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Proto:The Legend of Zelda: Ocarina of Time/Late 1997 Overdump/3D Maps

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This is a sub-page of Proto:The Legend of Zelda: Ocarina of Time/Late 1997 Overdump.

Hmmm...
To do:
Let's get to workǃ It might be better to document photos in-game rather than through xdaniel's outdated DLviewer tool from 2010. Converting from F3DEX to F3DEX2 will be necessary. Furthermore, most of the featured videos are outdated as the actors associated with the maps weren't imported with the map itself for the video showcase.

Contents

First Dungeon (fstdan)

As the name implies, it's perhaps the first dungeon area the developers ever designed. It looks like an earlier form of Ganon's Tower. This dungeon was also present in the iQue leak without its collision data. The offsets in the ROM (F-Zero included) for the scene and its rooms are in the table below.

File Begin End
Scene 010FA150 01108550
Room 0 01108550 011118B0
Room 1 011118B0 01122460
Room 2 01122460 01136080
Room 3 01136080 0113A5E0
Room 4 0113A5E0 01141920
Room 5 01141920 0114D160
Room 6 0114D160 011545A0
Room 7 011545A0 0115B9F0
Room 8 0115B9F0 011642B0
Room 9 011642B0 0116BF80

Scene

Collision

Top Side
ProtoZOOTcolfistdan1.png ProtoZOOTcolfistdan2.png

Rooms

Unless otherwise specified, each room comes with the same three objects:

fstdan Typical Room Objects
ID Description
0005 Iron Knuckle
0004 Early Stalfos
000B Wallmaster & Floormaster

Room 0

Oot-overdump-fstdan-room0.png

This room is a stairway between levels, partially open to the sky. It features no actors, and only these objects:

fstdan Room 0 Objects
ID Description
0005 Iron Knuckle
0032 Stalfos
000B Wallmaster & Floormaster

Room 1

Oot-overdump-fstdan-room1.png

This is a circular room with four exits and a freestanding plaque in the center. It features the following objects and actors:

fstdan Room 1 Actors
ID Description Variable
0002 Stalfos FFFF
fstdan Room 1 Objects
ID Description
0005 Iron Knuckle
0032 Stalfos
000B Wallmaster & Floormaster

Room 2

Oot-overdump-fstdan-room2.png

This is another circular room with one of its four exits up on a balcony, and a curious square indentation in the floor on the other side of the room. It has the following actors (along with the usual objects):

fstdan Room 2 Actors
ID Description Variable
0003 Iron Knuckle FFFF

Room 3

Oot-overdump-fstdan-room3.png

This circular room features a circular carpet lined by what appears to be a ring of light. The ring is reminiscent of the ring of fire that forms an arena around Link when he is fighting enemies in Ganon's Tower in the final game. The room has no actors, but does have the usual objects.

Room 4

Oot-overdump-fstdan-room4.png

This spiral staircase sports light fixtures along one wall, and a single actor (alongside the usual objects):

fstdan Room 4 Actors
ID Description Variable
0002 Stalfos FFFF

What a Stalfos would be doing in a cramped stairwell isn't clear.

Room 5

Oot-overdump-fstdan-room5.png

Another spiral staircase part, with light fixtures on both sides of the stairs, and one actor alongside the usual objects:

fstdan Room 5 Actors
ID Description Variable
0011 Wallmaster FFFF

Room 6

Oot-overdump-fstdan-room6.png

A level, curved hallway, with a face-shaped light at one end. It features the usual objects and a single actor:

fstdan Room 6 Actors
ID Description Variable
0011 Wallmaster FFFF

Room 7

Oot-overdump-fstdan-room7.png

Another curved hallway with a face-shaped light fixture. It forms a symmetric pair with room 6, but features no actors (and has the usual objects).

Room 8

Oot-overdump-fstdan-room8.png

A strangely-textured room with three exits that appears to connect to rooms 6 and 7. It has no actors, just the usual objects.

