In the English version, this limit has been generously raised to six.

JapanUSEurope

The arrow marks on the signs were altered between versions. The text boxes were also slightly expanded for the English versions.

JapanUSEurope

The cursor was tweaked between versions as well. The Japanese release was by far the largest, whilst the US version is slightly smaller than the EU release.

Japanese
English

In the Japanese version, the Hylian script's hieroglyphic font is much larger and more detailed than in the English version.

(Source: Killer Bob)
Japanese
English

This tile in the Eastern Temple (Palace) was changed from a Star of David to a generic symbol due to Nintendo of America's policies on religious imagery.

US
Europe

The ellipsis character was for some reason changed into an interpunct character in the European version.

Japanese
English
おたずね者 'File Name'
ゼルダ姫を城よりさらった犯人
みつけたら大声でしらせよ!
WANTED! This is the
criminal who kidnapped Zelda.
Call a soldier if you see him!

In the Japanese version, the wanted signs of Link in Kakariko Village display your file name next to the portrait.

Some lines of the ending sequence were altered between releases:

Japanese
English

Another religious reference was removed; Priest was replaced with Sage.

Japanese
English

A typical case of Engrish being fixed up in the English version, although they forgot to re-center the text when doing so (this can be seen in the other text revisions as well, but not as clearly as in this example).

Japanese
English

Changed since the Ocarina is called a Flute in the English version (Why? We'll never know).


An extra script credit for the localization effort was added to the English version.

Japanese
English

The spelling of Ganon's name was changed in the Quest History to be consistent with the rest of the localization.

Also, all text in the game was drawn a few pixels higher in frame in the English version to allow space for the lowercase characters. As a result of this, the Quest History stats came out looking a little bit awkward - the regular text isn't correctly aligned with the smaller secondary text that is otherwise only present in the ending of the game.

Japanese
English
ううむ、それはザンネン…。
また、おまちしておりますぞ。
It is indeed a poor man who is
not interested in his future…
I'll be waiting for your return.

Although this dialogue for the fortune tellers exists in the text data of both versions, the Japanese equivalent of this text is never shown in-game, rendering this text unused.

Japanese
English
どうして……………Why did you take my sign? It
says plain as day to just leave
me alone! Sheeesh!

This dialogue from the quiet 'average middle-aged man' is pretty different between the Japanese version and English versions. In the English version, he becomes much more talkative, but in the Japanese version he just gives a terse 'why...'.

  • In the Japanese version, there is no 'howling wind' ambient sound when you're in the Skeleton Forest like there is on Death Mountain. This sound was added in the US version of the game.
  • In the Japanese version, the messages from the maidens you rescue differ from the regular dialogue text in the game: each paragraph gets deleted before the next one appears, rather than scrolling. In the English version, this style is only present in the message the spirit of the Triforce gives you.
  • The text speed is a lot faster in several places in the Japanese version, such as in the prologue.
EnglishGermanFrench

The French and German localizations, including the limited Canadian French release, use a slightly different dialogue font than the English version; the most notable differences are the serifed 'i', the curvier 's', and the more open 'a'. Additionally, the French version, but not the German version, uses a non-italic font for the status display, similar to that used in all GBA versions of the game.

Revisional Differences

To do:
Several more glitches. See the agdq2016 run of this game for reference.

