Development:The Legend of Zelda: Majora's Mask/Unused Maps
This is a sub-page of Development:The Legend of Zelda: Majora's Mask.
Found inside z_majora/data are several object files containing assets and other elements from the game, including maps, some of which never made it into any of the retail versions of the game.
Contents
- 1 Existing Maps
- 2 Removed Maps
- 2.1 z_scene_table.h
- 2.2 find_Gfx.tag
- 2.2.1 zelda_scene
- 2.2.2 zelda_scene/BAK
- 2.2.3 zelda2_scene
- 2.2.3.1 Maps from Ocarina of Time
- 2.2.3.2 Maps Exclusive to Majora's Mask
- 2.2.3.2.1 Z2_04umabasi
- 2.2.3.2.2 Z2_05parkhenomiti
- 2.2.3.2.3 Z2_15hanareyama
- 2.2.3.2.4 Z2_22dekucity_ana
- 2.2.3.2.5 Z2_22dekucity_queen
- 2.2.3.2.6 Z2_32kamejimamae
- 2.2.3.2.7 Z2_53matihenomiti
- 2.2.3.2.8 Z2_BigS_test
- 2.2.3.2.9 Z2_f55
- 2.2.3.2.10 Z2_f56
- 2.2.3.2.11 Z2_kakutoujyou
- 2.2.3.2.12 Z2_LIGHT
- 2.2.3.2.13 Z2_meganeana
- 2.2.3.2.14 Z2_MITURIN_SUB
- 2.2.3.2.15 Z2_numa
- 2.2.3.2.16 Z2_onpuhouse
- 2.2.3.2.17 Z2_race_test
- 2.2.3.2.18 Z2_shop1
- 2.2.3.2.19 Z2_shop2
- 2.2.3.2.20 Z2_shop2_test
- 2.2.3.2.21 Z2_turibori
- 2.2.3.2.22 Z2_YAMA
- 2.2.3.2.23 Z2_yousei_yakata
- 2.2.3.3 Missing Maps
- 2.2.4 zelda2_scene_TEST
Existing Maps
Z2_15hanareyama_Ov
This map is an early version of Lone Peak Shrine's exterior. In the final version of Majora's Mask, Lone Peak is located in the same map as Goron Village. It follows the same trend as the Great Bay Archery and North Clock Town maps. These seem to be created with Ocarina of Time in mind as they try to use the skybox format and sequences from that game; in this case, the map tries to load the Ice Cavern theme as well as the foggy skybox. However, these IDs correspond to Mikau's theme and the clear skybox in Majora's Mask. Also, both the spring and winter versions of this map are stored inside the same file, however the map only loads the model and collision for the winter version, but it can be edited to be the spring version. In the final game, the spring and winter versions of Snowhead are separate maps entirely.
Additionally, this map calls for a now-deleted actor known as En_oF1_5 (0x0139). In Ocarina of Time, object_oF1d_map contains the models for Gorons, and an early Goron is located in the file object_oF1s, so it can be assumed that En_oF1_5 was a Goron actor of some kind. Apart from that, there is also a strange giant icicle which has no collision, and cracks in an endless cycle.
Z2_32kamejimamae
This map's file name is Z2_32kamejimamae, "Before the Turtle Island," so perhaps the event with the turtle island would have been different originally. The map itself is an earlier version of Great Bay Coast, due to what seems to be an entrance to the Pirates' Fortress. This entrance to Pirates' Fortress resembles the platforming section found in Zora's Cape in the final game for reaching the Fairy Fountain. There are rocks you would've had to break as Goron Link to gain entry. The Great Bay Temple is found from Great Bay Coast instead inside a tall rock. Later they put the entry to the Pinnacle Rock area here for Lulu's eggs. The houses for the Fisherman, Oceanside Spider House or Marine Research lab are nowhere to be seen. Few Gossip Stones can be found here too, although both give an empty gossip with a message ID 8434. Additionally, there is an archery range identical to the one found in Gerudo's Fortress from Ocarina of Time.
This area can actually be seen from Pinnacle Rock in the final game.
The music sequence used here is Swordman's School, which does not fit at all, however this same sequence ID in Ocarina of Time is actually Zora's Domain. This might imply that this map dates back to before the music was added into Majora's Mask, and it still used all of the music from Ocarina of Time. The map also has a different looking sky than the final game, because it is attempting to use the sky IDs for Ocarina of Time, which are a bit different than in Majora's Mask. This map tries to load the Gerudo from Ocarina of Time presumably who would initiate the archery minigame, however all that is left of its code is a Z target spot.
Z2_backtown_hayakawatest
This scene's file name is Z2_backtown_hayakawatest. North Clock Town is called Z2_backtown, implying that this was a test by Kenzo Hayakawa, the main programmer of the game. Also, the music sequence used here is Musicbox House, which does not fit at all, however this same sequence ID in Ocarina of Time is actually Kakariko Village, which would fit well. This might imply that this map dates back to before the music was added into Majora's Mask, and it still used all of Ocarina's music. This map also has a different looking sky than the final game, because it seems to be attempting to use OoT's sky IDs, which are a bit different than in MM. This map attempts to load multiple nonexistent actors. By comparing with early screenshots of this area though, we can assume that 0x01BF would have originally been the Bombers and 0x01C6 would have been the Majora balloon. While not seen in screenshots, we can tell that the actor 0x01B2 would've been another Bomber.
Z2_meganeana
This is an early interior for the Lone Peak Shrine. It has several changes from the final version. There is only a single chest in this map which is for the Lens of Truth itself. No other chests which contain the 20 rupee and 50 rupee prices are here yet. There are no rocks surronding the walls and there's a lone tree which doesn't exist here in the final version. More grass is spread out in this area than final and the enemy Skulltula is nowhere to be seen. The music sequence used here is File Select/Fairy Fountain, which does not seem correct. When this same sequence ID is compared against Ocarina of Time it actually turns out to be Dodongo's Cavern. Most notable difference here are the ladders which when the Lens of Truth is used will reveal a Piece of Heart. This Piece of Heart is not in this location in the finalized version.
Proto | Final |
---|---|
Z2_shop2_test
This map is a duplicate of the Market Potion Shop scene from Ocarina of Time.
