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The Legend of Zelda: Majora's Mask/Program Revision Differences

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This is a sub-page of The Legend of Zelda: Majora's Mask.

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Certain parts of the article in general could use some images.

Surprisingly, and unlike in Ocarina of Time, there are quite significant differences between the different versions of Majora's Mask.

Contents

Version Table

Region Version Build Date
Japan 1.0 zelda@srd44 00-03-31 02:22:11
Japan 1.1 zelda@srd44 00-04-04 09:34:16
USA Kiosk Demo zelda@srd44.00-07-12 16:14:06
USA 1.0 zelda@srd44 00-07-31 17:04:16
Europe 1.0 zelda@srd44 00-09-25 11:16:53
Europe 1.1 Debug zelda@srd44 00-09-29 09:29:05
Europe 1.1[1] zelda@srd44 00-09-29 09:29:41
USA GameCube zelda@srd021j 03-08-26 04:20:25
Europe GameCube zelda@srd021j 03-10-04 00:40:20
Japan GameCube zelda@srd021j 03-11-06 01:25:18
  • European 1.0 and 1.1 are alternatively known as PAL 1.0 and PAL 1.1, respectively.

Notes

  1. In the European Wii Virtual Console, the Milk Bar's name was changed from "Lactel" to "Laktoz" in the French localization

Nintendo 64

Changes Between (J) 1.0 & (J) 1.1

Minor Differences

  • When speaking to Tatl, the camera zooms up to Link's face in v1.0, similar to how talking to Navi in Ocarina of Time zooms up to the face. In v1.1, it moves in front of Link but stays away from him.
  • When you play the Song of Double Time in Clock Town, the music will continue playing during the night in v1.0, while it stops as it should in v1.1.
  • There are different cutscenes that play when you beat a boss, depending on whether you have beaten the boss before or whether it's your first time. For Goht, the two cutscenes were mixed up in v1.0. Their order was switched in v1.1.
  • Pirates' Fortress is silent at night in v1.0. It got its usual music in v1.1. This however overrides the "enemy near" music that plays in v1.0 in the egg rooms, but is missing in v1.1.
  • In Deku Palace, the camera changes to an overhead view, but when you jump onto one of the walls that encompass the area, the camera moves back to Link. In v1.0 you're unable to move the camera using the Z button while standing on these walls. This bug was fixed in v1.1.
  • On the Quest Status subscreen, Gyorg's Remains are totally mispositioned in v1.0. Their position was corrected in v1.1.
Japan 1.0 Japan 1.1
ZeldaMM GyrogRemains-JP1.0.png ZeldaMM GyrogRemains-JP1.1.png

Koume's Red Potion Glitch

In v1.0, if you fill all six bottle slots before ever getting the Red Potion bottle from Koume (which is easily done by using the Madame Aroma glitch mentioned below) and then get that bottle, the game will overwrite the first bottle with the unused Longshot item. The routine that gives Link the Red Potion item is actually pretty weird - it tries to grant the item with the ID 11, and that particular item is coded to give Link a bottle filled with Red Potion if added to Link's inventory as a new item. If that fails due to all bottle slots being full, the first bottle value will be overwritten with 11 and thus turn into the Longshot. Other "pre-filled" bottle items (like the Gold Dust bottle and the Chateau Romani bottle given by Madame Aroma) call a different routine which doesn't show this behavior.

This was fixed in v1.1 and all subsequent versions.

Changes Between (J) & (U)

Hmmm...
To do:
There are still a lot of screenshots in this section that need to be recaptured using Angrylion.

Internal ROM Name

The internal ROM name (unseen during normal gameplay) was corrected from THE MASK OF MUJURA to ZELDA MAJORA'S MASK.

Aesthetics

Title Screen

Japan US
MajorasMaskTitleJP.png MajorasMaskTitle.png
  • In the Japanese versions, the title logo uses a golden palette for "THE LEGEND OF", "ゼルダの伝説", and the trademark.
  • The international versions uses a smaller font for the "PRESS START" prompt.
  • The sky was altered in the international versions with more stars visible than in the Japanese versions.

Day & Time

Japan US
MM3rdDayJ.png MM3rdDayU.png
  • In the Japanese versions, the names of the days on the "Dawn of the ___ Day" screens translate to "First Day", "Next Day", "Last Day", and "New Day". For the international versions, these were localized to "First Day", "Second Day", "Final Day", and "New Day".
  • In both the Japanese and international versions, the clock HUD reads "1st" and "2nd" for the first two days. However, for the third day, the HUD in the Japanese versions reads "Last". In the international versions, it says "Final".
  • Because Japan uses a 24 hour clock system, in the Japanese versions, the clock HUD reads "0" at 12:00 PM and 12:00 AM. In the US version, the clock HUD reads "12".

Goron Link

Japan US
MMGoronCollectJ.png MMGoronCollectU.png

In the Japanese versions, when Goron Link holds an item over his head, you can only see his face. In the US version, the camera was lowered to see his whole body. The text box was placed on the bottom to see the item you get.

C-Buttons

Japan US
Majora'sMaskC-ButtonsJP.png Majora'sMaskC-ButtonsUS.png

Empty C-Buttons are bright when you are Deku Link in the Japanese version but are dimmed in the US version.

