The Legend of Zelda: Ocarina of Time
|The Legend of Zelda: Ocarina of Time|
Also known as: Zelda no Densetsu: Toki no Ocarina (JP)
This game has unused areas.
This game has a notes page
This game has a prototype article
The Legend of Zelda: Ocarina of Time is the 3D adventure game featuring Link saving Zelda from the clutches of evil Ganondorf... HEY! LISTEN!
Many glitches are listed here.
| Unused objects|
Anything from normal items to insane blocks.
| Unused scene setups|
Unused area setups hidden in ordinary cutscenes.
| Unused text|
Hoot hoot! Link, this game has unused text. Hoot hoo! Do you want me to repeat what I just said?
| Program Revision Differences|
It seems that it is very common for people to puke when they are nearly dead.
All versions have a byte which stores what language to use during play, but in the Japanese/US releases the language cannot be changed. The following GameShark codes will set what language is used.
|1.0||8011B9D9 0000||8011B9D9 0001|
|1.1||8011BB99 0000||8011BB99 0001|
|1.2||8011C089 0000||8011C089 0001|
|Master Quest||8011C531 0000||8011C551 0001|
The greatest find probably has to be the leaked Debug ROM of Ocarina of Time, which contains a large amount of debugging code and unused content not found in the released versions. Some of the debug functions, such as the inventory debug and map select can still be enabled in the released versions with GameShark codes.
Is it okay to copy the control instructions from Debug ROM page?
The Map Select allows you to go to any area in the game. The GameShark codes for released versions can be found in the note page.
This allows you to edit your current inventory, including items, equipment, and Quest Status items. To enable it on US v1.0 retail ROM, activate GameShark code D01C84B5 0020 801D8DD7 0002, go to the pause menu and press L. In the inventory debug, use the D-Pad to select the field you want to change, and use the C-buttons to change the field. The various fields are as follows:
- ルピー (rupee) sets the amount of rupees. You can set it anywhere from zero to 9999. If you have more than 999 rupees, the rupee count will be garbled but otherwise work fine.
- ハート (heart) is the life meter. The first value is the amount of total hearts you have, and the second field is the amount of hearts you have remaining. The total amount of hearts can be set from 3 to 20, the amount of remaining hearts can be set from zero (equaling death) to 20, in quarter increments.
- アイテム (item) controls the item subscreen. For items which have a quantity (like bombs), you can set the quantity using the C buttons. For items which do not have a quantity, you can only set yourself to possess that item or not.
- KEY allows you to edit the amount of keys you have for every dungeon. Note that there are more values than there are dungeons in the game.
- そうび (equipment) controls the left-side equipment. The values are, in this order: Quiver, Bomb Bag, Gauntlet, Scale, Wallet, Bullet Bag, Deku Stick capacity, and Deku Nut capacity.
- ケン/タテ (sword/shield) controls the right-side equipment, specifically the sword, shield, tunic, and boots. The values are octal digits: C-Left enables the first bit, C-Down enables the second bit, and C-Right enables the third bit.
- MAP controls the dungeon items for every dungeon. Again the numbers are octal digits. C-Left gives you the Map, C-Down the Compass, and C-Right the Big Key.
- ふういん (seals) controls your medallions. You can use the C-buttons to grant or take away the Forest, Fire, Water, Spirit, Shadow, and Light Medallion (in this order).
- オカリナ (ocarina) sets the Ocarina songs you have learned. They follow the order they appear on the Quest Status subscreen, from bottom to top.
- せいれいせき (spiritual stone) controls the three Spiritual Stones: the Kokiri Emerald, Goron's Ruby, and Zora's Sapphire.
- コレクト (collect) sets whether you own the Stone of Agony and Gerudo's Card.
- The eleventh field sets the amount of Gold Skulltulas you have collected. You can set the number anywhere from 0 to 999.
- The last field, カケラ (fragment) sets the amount of Heart Pieces you have collected. You can set it from one to five, even though you normally never carry more than three at once.