Z2_zolashop
While the game does have a Zora Shop, it does not have its own map file. Instead, it is Room 04 of the Z2_BANDROOM map, whose other rooms, unsurprisingly, belong to the rooms of the members of the Indigo-Gos. The existence of this separate file may be connected to the unused location text for the Zora Shop.
The walls in this old version of the Shop are brown instead of using a more Zora suited blue colored texture. There is no tablecloth at the shop counter and coral isn't growing.
Proto | Final |
---|---|
Removed Maps
z_scene_table.h
The file z_majora/src/z_scene_table.h no longer exists, even in the leak, but is still referenced by debugging information in object files that are present. It contains an early scene list for the game that references some scenes missing from the final scene table.
Maps from Ocarina of Time
- MEN: Gerudo Training Ground.
- MARKET_ALLEY: Back Alley (Day)
- MARKET_ALLEY_N: Back Alley (Night)
- MARKET_DAY: Market (Day)
- MARKET_NIGHT: Market (Night)
- MARKET_RUINS: Market (Ruins)
- SPOT20: Lon Lon Ranch
- SASATEST: Sasaki Test
Maps Exclusive to Majora's Mask
- Z2_LAST
There are five maps in the final game with "LAST" in the name. They are Z2_LAST_BS (Majora's Lair), Z2_LAST_DEKU (Deku Moon Trial), Z2_LAST_GORON (Goron Moon Trial), Z2_LAST_ZORA (Zora Moon Trial), and Z2_LAST_LINK (Link Moon Trial). However, there is no map called Z2_LAST. The meadow where the masked children play is called Z2_SOUGEN, which translates to "Zelda 2 - Field".
find_Gfx.tag
The file z_majora/data/shape/find_Gfx.tag contains references to many files that no longer exist, even among the leaked files, including removed maps.
zelda_scene
Z1_jyasinzou
To do: Add collision files; compare room numbers and collision files to the non-Z1 version. |
Z1_market_day
To do: Add collision files; compare room numbers and collision files to the non-Z1 version. |
Z1_Men
To do: Add collision files; compare room numbers and collision files to the non-Z1 version. |
Z1_men
To do: Add collision files; compare room numbers and collision files to the non-Z1 version. |
Z1_spot00
To do: Add collision files; compare room numbers and collision files to the non-Z1 version. |
Z1_test01
To do: Add collision files; compare room numbers and collision files to the non-Z1 version. |
Z2_DANtes
To do: Add collision files. |
Z2_iseki
To do: Add collision files; compare room numbers and collision files to the final version. |
Z2_jyoukamati
To do: Add collision files; compare room numbers and collision files to the final version. |
Z2_keikoku
To do: Add collision files; compare room numbers and collision files to the final version. |
Z2_numa
To do: Add collision files; compare room numbers and collision files to the final version. |
Z2umi
To do: Add collision files; compare room numbers and collision files to the final version. |
Z2_YAMI
To do: Add collision files. |
zelda_scene/BAK
The zelda_scene folder once, apparently, contained a backup directory with the following maps from Ocarina of Time.
Jyasinzou
To do: Compare room numbers and collision files to the non-BAK version. |
Market_day
To do: Compare room numbers and collision files to the non-BAK version. |
Men
To do: Compare room numbers and collision files to the non-BAK version. |
Spot00
To do: Compare room numbers and collision files to the non-BAK version. |
spot00_grp_spot00 spot00_grp_spot00T spot00_grp_00_road1_DECALT spot00_grp_00_road2_DECALT spot00_grp_00_road3_DECALT spot00_grp_00_taki_WTSCR4T spot00_grp_00_water_WTSCR2T spot00_grp_bokujyou spot00_grp_bokujyouT spot00_grp_deathbordT spot00_grp_g04 spot00_grp_g05 spot00_grp_g06 spot00_grp_g07 spot00_grp_g09 spot00_grp_g10 spot00_grp_g11 spot00_grp_g12 spot00_grp_g13 spot00_grp_g14 spot00_grp_g15 spot00_grp_g16 spot00_grp_g17 spot00_grp_g18 spot00_grp_g19 spot00_grp_g20 spot00_grp_g21 spot00_grp_g22 spot00_grp_g24 spot00_grp_g25 spot00_grp_g26 spot00_grp_g29 spot00_grp_g29_5 spot00_grp_g30 spot00_grp_g31 spot00_grp_kakaricobashi spot00_grp_s00moriboad_OPA spot00_grp_shiromawari spot00_grp_siro spot00_grp_spot00 spot00_grp_spot00T
spot20
This map seems to have been a different version of Lon Lon Ranch from Ocarina of Time. It contains more collision files than the latter.
spot20_grp_s20_green1 spot20_grp_s20kabe1 spot20_grp_s20kabe2 spot20_grp_s20saku1 spot20_grp_s20house1 spot20_grp_s20h1_display_F_TA spot20_grp_s20house2 spot20_grp_s20house3 spot20_grp_s20house4_OPA spot20_grp_s20gate1 spot20_grp_s20gate2 spot20_grp_spot20 spot20_model spot20_grp_s20road1_DECALT spot20_grp_s20house2T spot20_grp_spot20T spot20_modelT spot20_c_grp_s20_green1 spot20_c_grp_s20kabe1 spot20_c_grp_s20kabe2 spot20_c_grp_s20road1_DECAL spot20_c_grp_s20saku1 spot20_c_grp_s20house1 spot20_c_grp_s20house2 spot20_c_grp_s20house3 spot20_c_grp_s20house4_OPA spot20_c_grp_s20gate1 spot20_c_grp_s20gate2 spot20_c_grp_s20atari spot20_c_grp_doorf spot20_c_grp_belcon_l spot20_c_grp_spot20 spot20_c_grp_door spot20_c_model
Test01
To do: Compare room numbers and collision files to the non-BAK version. |
zelda2_scene
Maps from Ocarina of Time
The following maps are holdovers from Ocarina of Time.
A_gjtest
This map's filename suggests that it may have been related to Ganon's Castle, which is called "ganon jo" in Japanese.
With only one room, and two collision files, there's not much to see here.
ROOM 0
a_gjtest_grp_g596 a_gjtest_grp_g597
Etcetera
- Market_alley_n - A copy of the Back Alley (Night) map from Ocarina of Time.
