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!
Anything from normal items to insane blocks.
|Unused scene setups|
Unused area setups hidden in ordinary cutscenes.
Hoot hoot! Link, this game has unused text. Hoot hoo! Do you want me to repeat what I just said? >Yes No
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.
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, asking you to please insert the expansion disk.
If you insert a disk, the following message appears, telling you that there is a possibility the wrong disk has been inserted and to please replace it with the correct one.
間違ったディスクが差し込まれてい る可能性があります。正しいディス クに交換してください。 ディスクを取り出してください。
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.
N64DD Save File
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. Alternatively, the GameShark code 8022EA48 0001 (Debug ROM) will turn the first save file into a N64DD save 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. You can restore the file to normal with the code 8022EA48 0000.
Version 1.2 clears this flag before displaying the menu, so the tag can't be seen.
does version 1.1?
At least Version 1.0 has an unused language select bit. GameShark code 8011B9D9 0000 will play US 1.0 in Japanese, or 8011B9D9 0001 for Japan 1.0 in English. All Zelda OoT N64 USA and JPN roms are identical on each versions v1.0, v1.1, v1.2; it is just the CZLJ or CZLE ID which selects language upon startup.
Check Version 1.1, 1.2, and Master Quest
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).
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.
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, although some skin is still shown under their heavy armor once they are damaged enough.
|Regular Iron Knuckle||Pre-Boss Iron Knuckle|
Early prologue cutscene
Using the GameShark code 8135A7D6 2340 (OoT 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 other cutscenes are, but actually coded entirely inside the Zelda actor. As such, all the objects that appear in the cutscene, including the Triforce itself, are actually loaded inside the Castle Courtyard and made visible specifically by the cutscene's coding, even though they're never used under normal circumstances.
Unused Temple of Time Stones Cutscenes
Using the GameShark codes 8111A5D2 0053, 8111A5DA FF?? with ?? being set between F4 through F6 on loading the game, it is possible to play a cutscene related to the Kokiri Emerald, Goron Ruby, Zora Sapphire. Interestingly enough, after one of these cutscene plays, it appears as if a follow-up cutscene may have been intended to play: Kokiri Emerald takes you to the Sacred Forest Meadow, Goron Ruby takes you to Death Mountain Crater, and Zora Sapphire plays Lake Hylia cutscene 0 (the restoration of Lake Hylia cutscene). Perhaps at one point it was intended for the 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.
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:
- Giant's Knife (1,000 rupees)
- Lon-Lon Milk (100 rupees)
- Weird Egg (100 rupees)
- Lon-Lon Milk (10,000 rupees)
- Weird Egg (10,000 rupees)
- Big Poe (50 rupees)
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.
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
- Control pad UP + C-DOWN
- C-UP + Control pad DOWN
- Control pad LEFT + C-LEFT
- C-RIGHT + Control 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 version of Ocarina of Time or Master Quest. It does not work on emulators either, because they don't redraw the screen after the game has crashed.
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).
Ocarina of Time's debugger has several additional screens beyond the standard screen listed above. Most of them, however, aren't very helpful.
Segment Map - This screen 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 List - This appears to be a list of the actors currently in memory. Actors are all objects 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
Program revision differences
Ocarina of Time has multiple versions: NTSC 1.0, NTSC 1.1, NTSC 1.2/PAL 1.0 (they're identical save for the language) and PAL 1.1 for the Nintendo 64, as well as the emulated GameCube, iQue Player and Virtual Console releases (not counting Ocarina of Time 3D). The only difference between the Japanese and North American releases is which language is set as the ROM's default (although there is no in-game selection). The GameCube version was released twice - once including Master Quest, and the other as part of the Collector's Edition compilation.
NTSC 1.0 version
This is the original version.
NTSC 1.1 version
The N in the N64 logo seen on the game's startup was revised for this version. It appears much darker, more colorful and glossier than the previous version.
The famous "Swordless Link" bug was fixed. At the beginning of the fight against Ganon, Link's Master Sword is knocked out of his hands. If you then saved and restarted the console, the Master Sword would still be in the inventory, but no sword would be equipped to the B button. This causes multiple bugs, the most well-known of them being the fact you can use your C buttons on Epona, which is not normally possible. While this original method has been fixed in 1.1 and all subsequent versions by automatically reequipping the Master Sword when your B button is blank, there is another method involving the use of a second glitch, allowing you to play any item as if it were an Ocarina. This way, if you use the Sun's Song to restart the fight and have Ganon knock the Master Sword again, it will confuse the game into not reequipping the Master Sword when you save and quit.