Room 9

Oot-overdump-fstdan-room9.png

The top of the tower, completely open to the sky. No actors, and the usual objects, are present here.

Dodongo's Cavern

This scene is an earlier rendition of the Dondongo's Cavern we've all known and loved over the years. ROM Offsets for the scene and rooms are:

File Start End
Scene 0116BF80 0117C340
Room 0 0117C340 01195530
Room 1 01195530 0119AC80
Room 2 0119AC80 011A3B70
Room 3 011A3B70 011AD3A0
Room 4 011AD3A0 011B7020
Room 5 011B7020 011BC7D0
Room 6 011BC7D0 011C1150
Room 7 011C1150 011C7110
Room 8 011C7110 011D1900
Room 9 011D1900 011D7CA0

Collision

Proto Final
ProtoZOOTcolDodongoscavern.png ZOOTcolDodongoscavern.png

The early layout is similar, but not identical, to the map depicted in Fig. 20 of a patent filed by Nintendo in November, 1997.

OoT-EP0920892B1 Figure 20.png

Rooms

Room 0

Proto Final
Proto OoT Ddan 0 ov.png OoT Ddan 0 ov.png

This is the main room of the dungeon, noticeably longer than the final version's. There are four exits or alcoves on each side of the room, instead of three, and they're all well in front of the Dodongo skull. Additionally, there are three pillars separating the skull from the central platform.

Dodongo's Cavern Room 0 Actors
ID Description Variable
0040 Dodongo Skull's Jaw 0018
0055 Armos FFFF
0055 Armos FFFF
0055 Armos FFFF
0055 Armos FFFF
005A Bombable Wall 001F
005A Bombable Wall 201E
005A Bombable Wall 201D
005A Bombable Wall 201C
004D Bomb Flower FFFF
004D Bomb Flower FFFF
0015 Collectible Items (Visible) 0006
0015 Collectible Items (Visible) 0006
005A Bombable Wall 401B
005A Bombable Wall 401A
004D Bomb Flower FFFF
0023 Dungeon Objects 0115
0059 Dodongo's Cavern Elevator Platform FFFF
0059 Dodongo's Cavern Elevator Platform FFFF
004D Bomb Flower FFFF
000A Treasure Chest 00A0
Dodongo's Cavern Room 0 Objects
ID Description
002B Dodongo's Cavern Objects
000E Treasure Chests
0031 Bomb Flower
000C Dodongo
0038 Armos

Room 1

Proto Final
Proto OoT Ddan 1 ov.png OoT Ddan 1 ov.png

This matches the room where you first meet baby Dodongos in the final game, but without the side rooms, scarecrow, or Armos puzzle to get to the next part of the dungeon.

Dodongo's Cavern Room 1 Actors
ID Description Variable
0030 Baby Dodongo 0000
0030 Baby Dodongo 0000
0030 Baby Dodongo 0000
0030 Baby Dodongo 0001
0030 Baby Dodongo 0001
000A Treasure Chest 0021
Dodongo's Cavern Room 1 Objects
ID Description
002B Dodongo's Cavern Objects
000E Treasure Chests
0031 Bomb Flower
001F Baby Dodongo
000C Dodongo
000D Keese

Room 2

Proto Final
Proto OoT Ddan 2 ov.png OoT Ddan 2 ov.png

This is the room with the stair pillar you have to bomb to proceed. The most notable change is that this room would later gain a third exit to the main room, which is not present in this early version.

Dodongo's Cavern Room 2 Actors
ID Description Variable
005D Dodongo's Cavern Bombable Stairs FFFF
0015 Collectible Items (Visible) 0006
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
Dodongo's Cavern Room 2 Objects
ID Description
002B Dodongo's Cavern Objects
000E Treasure Chests
0031 Bomb Flower
001F Baby Dodongo
000C Dodongo
000D Keese
0038 Armos

Room 3

Proto Final
Proto OoT Ddan 3 ov.png OoT Ddan 3 ov.png

This is the Lizalfos fight room, but limited to a single story. According to The Legend of Zelda: Ocarina of Time Encylopedia from 1999, the developers ended up enjoying the Lizalfos fight so much that they increased the room to two stories to allow for another battle.