- Market_alley - A copy of the Back Alley (Day) map from Ocarina of Time.
- Market_day - A copy of the Market (Day) map from Ocarina of Time.
- Market_night - A copy of the Market (Night) map from Ocarina of Time.
- Market_ruins - A copy of the Market (Ruins) map from Ocarina of Time.
- Men - A copy of the Gerudo Training Ground map from Ocarina of Time.
- Sasatest - A copy of the Sasaki test map from Ocarina of Time.
- Spot00_BAK - A copy of the Hyrule Field map from Ocarina of Time.
- Spot20 - A copy of the Lon Lon Ranch map from Ocarina of Time.
- Test01 - A copy of the test map from Ocarina of Time.
Maps Exclusive to Majora's Mask
Z2_04umabasi
This map's filename translates to "Zelda 2 - 04 Horse Bridge." The number in front of its name indicates that it was considered one of the field-related maps (maps 1 to 9), as well as its former position in the Map Select. In the retail game, option 4 is occupied by Mama's House.
Z2_04umabasi appears to have been scrapped really early on, as it uses the same map template scene as Z2_05parkhenomiti and Z2_53matihenomiti. As such, there isn't much to talk about. However, judging by the name "Horse Bridge," the map might have been a scenario akin Gerudo Valley in Ocarina of Time, where Epona would jump over a destroyed bridge.
ROOM0
z2_04umabasi_grp_green z2_04umabasi_grp_ha z2_04umabasi_grp_haT z2_04umabasi_grp_iwa z2_04umabasi_grp_ji2 z2_04umabasi_grp_ji__DT z2_04umabasi_grp_kirikabu z2_04umabasi_grp_miki z2_04umabasi_grp_mikiT z2_04umabasi_grp_touboku z2_04umabasi_grp_miti00 z2_04umabasi_grp_miti00T
Z2_05parkhenomiti
This map's filename translates to "Zelda 2 - 05 Path to Park". The number in front of its name indicates its former position in the Map Select, as well as that it was considered one of the field-related maps (maps 1 to 9). The filename of the cloud texture that covers the farm area in the final game is called "v2_cloud_park", and an enum in Tingle's actor refers to it as "ROMANY_PARK". This suggests that the "path to the park" may have been an early name for Milk Road.
It consisted of only one room, which contained the following collision files.
ROOM0
z2_05parkhenomiti_grp_green z2_05parkhenomiti_grp_ha z2_05parkhenomiti_grp_haT z2_05parkhenomiti_grp_iwa z2_05parkhenomiti_grp_ji2 z2_05parkhenomiti_grp_ji__DT z2_05parkhenomiti_grp_kirikabu z2_05parkhenomiti_grp_miki z2_05parkhenomiti_grp_mikiT z2_05parkhenomiti_grp_touboku z2_05parkhenomiti_grp_miti00 z2_05parkhenomiti_grp_miti00T
Z2_15hanareyama
There are three maps associated with Z2_15hanareyama, which translates to "Zelda 2 - 15 Lone Peak". The number in front of its name indicates its position in former position in the Map Select, as well as that it was considered one of the mountain-related maps (maps 10 to 19).
The first is Z2_15hanareyama, which consisted of only one room, and whose collision files are identical to those found in Z2_15hanareyama_Ov, the second map, which still exists in the leak.
The third is Z2_15hanareyama2_Iwawaki_Test, which translates to "Zelda 2 - 15 Lone Peak 2 - Iwawaki - Test". Like Iwatest, this scene is named after Toshio Iwawaki, who is credited as the game's Program Director.
It consisted of only one room, which contained the following collision files.
ROOM0
z2_15hanareyama2_grp_grade__DT z2_15hanareyama2_grp_hana1 z2_15hanareyama2_grp_hana1T z2_15hanareyama2_grp_ji01 z2_15hanareyama2_grp_kabe01 z2_15hanareyama2_grp_kabe02 z2_15hanareyama2_grp_kabe03 z2_15hanareyama2_grp_kabe04 z2_15hanareyama2_grp_kabe05 z2_15hanareyama2_grp_kabe06 z2_15hanareyama2_grp_kabe07 z2_15hanareyama2_grp_kumo01 z2_15hanareyama2_grp_kumo03T z2_15hanareyama2_grp_tuta1 z2_15hanareyama2_grp_tuta1T z2_15hanareyama2_grp_spot15_00 z2_15hanareyama2_grp_spot15_00T
It has only 17 collision files, compared to 27 in the other hanareyama maps. Z2_15hanareyama_Ov and Z2_15hanareyama2_Iwawaki_Test seem to contain both winter and spring collision sets for this early version of Lone Peak. Perhaps this was an attempt to split the map into two seasonal scenes, without using a different map file entirely.
Z2_22dekucity_ana
This map's filename translates to "Zelda 2 - 22 Deku City - Hole". The number in front of its name indicates its position in former position in the Map Select, as well as that it was considered one of the swamp-related maps (maps 20 to 29).
The name suggests that it was originally the underground portion of the garden at the Deku Palace. In the final game, these correspond to rooms 06, 08, and 0C of the KAKUSIANA (Grotto) map, and their spawns are numbered 22-0 to 22-4 in Map Select, respectively.
It consisted of seven rooms, which contained the following collision files.