Steal the Rod
The "Steal the Rod" bug was fixed. If you were to equip the Hover Boots in the Fishing Pond and cast the rod while hovering, you could walk around freely with the rod cast. You could even leave the Fishing Pond and take the Fishing Rod with you. This allowed for a great number of glitches, like putting Deku Sticks or Bottles on B. It was fixed in 1.1 by preventing you from casting the rod while you are hovering.
Fishing Rod Crash
A crash involving the Fishing Rod was fixed. If you trigger the fisherman's "you can't leave" text (by going to the door to leave the pond with the Fishing Rod in hand), then immediately use the fishing rod (these need to nearly be done at the same time), the game will crash when you reel in the lure all the way. This was fixed in NTSC 1.1 by disallowing the Rod's use within close proximity to the door.
The "Ice Mound" bug was fixed. After you kill a set amount of Leevers, a big purple one appears. If you kill it by repeatedly shooting Ice Arrows at it (it takes a lot of them), the Ice Block would stay there even after it dies. In 1.1, the Ice Block vanishes like it's supposed to when the purple Leever dies.
In NTSC 1.0, the edges of the holes in the Graveyard were grabbable, which made it very hard to jump inside as Link usually just leaped over the hole. In NTSC 1.1, the edges are no longer set to be grabbable, so Link falls in.
Bomb Drop Glitch
If you somehow let a bomb explode in your hands as you walked forward, the next time you pulled out a bomb it would automatically be dropped; this was fixed in the NTSC 1.1 version.
Deku Stick Glitch
If the player manages to equip the Deku Stick on B and saves and quits, then the Master Sword will not replace it, enabling Link to go through the game this way.
In NTSC 1.0, you could quickly skip through Zelda's text boxes just before she gave you the Light Arrows. In 1.1, they are no longer skippable.
|NTSC 1.0||NTSC 1.1|
|I saw the ghostly figure of Dampé
the gravekeeper sinking into
his grave. It looks like he was
holding some kind of treasure!
|I saw the ghostly figure of Dampé|
the gravekeeper sinking into
his grave. It looks like he was
holding some kind of treasure!
When you talk to the blue guy in Kakariko Village before having beaten the Water Temple, the English dialog had an erroneous extra line break in it, which caused the text to overflow out of the box since it can normally only hold four lines. This was fixed in the NTSC 1.1 version.
|NTSC 1.0||NTSC 1.1|
You are the ultimate master!
I will give you this item.
Once you have this equipment, the
only thing left to improve is
You are a true master!
I will give this to you.
Keep improving yourself!
When you receive a heart piece for your shooting skill in the Gerudo horseback archery game, version NTSC 1.0 had erroneously the message intended for the bigger quiver. This was fixed in the NTSC 1.1 version.
|NTSC 1.0||NTSC 1.1|
|I'll be darned! You are a true
I will give you an item suitable
for a master.
|I'll be darned! You are the ultimate|
I will give you an item suitable
for the master.
When you win a bigger quiver for your shooting skill in the Gerudo horseback archery game, version 1.0 had the message intended for the heart piece ("a true master" and "the ultimate master" were mistakenly switched). This was fixed in the NTSC 1.1 version.
- Darunia called Link a "brother" in the NTSC 1.0 version. Since there is no genetic relationship between Link and Darunia (hopefully!) it has been changed to "Brother", ie. capitalized.
NTSC 1.2 version / PAL 1.0 version
Fire Temple chanting
The original Fire Temple music included an Arabic chanting sample from Best Service's sampling CD "Voice Spectral Vol. 1", that (unintentionally?) was a recording of the Islamic Adhan and/or the Quran. It was subsequently removed in this version once Nintendo was made aware of the fact, in order to avoid controversy.
|NTSC 1.0 / NTSC 1.1|
Ganondorf's blood has been changed from red to green (resembling vomit) so the game could keep its E rating - most notably, this is seen at the end of the game when Link defeats both of his forms. However, red blood can still be seen in the game - if Link takes relatively heavy damage, there will still be an unrealistic red spurt, and all the stained blood in the Shadow Temple and Bottom of the Well are still red.
|NTSC 1.0 / NTSC 1.1||NTSC 1.2|
Most changes to the English text that were done in this version were made in order to make the text a bit closer to the Japanese text.
|NTSC 1.0 / NTSC 1.1||NTSC 1.2|
|You received an Odd Potion!
It may be useful for something...