Icons

Japan US
Pendent of memories japan.png Pendent of memories us.png

Interestingly, the Pendent of Memories icons was partially redrawn for U 1.0

Audio

  • In the US version, certain control codes are not correctly interpreted, meaning that it is missing some sound effects that are played during dialogue in the Japanese versions. This may be caused by a bug that was introduced during localization. Affected are the Happy Mask Salesman's laugh, the mailbox's "Ka-ching!", several vocalizations used by the Deku Princess when you rescue her from Woodfall Temple, and a handful of vocalizations used by the ghost of Darmani when he confides in the player about his troubles. The bug was fixed in all subsequent versions.
  • Conversely, a few sounds were added to certain other cutscenes; for instance, the Deku King doesn't vocalize during the Song of Awakening cutscene in the Japanese versions.
  • In the Japanese versions, the Bombers move silently as you pursue them. In the US version, you can hear their footsteps.
  • During the cutscene where Skull Kid attempts to call down the moon, he emits a disturbing scream. In the Japanese versions, it is Skull Kid himself who emits this sound effect, which results in the cry decreasing in volume as the camera moves away from his actor. In the US version, the scream is a global sound.
  • After first playing the Song of Time, you are treated to a flashback of everything that's happened up to that point. In the Japanese versions, during the portion of the flashback where Link is knocked from Epona in the Lost Woods, the prologue music plays. This does not happen in the US version.
  • In Ocarina of Time, when you collect a fourth Piece of Heart, extending your life meter, a unique sound effect is triggered. In the Japanese versions of Majora's Mask, this is also true. However, in the US version, collecting the fourth Piece of Heart triggers the same sound effect as collecting the first three.
  • In the Japanese versions, if you heal Mikau at night, the ambient night sound effects continue to play during the Mikau cutscene. This was amended for the US version.
  • In the Japanese versions, Deku Link doesn't splash when falling into the water after skipping along its surface.
  • In the Japanese versions, the Deku King's guards are silent during their "walking" animation. In the US version, they make rustling noises.
  • In the Japanese versions, the shop music is identical to the shop music in Ocarina of Time. In the US version, the intro to the song was cut out. This makes it sound like the music is always playing, even when you're not in the shop. The only place where the intro is not cut is at the Mountain Smithy.
  • In the Japanese versions, if you use the Song of Soaring while in a shop, the end of the warp music sounds slightly muffled as a result of the real-time "intercom" filter used for the shop music being incorrectly applied. This was fixed for the US version.
  • In the Japanese versions, there are a few places where transitioning between maps causes the music to restart, even though both areas use the same background music. This was amended for the US version.
  • In the US version, certain cutscenes are abridged when viewing them a second time. Notable scenes affected by this change are the turtle cutscene, and the ones shown after you defeat Goht and Twinmold.
  • In the Japanese versions, Zora Link will occasionally erroneously use Goron Link's voice, such as when you play the Song of Double Time or grab a ledge. These were fixed for the US version.
  • In the Japanese version, there is no audio cue when you are near the cow grotto in Termina Field. The US version added a mooing sound that plays when you are near it.

Multiple revisions were made to the audio of Stone Tower and Stone Tower Temple:

  • In the Japanese versions, Stone Tower, Stone Tower Temple, and Inverted Stone Tower Temple are silent at night. In the US version, their background music continues to play regardless of the time of day.
    • In the Japanese versions, if you go to Stone Tower Temple or Inverted Stone Tower Temple at night and use the Song of Soaring to warp to the entrance, the music will resume playing.
    • If you perform the trick above while in the inverted temple, then shoot the switch to change the tower back to its regular orientation, the Inverted Stone Tower Temple music will continue playing in the Stone Tower Temple map. This bug was fixed in the US version.

Gameplay

A huge amount of gameplay changes were made between the Japanese and US versions.

Zora Link Physics

Zora Link's physics were altered for the US release:

  • In the Japanese version, Zora Link is locked into swimming the direction he is facing for the first second of his swim. In the US version, he instead will try to face whatever direction the control stick is held at first, in addition to turning more sharply to that same end for the first second of his swim. After the first second of swimming, both are identical.
  • When you release the A button while swimming, Zora Link instantly stops swimming in the Japanese versions. He continues swimming a bit further in the US version.
  • When you release A while near the shoreline, Zora Link will actually jump out of the water in the Japanese versions. While he does not do this in the US version, this change unintentionally introduced the Flying Zora glitch, which allows you to swim in the air by swimming to the shoreline and repeatedly pressing A.
  • In the Japanese versions, you can only use the Magic Barrier while swimming forward. If you're just hovering in water, you cannot use the barrier. This was changed in the US version to make the game slightly easier.
  • When you press B to charge your boomerangs, Zora Link will perform a punch first. In the Japanese versions he takes a step forward to do so, while in the US version he doesn't and stays on his spot. Interestingly, this change was reverted for the GameCube rerelease, unlike any of the other changes, maybe because it makes the pot game in Great Bay very hard.
  • In Waterfall Rapids, if you Z-Target the beaver while sinking with B, Zora Link drops straight to the ground during the cutscene in the Japanese versions. He stays frozen in place in the US version.

Great Bay

When pushing Mikau to shore, the Japanese version lacks the Grab command. Getting him to shore is harder as a result, as Link tends to deviate to the left or right while pushing instead of being able to move in a straight line.

Great Bay Temple Wheel Puzzle

A puzzle in the Great Bay Temple was changed. It involves using an Ice Arrow to stop the flow of water, thus stopping the wheel allowing you to walk across. In the Japanese versions, the wheel always stops the moment the water flow is stopped, requiring you to time your shot correctly so you can walk across the wheel. In the US version, the wheel always moves to the correct position before stopping, making the puzzle significantly easier.

Pirates

The first pirate you face inside Aveil's room is positioned farther away from the door. At nighttime, you're far enough at the door for an opportunity to shoot her without getting spotted immediately. She was moved closer to the door in the US version, making this impossible.

Song of Double Time

In the Japanese versions, if you play the Song of Double Time, the game merely progresses the time and displays "Dawn/Night of the First/Second/Final Day" on the screen. The US version instead fades out to black and reloads the area. This enables a glitch where you can override other cutscenes by playing the Song of Double Time at the right time.

Postman Heart Piece

The Heart Piece from the Postman (gained by pressing A when the timer is at exactly 10"00) is much harder to get in the Japanese version because you have to be exactly frame perfect. In the US version, the last digit of the milliseconds counter was cut out, which allows for a certain margin of error and makes it easier to press A at the right time.

Town Shooting Gallery

The Japanese versions give you exactly one minute to shoot all the Octoroks in the Town Shooting Gallery. In the US version you get 15 more seconds which makes the game slightly easier.

Swordsman's School

In the Japanese version, if you successfully complete the Expert course by scoring 30 points you can still walk around for a while and do things like leaving the area. In the US version, you lose control right away after slashing the last log.

Madame Aroma

Madame Aroma gives you a bottle on the Night of the Final Day if you give her the Special Delivery to Mama. The Japanese version doesn't actually check whether you've collected this bottle yet, so you can get it over and over and fill all six bottle slots this way. This was fixed in the US version.