ROOM0
z2_22dekucity_ana_grp_r00_hikari1T z2_22dekucity_ana_grp_r00_hikari2__DT z2_22dekucity_ana_grp_r00_ji1 z2_22dekucity_ana_grp_r00_kabe1 z2_22dekucity_ana_grp_r00_kusa_ue z2_22dekucity_ana_grp_r00_kusa_yoko z2_22dekucity_ana_grp_r00 z2_22dekucity_ana_grp_r00T
ROOM1
z2_22dekucity_ana_grp_r01_hikari1T z2_22dekucity_ana_grp_r01_hikari2__DT z2_22dekucity_ana_grp_r01_ji1 z2_22dekucity_ana_grp_r01_kabe1 z2_22dekucity_ana_grp_r01_kusa_ue z2_22dekucity_ana_grp_r01_kusa_yoko z2_22dekucity_ana_grp_r01_numa z2_22dekucity_ana_grp_r01 z2_22dekucity_ana_grp_r01T
ROOM2
z2_22dekucity_ana_grp_r02_hikari1T z2_22dekucity_ana_grp_r02_hikari2__DT z2_22dekucity_ana_grp_r02_ji1 z2_22dekucity_ana_grp_r02_kabe1 z2_22dekucity_ana_grp_r02_kusa_ue z2_22dekucity_ana_grp_r02_kusa_yoko z2_22dekucity_ana_grp_r02 z2_22dekucity_ana_grp_r02T
ROOM3
z2_22dekucity_ana_grp_r03_hikari1T z2_22dekucity_ana_grp_r03_hikari2__DT z2_22dekucity_ana_grp_r03_ji1 z2_22dekucity_ana_grp_r03_kabe1 z2_22dekucity_ana_grp_r03_kusa_ue z2_22dekucity_ana_grp_r03_kusa_yoko z2_22dekucity_ana_grp_r03 z2_22dekucity_ana_grp_r03T
ROOM4
z2_22dekucity_ana_grp_r04_hikari1T z2_22dekucity_ana_grp_r04_hikari2__DT z2_22dekucity_ana_grp_r04_ji1 z2_22dekucity_ana_grp_r04_kabe1 z2_22dekucity_ana_grp_r04_kabe2 z2_22dekucity_ana_grp_r04_kabe_yojinoboriT z2_22dekucity_ana_grp_r04_kusa_ue z2_22dekucity_ana_grp_r04_kusa_yoko z2_22dekucity_ana_grp_r04 z2_22dekucity_ana_grp_r04T
ROOM5
z2_22dekucity_ana_grp_r05_hikari1T z2_22dekucity_ana_grp_r05_hikari2__DT z2_22dekucity_ana_grp_r05_ji1 z2_22dekucity_ana_grp_r05_kabe1 z2_22dekucity_ana_grp_r05_kusa_ue z2_22dekucity_ana_grp_r05_kusa_yoko z2_22dekucity_ana_grp_r05 z2_22dekucity_ana_grp_r05T
ROOM6
z2_22dekucity_ana_grp_r06_hikari1T z2_22dekucity_ana_grp_r06_hikari2__DT z2_22dekucity_ana_grp_r06_ji1 z2_22dekucity_ana_grp_r06_kabe1 z2_22dekucity_ana_grp_r06_kusa_ue z2_22dekucity_ana_grp_r06_kusa_yoko z2_22dekucity_ana_grp_r06 z2_22dekucity_ana_grp_r06T
Z2_22dekucity_queen
This map's filename translates to "Zelda 2 - 22 Deku City - Queen". The number in front of its name indicates its position in former position in the Map Select, as well as that it was considered one of the swamp-related maps (maps 20 to 29).
In the final game, the interior of the Deku Palace is called Z2_DEKU_KING, but there is no chamber for the Deku Queen to go along with it. Indeed, there is no Deku Queen at all, only a princess. However, it seems that this wasn't always so, and the Deku Royal Family got jumbled around a bit in development. The Deku Queen's object filename, Dnq, now belongs to the Deku King, while Dnk contains the guards who stand sentry at and patrol the palace exterior.
It consisted of only one room, which contained the following collision files.
ROOM0
z2_22dekucity_queen_grp_ami[] z2_22dekucity_queen_grp_amiT[] z2_22dekucity_queen_grp_dai0[] z2_22dekucity_queen_grp_dai1[] z2_22dekucity_queen_grp_dai2[] z2_22dekucity_queen_grp_dai3[] z2_22dekucity_queen_grp_dai4[] z2_22dekucity_queen_grp_dai5[] z2_22dekucity_queen_grp_dai6[] z2_22dekucity_queen_grp_dai7[] z2_22dekucity_queen_grp_dai8[] z2_22dekucity_queen_grp_dai9[] z2_22dekucity_queen_grp_dan[] z2_22dekucity_queen_grp_gu[] z2_22dekucity_queen_grp_ha1[] z2_22dekucity_queen_grp_ha1T[] z2_22dekucity_queen_grp_ji1[] z2_22dekucity_queen_grp_ji2[] z2_22dekucity_queen_grp_ji3_DECAL__DT[] z2_22dekucity_queen_grp_kabe1[] z2_22dekucity_queen_grp_kabe1_2[] z2_22dekucity_queen_grp_kabe_black[] z2_22dekucity_queen_grp_kugumi[] z2_22dekucity_queen_grp_saku[] z2_22dekucity_queen_grp_sakuT[] z2_22dekucity_queen_grp_siki2__DT[] z2_22dekucity_queen_grp_siki3__DT[] z2_22dekucity_queen_grp_siki4__DT[] z2_22dekucity_queen_grp_siki__DT[] z2_22dekucity_queen_grp_tubo[] z2_22dekucity_queen_grp_tubo2[] z2_22dekucity_queen_grp_r00[] z2_22dekucity_queen_grp_r00T[]
Z2_32kamejimamae
This map still exists in the leak. Hooray!
Z2_53matihenomiti
This map's filename translates to "Zelda 2 - 53 Path to Town". The number in front of its name indicates its position in former position in the Map Select, as well as that it was considered one of the town-related maps (maps 50 to 59).
It consisted of only one room, which contained the following collision files.
ROOM0
z2_53matihenomiti_grp_green z2_53matihenomiti_grp_ha z2_53matihenomiti_grp_haT z2_53matihenomiti_grp_iwa z2_53matihenomiti_grp_ji2 z2_53matihenomiti_grp_ji__DT z2_53matihenomiti_grp_kirikabu z2_53matihenomiti_grp_miki z2_53matihenomiti_grp_mikiT z2_53matihenomiti_grp_touboku z2_53matihenomiti_grp_miti00[] z2_53matihenomiti_grp_miti00T[]
Z2_BigS_test
This map's filename translates to "Zelda 2 - Big S - Test", suggesting it was used to test Captain Keeta, who is referred to in the commit logs as "Big Stal".
With only one room, and two collision files, there's not much to see here.