64DD Test Maps
The map select in the retail version differs from the Debug ROM in that it contains two entries at the end which were presumably used for testing the Nintendo 64DD extension. They're called 64DD TEST n64dd SetDiskVersion and 64DD TEST2 n64dd SetDiskVersion respectively. 64DD TEST n64dd SetDiskVersion can be loaded if you have a 64DD attached, at which point it will display this message:
|ディスクを差し込んでください。||Please insert a disk.|
If you insert a disk, the following message appears:
|It's possible that you have|
inserted the wrong disk. Please
64DD TEST2 n64dd SetDiskVersion cannot be loaded either way, and if you try to do so, nothing happens. These 64DD entries do not appear in the retail version of Master Quest.
One relic of the planned Nintendo 64DD extension of Ocarina of Time is the existence of N64DD Save Files. They can be created on a real N64 by slowly pulling out the left side of the cartridge while copying a file. Files created this way have a "Disk" tag attached to it and cannot be opened, as they're grayed out. Trying to copy or delete such files crashes the game.
Version 1.2 clears this flag before displaying the menu, so the tag can't be seen.
Another relic is the existence of error messages that indicate the wrong 64DD disk inserted, which were even translated to English. With a 64DD plugged in, and the bytes FF FF at 0xB96B0A changed to 00 00 in a decompressed US ROM (or at $1D2C5A in RAM), the error messages will show. Changing the bytes kills the infinite loop the N64 would otherwise enter as it checks the region of the 64DD connected, which would always be Japanese due to the overseas non-release.
By modifying the bytes EZLJ at 0xB9CCD0 to another 64DD disk's identifier and using that disk with the Japanese version, a different logo appears and the aforementioned 64DD "Disk" save files are able to be chosen. However, the game crashes after that, possibly due to trying to load a non-existent file from the disk.
The crash debugger is the tool that was used by developers to figure out exactly what went wrong whenever the game would crash.
It is present in all Nintendo 64 versions of the game. To trigger it, you first need to crash the game in some way, either by tilting the cartridge or by exploiting one of the game's various glitches. A yellow bar should then appear in the upper left corner of the screen. Now, you need to type in the following key combinations one-by-one, by holding down all of the buttons on a line at once, letting go, and moving to the next line:
- L + R + Z
- D-Pad Up + C-Down
- C-Up + D-Pad Down
- D-Pad Left + C-Left
- C-Right + D-Pad Right
- A + B + Start
You will need to type in the entire sequence pretty quickly. The game is really picky, and you usually won't manage to do it on the first try.
Due to the differences between the Nintendo 64 and the GameCube, the crash debugger does not work on the GameCube Ocarina of Time or Master Quest. It also doesn't work on the iQue Player version as a red bar appears instead of yellow. It does not work on emulators, either, as they don't redraw the screen after the game has crashed.
Registers - Both Ocarina of Time and Majora's Mask use the same first screen. This is the most important one, as it provides the most basic information concerning the status of the system at the time of the crash. Most (if not all) of the information shown comes from a register, either on the System Control Processor (top), the main CPU, or the Floating-Point Unit (bottom).
The Ocarina of Time debugger has several additional screens beyond the standard screen listed above. Most of them, however, aren't very helpful.
Segment Map - Shows the base address of each memory segment. The Nintendo 64 GPU treats memory as several independent regions (segments); this table shows where each segment lies in memory. Typically one segment contains polygon vertices, another contains texture graphics, etc.
- 2 - Stores the offset to the current Scene file data in ram.
- 3 - Stores the offset to the current Map file data in ram.
- 4 - Stores the offset to the gameplay_keep file in ram.
- 5 - Stores the offset to the gameplay_field_keep (outside of dungeons) or gameplay_dangeon_keep (inside of dungeons) files in ram.
- 6 - Stores the offset to the current object being processed by the game engine.
ROM Debug - This screen is not exciting in the final versions of Ocarina of Time, since all values are set to zero. During testing, however, the developers may have set these values to reflect the contents of certain variables during gameplay. This way, if the program crashed, they may be able to figure out what went wrong from these variable settings.