Dodongo's Cavern Room 3 Actors
ID Description Variable
0015 Collectible Items (Visible) 0001
0015 Collectible Items (Visible) 0001
0015 Collectible Items (Visible) 0003
0015 Collectible Items (Visible) 0003
0026 Lizalfos & Dinalfos 0001
0026 Lizalfos & Dinalfos 0000
0015 Collectible Items (Visible) 0006
Dodongo's Cavern Room 3 Objects
ID Description
002B Dodongo's Cavern Objects
000E Treasure Chests
0031 Bomb Flower
001B Lizalfos & Dinolfos

Room 4

Proto Final
Proto OoT Ddan 4 ov.png OoT Ddan 4 ov.png

The room where you fight regular-sized Dodongos for the first time. The early version only features two exits (meaning no side rooms), one of which is much longer and straighter, and connects to a different part of the room. The main area of the room is also more cramped, and, as can be seen in the actor list below, lacks any of the torches present in the final.

Dodongo's Cavern Room 4 Actors
ID Description Variable
0012 Dodongo FFFF
0012 Dodongo FFFF
0012 Dodongo FFFF
0012 Dodongo FFFF
0012 Dodongo FFFF
0015 Collectible Items (Visible) 0006
Dodongo's Cavern Room 4 Objects
ID Description
002B Dodongo's Cavern Objects
000E Treasure Chests
0031 Bomb Flower
001F Baby Dodongo
000C Dodongo
000D Keese
0038 Armos

Room 5

Proto Final
Proto OoT Ddan 5 ov.png OoT Ddan 5 ov.png

This is the room with four Armos around a pillar with a ladder. In the early version, it features baby Dodongos, whereas the final has Keese and Bomb Flowers instead. The most interesting difference is that, in the early version, this room is on the first floor on the other side of the dungeon, connecting the Lizalfos room and the Dodongo room (Room 4).

Dodongo's Cavern Room 5 Actors
ID Description Variable
0030 Baby Dodongo FFFF
0030 Baby Dodongo FFFF
0055 Armos FFFF
0055 Armos FFFF
0055 Armos FFFF
0055 Armos FFFF
0023 Dungeon Objects 0015
0030 Baby Dodongo 0001
Dodongo's Cavern Room 5 Objects
ID Description
002B Dodongo's Cavern Objects
000E Treasure Chests
0031 Bomb Flower
001F Baby Dodongo
000C Dodongo
000D Keese
0038 Armos

Room 6

Proto OoT Ddan 6 ov.png

This room has no clear equivalent in the final dungeon, the closest conceivable match perhaps being the room directly behind the Dodongo skull (though this room is instead connected to two of the right-side exits of the main room). It features three exits, one of which is slightly elevated, and one high up on the wall.

Dodongo's Cavern Room 6 Actors
ID Description Variable
0023 Dungeon Objects 9727
0023 Dungeon Objects 0024
0023 Dungeon Objects 0003
0012 Dodongo FFFF
0012 Dodongo FFFF
Dodongo's Cavern Room 6 Objects
ID Description
002B Dodongo's Cavern Objects
000E Treasure Chests
0031 Bomb Flower
001F Baby Dodongo
000C Dodongo
001B Lizalfos & Dinolfos
000D Keese
0038 Armos

Room 7

Proto OoT Ddan 7 ov.png

This is a dead-end room connected to the left side of the main room. Its design and the presence of a treasure chest object indicate that it may have been where Link obtained an important dungeon item. Unfortunately, with no treasure chest actor present, it is unknown what that item might have been. There's no clear equivalent to this room in the final game.