ROOM0
Z2_BigS_test_grp_wall Z2_BigS_test_grp_R00[]
Z2_f55
This map's filename translates to "Zelda 2 - Field 55". The number in its name indicates its position in former position in the Map Select, as well as that it was considered one of the town-related maps (maps 50 to 59). In the final game, map select position 55 is occupied by the Laundry Pool, whose filename is Z2_ALLEY.
It consisted of only one room, which contained the following collision files.
ROOM0
z2_f55_grp_g10 z2_f55_grp_g11 z2_f55_grp_g12 z2_f55_grp_g13 z2_f55_grp_g16T z2_f55_grp_g2 z2_f55_grp_g5 z2_f55_grp_g7 z2_f55_grp_f55_00[] z2_f55_grp_f55_00T[]
Z2_f56
This map's filename translates to "Zelda 2 - Field 56". The number in its name indicates its position in former position in the Map Select, as well as that it was considered one of the town-related maps (maps 50 to 59). In the final game, there is nothing numbered 56 in the map select.
It consisted of only one room, which contained the following collision files.
ROOM0
z2_f56_grp_g19 z2_f56_grp_g19T z2_f56_grp_g2 z2_f56_grp_g20 z2_f56_grp_g22 z2_f56_grp_g23T z2_f56_grp_g26 z2_f56_grp_g27T z2_f56_grp_g4 z2_f56_grp_g7 z2_f56_grp_f56_00[] z2_f56_grp_f56_00T[]
Z2_kakutoujyou
This map's filename translates to "Zelda 2 - Colosseum". It appears to have been an earlier version of the Secret Shrine, whose filename is Z2_RANDOM in the final game. There are three actor files that are connected to this map:
- En_Colociam - A deleted actor, referred to in the commit logs as "Colosseum Guide".
- En_Col_Man - An unused actor, referred to in the commit logs as "Colosseum".
- En_Gb2 - A used actor containing the Secret Shrine proprietor, referred to in the commit logs as the "Colosseum Proprietor".
It consisted of only one room, which contained the following collision files.
ROOM0
z2_kakutoujyou_grp_brick z2_kakutoujyou_grp_coro_2T00000201 z2_kakutoujyou_grp_ent_kabe2 z2_kakutoujyou_grp_ent_sinden z2_kakutoujyou_grp_ent_yuka z2_kakutoujyou_grp_hasiraT z2_kakutoujyou_grp_hasira2 z2_kakutoujyou_grp_kabe1 z2_kakutoujyou_grp_kabe2 z2_kakutoujyou_grp_kaidan z2_kakutoujyou_grp_sinden4_15000101 z2_kakutoujyou_grp_yuka4_2T00000202 z2_kakutoujyou_grp_iseki[] z2_kakutoujyou_grp_isekiT[]
Z2_LIGHT
This map's filename translates to "Zelda 2 - Light".
It consisted of four rooms, which contained the following collision files.
ROOM0
Z2_LIGHT_grp_g1335 Z2_LIGHT_grp_g1337 Z2_LIGHT_grp_g1338 Z2_LIGHT_grp_g1345 Z2_LIGHT_grp_R00[]
ROOM1
Z2_LIGHT_grp_g1356 Z2_LIGHT_grp_g1357 Z2_LIGHT_grp_g1359 Z2_LIGHT_grp_g1360 Z2_LIGHT_grp_g1361T Z2_LIGHT_grp_R01[] Z2_LIGHT_grp_R01T[]
ROOM2
Z2_LIGHT_grp_g1328 Z2_LIGHT_grp_g1339 Z2_LIGHT_grp_g1340 Z2_LIGHT_grp_g1346T Z2_LIGHT_grp_g1347 Z2_LIGHT_grp_g1362 Z2_LIGHT_grp_R02[] Z2_LIGHT_grp_R02T[]
ROOM3
Z2_LIGHT_grp_WAT00T Z2_LIGHT_grp_g1327 Z2_LIGHT_grp_g1336 Z2_LIGHT_grp_g1348 Z2_LIGHT_grp_g1354 Z2_LIGHT_grp_R03[] Z2_LIGHT_grp_R03T[]
Z2_meganeana
This map's filename translates to "Zelda 2 - Lens Hole". Its name suggests that it was related to a grotto only detectable via the Lens of Truth.
It consisted of only one room, which contained the following collision files.
ROOM0
z2_meganeana_grp_hikariT z2_meganeana_grp_ji1 z2_meganeana_grp_kabe1 z2_meganeana_grp_kumo1T z2_meganeana_grp_r00[] z2_meganeana_grp_r00T[]
Z2_MITURIN_SUB
This map's filename translates to "Zelda 2 - Jungle - Sub". In the final game, Z2_MITURIN is the name of the Woodfall Temple map, while Z2_MITURIN_bs is the name for Odolwa's boss room.
It consisted of only one room, which contained the following collision files.
ROOM0
z2_MITURIN_SUB_grp_Default z2_MITURIN_SUB_grp_FL z2_MITURIN_SUB_grp_MOKU z2_MITURIN_SUB_grp_SEAL00__DT z2_MITURIN_SUB_grp_SOTO z2_MITURIN_SUB_grp_TEN z2_MITURIN_SUB_grp_WAT04 z2_MITURIN_SUB_grp_WL z2_MITURIN_SUB_grp_g1246 z2_MITURIN_SUB_grp_g1297 z2_MITURIN_SUB_grp_S00[] z2_MITURIN_SUB_grp_S00T[]
Z2_numa
This map's filename translates to "Zelda 2 - Swamp". In the final game, the file name for the poisoned version of the Southern Swamp is Z2_20SICHITAI, while the purified version is Z2_20SICHITAI2.