Stack Dump - This screen shows the contents of the Stack, a section of memory used to hold temporary data. The left column shows the address in memory, and the other columns show what's actually there. The farther down you go, the older the information.
PC Dump - This screen shows the code being executed at the time of the crash. Somewhere on the screen is the instruction that failed (pointed to by the Exception Program Counter). This screen is displayed the same way as the previous one.
Actor Overlay List - This is a list of the actor overlay files (dynamic code files) currently in memory. Actors are all entities that are not structurally part of the level, such as enemies, moving platforms, or Link himself.
Version Info - Finally, the most famous screen from the debugger. The "I LOVE YOU" message is on here, as well as a bunch of zeroes. The date of compilation is also on this screen, helpful in determining the version of the ROM you have. The known compilation dates together with the respective game version are listed below:
- 98-10-21 04:56:31 = JPN/US v1.0
- 98-10-26 10:58:45 = JPN/US v1.1
- 98-11-10 14:34:22 = E v1.0
- 98-11-12 18:17:03 = JPN/US v1.2
- 98-11-18 17:36:49 = E v1.1
Early Prologue Cutscene
Using the GameShark code 8135A7D6 2340 (v1.0) and starting a new file triggers an early version of the prologue cutscene of Link's nightmare, which is rather different from the cutscene of the final game. Much of the same content is present, but it's clearly unfinished in comparison to the final. Also, the following cutscene of Navi making her way to Link's house is omitted, simply leaving her to drift into Link's house right after the nightmare.
Early Triforce Cutscene
The game contains an early rendition of the cutscene where Princess Zelda talks about the Triforce. This cutscene appears to be from a very early stage of development: for one, the cutscene isn't part of the map like most cutscenes are, but actually coded entirely inside one of the Zelda actors (actor 0029). As such, all the objects that appear in the cutscene, including the Triforce itself, are actually loaded inside the Castle Courtyard and made visible by the cutscene's coding, even though they're never used under normal circumstances.
The following code for version NTSC 1.0 can be used to activate the cutscene. To use it, talk to Zelda, hit R, and while her text box is up and the camera pans to the sky, hit L.
81253960 0029 812538FE 001D D01C84B5 0020 801D887C 0036 D01C84B5 0010 811F4172 0009
Unused Spiritual Stones Cutscenes
Using the GameShark codes 8111A5D2 0053 8111A5DA FF?? (with "??" being F4, F5, or F6) on loading the game, it is possible to play a cutscene related to the Kokiri Emerald, Goron Ruby, or Zora Sapphire. Interestingly, after any of these cutscenes play, it appears as if a follow-up cutscene may have been intended to play: the Kokiri Emerald takes you to the Sacred Forest Meadow, the Goron Ruby takes you to Death Mountain Crater, and the Zora Sapphire plays Lake Hylia cutscene 0 (the "restoration of Lake Hylia" cutscene).
Perhaps at one point, it was intended for the Spiritual Stones to hint toward where the first three temples were located?
Boss Room Exits
Is this perhaps the same as this?
Aside from the Deku Tree and Dodongo's Cavern Boss rooms, you cannot turn around and head back into the main dungeon. However, every boss room has a fully functional exit leading back to the main dungeon, as well as a mockup map (Map 0 for every boss room) for returning back to the dungeon.
Barinade Boss Room
The design of this room seems to be similar to the Deku Tree's, where the player would start in a short hallway, and on entering the main area of the boss room the door would close behind them, rather than having the fight start immediately like in the final version. At the back end of the hallway is a sliding wooden door, but it is not level with the floor. Just behind this is an exit that puts you in the middle of the dungeon, suggesting that the level design was significantly altered.
Bongo Bongo Boss Room
The mockup map for this room is different from the final game. There are two lines of skull torches down the path towards the entrance of the opposing room. Also, while there is an exit index that places you on the other side of the boss door back in the Shadow Temple, the boss room uses a different exit index, which results in a crash.