Dodongo's Cavern Room 7 Actors
ID Description Variable
0023 Dungeon Objects 0012
0023 Dungeon Objects 0012
000A Treasure Chest 0042
0023 Dungeon Objects 0012
0015 Collectible Items (Visible) 0006
0023 Dungeon Objects 0024
Dodongo's Cavern Room 7 Objects
ID Description
002B Dodongo's Cavern Objects
000E Treasure Chests
0031 Bomb Flower
000C Dodongo
000D Keese
0038 Armos
001F Baby Dodongo

Room 8

Proto OoT Ddan 8 ov.png

This curious two story room features two hallways at 90° angles from each other on sepearate floors. According to the collision data, the lower hallway connects the Baby Dodongo hallway (Room 1) and the Lizalfos fight room. The upper hallway is ramped on one side, and has a hole to the lower hallway. The level end connects to the high exit of Room 6, and the ramped end connects to... nothing? Either there was no clear idea for what would be at the other end at this stage of development , or this was meant to be a second entrance into the dungeon.

Dodongo's Cavern Room 8 Actors
ID Description Variable
0013 Keese FFFF
0013 Keese FFFF
0030 Baby Dodongo FFFF
0030 Baby Dodongo FFFF
0015 Collectible Items (Visible) 0003
000A Treasure Chest 00C3
0023 Dungeon Objects 0012
0023 Dungeon Objects 0016
0023 Dungeon Objects 0016
0023 Dungeon Objects 0016
0023 Dungeon Objects 0016
0023 Dungeon Objects 0016
0023 Dungeon Objects 0016
0023 Dungeon Objects 0016
0023 Dungeon Objects 0016
0015 Collectible Items (Visible) 0006
Dodongo's Cavern Room 8 Objects
ID Description
002B Dodongo's Cavern Objects
000E Treasure Chests
0031 Bomb Flower
001F Baby Dodongo
000C Dodongo
000D Keese
0038 Armos

Room 9

Proto Final
Proto OoT Ddan 9 ov.png OoT Ddan b ov.png

The boss room (and chamber above it) look much the same as in the final, the main visual difference being that the upper chamber would lose its brick construction and become a bit more cave-like. Aside from the fact that this early version of the game had the boss room in the same scene as the rest of the dungeon (as opposed to the final game's strategy of having a separate scene for the boss fight), this room used to be directly connected to the Dodongo skull of the main room, leaving all of the in-between rooms absent at this stage of development.

Dodongo's Cavern Room 9 Actors
ID Description Variable
003C Sound Effects 0002
0028 King Dodongo FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
003A Gameplay Objects 1A09
005A Bombable Wall 6019
Dodongo's Cavern Room 9 Objects
ID Description
002B Dodongo's Cavern Objects
000E Treasure Chests
0031 Bomb Flower
0049 Heart Container
0019 King Dodongo
0048 Warp Circle & Rupee Prism

Syotes

Oot-overdump-syotes.png

This single-room scene is a building interior that was used as a testing room, Stalfos in particular. ROM offsets for the scene and room:

File Begin End
Scene 011D7CA0 011DB070
Room 0 011DB070 011E6860

In this state, the map only has a couple collectible item actors, though it also has objects for Stalfos and Tailapsarans loaded in:

syotes Room 0 Actors
ID Description Variable
0015 Collectible Items (Visible) 0008
0015 Collectible Items (Visible) 0009
0015 Collectible Items (Visible) 000A
syotes Room 0 Objects
ID Description
0004 Early Stalfo
0022 Tailpasaran

Syotes2

Oot-overdump-syotes2.png

This is another testing room where, in prerelease screenshots, stalfos could be found. ROM offsets for the scene and room are:

File Begin End
Scene 011E6860 011EA4D0
Room 0 011EA4D0 011F2C30

The only actor present is a blue warp, though based on the presence of a Stalfos and heart container in the list of objects, it's possible this room was used to test boss fights. One object in the list appears to be a dummy entry.

