The Legend of Zelda: Ocarina of Time 3D

King Dedede's self-aggrandizing remake of Ocarina of Time.

Unused Models
Some of the unused items that were present in Ocarina of Time still exist in Ocarina of Time 3D. However, thanks to the remake's file structure, it's possible to peer inside the containers for these unused models and see the files they contain.

Music Notes

 * zelda_gi_melody_wind.cmb
 * zelda_gi_melody_fire.cmb
 * zelda_gi_melody_ice.cmb
 * zelda_gi_melody_soul.cmb
 * zelda_gi_melody_dark.cmb
 * zelda_gi_melody_light.cmb

Link once held these music notes over his head when he learned a new song. Their filenames reflect an earlier stage of development. They've been dummied out in the remake, appearing as textureless triangles.

Coins

 * zelda_gi_coin_yellow.cmb
 * zelda_gi_coin_red.cmb
 * zelda_gi_coin_green.cmb
 * zelda_gi_coin_blue.cmb

Mysterious N Coins. Unfortunately, the file names don't give any hints to their purpose.

Butterfly Cage

 * gi_butterfly_model.cmb and gi_butterfly_modelT.cmb

A cage for catching butterflies.

Reed Whistle

 * gi_grass_model.cmb

A reed whistle that was originally used to call Epona during Ocarina of Time's development.

"Temporary" Actors
This wall, contained within the objects for the Water Temple, has an unused texture, reading "Temporary", however, it's in the game quite permanently.
 * zelda_mizu_objects.zar/m_Wbomb0eE_model.cmb

Yet another wall labelled as temporary.
 * zelda_demo_kekkai.zar/l_g_nisekabe2_model.cmb

Several unused actors from Ocarina of Time also make a reappearance.

Ocarina Pedestal

 * mjin_okarina_model.cmb

The infamous ocarina pedestal that appears in an unused cutscene version of Zora's Fountain.

Child Zelda Cutscene Model

 * zelda_zl1.zar

A child Zelda cutscene model with less animations than zl4, the version used by the game. She also has an early version of the Goddess cutscene hardcoded into her actor.

Orange Pot

 * dk_vase

The unfinished orange pot with broken transparency is still alive and well, though its name has changed from object_vase.

Dummied-Out Light Box

 * dk_pu_box.zar

cll_models.cmb


This white cube, named "cll_models.cmb", is a debug object as it is located under the "debug" subfolder inside zelda_keep.zar.

Remnants of Early Development
Some of the game's filenames reference the changes Ocarina of Time went through in its multi-year development history.

Ultra 64
The Ultra 64 was the development name for the Nintendo 64. Ocarina of Time 3D contains four Link models. Two are the Child and Adult Link models used in-game: zelda_link_child_new.zar and zelda_link_boy_new.zar. However, the two older Link models used in Ocarina of Time still exist, and their filenames reflect the old nickname for the system.


 * zelda_link_boy_ultra.zar
 * zelda_link_child_ultra.zar

Ura Zelda and the Disk Drive
Ocarina of Time: Master Quest was originally developed as an disk-based expansion of the original game for the N64's short-lived 64DD add-on. Ultimately, the system succumbed to poor sales, and the expansion known as Ura Zelda was never released.

Some of the ideas Nintendo had for the expanded version of OoT were channeled into Majora's Mask, while the dungeons with an increased degree of difficulty were first released as part of an Ocarina of Time bonus disc that came with preorders of The Wind Waker, and later included in the 3DS remake with the dungeons mirrored and Link taking double damage.

Accordingly, some of the game's filenames still reflect the expansion's development title and the system it was planned for.


 * The file zelda_mag.zar, which contains the title logo, also holds g_title_fire.cmab and g_title_fire_ura.cmab. These files correspond to the orange fire that appears on the regular logo, and the green flames that appear on the Master Quest logo.


 * The texture file used for choosing the Master Quest option from the menu screen is called ura.ctxb.


 * The mirrored maps used in the Master Quest have "DD" in the filename, a reference to the Disk Drive.

Early Story
The Forest Temple was once a Wind Temple, while the Water Medallion was once an Ice Medallion. This was initially supported by the presence of unused item text for a Wind Medallion and an Ice Medallion in the original game, as well as the texture for the Forest Medallion warp platform being named object_mjin_wind and the texture for the Water Medallion warp platform being named object_mjin_ice.

Examining filenames in the remake reveals more traces of this early state of affairs.

Wind Temple

 * The filename for the Minuet of Forest is NA_BGM_OCA_WIND.
 * Sheik animation related to learning the Minuet of Forest is called kazenomenuetto.csab (Minuet of Wind).
 * The filename for the unused note linked to learning the Minuet of Forest is called zelda_gi_melody_wind.cmb.
 * In addition to being wind-themed, the database filename for the Forest Medallion mini dungeon in Ganon's Castle is called ganontika_kaze.qdb (Ganon's Basement - Wind).