There are actually two versions of this file in different directories. Both consisted of only one room, which contained the collision files below.
zelda_scene's ROOM0
z2_numa_grp_ana03 z2_numa_grp_ana03 z2_numa_grp_house z2_numa_grp_iseki_OPA z2_numa_grp_ji_2T15150101 z2_numa_grp_kabe_2T000015_OPA z2_numa_grp_numa_2T02020000_SCR1 z2_numa_grp_wood2 z2_numa_grp_wood_OPA z2_numa_grp_wood_under_OPA z2_numa_grp_wood_upper1 z2_numa_grp_wood_upper2 z2_numa_grp_wood_upper3
zelda2_scene's ROOM0
z2_numa_grp_entrnce z2_numa_grp_flower z2_numa_grp_hasigoT z2_numa_grp_house1 z2_numa_grp_house1T z2_numa_grp_house2 z2_numa_grp_house3 z2_numa_grp_house3T z2_numa_grp_iseki_OPA z2_numa_grp_ji2 z2_numa_grp_ji_2T15150101 z2_numa_grp_kabe2 z2_numa_grp_kabe_2T000015_OPA z2_numa_grp_kabu1 z2_numa_grp_kabu2 z2_numa_grp_kibako z2_numa_grp_numa z2_numa_grp_sida z2_numa_grp_sidaT z2_numa_grp_wood z2_numa_grp_woodT z2_numa_grp_wood2 z2_numa_grp_wood2T z2_numa_grp_wood_OPA z2_numa_grp_wood_OPAT z2_numa_grp_ana03[] z2_numa_grp_ana03T[]
Z2_onpuhouse
This map's filename translates to "Zelda 2 - Music Note House". In the final game, the map name of the Music Box House is Z2_MUSICHOUSE.
It consisted of only one room, which contained the following collision files.
ROOM0
z2_onpuhouse_grp_dai3 z2_onpuhouse_grp_floor2 z2_onpuhouse_grp_floor_2T00000202 z2_onpuhouse_grp_gakuhu__DT z2_onpuhouse_grp_kabe z2_onpuhouse_grp_kokuban z2_onpuhouse_grp_soto z2_onpuhouse_grp_yane z2_onpuhouse_grp_g1[] z2_onpuhouse_grp_g1T[]
Z2_race_test
This map's filename translates to "Zelda 2 - Race Test".
It consisted of only one room, which contained the following collision files.
ROOM0
z2_race_test_grp_g190T z2_race_test_grp_green z2_race_test_grp_iwa z2_race_test_grp_jiT z2_race_test_grp_ji2 z2_race_test_grp_miti[] z2_race_test_grp_mitiT[]
Z2_shop1
This map's filename translates to "Zelda 2 - Shop 1".
It consisted of only one room, which contained the following collision files.
ROOM0
z2_shop1_model z2_shop1_grp_o2883[] z2_shop1_grp_o2751[] z2_shop1_grp_o2747[] z2_shop1_grp_o2739[] z2_shop1_grp_o2743[] z2_shop1_grp_Default[] z2_shop1_model[] z2_shop1_grp_o2639[] z2_shop1_grp_o2616[] z2_shop1_grp_o3013[] z2_shop1_grp_o3011[] z2_shop1_grp_o2738[] z2_shop1_grp_o2706[] z2_shop1_grp_o2651[] z2_shop1_grp_o2645[] z2_shop1_grp_o3012[]
Z2_shop2
This map's filename translates to "Zelda 2 - Shop 2".
It consisted of only one room, which contained the following collision files.
ROOM0
lod_nothing_model z2_shop2_grp_Default[] z2_shop2_model z2_shop2_grp_o2857[] z2_shop2_grp_o2736[] z2_shop2_grp_o2735[] z2_shop2_grp_o2734[] z2_shop2_grp_o2733[] z2_shop2_grp_o2732[] z2_shop2_grp_Default[] z2_shop2_model[]
Z2_shop2_test
This map's filename translates to "Zelda 2 - Shop 2 - Test".
It consisted of only one room, which contained the following collision files.
ROOM0
z2_shop2_model z2_shop2_grp_o2857[] z2_shop2_grp_o2736[] z2_shop2_grp_o2735[] z2_shop2_grp_o2734[] z2_shop2_grp_o2733[] z2_shop2_grp_o2732[] z2_shop2_grp_Default[] z2_shop2_model[]
Z2_turibori
This map's filename translates to "Zelda 2 - Fish Pond".
It consisted of only one room, which contained the following collision files.
ROOM0
z2_turibori_grp_ha2 z2_turibori_grp_ha2T z2_turibori_grp_isi z2_turibori_grp_ji_2T02031515 z2_turibori_grp_kabekazari z2_turibori_grp_kabekazariT z2_turibori_grp_ki z2_turibori_grp_kusa z2_turibori_grp_kusaT z2_turibori_grp_lump z2_turibori_grp_lumpT z2_turibori_grp_shop z2_turibori_grp_shop_2T00000202 z2_turibori_grp_soto z2_turibori_grp_sui_WTSCR1T z2_turibori_grp_tutikabe z2_turibori_grp_woods_OPAT lod_nothing_model z2_turibori_grp_g76[] lod_nothing_model z2_turibori_grp_g76T[]
Z2_YAMA
This map's filename translates to "Zelda 2 - Mountain".
It consisted of fourteen rooms, which contained the following collision files. The only mountain-related area with a similar number of rooms in the final game is Snowhead Temple, which has thirteen.