syotes2 Room 0 Actors
ID Description Variable
005E Blue Warp & Rupee-Shaped Prism 0000
syotes2 Room 0 Objects
ID Description
0004 Early Stalfo
0049 Heart Container
0048 Warp Circle & Rupee Prism
0000 removed

Test01

Collision

A testing room featuring some landmasses in a body of water, along with plenty of ladders to climb. ROM offsets for the scene and room:

File Begin End
Scene 011F2C30 011F5F80
Room 0 011F5F80 01200B10

This room, at this point in development, was seemingly last used to test various instances of the "NPC Manager" actor, an actor which most NPCs in the game were realized with (by the time of game's release, this actor would get split up into a number of smaller-scope actors).

Test01 Room 0 Actors
ID Description Variable
004D Bomb Flower FFFF
004D Bomb Flower FFFF
004D Bomb Flower FFFF
0010 Bomb Field Model FFFF
002D Alpha Cube Copy* FFFF
0054 NPC Manager 000A
0054 NPC Manager 000D
0054 NPC Manager 000E
0054 NPC Manager 000F
0054 NPC Manager 000D
0054 NPC Manager 000D
0054 NPC Manager 000D
0054 NPC Manager 000D
0054 NPC Manager 000D
0054 NPC Manager 000D
0054 NPC Manager 370B
Test01 Room 0 Objects
ID Description
0023 Kakariko Rooftop Man
0028 Bazaar Proprietor
0033 Mido
0029 Hylian Animations
0034 Kokiri & Goron Animations
002E Sheik
0035 Red-Haired Kokiri Girl

Deku Tree Central Chamber Prototype

Oot-overdump-ancient-deku-tree-center.png

This scene features what appears to be an early design for the central chamber of the Deku Tree. The full Deku Tree dungeon scene (documented later on) features the evolution of this room. There are no actors or objects in this room.

ROM offsets for the scene and room:

File Begin End
Scene 01200B10 01205400
Room 0 01205400 01209B40

Gohma Boss Room - Ancient Version

Oot-overdump-gohmas-lair-prototype.png

This single-room scene features an early rendition of Gohma's Lair. Unlike the one found in the Deku Tree scene in this ROM (scene 0x20), the entrance is a plain rectangle, the ceiling isn't red, and the floor is missing a layer of fog hanging over it. ROM offsets for the scene and room:

File Begin End
Scene 01209B40 0120DB30
Room 0 0120DB30 01213480

This room only features the Gohma actor, and objects for her and the larva she attacks you with.

Gohma's Lair (prototype) Room 0 Actors
ID Description Variable
0029 Gohma FFFF
Gohma's Lair (prototype) Room 0 Objects
ID Description
001C Gohma
001E Gohma Larva

Depth Test

Oot-overdump-depth-test.png

This one-room scene was used to test some aspect of the game's 3D graphics. It features a bunch of differently colored squares of different sizes, and positioned different distances from the origin. Because it was a graphical test rather than a game test, there are no actors or objects in this room. What's interesting to note, however, is that this room comes with a fixed-camera prerender image:

ZeldaOverdump depth test.png

This shows that you were meant to be viewing this room from a position where all nine squares are roughly the same apparent size and form a larger 3x3 rectangular grid.

ROM offsets for the scene and room:

File Begin End
Scene 01213480 01213780
Room 0 01213780 0125EE70

I_SHOP - Early Hyrule Market Shop

Collision

This is an early shop design that, like the shops of the final game, made use of a prerender. While the prerender for this shop is missing from the overdump, the iQue leak has a prerender that matches this scene's model; it suggests this shop would've been a panoramic room, rather than the fixed-camera setup of shops in the final game. Additionally, like other panoramic interiors, there's a fixed overhead view that has survived in the room file:

ZeldaOverdump I SHOP overhead.png

ROM offsets for the scene and room:

File Begin End
Scene 0125EE70 0125F8A0
Room 0 0125F8A0 012875B0

The only room of this scene contains just a few actors; an NPC (for the shopkeeper presumably), some field objects (likely representing items you can purchase), and a fish.