Kotake

In the Japanese version, Kotake won't stop and lower when you Z-target her in the woods until you speak to her with A. Additionally, you must speak to her twice after seeing her injured sister before receiving the red potion. In the US version, she will automatically stop and lower for you with Z-targeting before you speak to her. You also only need to speak to her once to receive the red potion after seeing her injured sister.

Scarecrow

In the Japanese versions, after you dance with the Scarecrow he does not ask you about the Inverted Song of Time and Song of Double Time. He does this in the US version, probably so the existence of these songs is more obvious to the player. Conversely, if you teach the Scarecrow a song in the Japanese versions, he will automatically tell you about these songs without asking, which does not happen in the US version.

As such, the international versions contain unique text for the scarecrow which is not present in the Japanese version:

By the way...
I know of a mysterious song that
allows you to manipulate the flow
of time...
Do you want to learn it?
No
Yes
Oh, sorry. That's too bad.
In that case, let me hear a song
written by you, baby!
Oh, yeah!
Now listen up!
If you play that strange song
backward, you can slow the
flow of time.
And if you play each note twice
in a row, you can move a half day
forward through time.
How's that? Pretty interesting,
isn't it?
But I'm sure I'd like any song
written by you better, baby!
If you like, you can play one
for me!
Take care...
I know of a mysterious song that
allows you to manipulate the flow
of time...
Would you like to learn it?
No
Yes
Oh, sorry! That's too bad.
In that case, see you later!
Oh, yeah!
Now listen up!
It seems that if you play that
mysterious song backward, you
can slow the passage of time.
And if you play each note twice
in a row, you can move a half day
forward through time.
How's that? Pretty interesting,
isn't it?
If you learn a new song, come
try it on me. Until then, I'll see ya
later, baby!
Want to learn it?
No
Yes
Oh, sorry. That's too bad.
If you'd like to see me again, play
that song you just played for me.
See you later, baby!

Minor Differences

The following differences affect gameplay, but are relatively minor and so don't deserve to have their own section.

  • In the first battle against Skull Kid, when you pull out the Ocarina after stealing it from him, a cutscene starts. In the Japanese versions, Link then removes the Ocarina and you have to use it again. This was changed in the US version.
  • When the message Your notes echoed far, but nothing happened... appears, you can walk around in the Japanese versions. You can't walk around while this message appears in the US version. In the 3DS remake, you can walk around again, leading to some glitches, like the ability to steal the fishing rod.
  • In the cutscene where the Happy Mask Salesman talks about Majora's Mask, it shows the scene where Skull Kid cries, and a message box appears. In the Japanese versions it closes by itself, but this has been changed in the US version so you have to close the box using A.
  • When you talk to the imprisoned monkey at Woodfall with the Ocarina, the spot to activate the conversation with the imprisoned monkey is more precise in the Japanese versions when compared to the US version.
  • In Oceanside Spider House, there's a room that Link needs to shoot masks with arrows in order to obtain a heart piece. In the Japanese versions, the pots in the room contain hearts. In the US version, they contain arrows.
  • In the Japanese versions, Gibdos burned by the Fire Arrows will still attack Link when wearing the Gibdo Mask. This oversight was fixed in the US version.
  • In the Japanese versions, collecting a Stray Fairy will only restore 1 heart to Link. They restore three hearts in the US version.
  • In the Japanese versions, both Goron Link and Zora Link can pick up a Rock Sirloin. This was changed in the US version so only Goron Link can pick it up.

Cutscenes

Transformation Cutscene

When you put on a transformation mask, the cutscene shows Link looking towards the camera to transform. In the Japanese versions, he keeps facing that way when the transformation is complete. This is actually quite annoying, and it was changed in the US version so Link faces the way he did before putting on the transformation mask.

Epona Cutscene

The Epona cutscene is completely different in the Japanese versions. It starts from a bird's-eye view way above the ranch and flies down on Epona. In the US version, the cutscene shows Link running towards the fence Epona's standing behind in first-person view, which makes more sense.

Aliens Cutscene

Japan US
MMCowJ.png MMCowU.png

The cow shown in the alien cutscene has a nosering in the Japanese versions. It was removed in the US version.

Despite being based on JP 1.1, and every other cow having noserings like Ocarina of Time 3D, the cow lacks the nosering in Majora's Mask 3D.

Goht Cutscene

Japan 1.1 US
MMGohtJ.png MMGohtU.png

Goht's intro has quite a history. In the original Japanese version, Goht ran Link over as he was awakened, whereas in v1.1 he does not. The US version, however, decides to follow the original Japanese release in having Link be run over.

Kafei Cutscene

Kafei runs significantly faster in the cutscene that plays after completing Sakon's Hideout in the Japanese version.

Glitches

Several glitches present in the Japanese versions were fixed when the game was released overseas.

Inverted Song of Time Lighting Glitch

MMLightGlitch.png

Playing the Inverted Song of Time at night often caused areas to become incredibly dark. This doesn't happen in the US version.

Pinnacle Rock Eel Glitch

In Pinnacle Rock, if an eel eats you and you attempt to use the Magic Barrier to escape, Zora Link drops straight to the ground in a rather awkward stance, where you are frozen for a short time before being able to continue swimming. This bug was fixed in the US version.

Honey and Darling Unrestricted Items

A case of "how did the developers not catch that", when you play Honey and Darling's game on the Final Day as Deku Link, none of the C-buttons are disabled, so you can use any item that is there, even the Fierce Deity Mask. The C-buttons are disabled properly in the US version.

A second glitch involves the Bombchu game on the First Day. In the Japanese versions, there was no limit on how many Bombchus you could launch at once, leading to lots of lag and occasionally even crashing the game if too many Bombchus are launched. The US version added a limit of five Bombchus.

Wall Grab Glitch

Slowly walking off a sloped ledge will cause Link to get "stuck" inside the wall, causing him to slowly move downwards while the "grab" noise repeats continually. This was fixed in the US version for the most part.

Power Crouch Stab

The Japanese versions feature the very same Power Crouch Stab bug that appeared in Ocarina of Time: a sword stab is as strong as the last attack you performed (so if you jump attacked before, a stab will be as strong as a jump attack). However, a difference to Ocarina of Time is that if you haven't attacked since you entered the area and try to stab, the sword will do no damage whatsoever.