Hurry to the Lost Woods!
|You received an Odd Potion!|
You don't know what's going on
between this lady and that guy,
but take it to the Lost Woods!
The original Japanese text had a subtle hint that there's some kind of relationship between the hag and the weird guy. This got lost in the translation, so the text was altered in NTSC 1.2 to reinsert this information.
|NTSC 1.0 / NTSC 1.1||NTSC 1.2|
|Now that we're all back together,
building a bridge over the valley
was a piece of cake.
|Building a bridge over the valley|
is a simple task for four
The text was again changed to be in line with the Japanese original. However, in the Japanese version, it says "five carpenters" because apparently the boss is also counted.
|NTSC 1.0 / NTSC 1.1||NTSC 1.2|
|Do you want to try again for
|Do you want to try for|
It was a bit pointless for the Gerudo to ask you if you wanted to try the horseback archery "again" even if you've never played the game before. Therefore, it was changed in the NTSC 1.2 version.
|NTSC 1.0 / NTSC 1.1||NTSC 1.2|
|Princess Ruto has gone to the
temple of Lake Hylia and has not
come back... I'm so worried...again!
|Princess Ruto has gone to Lake |
Hylia and has not come back...
I'm so worried...again!
In the original Japanese script, King Zora only knew that Ruto went to Lake Hylia. For NTSC 1.0 and 1.1 he seemingly engaged secret agents who told him Ruto is in the Water Temple. This has been changed, again to be in line with the Japanese text.
King Zora bug
A bug with King Zora was fixed. If you don't have the Zora Tunic and talk to King Zora after unfreezing him he will normally give out the Zora Tunic. However, after the dialog ends there is a single frame in which you can perform an action before the tunic is awarded. If you have any item in the adult trade item slot (even items that can't normally be placed there) and do certain actions like holding the the R button during that frame or pulling the hookshot out and putting it away with A, you will receive the Eyeball Frog instead of the Zora Tunic. This window for input was patched in the NTSC 1.2 version.
Bongo Bongo bug
In the Shadow Temple boss room, you could drop a bomb down the hole leading to the Bongo Bongo fight. This would hurt him and trigger his normal attack cycle without the cutscene running, leaving him invisible for the remainder of the fight. In this state, Bongo Bongo can't hurt you at all, but you can easily hit him by dropping a bomb in the center of the drum to stun both hands at once and then slashing away. You could also lock up the game like this by dropping some bombs and then falling down yourself, with the bombs interrupting Bongo Bongo's introduction sequence and leaving the cutscene running eternally. In the NTSC 1.2 version, it is impossible to hurt Bongo Bongo in this manner.
PAL 1.1 version
Nayru's Love bug
A crash bug was fixed in the PAL 1.1 version. By dying while under the effect of Nayru's Love (possible if you die from the heat in the Fire Temple, for example), you could use other magic items while Nayru's Love is still running, which results in an immediate crash. From the PAL 1.1 version on, you can no longer use magic items after dying when Nayru's Love is still running.
Hyrule Field bug
As Adult Link, venturing in the southeast corner of Hyrule was likely to cause a crash or softlock after a while. This is probably due to memory overload because this corner contains loads of trees, bushes and a Big Poe lingering around here. The PAL 1.1 version stabilized the game so crashes should no longer happen.
The Nintendo 64 logo at the game's startup was removed from the GameCube version.
Crescent and Star
The game used the crescent and star symbol a lot, typically to represent the Gerudos. However, it closely resembled the symbol of the Ottoman Empire, now used as stand-in symbol for Islam. Presumably to prevent offending Muslims, it was changed to a new symbol used in later games of the series and in the re-releases of Ocarina of Time. In the GameCube version, this most notably affects the Mirror Shield, all movable blocks, and the overhead signs found for example in Gerudo's Valley. The original emblem still appears decorated in Dampé's crypt in the future (which was leftover and completely replaced in the 3DS version with new engravings). Interestingly, the iQue edition exclusively released in China uses both symbols (the newer design in more decorative instances directly pertaining to the Gerudo, and the older emblem for everything else such as puzzle blocks and the Mirror Shield). The Virtual Console version also replaces the Gerudo symbol, but is otherwise based on v1.2 (though Ganondorf's cape during the final battle is unaffected).The Legend of Zelda: Majora's Mask can be seen in the Pirate's Fortress, in the room where the Hookshot is obtained.
|Use this key to continue to the
next room. Select a treasure
chest and see how lucky you are!
|Use this key to continue to the|
next room. Select a chest and
see how lucky you are!