Item Shop Room 0 Actors
ID Description Variable
0020 Fish FFFF
0022 Field Objects 0002
0022 Field Objects 0001
0022 Field Objects 0000
0054 NPC Manager 000C
Item Shop Room 0 Objects
ID Description
0028 Bazaar Proprietor
0029 Hylian Animations

Hyrule Field

There are two very different versions of Hyrule Field present in the overdump: the earliest in the ROM is one that is quite close to the final version, and was specially modified for visitors to Spaceworld 97 who would play the demo; the latter a much older variation that clearly incorporates even older models and visually seems to come from the same planning stage that other overdump maps like Kakariko Village do.

Along with the final game and the collision data found in iQue's zelda_tool_rom.o, we can get a surprisingly detailed look at how the center of the game world evolved over time:

zelda_tool_rom.o OoT zelda tool rom ov.png From the iQue leak, surviving only as collision data, this version of Hyrule Field only features the castle surrounded by walls, with an exit at each corner. It's hard to tell if this was even meant to represent the whole field, or was just the castle portion being worked on separately. The exits at each corner would suggest a Hyrule Castle in the center of the world, like in previous games, though this is early enough in the design process that the exits might just be the result of lazy copy-pasting.
Mid 97 Proto OoT Hyrule 0 ov.png The Hyrule Castle model from zelda_tool_rom.o was clearly adapted to fit into the north side of this version of Hyrule Field, called the "Mid 97" version because that appears to be around when the field was first added to the game. The texture choices and the use of the generic stand-in house suggest that this is a "planning stage" map, where the basic shape of the area and positioning of its exits were the most important parts of the map.
SW97 Proto OoT Hyrule 1 ov.png This version of the field is either extensively reworked or done from scratch, in either case resulting in a map that would be much closer to the final game's. The exits in the "planning" map are mostly unmodeled, existing just as protrustions from the main portion of the map. Since this version was playable at SW97, most (if not all) exits were blocked by special demo fencing.
Final OoT Hyrule ov.png The final game's map would properly model all the exits from the field, as well as remove any polygons that would never been seen by the player. The 3D castle model in the center of the castle walls was finally replaced with a prerender as well. One interesting note is that all the overhangs in the landscape were only added after SW97; up to that version there was no terrain you could walk under.

ROM offsets for both Hyrule Field maps:

File Begin End
SW97 Scene 012875B0 0128FE90
SW97 Room 0 0128FE90 012B1C30
Mid 97 Scene 01789C10 01794EC0
Mid 97 Room 0 01794EC0 017C6920

Actors and Objects

While the earlier mid-97 map has no actors or objects, the Spaceworld 97 version does (not surprising since it was meant to be played at the event). It features a variety of actors and objects, some of which may only exist for demo purposes. In particular, the soldier, cuccos, and generic horses would not be present in Hyrule Field in the final game.

Hyrule Field Room 0 Actors
ID Description Variable
004B Drawbridge FFFF
0008 Flame 0000
0008 Flame 0000
0022 Field Objects 0005
0019 Friendly Cucco FFFF
0019 Friendly Cucco FFFF
0019 Friendly Cucco FFFF
003D Generic Horse FFFF
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0043 Ganondorf's Horse FFFF
005C Zelda's Horse FFFF
004B Drawbridge FFFF
0008 Flame 0000
0008 Flame 0000
002B Zelda's Escape Cutscene Manager 0000
002B Zelda's Escape Cutscene Manager 0101
002B Zelda's Escape Cutscene Manager 0202
002B Zelda's Escape Cutscene Manager 0303
002B Zelda's Escape Cutscene Manager 0404
Hyrule Field Room 0 Objects
ID Description
002F Hyrule Field Objects (Child)
001A Adult Epona
0027 Generic Horse
000A Soldier
002D Ganondorf's Horse
0046 Zelda's Horse
001A Adult Epona
002F Hyrule Field Objects (Child)
001D Child Zelda
002E Sheik
002D Ganondorf's Horse
0046 Zelda's Horse
0037 Ganondorf
000F Dancing Flame
0047 Zelda's Escape Cutscene Animations

