The Legend of Zelda: Ocarina of Time

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Title Screen

The Legend of Zelda: Ocarina of Time

Also known as: Zelda no Densetsu:
Toki no Ocarina (JP)
Developer: Nintendo
Publisher: Nintendo
Platforms: Nintendo 64, GameCube
Released in JP: November 21, 1998 (Nintendo 64), November 28, 2002 (GameCube)
Released in US: November 22, 1998 (Nintendo 64), February 18, 2003 (GameCube)
Released in EU: December 11, 1998 (Nintendo 64), May 3, 2003 (GameCube)
Released in AU: December 18, 1998 (Nintendo 64)
Released in CH: November 2003 (GameCube)


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


NotesIcon.png This game has a notes page

The Legend of Zelda: Ocarina of Time is the 3D adventure game featuring Link saving Zelda from the clutches of evil Ganondorf... HEY! LISTEN!

Contents

Subpages

 
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? >Yes No

Debug ROM

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.

ディスクを差し込んでください。

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.

DEBUG ROM RETAIL
OOT MapSelect2.png OOT MapSelect1.png

N64DD Save File

Save Slot Wasted. Have a nice day!

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.

Hmmm...
To do:
does version 1.1?

Language Mode

Zelda ocarina us japan.png

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.

Hmmm...
To do:
Check Version 1.1, 1.2, and Master Quest

Triforce Transition

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).

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

Because both versions of Iron Knuckle stem from the same model, both the regular and boss models have a Gerudo head inside. The head model inside the regular Iron Knuckle is different from Nabooru's, which is used by the boss Iron Knuckle. It uses the same textures as Nabooru's head, but has significantly different structure and design. The head is wrapped in chainmail, covering 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 revealed in the same was 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 can still be seen by positioning the camera in such a way that it clips through Iron Knuckle's helmet. This remnant head was removed in the 3DS remake.

Regular Iron Knuckle Boss Iron Knuckle
OoTheadunused.png OoTheadused.png

Unused animations

Certain Link animations coded into the game are never actually used, and are likely remnants from an earlier version. Using the Gameshark code 813F4442 ???? (Debug ROM), you can modify the jumpslash attack to any animation you wish.

  • ID 2A60 is an unused alternate jumpslash attack. In this attack, Link does a forward flip and then slashes with his sword. It looks quite cool, but was likely cut because it looks weird on sloped terrain when Link lands on his head.

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, which is rather different from the cutscene of the final game. It plays during sunset instead of night and features some rather different camera angles.

Hmmm...
To do:
Get better quality video.

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

Hmmm...
To do:
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.

Crash Debugger

The Crash Debugger, also known by the word salad title VideoGamerX Debug Code, 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 N64 versions of the game. To trigger it, you first need to crash the game in some way, either by using Crooked Cartridge or with 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:

  1. L + R + Z
  2. Control pad UP + C-DOWN
  3. C-UP + Control pad DOWN
  4. Control pad LEFT + C-LEFT
  5. C-RIGHT + Control pad RIGHT
  6. 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 N64 and the GCN the crash debugger does not work on the GCN version of OoT or Master Quest. It does not work on emulators either, because they don't redraw the screen after the game has crashed.

It looks like you just kicked your N64 out of fit of frustration, mate!

Both OoT and MM 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).

Zelda OoT's debugger has several additional screens beyond the standard screen listed above. Most of them, however, aren't very helpful.

Segmented like an earthworm

Segment Map - This screen shows the base address of each memory segment. The N64 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.

You get 0 out of 0 for crashing the game

ROM Debug - This screen is not exciting in the final versions of OoT, 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.

What did you do? Nothing? ZeldaOoT-CrashDebug-006.png

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.

It looks like the previous one...... squint and you shall see itZeldaOoT-CrashDebug-006.png

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.

Who crashed the game? Fun debug action from ages 00 to FF

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.

Wi-W-Wi-Wi- Wild Copper‎! I love you! (If you don't get the reference then watch the Wild Copper Megalo demo for Amiga)

Version Info - Finally, the most famous screen from OOT's 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: Japanese / US v1.0, Japanese / US v1.1, Japanese / US v1.2, Euro 1.0, Euro 1.1 and the GameCube version.

Japanese / USA : 1.0 version

This is the original version.

Japanese / USA : 1.1 version

The N in the N64 logo seen on startup of the game, was revised for this version, it appears much darker, more colorful and glossier than the previous version.

Swordless Link

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 1.1 by disallowing the Rod's use within close proximity to the door.

(Source: [aleckermit])

Ice Mound

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.