No idea why they bothered to change this. It does not really change anything, so it was essentially a waste of time.
If you try to cut it, it will bounce
off your blade!
If you cut it, it will burst open and
knock you back!
Shaboms are the bubbles you can encounter for example in Jabu Jabu's Belly. The previous description was just plain wrong, since the bubbles never bounce off your blade, they simply burst. Therefore, the description was changed for the GameCube version.
This is the greeting the carpet merchant in the Haunted Wasteland uses. In the Japanese version, it had lots of tildes (〜〜〜) which usually suggests repeated syllables. His dialog is also in katakana in the Japanese version, which indicates foreign speech or loan words. Sadly, this has been changed in the GameCube version.
|You obtained the Stone of Agony!
If you equip a Rumble Pak, it
will react to nearby...secrets.
|You obtained the Stone of Agony!|
It causes your Rumble Feature
to react to nearby...secrets.
When you get the Stone of Agony, the Rumble Pak is mentioned. The GameCube technically has a built-in rumble feature rather than a Rumble Pak, so this had to be changed. The Virtual Console release is unaffected despite a lack of rumble support.
Control Icon Changes
Certain controller icons and text were changed in the GameCube version. For example, where the Nintendo 64 version said to "press C" for an item, the GameCube version says to "use C." All references to "Z-targeting" were changed to "L-targeting" (this also includes the Kokiri Forest's "Hole of Z" changed to the "Hole of L"). References to the blue action icon, green action icon and red pause button were changed to green, red and white buttons (respectively), which is noticeable in the HUD and also extends to the shop cursor color. These changes are not present in the iQue and Virtual Console releases.
In addition to the doubled native resolution, minor graphics and effects are different in the GameCube and Virtual Console releases, mostly as a result of bugs or limitations in the Nintendo 64 emulation:
- The lens flare effect from the sun is absent.
- Morpha's nucleus is a white and red-spotted orb-like shape rather than a fuzzy red object with a prominent cyan vein.
- The phantom Bongo Bongo has a purple shimmery noise effect when in non-solid form. This effect is removed and it appears as a moving brown smudge instead. (This same difference can also be seen on the barriers you shoot with arrows in Ganon's Tower.)
- Some effects are more pixelated or have their color saturated, such as those seen around the Ganondorf battle.
- Ganondorf's "waves of darkness" seen in the cutscene before the battle is missing some additional pink colored effects.
- The lightning effect that Ganondorf's regular ball of magic cast on the floor when it travels across the room is visible on the floor even if the platforms under it are gone.
- The energy that Ganondorf charges up to strike you with when he's low on health is yellow rather than the black sphere with yellow edges.
- The start menu takes longer to load as the game captures the screen image into memory, causing an audible break in the currently playing sound effects and/or music. The lower resolution and color depth of the original Nintendo 64 framebuffer is more apparent here.
- Certain line breaks in the game's geometry are more visible.
The game no longer asks if the player wants to continue playing the current file after saving in the GameCube version.
Certain actions that crash the game no longer do that in the GameCube or Virtual Console versions. The framerate is also overall more stable in post-Nintendo 64 releases, with the iQue release being the most fluid. However, since the iQue release performs faster than the game was intended, it is most prone to a glitch in which certain things fail to load when they should (such as Link's arrows and the Poes in Hyrule Field, as well as at least one key in the Spirit Temple). The European versions are also of varying quality - the GameCube release notably has the best conversion from NTSC, whereas the Virtual Console release is least optimized for the PAL format.
The bonus for completing the game without wasting any lives in the save file was removed in all versions after the Nintendo 64. Originally, variations of Link's song he made for the scarecrows will be heard if the player waits at the final screen long enough. This has been silenced for an unknown reason.
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.
Misplaced Doors in Ganon's Castle
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 a goof on part of one of the level designers likely.
Duplicating Beams in 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.
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.
Death Mountain Patches
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.
Removed Hookshot Targets in the Water Temple
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.
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.
Leftover Early Texture
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.
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 Shadow Temple has the sun present. Of course, it is never seen. In certain emulators, it is possible to see a very faint lens flare when looking in its direction.
Graphics behind doors
The pre-rendered backgrounds used in Hyrule Market include doors on the buildings; however, they were covered up with the 3D doors seen elsewhere. Some of the buildings don't have doors underneath. The Bombchu Bowling Alley, the Happy Mask Shop, and the dog lady's house have nothing but blank walls, and 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.
|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|
|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|