Detailed Comparison

Hyrule Field is a big enough area that it's worth taking a closer look at various parts of the world to get a better idea of just how things changed over time:

Mid 97 SW97 Final
Oot-overdump-hyrulefield-mid97-gerudo-exit.png Oot-overdump-hyrulefield-sw97-gerudo-exit.png Oot-hyrulefield-gerudo-exit.png

The initial mid-97 design for the exit to Gerudo Valley shows that there was initially an entire second river on the west half of the field, starting from the west wall of the Hyrule Castle area, that would need to be crossed to get to the valley. However, because this is a very early map, this may not be a literal depiction of the field. It's entirely possible that this is just representing the river that runs through Gerudo Valley itself (it's not hard to imagine that plank of wood over the river representing the bridge in the final game's valley).

Later on, in the Spaceworld version, the Gerudo Valley exit is just a trapezoidal bump in the map, identifiable only by comparing this map to the final game. The Spaceworld fencing shows that even though the valley exit wasn't properly modeled, there was at least an exit (in the technical sense) in place that you could walk into to go to the valley.

Also of note is the series of low walls just outside Gerudo Valley, which seem to be meant for jumping over with Epona. It would get replaced with the protruding cliff seen in the final version of the map, and it's impossible to say whether these low walls weren't just there for demo players to mess around with Epona.

Mid 97 SW97 Final
Oot-overdump-hyrulefield-mid97-kakariko-exit.png Oot-overdump-hyrulefield-sw97-kakariko-exit.png Oot-hyrulefield-kakariko-exit.png

As can be seen here, the basic idea for the exit to Kakariko Village was in place fairly early: a bridge over water to a path that goes up and to the right. The spaceworld version would temporarily lose all that detail before having the exit back in place by the time the game came out. The final game would also add Death Mountain in the background and the overhang across the river.

Mid 97 SW97 Final
Oot-overdump-hyrulefield-mid97-possible-lakehylia.png Oot-overdump-hyrulefield-sw97-lakehylia-exit.png Oot-hyrulefield-lakehylia-exit.png

The only exit missing from the Mid 97 map is the Lake Hylia one, though this depression in the southern part of the map, and next to the west river, may well represent the lake in rough terms. The Spaceworld map would fare better in at least having another one of those nondescript trapezoids where the exit would be, complete with demo fencing. What's interesting here is that the broken footpath by the exit used to have a series of horse walls where the path breaks, which aren't there in the final game. These could just be there for demo players to jump over, or they could represent an early version of the barriers that block the exit in the final game.

Mid 97 SW97 Final
Oot-overdump-hyrulefield-mid97-lonlon.png Oot-overdump-hyrulefield-sw97-lonlon.png Oot-hyrulefield-lonlon.png

The single generic house in the earliest version of the whole field most likely represents Lon Lon Ranch (or what would eventually morph into it), especially when you take into consideration the fenced off, vaguely farm-like bit of land next to it. This house is however placed way to the south of the field, when Lon Lon Ranch would ultimately be much closer to center.

Starting with Spaceworld 97 the ranch is where it should be and largely the same as in the final, though the ranch house and decorations had yet to be added in, and SW97 naturally fenced off this exit too.

Mid 97 SW97 Final
Oot-overdump-hyrulefield-mid97-lostwoods-exit.png Oot-overdump-hyrulefield-sw97-lostwoods-exit.png Oot-hyrulefield-lostwoods-exit.png

The Mid 97 version of the exit to the Lost Woods is, unsurprisingly, just a dirt path into a cardboard forest. The Spaceworld version of this exit breaks the trend for the SW97 map by actually modeling the log tunnel you'd exit through, though it would take until the final game for the bend in the path and decorative trees to arrive. This exit is fenced off for Spaceworld too, though it's a little strange when you consider that Kokiri Forest was also prepared for demo players, and also fenced off any access to the Lost Woods. (Though as you can see on this page, there was only a very early Lost Woods that was probably considered unsuitable for showing off the current state of the game.)