Graveyard

In version 1.0 of the game, 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 version 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 version 1.1.

Skippable Text

In version 1.0, you could quickly skip through Zelda's text boxes just before she gave you the Light Arrows, in version 1.1 they are no longer skippable.

Text changes

US v1.0 US v1.1
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 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 version 1.1.

US v1.0 US v1.1
Fantastic!
You are the ultimate master!
I will give you this item.
Once you have this equipment, the
only thing left to improve is
yourself!
Fantastic!
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 1.0 had erroneously the message intended for the bigger quiver. This was fixed in version 1.1.

US v1.0 US v1.1
I'll be darned! You are a true
master!
I will give you an item suitable
for a master.
I'll be darned! You are the ultimate
master!
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 version 1.1.

  • Darunia called Link a "brother" in 1.0. Since there is no genetic relationship between Link and Darunia (hopefully!) it has been changed to "Brother", i. e. capitalized.

Japanese / USA : 1.2 version

Fire Temple chanting

The original Fire Temple music included a chanting noise. The chanting is snippets of the Islamic call to prayer. Removed due to Nintendo's "No Real-life Religious References" policy.

US v1.0 / v1.1
OOT FireTempleV10.ogg
US v1.2
OOT FireTempleV12.ogg

Blood

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.

US v1.0 / v1.1 US v1.2
OOT GanondorfBlood1.png OOT GanondorfBlood2.png

Text changes

Most changes to the text that were done in this version were made in order to make the text a bit closer to the Japanese text.

US v1.0 / v1.1 US v1.2
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 with the translation, so the text was altered in US v1.2 to re-add this information.

US v1.0 / v1.1 US v1.2
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
carpenters.

Again the text was changed to be in line with the Japanese original. However, in the Japanese version, it says "five carpenters" because apparently the boss is counted too.

US v1.0 / v1.1 US v1.2
Do you want to try again for
20 Rupees?
Yes
No
Do you want to try for
20 Rupees?
Yes
No

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 1.2.

US v1.0 / v1.1 US v1.2
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 version, King Zora only knew that Ruto went to Lake Hylia. For US v1.0 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 version.

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 v1.2.

European version

A crash bug was fixed in the European 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 European version on, you can no longer use magic items after dying when Nayru's Love is still running.

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 in later games in the series and in the re-releases of Ocarina of Time. This affects, most notably, 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 Chinese edition for the iQue uses both symbols (the newer one in more decorative instances directly pertaining to the Gerudo, and the older 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).

MM GerudoSymbol.png
The new Gerudo Symbol used in The Legend of Zelda: Majora's Mask can be seen in the Pirate's Fortress, in the room where the Hookshot is obtained.
N64 GCN
OOT GerudoSymbol1.png OOT GerudoSymbol2.png

Text changes

N64 GCN
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 really why they bothered to change this. It does not really change anything, so it was essentially a waste of time.

N64 GCN
Shabom
If you try to cut it, it will bounce
off your blade!
Shabom
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.

N64 GCN
Well Come! Welcome!

This is the greeting the carpet merchant in the Haunted Wasteland uses. In the Japanese version, it had lots of tildes (〜〜〜) which usually indicates repeated syllables. He also talks in katakana in the Japanese version which indicates foreign speech or loan words. Sadly, this has been changed in the GameCube version.

N64 GCN
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. But, technically, the GameCube doesn't have a Rumble Pak, it has a built in rumble feature. So this had to be changed.

  • Where the N64 version say to "press C" to use an item, the GCN version says to "use C."
  • "Z targeting" has been changed to "L targeting."
  • References to the "blue" action icon had to be changed to "green".

Oddities

Zora's Domain Alcove

You get nothing!

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. There have been multiple rumors about this seemingly useless alcove, saying it originally led somewhere. 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. If anything, it would have contained an item, such as a Heart Piece or treasure chest.

Misplaced Doors in Ganon's Castle

Nothing to see here, go away.
Oh, apparently some level designer wasn't paying attention!

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 has two pots modelled, while the prerendered background only shows one next to some planks of wood leaning on the wall. While thus technically invisible in-game, Link can still try to roll in between the two pots which will result in parts of Link disappearing behind the background where the pot should be.

Ingame Collision Model
Why is his head cut off?
That's why! An invisible pot!

Death Mountain Patches

Congrats on reaching the top! Now go home.

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

There, near the top.

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 makes use 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.

Very straight sticks.

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.

OOT TownDoor1.png OOT TownDoor2.png OOT TownDoor3.png OOT TownDoor4.png

OOT TownDoor5.png OOT TownDoor6.png OOT TownDoor7.png

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