Glitches in Japanese v1.0

  • After getting the Pegasus Boots, by pressing Y + A at once, you can dash while holding out an item. The item's function can be influenced by this, too: by using the Hammer, for example, you can knock down multiple pegs, which makes the 'field of pegs' Heart Piece near the Village of Outcasts much faster. Using the Shovel in this way will still create a trail of holes, but it won't actually dig up any items.
  • In the Dark World, there's a ledge on Death Mountain that connects two parts of Turtle Rock. By using the Magic Mirror on the above ledge, you could warp on top of the wall, then jump down to the Turtle Rock ledge and skip a large portion of the dungeon. In later versions, you can still warp on top of the wall, but you won't be able to jump down.
  • In any area with movable blocks where you can't use the Magic Mirror (like the watergate room in the Light World), push the movable block and try to use the Magic Mirror at the same time, and the block will disappear completely.
(Source: darkeye14)
  • By jumping into the water next to a screen boundary, if you fall into the water and trigger the screen transition at the same time Link will start swimming in deep and shallow water even if you don't have the Flippers.
  • Attempting to dash and release a charged up spin attack at the exact same time turns Link into a glitched state. If in this state you step on a ladder/stairway and then step off again, Link will gain ludicrous speed and be able to clip through some ledges and walls. Using the Hookshot while pressing Y + A as described above has the same effect.
  • It's possible to interrupt the animation of Link falling down a hole by getting grabbed by a Wallmaster or having a mortal blow delivered (i.e. bomb explosion). Performing the latter when you have a bottled Fairy puts Link in a glitched state (?).
  • Using a potion and triggering a screen/room transition at the same time causes a race condition where two functions write to the same variable, typically corrupting the game's memory. The effects depend on where you are and what kind of potion you use:
    • Doing this with a Blue Potion causes the game to open the Flute menu, even if you don't have the Flute and even in the Dark World. Doing this from the Dark World will take you to the Light World until you screen transition, upon which time you'll be loaded into the Dark World equivalent of whatever screen you were supposed to transition to. This can also occur in dungeons, which results in you ending up in a massively graphically glitched version of the dungeon room map upon screen transition.
    • Doing this with a Green Potion causes the game to heal all of your health (Green Potions normally only restore magic). It can also cause the camera to become offset, and in dungeons, it results in room transitions and the room's data (including items in chests) to be loaded from the next room.
    • Doing this with a Red Potion causes the view to center on Link (similar to 'making a wish' in front of Desert Palace). It also has the same secondary effects as the above.

Glitches in Japanese v1.0 and v1.1

  • In the Tower of Hera, there's a hole at the very right side of 3F that's next to the wall. Drop down the right side of it to end up on 2F, inside the wall. Jump off to the right and you're 'under the floor', from where you can just run straight to the ending! The hole was moved to the left in later versions, fixing this bug.
  • In the Dark World, killing yourself inside a shop or house will cause Link to reappear on the Pyramid of Power with no music. Switching the screens afterwards causes the Light World music to play, rather than the Dark World music.
  • If you make a regular slash with your sword against bombable walls, you'll hear the same sound effect as when you cut bushes. This of course didn't make much sense and was corrected in v1.2. (Not to be confused with the 'hollow' sound effect you get when you 'thrust' your sword against those same walls, which was already in place.) Oddly, this 'feature' was reinstated in the Satellaview pseudo-sequel.
  • It is possible to beat Ganon without the Silver Arrows, simply by slashing him while he's warping away. While this is still possible in later versions, the input window to deal damage to Ganon in this way was reduced to two frames, making this practically impossible outside of tool-assisted speedruns.

Virtual Console

In the Virtual Console releases, all flashing effects (such as those on the title screen, or caused by Agahnim's lightning attack or the Bombos Medallion) are toned down severely as part of Nintendo's newer policies in order to avoid causing epileptic seizures.

The Legend of Zelda series
NESThe Legend of Zelda (Prototype) • Zelda II: The Adventure of Link
SNESA Link to the Past (Source Leak)
Game Boy (Color)Link's Awakening(Prototypes) • Oracle of Ages • Oracle of Seasons
Nintendo 64Ocarina of Time (Source Leak) • Majora's Mask (Debug ROM • Preview Demo • Source Leak)
GameCubeThe Wind Waker (Prototype) • Twilight Princess (Debug • Demo) • Four Swords Adventures • Ocarina of Time Master Quest (Debug ROM) • Ocarina of Time Bonus Disc • Collector's Edition
Game Boy AdvanceA Link to the Past and Four Swords • The Minish Cap
Nintendo DSTwilight Princess Preview Trailer • Phantom Hourglass • Spirit Tracks
WiiSkyward Sword (Demo • Save Data Update Channel)
Nintendo 3DSOcarina of Time 3D • A Link Between Worlds • Majora's Mask 3D • Tri Force Heroes (Demo)
Wii UThe Wind Waker HD • Twilight Princess HD
Nintendo SwitchBreath of the Wild
Spin-offs and Related Games
SatellaviewBS Zelda no Densetsu • BS Zelda no Densetsu: Inishie no Sekiban
CD-iLink: The Faces of Evil • Zelda: The Wand of Gamelon • Zelda's Adventure (Prototype)
Nintendo DSTingle no Balloon Fight DS • Freshly-Picked Tingle's Rosy Rupeeland • Irodzuki Tingle no Koi no Balloon Trip
WiiLink's Crossbow Training
Wii UHyrule Warriors
Nintendo 3DSHyrule Warriors Legends
Nintendo SwitchHyrule Warriors: Age of Calamity
Retrieved from 'https://tcrf.net/index.php?title=The_Legend_of_Zelda:_A_Link_to_the_Past&oldid=830938'