The whole glitch was fixed in the US version.

Swamp Shooting Gallery Collision

MMShootingGalleryGlitch.png

Yet another case of "how did the developers not catch that", the fence at the Swamp Shooting Gallery is so low that you can just roll over it as Goron Link to get into the scenery behind, which isn't supposed to be possible. There's no way to get back up except for jumping into the void. An invisible wall was added in the US version to prevent you from doing this.

Sakon Stealing the Bomb Bag Cutscene

The cutscene where Sakon steals the Bomb Bag from the old lady is bugged in the Japanese version. As soon as the first text box appears, you regain control of Link, which means that as long as you never close that text box, you can walk around anywhere and leave Clock Town, even as a Deku. This was fixed in the US version.

Milk Bar Toto Glitch

The Japanese version has an odd bug where if you enter the Milk Bar at exactly 10:00 PM, Toto won't be present. This was fixed in the US version, but you can't actually talk to Toto until 10:14 PM, unlike in the Japanese version.

Models

Skull Kid

Japan US
MMSkullKidJ.png MMSkullKidU.png

Skull Kid's face is completely black in the Japanese versions. This is consistent with his appearance in Ocarina of Time, but in the US version, his face was given a wood texture.

Maps

Hmmm...
To do:
There's a ladder in Stone Tower Temple that was added in the US version. https://youtu.be/xGqgSsby1d0?t=5310

Clock Town Chest

Japan US
MMClockTownChestJ.png MMClockTownChestU.png

In East Clock Town, the chest containing a Silver Rupee is closer to the wall in the Japanese versions.

South Clock Town

Japan US
MMJCollision SCT.png MMUCollision SCT.png

A collision wall was added above the entrance to the Laundry Pool to prevent you from flying out of bounds using the nearby Deku Flower.

Bean Seller Route

MMJapGrotto1.png

The Bean Seller route is completely different in the Japanese versions: to begin with, you can't go through the right side of the gardens to get to the Bean Seller. Instead, you have to go through the left side and enter a hole which leads to a quite challenging grotto with Skullwalltullas and tons of Black Boes dropping on you from above. Once you get through that grotto, you arrive at another part of the Deku Gardens.

MMJapGrotto2.png

Once there you have to go through the Gardens to yet another grotto. This one is pretty much the complete opposite of the previous grotto, as it contains a single Deku Baba.

MMJapGrottoExit.png

That grotto leads you to this place. You can jump down from here into the grotto where the Bean Seller resides. Of course, if you jump too far you have to do that all over again.

This is quite a challenging route, and it was made significantly easier in the US version by removing all those grottoes. While they're still in the game, you can only reach them using a GameShark. On a related note, the removal of these grottoes reduces the appearance of Skullwalltulas to one – in the US version, this enemy is present only in one of the grottoes in Termina Field.

Marine Research Lab

Japan US
MMLaboratoryJ.png MMLaboratoryU.png

In the Japanese version, you cannot climb up to the Marine Research Lab from the water surface because it is too high. Instead, you have to jump up onto the platform using Zora Link. It was changed probably because it was considered too difficult.

Oceanside Spider House

Japan US
MMSpiderHouseJ.png MMSpiderHouseU.png

In one room of the Oceanside Spider House, there are a bunch of breakable barrels in the Japanese versions. These were changed to an ordinary Hookshot target and normal pots in the US version to fix a minor bug that happened if you broke the barrel containing the Gold Skulltula and it landed on another barrel, and then you broke that, which would cause the Gold Skulltula to float in the air.

Pirate Fortress Hookshot Room

Japan US
MM-PiratesFortress1.png
MM-PiratesFortress2.png
MM-PiratesFortress3.png
MM-PiratesFortress4.png

The Pirates' Fortress in the Japanese versions had a shortcut you could use to go from the room where you shoot the beehive directly down to the throne room. Therefore, the Hookshot chest faced the throne. This shortcut was removed in the US version, and the treasure chest was turned around since you now enter from the other side.

Stone Tower

Japan US
MMSTBlocksJ.png MMSTBlocksU.png

The blocks in front of the entrance to the Stone Tower Temple are arranged differently in the Japanese versions. They assume a V form when no switches are depressed, which was changed in the US version to a straight line.

Japan US
MMSTSwitchesJ.png MMSTSwitchesU.png

The block switches near the entrance to Stone Tower Temple were an addition to the US version. They do not exist in the Japanese versions. They were probably just added for convenience purposes.

Termina Field

Japan US
MMJbombchu.png MMUsbombchu.png

Two Real Bombchus near the entrance to Ikana Canyon had their positions changed in the US version.

System

Save Files

Japan US
MMJapFileSelect.png Third time's not always the charm, it seems?

In the Japanese versions, there are three save files, whereas the US version restricts you to two. This, however, comes at a price: saving at Owl Statues is not possible at all in the Japanese versions, so you were required to use the Song of Time every time you wanted to save the game. Apparently, that turned out to be really annoying, so Owl Saves were added to the US version which necessitated removing the third save slot.

Japan US
MMJapSaveCounter.png MMFileSelect2U.png

Once you select a file to load, the Japanese versions show a save counter. However, due to the nature of the game, it is impossible to achieve a 000 save (because you have to play the Song of Time at least once when you regain your Ocarina from Skull Kid). This might have been the reason for removing the save counter from the US version, which was replaced by something more useful: counters for Rupees, Heart Pieces, and Masks. The US version still counts the number of saves internally, but it's never visible.

Text

English-Only Text

The following text exists only in the English version of the game. No equivalent messages exist in Japanese.

Tatl

A few additional hints were added to Tatl for the English release.

The power of this mask allows
you to see what you can smell...
If it's possible, put the scent in
something and take it to the
Magic Hags' Potion Shop.

This is said by Tatl when calling her if you Z-Target a scent while wearing the Mask of Scents. It's impossible to Z-Target the scents in the Japanese version.

We have a good view of their
leader's room from here.
And I bet if you needed to, you
could shoot an arrow through
these bars!

This is said by Tatl if you stand around in the Pirates Fortress in the room where you shoot the beehive after the cutscene has played.

I thought this room was pretty
dark...but now I get it.
!?!
Don't tell me you still haven't
figured it out?!?