There's a very cool Triforce transition in the game, however, it is not used anywhere. You can force the Triforce transition to appear with the GameShark code 8011B9ED 0001 (U v1.0).
Alternate Elemental Arrows
Using Gameshark codes, you can equip the individual elemental arrow icons to the C buttons, rather than having the magic combine with your bow. These items are used for display only on the pause screen, but function as normal elemental arrows.
Ice Arrow: 8011A63A 000C
Fire Arrow: 8011A63A 0004
Light Arrow: 8011A63A 0012
Beam Blade Attack
Remnants like what?
In prerelease screenshots like the one at right, Link is seen using a beam blade attack similar to the one he is able to use when his hearts are full in previous Zelda games. While this attack never made it into the final version of the game, remnants of it still exist in the code. The beam blade can be partially restored in the game using these leftovers.
In addition to the Beam Blade attack, a number of other early and unused animations still exist within the game's files. These include:
- Link blocking using his sword
- Link unsheathing his sword while holding his shield
- Link taking out both his sword and shield while crouching down
- Link stabbing downward
- Link unsheathing and moving with his two-handed sword
- Link reaching back or tossing something
- Link's early jump strike attack in which he flipped before stabbing downwards
- Link losing his balance
- Link lying prone & holding on to something
- An early shield animation
- Link throwing things
- Link waving his hand as if presenting something
- Link climbing onto something and falling in head-first
Dark Link Behavior
Dark Link may be the enemy with the most extensive coding in the game, and the programmers certainly considered all options. He reacts to the player casting Nayru's Love, which will cause him to shield a lot and generally get out of the way, even though you cannot normally get that item before defeating Dark Link as the Longshot, gained from defeating him, is needed to cross the desert, which is a requirement for obtaining Nayru's Love.
Seeing as the Dark Link actor is just a shell which inputs buttons to the Link actor, Dark Link can also swim and dive in water, as well as climb ledges. If you are Young Link, Dark Link can also use crawling holes. However, because Dark Link has no animation for getting hit while swimming, it will instead cause him to slowly float to the sky.
Iron Knuckle's Head
In the pre-boss room before Twinrova in the Spirit Temple, Link fights a brainwashed Nabooru inside an Iron Knuckle's armor. If you position the camera so that it clips into this Iron Knuckle's model, you will see Nabooru's head. If you do the same to any other Iron Knuckle in the game, you will also see a head that looks similar to Nabooru's with the same textures, but has significantly different structure and design. The head is wrapped in chainmail, which covers almost everything below the nose. Also, due to the way the head is modeled, the head has no eyebrows.
The most interesting differences are that the earrings are texture-less gold hoops and that the design of the head ornament is different. This other head model is either an earlier version of Nabooru's head, or it was meant to be directly revealed in the same way as Nabooru's, showing that all Iron Knuckles are Gerudos.
Either way, regular Iron Knuckles disappear when defeated, so their true face is normally never shown. The head itself was removed in the 3DS remake, but it's still present in the model, just not ingame.
|Regular Iron Knuckle||Pre-Boss Iron Knuckle|
Enemy Damage Charts
Every enemy in the game has damage charts, which is a sequence of bytes determining how much damage an enemy will take from a particular attack. Certain bytes in the damage charts are set, but not normally used.
For one, after the three Magic Arrows, there are three unused bytes, presumably for three more Magic Arrows, which can be hacked into the game. They don't have any coding present so they default to using the Fire Arrow graphics. None of the arrows need any magic to use.
As well, after the Din's Fire byte, there are two more bytes which are never used. It is unclear what the first one might have been as the damage charts don't show any obvious pattern. The second one might have been a light spell as it does damage only to "dark" enemies like Floormasters, ReDeads and Dark Link.
Every item that can be sold in a shop has basic data that determines the item/equipment you will receive, as well as the price. There are 50 entries in the list, of these, the following items are not sold in any shop. All values of the shops can be found in the file ovl_En_GirlA. These objects contain information and buying messages, the messages may have been modified during development and are being used for other things.
