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Development:The Legend of Zelda: Majora's Mask/Unused Maps

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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.

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.


(Source: zel)

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.

(Source: zel)

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.

(Source: zel)

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
MM Z2 meganeana 01.png MM Z2 meganeana 02.png

Z2_shop2_test


This map is a duplicate of the Market Potion Shop scene from Ocarina of Time.

(Source: zel)

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
MM Z2 zolashop 01.png MM Z2 zolashop 02.png

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

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".

(Source: notwa)

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

Hmmm...
To do:
Add collision files; compare room numbers and collision files to the non-Z1 version.

Z1_market_day

Hmmm...
To do:
Add collision files; compare room numbers and collision files to the non-Z1 version.

Z1_Men

Hmmm...
To do:
Add collision files; compare room numbers and collision files to the non-Z1 version.

Z1_men

Hmmm...
To do:
Add collision files; compare room numbers and collision files to the non-Z1 version.

Z1_spot00

Hmmm...
To do:
Add collision files; compare room numbers and collision files to the non-Z1 version.

Z1_test01

Hmmm...
To do:
Add collision files; compare room numbers and collision files to the non-Z1 version.

Z2_DANtes

Hmmm...
To do:
Add collision files.

Z2_iseki

Hmmm...
To do:
Add collision files; compare room numbers and collision files to the final version.

Z2_jyoukamati

Hmmm...
To do:
Add collision files; compare room numbers and collision files to the final version.

Z2_keikoku

Hmmm...
To do:
Add collision files; compare room numbers and collision files to the final version.

Z2_numa

Hmmm...
To do:
Add collision files; compare room numbers and collision files to the final version.

Z2umi

Hmmm...
To do:
Add collision files; compare room numbers and collision files to the final version.

Z2_YAMI

Hmmm...
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

Hmmm...
To do:
Compare room numbers and collision files to the non-BAK version.

Market_day

Hmmm...
To do:
Compare room numbers and collision files to the non-BAK version.

Men

Hmmm...
To do:
Compare room numbers and collision files to the non-BAK version.

Spot00

Hmmm...
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

Hmmm...
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