Ice Medallion

 * The filename for the unused note linked to learning the Serenade of Water is called zelda_gi_melody_ice.cmb.
 * In addition to being ice-themed, the database filename for the Water Medallion mini dungeon in Ganon's Castle is called ganontika_kori.qdb (Ganon's Basement - Ice).
 * The texture that appears below Kotake when she appears from the ground in Twinrova's Lair has a Water Medallion symbol on it.

Leftover XML Data
In a file called new_magic_wind.cskla there's a complete XML document defining animation data. It's in the Anim folder of the zelda_magic_wind.zar archive at the bottom of the file. You can see it in full here.

There are a few interesting things about it in the start of the file:

 

Apparently Nintendo has an internal tools suite named "NintendoWare" if the opening tag is anything to go by!

  MetaData     

"Junichi Shinomiya" is listed as the author of this file, credited under "Planning" for the game. He created this file on July 30th, 2010 and it uses the source file new_magic_wind.ma. In this context, ".ma" files are "Maya Ascii" files, a text-based version of the files the Maya 2009 software can save. The next tag indicates the tool that generated this XML file is named as "NW4C_Export for Maya 2009 Service Pack 1a" which seems to be a tool in the "NintendoWare" suite. This one is specific for use with (Autodesk) Maya 2009.

Beyond this point is the animation data itself which identifies bones and various details about how the animation should play out such as LoopMode="OneTime" meaning to NOT loop the animation and IsAdditiveAnimation="false" likely meaning it overrides any other animations playing rather than blending with them. ie; You cannot run and cast Farore's Wind at the same time.

Sheikah Stone Visions
There are unused hint titles for most of the sections. They are listed below, along with where they would have appeared within the final hint list.

Inside the Deku Tree
Passing the Torch Between Waterlogged Limbo and Webbed Feet.

Dodongo's Cavern
A Platform in Flames Between The Wall Above the Ladder and Something in Your Eye.

Inside Jabu-Jabu's Belly
Down the Hatch Comes before the first hint, Reaching the Far Shore.

Tackling Tentacles Between Removing the Red Tentacle and Bigocto Battle.

Fire Temple
Moving the Blue Block Between The Second Goron and The Third Goron.

Flame Walls Revisited Between The Dancer in Flames and Spiraling toward Treasure.

Floor, Meet Hammer Between Spiraling toward Treasure and Totem Toppling.

Unsticking a Stuck Block Between The Sixth Goron and The Final Goron.

Totem Toppling Revisited Between The Sixth Goron and The Final Goron.

Water Temple
Defanging the Shell Blade Between Twin Flames and The Beached Block.

Geyser Leapfrog Between The Beached Block and Through Troubled Waters.

Climbing Upstream Between The Third Mark and Level Up... and Down.

Shadow Temple
Silver and a Spinning Blade Between Pointing toward Truth and The Stone Umbrella.

Well-Guarded Silver Between Pointing toward Truth and The Stone Umbrella.

Spirit Temple
The Statue on the Switch Between Lighting Up the Sun and Sun Block.

Moving the Massive Block Between Spirit Temple Revisited and Rising Above.

Paving the Way with Silver Between Rising Above and Lighting the Way.

Behind Bars Between Trap Doors and Let There Be....

Miscellaneous
There's also a small list of miscellaneous unused hint titles. The Four Torches Silver Rupees Are the Key Stone Wrangling A Light in the Darkness The Road Less Seen Into the Fire Taking Coins from the Enemy Rupees and Stone Soldiers Through Iron Bars Let the Sun Shine

An entire category also went unused, and was intended to be between Water Temple and Shadow Temple. Bottom of the Well

Version Differences
All the unused text in the original Ocarina of Time is still present here. The only exception is the following line:

You pick the Bomb Flowers with (A). Press (A) again to set it.

A handful of other unused lines have been retranslated for the remake:

There's at least one unused line which is unique to the 3D version: [Analog Stick]: Change setting

Also present in many files is the string ShUnqueen, with many files having "queen" in the name. It is unknown why "queen" is there, but "ShUn" may refer to the main programmer at Grezzo, Shun Moriya.

hakadan_boss_0_info.zsi
This room, bundled with the rooms for the Shadow Temple, is nothing more than a simple cube. The internal model name refers to this room simply as "SceneConverter", which hints at the fact that this is simply a testing model, and was never meant to be kept.

mizusin_boss_0_info.zsi
A duplicate of hadakan_boss_0_info.zsi is included in the Water Temple files as well. It is also named SceneConverter, and is a simple black cube.