This item is unknown, but it contains values of units, price and messages. To achieve viewing messages, has been used some original settings of Deku Nuts.
Object: 0005 (Unknown)
Item: 000a (Unknown)
Price: 25 Rupees
0005 000a 000f 0014 0019 001e 0023 0028 0000 0000 8086 2c34 8086 2d78 8086 2d78
00da 0028 8002 2438 0064 0001 00ae 0099 0000 0047 8086 36b8 8086 3dac 8086 3fb4
00da 0028 8002 2438 2710 0001 00b5 0085 0000 0000 8086 3728 8086 3e18 8086 3fb4
00f8 0042 8002 2438 03e8 0001 00a8 0091 0000 0028 8086 332c 8086 3bf8 8086 3fb4
0176 006f 8086 48cc 0032 0001 506f 5070 0000 0070 8086 3974 8086 3e84 8086 3fb4
00df 002f 8086 48cc 0064 0001 00ad 0097 0000 0014 8086 365c 8086 3d70 8086 3fb4
00df 002f 8086 48cc 2710 0001 00b4 0085 0000 0000 8086 3714 8086 3de8 8086 3fb4
As well, there are three shops which are not used at all:
- Hylian Shield (80 rupees), Bombs x 5 (25 rupees), Deku Nuts x 5 (15 rupees), Recovery Heart (10 rupees), Arrows x 10 (20 rupees), Arrows x 50 (90 rupees), Deku Stick (10 rupees), Arrows x 30 (60 rupees)
This is almost identical with the Bazaar, the only apparent difference being that the Bombs cost 25 rupees, as opposed to 35 rupees in the final version.
- Lon-Lon Milk (100 rupees), Deku Nuts x 5 (15 rupees), Deku Nuts x 10 (30 rupees), Recovery Heart (10 rupees), Weird Egg (100 rupees), Deku Stick (10 rupees), Recovery Heart (10 rupees), Recovery Heart (10 rupees)
Unsure what this was to be. It is of note that Lon-Lon Milk is not sold in any shop in the final game. Given the duplicate Recovery Hearts, this probably wasn't finished when it was dropped.
- Lon-Lon Milk (10,000 rupees), Lon-Lon Milk (10,000 rupees), Lon-Lon Milk (10,000 rupees), Lon-Lon Milk (10,000 rupees), Weird Egg (10,000 rupees), Weird Egg (10,000 rupees), Weird Egg (10,000 rupees), Weird Egg (10,000 rupees)
This hasn't even been started yet, with its contents being just placeholders.
At 800DA02C in RAM (version 1.0) is code that plays a sound effect every time a character of text is drawn. However, it plays sound effect 0, i.e. no sound. Presumably this was originally intended for an effect similar to that used in Link to the Past. No sound effect ID that would be appropriate for this has been found.
Inside the Deku Tree
Originally there should be 3 Navi information spot in the room that has the fairy slingshot. But the actors are loaded into the first room and not in the slingshot room. The text is the same as in the climbing the vine with Skulltulas, Navi says on the second floor: "Look at this wall The vines growing on it give it a rough surface ... Maybe you can climb it, LINK!".
Early Door Frame
Visiting the room where there is a platform that you can only make it fall using the megaton hammer (Room #11). Below this room there is a slightly older copy of the room where you meet Darunia (Room #3). The only difference this room is the door frame that is more salient than the final version. This same frame appears on the map of the boss.
|Room 03||Room 11|
A door was removed inside the chimney on the right side of the fire temple (Room #07). You can see going to the room on the top floor where there is a chest with 200 Rupees (Room #09).
|Room 07||Room 09|
The door would lead to the place where it is marked in the image.
Early Statue Room
As a way of conserving memory, not all rooms that are visible to the player are completely loaded until either getting closer to them or entering the area itself. A low-polygon copy of the room-to-be is created in the room the player is currently in to create the illusion. In the Spirit Temple, the room with the giant statue is visible from the room above it — the room from which a platform descends from the ceiling that allows the face to be burned away for access to the boss room. The actual statue room (Room 06) and the statue room as seen from the room above it (Room 26) are slightly different.
|Room 06||Room 26|
There are several differences between the preview version of the room and the normal version:
- The hands of the statue are further from the platform.