Tatl says this in Stone Tower Temple when Z-Targeting a covered hole on the ceiling in the dark room with lava and Armos statues.

Look!
Can't you use the Hookshot on
that chest?

This is said by Tatl in the Inverted Stone Tower Temple when Z-Targeting a chest that appears in the entrance room on the ceiling after stepping on a switch. It hints towards how to reach a nearby door in the room.

If you could somehow step on
top of that Octorok, I bet you'd
be able to climb onto that central
pillar.
But the Octorok is so squishy and
it keeps squirming around...
There's gotta be something you
can do!

This hint is given in the Great Bay Temple right after you beat Wart. It hints at freezing the Octorok to a block of ice using the newly gained Ice Arrows in order to reach the red valve, which is otherwise too high for Link to jump up to.

At slippery places like this, you
can curl up as a Goron and roll
your way across! Why don't you
try it?

This hint is given to you by Tatl in Snowhead Temple as you enter the room with a wooden bridge and several Freezzards near the beginning, to tell you to curl up at the very beginning where the ice is so you get enough speed to jump across the gap in the bridge.

Signs

Sign text for Ikana Graveyard. This sign doesn't exist in the Japanese version.

Ikana Graveyard ahead.
Swamp

Kotake complains if you drink the medicine meant for Koume.

...Well, I'll be!
You're a hopeless child.
Next time, be sure you actually
give it to her!
Owl Statues

These were added to accommodate the new system of saving at Owl Statues that was added for the US release. The first message is used when you talk to an Owl Statue to save the game, the second is used when you reload a saved game that was saved at an Owl Statue.

You can save your progress and
quit here. When you
reselect your file, my face will
appear by your file name.
This indicates that the next time
you reopen your file, you'll resume
playing at this very place and
time with your current status.
Warning: If you reopen this Owl
File, then reset without saving at
an owl statue, you'll lose the
progress you've saved here...
The next time you open the file,
you'll restart at Day One with the
status you had when you last
saved using The Song of Time.
Save your progress up to this
point and quit playing?
No
Yes
Ye who hold the sacred sword...
Ye have returned to the appointed
spot.

If you wish to interrupt your
adventure (game) again, speak
to me, the one that you have
marked to prove your encounter.

Credits

Japan US
MMCreditsJ.png MMCreditsU.png

The credits have been changed slightly, omitting the credit for the Ocarina of Time staff in the US version.

Miscellaneous

Screen Transitions

Screen transitions are about 0.2 seconds slower in the Japanese version when compared to the US version.

Poison Water

ZeldaMM ZoraLinkPoisonWater-JP.png

Woodfall is poisoned when you have not yet defeated Odolwa in the current three day cycle. If you jump into the poison water as Zora Link and die, he starts burning despite being in water. Interestingly, it only happens in this particular area, and not in any other areas containing poison water. This obviously did not make any sense whatsoever, and was fixed in the US version.

Ranch Dirt Road

In the Japanese versions, you can burrow into the dirt road at Romani Ranch as Deku Link without releasing the flower helicopters. What this was good for is unclear, but the developers may have intended you to defeat the aliens like this. Since that doesn't actually work - you get hurt - this may have been the reason to remove this from the US version.

Changes Between (U) & (E)

Glitches

Again, the development team went out to fix serious bugs for the European release.

Any Item on Epona

The addition of Owl Saves to the US version let two bugs slip into the game, both related to saving while on Epona. The more major one happens when you save and reload a file while on the horse; this would not disable the C-buttons properly, allowing you to use any item while on Epona, which in turn led to loads of glitches. A less major one allowed you to "transfer" Epona between two save files if you saved at an Owl Statue in both saves, then did the above on one and loaded the other.

In the European version, Epona is not saved and will disappear once the save file is loaded, which fixes all these bugs.

Unrestricted Items as Kafei

Normally, you can't put anything on a C-button if that one is occupied by a mask Link is currently wearing. The sole exception occurs while controlling Kafei in Sakon's Hideout, during which you can equip anything over any C-button. If you happen to replace a mask Link is wearing with another mask, he will automatically put that mask on once control is transferred back, even in the case of the Fierce Deity Mask. This was fixed in the European versions simply by disabling the pause menu while controlling Kafei.

Ikana Fairy Fountain Coloring

The Ikana Fairy Fountain is meant to have a yellow background matching the color of its Stray Fairies, but due to the environment not being set properly, it displays as green instead in the Japanese and US versions. This bug was fixed for the European versions.

Japan/US Europe
ZeldaMM FairyFountain-IkanaNormal.png ZeldaMM FairyFountain-IkanaYellow.png

Text Changes

Entering Ranch House

US Europe
Majora's Mask US N64 Ranch House.png Majora's Mask EU N64 Ranch House.png

Apparently, "Mama's House" was a bit vague and unclear, so it was renamed "Ranch House" in the European versions. Oddly, though, this change does not carry over into the US GameCube version.

Sign at Entrance to Great Bay Coast

US Europe
Majora's Mask US N64 Great Bay Entry Sign.png Majora's Mask EU N64 Great Bay Entry Sign.png

This sign reading "Great Bay Temple" is inaccurate since it is not actually the temple itself in which Leevers appear, so it was fixed to match the Japanese script. However, the Leevers are still erroneously referred to as "deep-sea life-forms".

Carpenter Who Misinterprets "Brac" for an All-Nighter(?)

US Europe
Majora's Mask US N64 All-Nighter 1.png Majora's Mask EU N64 All-Nighter 1.png
Majora's Mask US N64 All-Nighter 2.png Majora's Mask EU N64 All-Nighter 2.png
Majora's Mask US N64 All-Nighter 3.png Majora's Mask EU N64 All-Nighter 3.png

The original Japanese uses "テツヤ" ("tetsuya") in the context of "all night", but the US version apparently mistook it for a person's name and localized it into "Brac". The original meaning was fixed in later versions, including the remake, which uses text more akin to that of the European Nintendo 64 version above than that of the (also corrected) GameCube version. [1]

Kokate Looks for Koume in Woods of Mystery

US Europe
Majora's Mask US N64 Where Is Koume.png Majora's Mask EU N64 Where Is Koume.png

This appears to be a translation error. In the original Japanese text, Koume went out to pick mushrooms. In the US version, it has been changed so she gathers herbs. This was corrected in the European versions, but with a rather strange capitalization.