ROOM0
Z2_YAMA_grp_DR00_1 Z2_YAMA_grp_GL00_1 Z2_YAMA_grp_SLOPE00_1 Z2_YAMA_grp_TEN00_1 Z2_YAMA_grp_WL00_1 Z2_YAMA_grp_R00[]
ROOM1
Z2_YAMA_grp_DR01_1 Z2_YAMA_grp_FL01_1 Z2_YAMA_grp_GAKE01_1 Z2_YAMA_grp_SLOPE01_1 Z2_YAMA_grp_WL01_1 Z2_YAMA_grp_WL01_2 Z2_YAMA_grp_WL01_3 Z2_YAMA_grp_WL01_4 Z2_YAMA_grp_R01[]
ROOM2
Z2_YAMA_grp_DR02_1 Z2_YAMA_grp_FL02_2 Z2_YAMA_grp_FL02_3 Z2_YAMA_grp_GAKE02_1 Z2_YAMA_grp_SLOPE02_1 Z2_YAMA_grp_TANA02_1 Z2_YAMA_grp_TEN02_1 Z2_YAMA_grp_WL02_1 Z2_YAMA_grp_R02[]
ROOM3
Z2_YAMA_grp_DR03_1 Z2_YAMA_grp_FL03_2 Z2_YAMA_grp_FL03_3 Z2_YAMA_grp_GAKE03_1 Z2_YAMA_grp_SLOPE03_1 Z2_YAMA_grp_TANA03_1 Z2_YAMA_grp_TEN03_1 Z2_YAMA_grp_WL03_1 Z2_YAMA_grp_R03[]
ROOM4
Z2_YAMA_grp_DR04_1 Z2_YAMA_grp_EDGE04_1 Z2_YAMA_grp_FL04_1 Z2_YAMA_grp_FL04_2 Z2_YAMA_grp_GAKE04_1 Z2_YAMA_grp_SLOPE04_1 Z2_YAMA_grp_TEN04_1 Z2_YAMA_grp_WL04_1 Z2_YAMA_grp_WL04_2 Z2_YAMA_grp_R04[]
ROOM5
Z2_YAMA_grp_DR05_1 Z2_YAMA_grp_EDGE05_1 Z2_YAMA_grp_GAKE05_1 Z2_YAMA_grp_HEKI05_1 Z2_YAMA_grp_HERI05_1 Z2_YAMA_grp_SLOPE05_1 Z2_YAMA_grp_TEN05_1 Z2_YAMA_grp_WL05_1 Z2_YAMA_grp_ZOU05_1 Z2_YAMA_grp_R05[]
ROOM6
Z2_YAMA_grp_DR06_1 Z2_YAMA_grp_EDGE06_1 Z2_YAMA_grp_FL06_1 Z2_YAMA_grp_FL06_3 Z2_YAMA_grp_GAKE06_1 Z2_YAMA_grp_HEKI06_1 Z2_YAMA_grp_SLOPE06_1 Z2_YAMA_grp_TEN06_1 Z2_YAMA_grp_TEN06_2 Z2_YAMA_grp_WL06_1 Z2_YAMA_grp_WL06_2 Z2_YAMA_grp_R06[]
ROOM7
Z2_YAMA_grp_DR07_1 Z2_YAMA_grp_FL07_1 Z2_YAMA_grp_SLOPE07_1 Z2_YAMA_grp_TEN07_1 Z2_YAMA_grp_WL07_1 Z2_YAMA_grp_R07[]
ROOM8
Z2_YAMA_grp_DR08_1 Z2_YAMA_grp_EDGE08_1 Z2_YAMA_grp_FL08_1 Z2_YAMA_grp_FL08_2 Z2_YAMA_grp_SLOPE08_1 Z2_YAMA_grp_TANA08_1 Z2_YAMA_grp_TEN08_1 Z2_YAMA_grp_URA08_1 Z2_YAMA_grp_WL08_1 Z2_YAMA_grp_R08[]
ROOM9
Z2_YAMA_grp_DR09_1 Z2_YAMA_grp_EDGE09_1 Z2_YAMA_grp_FL09_1 Z2_YAMA_grp_FL09_2 Z2_YAMA_grp_SLOPE09_1 Z2_YAMA_grp_TANA09_1 Z2_YAMA_grp_TEN09_1 Z2_YAMA_grp_WL09_1 Z2_YAMA_grp_WL09_2 Z2_YAMA_grp_R09[]
ROOM10
Z2_YAMA_grp_DR0a_1 Z2_YAMA_grp_EDGE0a_1 Z2_YAMA_grp_FL0a_1 Z2_YAMA_grp_FL0a_2 Z2_YAMA_grp_SLOPE0a_1 Z2_YAMA_grp_TANA0a_1 Z2_YAMA_grp_TEN0a_1 Z2_YAMA_grp_URA0a_1 Z2_YAMA_grp_WL0a_1 Z2_YAMA_grp_WL0a_2 Z2_YAMA_grp_R0a[]
ROOM11
Z2_YAMA_grp_DR0b_1 Z2_YAMA_grp_FL0b_1 Z2_YAMA_grp_FL0b_2 Z2_YAMA_grp_GAKE0b_1 Z2_YAMA_grp_SLOPE0b_1 Z2_YAMA_grp_TEN0b_1 Z2_YAMA_grp_WAT0b_1T Z2_YAMA_grp_WL0b_1 Z2_YAMA_grp_R0b[] Z2_YAMA_grp_R0bT[]
ROOM12
Z2_YAMA_grp_DR0c_1 Z2_YAMA_grp_EDGE0c_1 Z2_YAMA_grp_FL0c_1 Z2_YAMA_grp_GAKE0c_1 Z2_YAMA_grp_SLOPE0c_1 Z2_YAMA_grp_TANA0c_1 Z2_YAMA_grp_TEN0c_1 Z2_YAMA_grp_WL0c_1 Z2_YAMA_grp_R0c[]
ROOM13
Z2_YAMA_grp_DR0d_1 Z2_YAMA_grp_EDGE0d_1 Z2_YAMA_grp_FL0d_1 Z2_YAMA_grp_FL0d_2 Z2_YAMA_grp_SLOPE0d_1 Z2_YAMA_grp_TEN0d_1 Z2_YAMA_grp_WL0d_2 Z2_YAMA_grp_R0d[]
ROOM14
Z2_YAMA_grp_DR0e_1 Z2_YAMA_grp_FL0e_1 Z2_YAMA_grp_FL0e_2 Z2_YAMA_grp_HEKI0e_1 Z2_YAMA_grp_SLOPE0e_1 Z2_YAMA_grp_TEN0e_1 Z2_YAMA_grp_WL0e_1 Z2_YAMA_grp_ZOU0e_1 Z2_YAMA_grp_R0e[]
Z2_yousei_yakata
This map's filename translates to "Zelda 2 - Fairy - Mansion".
It consisted of only one room, which contained the following collision files.