- There are no handrails on the stairs.
- The floor texture is slightly strange.
- The pad where the chest containing the map is normally located does not appear.
- The snake's tail was stretched in the final version.
- There is no Triforce symbol on the statue's left hand.
Forgotten Wood Collision
There is an area of the collision surface in the first room of the temple that is set to "wood". You can use the Moon Jump code to hit it with your sword, which gives a wood collision effect.
Strange Collision Atop a Tree Trunk
In the first room of the Forest Temple, atop the trunk that boasts a chest with a key, there is a small collision barrier that serves no purpose.
Inside Ganon's Castle
The six energy beams actor in the central room of Ganon's Castle remains loaded even when the player leaves the room. As such, a new copy of the beams actor is loaded each time the player subsequently re-enters the center room. The effect only becomes apparent after several repetitions.
Once the beam count reaches high enough, other objects will fail to load due to lack of memory. Falling out of bounds or watching the sage freeing cutscenes will reload the scene, removing the copies.
Near the end of the game, while escaping the collapsing Ganon's Castle, you cross a short bridge with a single ReDead on it in the castle's second to last room. As the room is a modified version of the one which contained the barrier protecting Ganon's Tower, you'll be able to see the doorways leading to the castle's mini-temples in the distance, but missing the actual doors. However, if you let Zelda open the gate to the final hallway and then manage to leave it without letting the game reload the previous one (for example, by means of the Debug ROM's free-movement mode), you'll find the missing doors floating in the void.
The positions of these non-interactive doors match up perfectly with the door frames in the previous room, making it likely to have been a goof by one of the level designers.
Entrance to the outside of the castle is different in collapse version. There was a huge entry into see a simple door.
The area of the collision contains many differences, there is no area of doors in the walls and ceiling decoration is very different from the final version.
Hidden Pot in Twins' House
The collision model for the Twins' House in Kokiri Forest actually contains two pots, whereas the prerendered background only shows one next to some planks of wood leaning on the wall. While technically invisible in-game, Link can still try to roll in between the two pots, which will result in parts of him disappearing behind the background where the missing pot should be.
Hidden Pot in Carpenter's Hut
There is a type of pot on the other side of a collision wall . The model is different from the rendered image and you can't reach it.
While normally invisible, some emulators will reveal somewhat-convincing patches of rock that cover up the entrances to the crater and Great Fairy's Fountain, as well as the first little alcove at the bottom of the trail. These patches have no effect on collision and don't really match up with the surrounding wall.
Some pieces of collision of logs are out of place, as well as an actor to Gerudo guard. Maybe has been forgotten during the entrainment of some vertices of collision when the room was being redesigned.
In the room looks like a cave and has several swirls, there is an older copy in the room where a dragon statue. If it were possible to go back in the room where a chest with a key, you can see the swirl.
|Room 22||Room 9|
Removed Hookshot Targets
In the twisty cave room with the river and whirlpools, there is a section where the player must use the Longshot to reach a treasure chest before the gate closes. While the wall behind it looks like an ordinary solid stone wall, the structure of the room's model reveals that a square patch, the same size as the Hookshot targets seen elsewhere in the temple, is located directly behind the treasure chest. The patch of stone is even defined separately from the rest of the stone around it, further indicating that this was once a Hookshot target panel.
It was probably removed due to being redundant, as the Longshot can simply hook onto the treasure chest itself. There is a similar odd patch in the tunnel room connected to the main room, with the stone block, but it is at the top of the wall and not tall enough to fit a target. Two more patches can be found in the room with the rolling boulders, this time on the ceiling above the ledges at each end of the room. Having targets here would have made it easier to avoid the flowing currents and boulders when crossing the room.