US Europe
The ocean's temperature has
returned to normal. Did you come
here to spash around in the sea?
The ocean's temperature has
returned to normal. Did you come
here to splash around in the sea?

Seeing as Majora's Mask contains lots of text, it's unsurprising that some spelling errors like this one slipped through. It was corrected for the European versions.

Great Fairy Names

There is an error in the Great Fairies' names in the US version of Majora's Mask:
The Great Fairy found by Snowhead Temple introduces herself as the Great Fairy of Wisdom, and then the Great Fairy of Courage on subsequent visits. Likewise, the Great Fairy near the Great Bay Coast says she is the Great Fairy of Courage, and then the Great Fairy of Wisdom. This was fixed in the European versions to match the Japanese script, in which Snowhead's Great Fairy is the Great Fairy of Wisdom, and Great Bay's Great Fairy is the Great Fairy of Courage.

Text Boxes

In the US version, several text boxes that automatically close in the Japanese versions were changed so that a press of the A Button was necessary. The European versions match the Japanese versions text boxes. Examples are Tatl's dialog when seeing the Great Fairy shattered in the North Clocktown for the first time, the Mask Salesman's tale about the Majora's Mask, and a few lines when fighting the Garo.

Changes Between (E) 1.0 & (E) 1.1

There are two European versions of the game, PAL 1.0 and PAL 1.1. The only apparent difference seems to be the French text, as every other aspect of the game is unchanged.

PAL 1.0 PAL 1.1
Vous obtenez un Rubis Rouge
Il vaut 20 Rubis!
Voilà qui est bien!
Vous obtenez un Rubis Rouge!
Il vaut 20 Rubis!
Voilà qui est bien!

As if changes couldn't be any more minor, a punctuation mark was inserted in this message.

PAL 1.0 PAL 1.1
Si seulement nous avions un
cheval, nous pourions... Oups!

Désolée... Pardon.
Si seulement nous avions un
cheval, nous pourrions... Oups!

Désolée... Pardon.

A spelling mistake was fixed in this message.

PAL 1.0 PAL 1.1
Si je prends quelques secondes de
retard, les conséquences pour la
distribution du courrier seront
terribles... Dur dur d'être

fonctionnaire.
Si je prends quelques secondes de
retard, les conséquences pour la
distribution du courrier seront
terribles... Dur d'être fonctionnaire.

It was a bit awkward having only a single word in the second part of the message. Therefore, the message was changed in v1.1 so it all fits within the four lines.

PAL 1.0 PAL 1.1
C'est 20 Rubis la partie
OK
Non merci
C'est 20 Rubis la partie.
OK
Non merci

Another punctuation mark was added here.

PAL 1.0 PAL 1.1
Nan,,j'connais pas ce gamin. Et le
chef est pas là, alors je peux pas
t'aider.
Nan, j'connais pas ce gamin. Et le
chef est pas là, alors je peux pas
t'aider.

The double comma accidentally present in the message due to a typo was fixed in 1.1.

PAL 1.0 PAL 1.1
Quoi? Tu veux une Potion Bleue,
n'est-ce pas ?
Quoi? Tu veux une Potion Bleue,
n'est-ce pas?

Strictly speaking, French requires a space on both sides of punctuation marks like "?" and "!". This one case suggests that the translator wrote the original text with the extra spacing, and this was the only case where the removal of said spacing was originally missed.

PAL 1.0 PAL 1.1
Tu veux peut-être voir l'Ancêtre
des Gorons? Malheureusement il
n'est pas là aujourd'hui
Tu veux peut-être voir l'Ancêtre
des Gorons? Malheureusement, il
n'est pas là aujourd'hui

Another punctuation mark was added here.

PAL 1.0 PAL 1.1
Oh! Un Goron!Tu vis dans les
montagnes? Pourquoi elle est avec
toi Taya? Hein? Dis? Pourquoi?
Oh! Un Goron! Tu vis dans les
montagnes? Pourquoi elle est avec
toi Taya? Hein? Dis? Pourquoi?

This change should be fairly obvious. A missing space was added here.

PAL 1.0 PAL 1.1
Masque de Vérité
Portez-le pour comprendre le
langage des animaux et des
pierres-potins.
Masque de Vérité
Portez-le pour comprendre le
langage des animaux et des
pierre-potins.

Another spelling mistake was fixed here.

PAL 1.0 PAL 1.1
Votre bouteille a été remplie de
Cuvée Romani!
uvez-en pour régénérer votre
énergie magique.
Votre bouteille a été remplie de
Cuvée Romani!
Buvez-en pour régénérer votre
énergie magique.

A character was missing in the second part of the message. It has been added in 1.1.

GameCube

Changes Between Nintendo 64 (U) & GameCube (U)

Besides the obvious differences relating to the different console, such as the Nintendo 64 logo not displaying, some text changes have been done. Interestingly, the text of the GameCube version is based on the US N64 version. Sadly, not a lot of the text changes, if any at all, would be carried over into the subsequent Virtual Console releases.

General Changes

  • Whoever first translated the text obviously had no idea at all that "any more" and "anymore" mean different things, leading to such sentences as "You can't carry anymore!". This error was corrected in the GameCube version for all messages.
  • In a very similar move to the GameCube release of Ocarina of Time, the Ballad of the Wind Fish song that plays during the game's ending is a prerecorded sound file that is streamed from the disc, rather than being played using the game engine. The ROM contains a special hack to mute the game's audio thread if the first scene of the game's ending (scene 02 of the Milk Bar) is loaded.
  • On a similar note, the jingle that is normally heard when playing an ocarina song correctly does not play in that instance.

Text-Specific Changes

Hmmm...
To do:
If possible, specify who says what, and where, preferably by adding screenshots.
Nintendo 64 (US) GameCube (US)
Majora's Mask US N64 All-Nighter 1.png Majora's Mask US GCN All-Nighter 1.png
Majora's Mask US N64 All-Nighter 2.png Majora's Mask US GCN All-Nighter 2.png

The Americans apparently weren't that keen on the "heigh-ho" of the fixed British translation, so they made their own version. Of course, what the carpenter says on the final day is the same across both versions.