ROOM0
z2_yousei_yakata_grp_p z2_yousei_yakata_grp_pT z2_yousei_yakata_grp_00[] z2_yousei_yakata_grp_00T[]
Missing Maps
Z2_BANDROOM Zelda 2 - Band Room Zora Hall Rooms Z2_CASTLE Zelda 2 - Castle Ancient Castle of Ikana Z2_FISHERMAN Zelda 2 - Fisherman Fisherman's Hut Z2_GORONSHOP Zelda 2 - Goron Shop Goron Shop Z2_IKANAMAE Zelda 2 - Before Ikana Road to Ikana Z2_IKNINSIDE Zelda 2 - Ikana Inside Igos du Ikana's Lair Z2_KYOJINNOMA Zelda 2 - Giants' Chamber Giants' Chamber Z2_LAST_DEKU Zelda 2 - Last - Deku The Moon - Deku Trial Z2_LAST_GORON Zelda 2 - Last - Goron The Moon - Goron Trial Z2_LAST_LINK Zelda 2 - Last - Link The Moon - Link Trial Z2_LAST_ZORA Zelda 2 - Last - Zora The Moon - Zora Trial Z2_MUSICHOUSE Zelda 2 - Music House Music Box House Z2_SECOM Zelda 2 - Sakon Sakon's Hideout Z2_SOUGEN Zelda 2 - Field The Moon Z2_TAKARAKUJI Zelda 2 - Lottery Lottery Shop
zelda2_scene_TEST
Iwates
This scene is named after Toshio Iwawaki, who is credited as the game's Program Director.
It consisted of only one room, which contained the following collision files.
ROOM0
test01_grp_test01 test01_grp_test01T test01_grp_display test01_grp_display2 test01_grp_ts1_2x2 test01_grp_ts1_base2 test01_grp_ts1_bunk1 test01_grp_ts1_freecry test01_grp_ts1_kabe2 test01_grp_ts1_mizumawali2 test01_grp_ts1_tunnnel1 test01_grp_ts1water_WTSCR21T test01_grp_twoway test01_grp_test01 test01_grp_test01T
Keikoku
This scene's name is similar to the name of the scene file for Termina Field, Z2_00KEIKOKU, meaning it was likely an earlier version of the latter. "Keikoku" translates to "valley".
It consisted of only one room, which contained the following collision files.
ROOM0
z2_00keikoku_grp_cube z2_00keikoku_grp_dai z2_00keikoku_grp_hai01T z2_00keikoku_grp_hai02 z2_00keikoku_grp_hai02T z2_00keikoku_grp_hai03 z2_00keikoku_grp_hai03T z2_00keikoku_grp_hana z2_00keikoku_grp_hanaT z2_00keikoku_grp_ji0_2__DT z2_00keikoku_grp_ji0__DT z2_00keikoku_grp_ji1 z2_00keikoku_grp_ji1_2 z2_00keikoku_grp_ji1_3 z2_00keikoku_grp_ji1_4 z2_00keikoku_grp_ji2 z2_00keikoku_grp_ji3 z2_00keikoku_grp_ji4 z2_00keikoku_grp_ji5 z2_00keikoku_grp_kabe01 z2_00keikoku_grp_kabe02 z2_00keikoku_grp_kabe03 z2_00keikoku_grp_kabe04 z2_00keikoku_grp_kabe05 z2_00keikoku_grp_kabe06 z2_00keikoku_grp_kabe07 z2_00keikoku_grp_kabe08 z2_00keikoku_grp_kabe09 z2_00keikoku_grp_kanban z2_00keikoku_grp_kanbanT z2_00keikoku_grp_kanban__edge z2_00keikoku_grp_kareki z2_00keikoku_grp_kusa1 z2_00keikoku_grp_kusa2 z2_00keikoku_grp_po z2_00keikoku_grp_poT z2_00keikoku_grp_ro01__DT z2_00keikoku_grp_ro02__DT z2_00keikoku_grp_ro03__DT z2_00keikoku_grp_ro04__DT z2_00keikoku_grp_ro05__DT z2_00keikoku_grp_tokei_evw z2_00keikoku_grp_tokeitou z2_00keikoku_grp_wood z2_00keikoku_grp_woodT z2_00keikoku_grp_new z2_00keikoku_grp_newT
Z2_NewTOKINOMA
This scene's name indicates that it was an updated version of the Temple of Time from Ocarina of Time, whose scene name is "TOKINOMA", which translates to "Chamber of Time".
It consisted of several rooms, which contained the following collision files.
ROOM0
Z2_NewTOKINOMA_grp_kyr01_00 Z2_NewTOKINOMA_grp_kyr01_00T Z2_NewTOKINOMA_grp_R00 Z2_NewTOKINOMA_grp_R00T
ROOM1
Z2_NewTOKINOMA_grp_col01 Z2_NewTOKINOMA_grp_door01 Z2_NewTOKINOMA_grp_dummy01 Z2_NewTOKINOMA_grp_obj01 Z2_NewTOKINOMA_grp_wall01 Z2_NewTOKINOMA_grp_R01
ROOM2
Z2_NewTOKINOMA_grp_cent02 Z2_NewTOKINOMA_grp_dummy02 Z2_NewTOKINOMA_grp_ent02 Z2_NewTOKINOMA_grp_meiz02 Z2_NewTOKINOMA_grp_R02
ROOM3
Z2_NewTOKINOMA_grp_col03 Z2_NewTOKINOMA_grp_door03 Z2_NewTOKINOMA_grp_dummy03 Z2_NewTOKINOMA_grp_dummy03T Z2_NewTOKINOMA_grp_wall03 Z2_NewTOKINOMA_grp_waterT Z2_NewTOKINOMA_grp_R03 Z2_NewTOKINOMA_grp_R03T
ROOM4
Z2_NewTOKINOMA_grp_col041 Z2_NewTOKINOMA_grp_door04 Z2_NewTOKINOMA_grp_dummy04 Z2_NewTOKINOMA_grp_light04T Z2_NewTOKINOMA_grp_pass04 Z2_NewTOKINOMA_grp_room041 Z2_NewTOKINOMA_grp_room042 Z2_NewTOKINOMA_grp_R04 Z2_NewTOKINOMA_grp_R04T
ROOM5
Z2_NewTOKINOMA_grp_HSG05 Z2_NewTOKINOMA_grp_HSG05T Z2_NewTOKINOMA_grp_door05 Z2_NewTOKINOMA_grp_wall05 Z2_NewTOKINOMA_grp_R05 Z2_NewTOKINOMA_grp_R05T
ROOM6
Z2_NewTOKINOMA_grp_dummy06 Z2_NewTOKINOMA_grp_dummy06T Z2_NewTOKINOMA_grp_step06 Z2_NewTOKINOMA_grp_wall06 Z2_NewTOKINOMA_grp_R06 Z2_NewTOKINOMA_grp_R06T