The Legend of Zelda is a classic NES title released in 1987 and was a huge commercial success. Even with NES emulators, it still remains popular even today. Here are a few classic cheats for the traditional NES user and some cheat codes for the NES emulator user.

Legend of Zelda Cheats for NES emulators

There are various custom codes that people develop throughout the net to customize and work around the Legend of Zelda as they see fit, but they lack uniformity and are usually difficult to work with. Game Genie codes offer the best cheats without drastically altering the game’s setup, and works fairly well within an NES emulator. The Game Genie was a nifty device back in the late 80s that developed specific cheats for all of your NES favorites. Some NES emulators integrated the Game Genie cheat programs into their software to add to the already nostalgic effect of playing the NES. The fact is, everyone used cheats back in the day and still love to today. It’s good for a fun, relaxing run of the game after you’ve nearly died of frustration through the game normally. Nestopia is a very good NES emulator that incorporates the Game Genie cheat codes. You can download Nestopia free from the internet and install on your hard drive or on custom USB drivesfor portability.

The Legend of Zelda Game Genie NES cheat codes:

  • Be invincible (Take zero damage from enemies) – AVVLAUSZ
  • Make all items available for free – SZVXASVK + AEVEVALG
  • Infinite weapon: Bombs – SZNZVOVK
  • Make character with 8 life hearts – YYKPOYZZ
  • Make character with 16 life hearts – NYKPOYZX
  • Wear a red ring – OSKUILTA
  • Wear a blue ring – ESKUILTA
  • Keep rubies when purchasing items – SZVXASVK

Legend of Zelda Cheats for NES

Save game without dying

Here’s how you save the game without taking the time to die properly. For this you’ll need a second controller. Press start on controller 1 (this is the controller you’re using for 1st player). This will bring up the pause screen menu. Then press Up + A button on controller 2. The save screen will then appear but you won’t have the option of retry. You can also press Up + Start on controller 2 for a quick save.

No charge for a broken door

For this you’ll need a second controller. Press both A and B buttons on controller 2 immediately after the old man asks Link to pay for the broken door.

Steal items without being noticed

Go to the store in the game. Take an item off the shelf and walk around the guy behind the counter in a clockwise direction. Leave the ship when he has his back turned to still the item.

Start game at Second Quest

In order to do this you would have needed to beat the game at least once. When you start, enter your name as ZELDA. You’ll start at the second quest with most of the items.

“The Case of the Missing Door”

This is a pretty well known cheat (although technically it’s a glitch). When you first enter Level 1 in the First Quest of the game, immediately leave and re-enter the area. The locked door in the area will be gone.

Kill Gohma quick and easy

Before you enter Gohma’s room, get your bow and arrows ready. Go inside and quickly shoot an arrow. Gohma will be right in front of you with his eye open so you end up killing him with one shot.

Refill Red-colored Water of Life

Once you use a red-colored Water of Life it will turn blue. This basically means that you can only use it one more time before you no longer have it. You can “refill” it without buying a second Red-colored Water of Life. When you’re Red Water of Life is blue, go to the Old Woman and buy a Blue Water of Life. This will make your Blue Water of Life into a Red one.

Fewer Enemies in an area

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Kill all the enemies in a particular area screen except for one. The next time you go through this area there will only be the one enemy you left there, so you don’t have to fight all of them again.

Restore your health automatically

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For this you’ll need a second controller. Go to a Lake of a Great Fairy when you health gauge is low to restore it. As you approach the lake, your health gauge will slowly begin to fill up. As this is happening, press Start on controller 1 and enter the item selection screen. As you do this, your health gauge will continue to fill up. Press Up+A on the second controller to return to the Save menu. Select Save, a load your character’s file. Once it’s loaded, instead of remaining at the default of 3 hearts, you character ill have its health fully restored right at the start.