Nintendo 64 GameCube
Majora's Mask US N64 Gorman Deku.png Majora's Mask US GCN Gorman Deku.png

When Deku Link talks to the younger of the Gorman Brothers, an "is" that was missing in one of the sentences was restored in the latter version.

Nintendo 64 GameCube
If you win, we'll give you
somethin' nice kid.
If you win, we'll give you
somethin' nice, kid.

A comma was added here.

Nintendo 64 GameCube
Majora's Mask US N64 Romani All You.png Majora's Mask US GCN Romani All You.png

When Link talks to Romani inside the Ranch House, an erroneous "you" that was found in the sentence was removed in the latter version.

Nintendo 64 GameCube
Majora's Mask US N64 Cremia Hug.png Majora's Mask US GCN Cremia Hug.png

As if it wasn't weird enough that Cremia may hug Link for defending the cart from the Gorman Brothers, only if Link already has Romani's Mask, there was an erroneous exclamation mark; this was corrected in the latter version.

Nintendo 64 GameCube
Red Potion: 50 Rupees
I'll buy them
No thanks
Red Potion: 50 Rupees
I'll buy it
No thanks

Used when checking out the Red Potion in the shop. It was obviously rather senseless to refer to a potion as "them".

Nintendo 64 (US) GameCube (US)
Proceed to the
Dawn of the 2nd Day?
Yes
No
Proceed to the
Dawn of the Second Day?
Yes
No
Proceed to the
Night of the 2nd Day?
Yes
No
Proceed to the
Night of the Second Day?
Yes
No

When playing the Double Song of Time during the night half of the first day, the ordinal for the second day has been written out in the latter version.

Color Coding

N64 (US) GameCube N64 (US) GameCube
Save and return to the Dawn of
the First Day?
Yes
No
Save and return to the Dawn of
the First Day?
Yes
No
Lately, I've been hearing about a
shady shop in town that
apparently sells stolen goods...
Lately, I've been hearing about a
shady shop in town that
apparently sells stolen goods...
So it is true...Lately, I've been
hearing about a shady store in
town that sells stolen goods at
night.
So it is true...Lately, I've been
hearing about a shady store in
town that sells stolen goods at
night.
Wrong! Wrong! Wrong!
The guitar goes on the right,
the right!
Wrong! Wrong! Wrong!
The guitar goes on the right,
the right!

Formatting

N64 (US) GameCube N64 (US) GameCube
There is a road to the south of
town called Milk Road.
This could be someone's prank...

You see, the road is blocked by a
huge boulder.
I can't get any milk in from the

ranch now, so I can't please my
customers. It's terrible!
There is a road to the south of
town called Milk Road.

This could be someone's prank...
You see, the road is blocked by a
huge boulder.

I can't get any milk in from the
ranch now, so I can't please my
customers. It's terrible!
Oh...Actually I don't think I
can let you play...
If the doggies smell you, I don't

think I'd be able to pull them
away!
Oh...Actually I don't think I
can let you play...

If the doggies smell you, I don't
think I'd be able to pull them
away!
Thank you for returning my broken
and shattered body to normal.
As thanks, I shall ease your

weariness.
Thank you for returning my broken
and shattered body to normal.

As thanks, I shall ease your
weariness.
You were given a letter to Kafei!
Quick! Deliver it for her! Take it

to a mailbox.
You were given a letter to Kafei!

Quick! Deliver it for her! Take it
to a mailbox.
You got Kamaro's Mask!
Use it to teach his dance to the
world, so his moves can become
as popular as he had hoped they

would be.
You got Kamaro's Mask!

Use it to teach his dance to the
world, so his moves can become
as popular as he had hoped they
would be.
Your last record was
## hits.
If you get more than that, you'll

win a prize.
Now, then. Here we go!
Your last record was
## hits.

If you get more than that, you'll
win a prize.
Now, then. Here we go!
I know Anju is worried...but I can't
go out yet.
I made a promise to her that I

would bring the wedding mask and
greet her.
I know Anju is worried...but I can't
go out yet.

I made a promise to her that I
would bring the wedding mask and
greet her.
How's that? Pretty interesting,
isn't it?
But I'm sure I'd like any song

written by you better, baby!
If you like, you can play one
for me!
How's that? Pretty interesting,
isn't it?

But I'm sure I'd like any song
written by you better, baby!
If you like, you can play one
for me!
We're pretty prepared, but our
troupe leader seems to be acting
strange for some reason.
Well, we haven't even seen the

stage yet...It looks like we're going
straight to the big show without
any rehearsal.
We're pretty prepared, but our
troupe leader seems to be acting
strange for some reason.

Well, we haven't even seen the
stage yet...It looks like we're going
straight to the big show without
any rehearsal.
But outside of Ikana...
There are still swarms of

wandering spirits with lingering
regrets...
But outside of Ikana...

There are still swarms of
wandering spirits with lingering
regrets...
And there are still people lingering
in the stores...
If only an evacuation notice had

been posted, I would be able to
force them all to leave...
And there are still people lingering
in the stores...

If only an evacuation notice had
been posted, I would be able to
force them all to leave...
Zora eggs are very sensitive to
changes in the temperature.
The only way the eggs can hatch

is if they're placed in this
aquarium water, which I set aside
for them long ago.
Zora eggs are very sensitive to
changes in the temperature.

The only way the eggs can hatch
is if they're placed in this
aquarium water, which I set aside
for them long ago.
Welcome.
Hey, you’re pretty fit. I’ll bet you

do a lot of training!
Welcome.

Hey, you’re pretty fit. I’ll bet you
do a lot of training!

Changes Between Nintendo 64 (E) & GameCube (E)

Only one change has been made to the French translation – the Milk Bar was renamed from "Le Lactel" to "Le Crémeuh".

This change was apparently due to trademark issues, as Lactel is an actual brand of milk in France. The Virtual Console release would later give the Milk Bar a different name.

Changes Between Nintendo 64 (J) & GameCube (J)

The version of Majora's Mask included with the Japanese Zelda Collection disc for GameCube is quite peculiar in that it restores some of the visual and audio style choices of the original Japanese N64 version, but also adds many of the bug fixes and improvements from the US and European N64 versions. The Zelda Collection version therefore adopts changes from the different game versions, the origins of which are indicated below.