There are two disabled Keese roosting in the first room of the Water Temple. They are placed outside of the room boundaries, and fit with room #6, the room with the waterfall.
There are 3 pots located outside of room #11 in the Water Temple, the room with the timed water geyser. They are not loaded because they are outside the collision area. The pots line up with the wall on the floor above, hinting that the room was redesigned at some point and the pots were left out.
Missing Spikes Collision
There is a corridor with spikes on the second floor to the right side of the map of the Water Temple. Outside this corridor is a forgotten piece of collision of a spike. If you touch this area, Link will take damage equal to the spikes of the corridor. The wall collision can be viewed using the Memory Editor in the Debug ROM or with a level editor. This oversight appears in all versions.
In the room with the spinning blade, there is an Elf_Msg actor (actor #011B). It's placed underneath the steps leading into the room, making it so that it never triggers. Its placement suggests that the steps were added in after the actor was added into the room. The programmed text says: "I can hear a voice from somewhere... It's saying: Collect five silver Rupees...".
Lost Hookshot Targets
There are two disabled Hookshot targets in the first room of Dodongo's Cavern. They are placed outside of the map, and fit with room #3, the room with the stone staircase puzzle.
Early Wall Texture Leftover
The room that holds the compass in Dodongo's Cavern uses a texture from an earlier design of the dungeon. It was most likely overlooked when retexturing the rooms, as it is only used on the narrow square above the door. It is stretched beyond recognition, and the only way to tell it apart is the narrow band of red pixels facing the player.
Several of Hyrule Field's scene setups contain two groups of small bushes (actor number 0x0151, variable 0x0201) buried near the entrance to Gerudo Valley. As the objects spawned through this actor attach to the nearest collision surface beneath it, and because these two actors are not placed above any collision, they will not spawn any bushes. If they are moved above ground, the actors will work properly.
Some maps contain data of unused exits, which were cut during development of the game.
Exit to Haunted Wasteland From Gerudo Fortress.
Inside Ganon's Castle
To Tower Collapse Exterior From Tower Collapse Interior, Stairs.
To Zora River Dropped from top of Waterfall, you can see more details in The_Legend_of_Zelda:_Ocarina_of_Time#Zora.27s_River
Hyrule Field contains several exits not used which are registered in scene file. Interestingly the exits are alternatives to Lon Lon Ranch.
Unused Player Spawns
There is an Player Spawn at the top of the waterfall in Zora's River. This might indicate that at one point of development the fence (the one which blocks the road to the waterfall) from Zora Fountain wasn't always there, and it would serve as a shortcut to Zora's River. This exit has been restored by a fan in this YouTube video.
There is an unused exit programmed in Zora's Fountain that leads to the top of the waterfall at Zora's River. Using it will cause Link to drop down from the top of the waterfall. (Input 0, Index 0199)
Goron City Secret Passage
This can be seen by going to Darunia's room in Goron City and looking up. This may have been used as adult Link, while the door was locked and when Darunia was kidnapped so the room would be empty.
It has no use and acts much like the alcove in Zora's Domain. Both anomalies are present in the 3DS remake.
Zora's Domain Alcove
In Zora's Domain, there's an alcove hidden deep in the water which contains nothing at all. The catch is that you're never able to see this alcove, because it's too deep for you to dive to as a kid, and as an adult Zora's Domain is frozen over.
Though it is built in a way to suggest it had some purpose, it is not the right depth or shape to be an exit and may have instead contained an item, such as a Heart Piece or treasure chest.
It has no use and acts much like the hole in Darunia's room. Both anomalies are present in the 3DS remake.
Invisible Walls in the Chamber of Sages
The Chamber of Sages has invisible walls around the platform, despite the location only appearing in cutscenes. Either Link was intended to walk around there at some point, or the level designers were just covering all the bases.
Stretched Platform in Dodongo's Cavern
On the second floor of the cavern, there is a platform that has been stretched so it juts out a little further, making it easier for Child Link to cross the gap.
Hidden Magic Jar
In the Gerudo Training Ground, landing on top of the large four-eyed statue in the round room will give the player a large magic jar. However, it doesn't actually replenish any magic. This is the only instance of a hidden magic jar in the game. It was removed from the 3DS version.
Shadow Temple Sun
Whether intentional or not, the sun is present in the Shadow Temple, although, of course, it is never seen. In certain emulators, it is possible to see a very faint lens flare when looking in its direction. This oddity is also present in the 3DS version.
Graphics Behind Doors
The pre-rendered backgrounds used in Hyrule Market include doors on the buildings, which are covered up with the 3D doors seen elsewhere. Some of the buildings don't have doors underneath: the Bombchu Bowling Alley, Happy Mask Shop, and dog lady's house have nothing but blank walls with no visible entrances.
The Treasure Chest Game has an X across its door, but it's uncertain whether this is part of the door design or whether it's meant to signify something.
Hyrule Castle Town's Location
The entrance to the Market is at the northernmost end of Hyrule Field, while most other Zelda games place it near the center of the world. What is interesting about this is that the center point of the Hyrule Field model is located inside the Market area, past the entrance, while all other location models have the centers defined at the middle of the room or near the entrance.
These two facts together indicate that at some point, Hyrule Castle Town was going to be at the center of Hyrule Field, and thus the center of the world.
The cows were initially supposed to, oddly enough, have cow rings. The ring was restored as seen in the video on the right. Interestingly, this made its way into the Japanese version of Majora's Mask and Ocarina of Time 3D.
In US or Japanese version, there are some titles of items that are not used and contains some time-related differences in the game was in development.
Hylian Character Set
A complete set of the Hylian characters used in Ocarina of Time exists within the Japanese font file used for dialog boxes. It is possible to display these characters in game. Also contains Greek characters not used.
Titles of Medallions
Piece of Heart Title
Big Key Title
Early HUD Button
|Unused Graphic||Early Screenshot|
|Unused Graphic||Early Screenshot|
This fire uses a detailed fire render with eight animation frames. The fire effect used in the game is made by overlapping two textures (a flame shape and a noise image) and scrolling the noise to create a flickering appearance, which uses less resources and las a longer animation loop.
"Display notes with"
This graphic was used to show music notes for songs.
There is a colorless graphic of some pre-rendered character that does not appear in the game, appearing to wear a beret of some kind and having rounded ears. It is one of the last graphics existing in the ROM, located soon after the data for the inside of Ganon's Castle collapsing.
Alternate Flying Tiles
There is an alternative texture to the flying tiles of Fire Temple Located inside the enemy's data. It is a lighter version of part of a texture used in the Spirit Temple. While the texture is normally used for walls, it is used as part of the floor in the room with the Torch Slugs and around the platform that lowers down in front of the statue. Both of these are potential spots where the flying tiles could have been used, as the Torch Slug room is the only room in the temple with a tile-based floor, and the room with the platform features flying pots.
|The Legend of Zelda series|
|NES||The Legend of Zelda (Prototype) • Zelda II: The Adventure of Link|
|SNES||A Link to the Past|
|BS-X||BS Zelda no Densetsu • BS Zelda no Densetsu: Inishie no Sekiban|
|Nintendo 64||Ocarina of Time • Majora's Mask (Prototypes)|
|GameCube||The Wind Waker • Twilight Princess • Four Swords Adventures • Ocarina of Time Master Quest (Debug Version)|
|Wii||Twilight Princess • Skyward Sword|
|Game Boy (Color)||Link's Awakening • Oracle of Ages • Oracle of Seasons|
|Game Boy Advance||The Minish Cap|
|Nintendo DS||Phantom Hourglass • Spirit Tracks|
|Nintendo 3DS||Ocarina of Time 3D|
|Spin-offs and Related Games|
|CD-i||Zelda: The Wand of Gamelon • Link: The Faces of Evil|
|Nintendo DS||Tingle no Balloon Fight DS • Freshly-Picked Tingle's Rosy Rupeeland • Irodzuki Tingle no Koi no Balloon Trip|