Visual and Audio Changes

  • JPN: Sounds play correctly during dialogue.
  • USA: Bombers make sounds when running.
  • JPN: Title Screen, including the larger font and different sky.
  • JPN: Clock says "Last" instead of "Final" day.
  • JPN: Clock displays "0" o'clock instead of "12" o'clock.
  • JPN: Volume of Skull Kid's violent cry dependent on camera angle.
  • USA: Prologue music does not play in Song of Time flashback.
  • USA: Plays "Small Item Catch", not the unique "Heart Container Get Fanfare" upon getting fourth heart piece.
  • USA: Night-time SFX does not continue into Mikau cutscene.
  • USA: Deku falls into water with a splash noise.
  • USA: Dekus in Deku Palace throne room make noises in-game and in cutscene.
  • USA: Song of Double Time does reload area (screen fades to black and fades back in, skip cutscene glitch possible).
  • USA: "Shop" theme fades in, does not start from real beginning as in OoT.
  • USA: Going from Woodfall to swamp does not fade out and fade in the same music.
  • USA: Clock Town chest moved forward.
  • USA: Epona cutscene with different camera angles.
  • USA: Cow in alien cutscene without nosering.
  • USA: Stone Tower upper blocks aligned next to each other.
  • USA: Subsequent Snowhead Temple clear cutscenes shortened.
  • USA: Subsequent turtle awakening cutscenes shortened.
  • USA: Subsequent Stone Tower clear cutscenes shortened.
  • USA: Skull Kid's face has wood texture, not black texture.
  • JPN: Staff credits mention Ocarina of Time staff.
  • USA: Deku merchant makes noise when launching out of a flower.
  • USA: Only one use needed when using Ocarina/Deku Pipes for the first time.
  • JPN: Text boxes in Mask salesman's Majora's mask cutscene disappear automatically.
  • USA: Cannot walk when "Your notes echoed far, but nothing happened..." appears (using Song of Double Time in areas such as inside clock tower).
  • JPN: Camera placed higher when Goron Link obtains items.
  • USA: Putting on/off transformation masks will not face Link to the camera after cutscene stops.

Gameplay

  • USA: Save files: two permanent + two owl saves.
  • USA: Easier bean seller path in Deku Palace.
  • USA: Scarecrow asks if you want to know about Song of Double Time/Inverted Time (after teaching song or when not dancing).
  • USA: Changed Bombchu physics.
  • USA: Five Bombchus limit in Honey and Darling's game.
  • USA: "Grab" command appears when pushing Mikau towards the beach.
  • USA: Changed Zora Link physics (swimming does not stop immediately, stopping swimming at surface does not perform jump out of the water, barrier can be used even when not swimming).
  • JPN: Preserved original Zora boomerang physics: Link takes big step forward (pot game possible with 4 backflips).
  • USA: Marine Research Lab platform lowered (no Zora jump necessary).
  • USA: No more jumping down in Hookshot room.
  • USA: Easier Great Bay Temple wheel puzzle (platforms always stop with horizontal alignment).
  • USA: Oceanside Spider House ceiling with pots instead of breakable barrels.
  • USA: Stone Tower Temple has three switches near entrance.
  • USA: English-only text was re-inserted into the Japanese GC version.

Glitches and Bugs

  • USA: Inverted Song of Time lighting bug fixed.
  • USA: Weird ledge grab in Astral Observatory fixed.
  • USA: Crouch stab glitch fixed.
  • USA: Any item with Deku glitch in Honey and Darling's game fixed.
  • USA: Digging into the road of Romani Ranch as Deku not possible, therefore fixed.
  • USA: "Warp" theme's ending does not glitch up when played in a shop, therefore fixed.
  • USA: Invisible wall to prevent exploration of Swamp Shooting Gallery as Goron, therefore fixed.
  • USA: "Swallowed by eel" glitch fixed.
  • USA: Zora Link does not use Goron Link voices when Song of Double Time is played, therefore fixed.
  • USA: Zora ledge grab in Stock Pot Inn fixed.
  • USA: Glitch with burning Zora Link in poison Woodfall fixed.
  • USA: "Stone Tower missing music at night" glitch fixed.
  • USA: Stone Tower inverted music glitch fix.
  • USA: Sloped edge glitch fixed.
  • PAL: Start button does not work while playing as Kafei, Fierce Deity glitch therefore fixed.
  • USA: Fierce Deity ledge grab glitch in Stock Pot Inn shorter.
  • USA: "Bottle Adventure" glitch has weird effects.
  • PAL: "Ocarina on B after Koume's archery" glitch fixed.
  • USA: Any item on Epona glitch after owl save not fixed as in PAL version.
  • USA: Transferring Epona to another owl save glitch not fixed as in PAL version.

JPN 1.0 to 1.1 Changes and Glitch Fixes

  • 1.1: Camera does not zoom up to Link's face when Tatl speaks to him.
  • 1.1: Music does not keep playing in Clock Town at night (using Song of Double Time).
  • 1.1: Deku Palace upper walls position camera behind Link.
  • 1.0: Goht runs Link over.
  • 1.1: Snowhead clear cutscene does not play "Event Clear" music.
  • 1.1: Music in Pirates' Fortress at night, no battle music near enemies.
  • 1.1: Gyorg's Remains correctly placed on quest status screen.

GCN / Virtual Console / NSO

Changes Between Nintendo 64 (E), Collector's Edition (E), Virtual Console (E), and NSO (E)

The EU VC release uses a modified ROM, instead of patching in external texture files As such, there is only one difference: In the French translation, "Crémeuh" (previously known as "Lactel") was changed to "Laktoz".


Europe 1.0 / 1.1 (N64) Europe (GameCube) Europe (VC) Europe (Nintendo Switch Online)
MM-MilkBar-N64.png
MM-MilkBar-GC.png
MM-MilkBar-VC.png
MM-MilkBar-NSO.jpg

The Nintendo Switch Online version changes the name of the Milk Bar once again to "Lactoze", matching Majora's Mask 3D.

(Source: A special thanks to darkeye14 for a majority of this page.)