Mid 97 SW97 Final
Oot-overdump-hyrulefield-mid97-zorasriver-exit.png Oot-overdump-hyrulefield-sw97-zorasriver-exit.png Oot-hyrulefield-zorasriver-exit.png

The exit to Zora's River changed perhaps the least of all the exits. A dirt path leading up to the source of the river in the Mid 97 shows that this was intended to be an exit from the beginning, though the fork in the river and the bank to walk on hadn't been modeled in yet. The SW97 version would see the fork in the river (which just ends abruptly) appear, along with at least part of the riverbank. The final version of the map adds the rest of the bank and turns the exit into a tunnel. The fork in the river now ends in a very tiny lake instead of simply stopping.

Mid 97 SW97 Final
Oot-overdump-hyrulefield-mid97-secretdoor.png Oot-overdump-hyrulefield-sw97-nw-corner.png Oot-hyrulefield-nw-corner.png

If you ever wondered why Hyrule Field had a relatively secluded bit of land in the northwest that didn't amount to much, these earlier versions of the field give us some clues as to why. The earliest version shows that there used to be an awfully interesting door stuck in the western wall of the castle area. It shares the texture of the gravestones in the early graveyard, though it may just be here because it looked enough like a door for early modeling purposes. The most obvious thought is that this was for sneaking into some part of the Hyrule Castle complex (either an early version of sneaking into the castle itself, or into some other part of town), though it's hard to make any definitive conclusions, however there is an unused exit variable that still exists in the final game which places Link quite close to this wall where this possible door would have been in the SW97 version.

The Spaceworld map is where things get interesting. The river pouring out of the wall is gone, as is any other kind of variation in the geography. The plain flat area combined with the demo fencing suggests that there was some kind of exit here, likely an evolution of the idea the secret door from earlier represents. The final game would reintroduce the river (though now ramming through the cardboard cliffs surrounding the field at its earliest opportunity), and of course leave this area of the map without purpose, save for a single optional grotto.

Early Kakariko Village

Proto OoT Kakariko ov.png

A very early rendition of Kakariko village, on mostly flat terrain with every house the same generic model (one that can also be found on the Lake Hylia map).

ROM offsets for the scene and room:

File Begin End
Scene 012B1C30 012BA6B0
Room 0 012BA6B0 012D2DF0

The scene does feature a fair number of actors to populate the village, though there aren't many NPCs. The "Gameplay Objects" are all signs that say:

⑴⑵⑶⑷⑸⑹⑺⑻⑼⑽⑾⑿⒀⒁⒂⒃
  It's a secret to everybody!!
①②③④⑤⑥⑦⑧⑨⑩⑪⑫⑬⑭⑮⑯
Kakariko Village Room 0 Actors
ID Description Variable
0054 NPC Manager 0001
0054 NPC Manager 0002
0054 NPC Manager 0003
0054 NPC Manager 000B
0022 Field Objects 0017
003A Gameplay Objects FF09
003A Gameplay Objects FF09
003A Gameplay Objects FF09
003A Gameplay Objects FF09
003A Gameplay Objects FF0A
003A Gameplay Objects FF0A
003A Gameplay Objects FF0A
0022 Field Objects 0017
0022 Field Objects 0020
0021 Bug FFFF
0021 Bug FFFF
0021 Bug FFFF
0021 Bug FFFF
0021 Bug FFFF
0021 Bug FFFF
0021 Bug FFFF
0021 Bug FFFF
0021 Bug FFFF
0021 Bug FFFF
0021 Bug FFFF
0021 Bug FFFF
0022 Field Objects 0017
0022 Field Objects 0017
001E Butterfly FFFF
001E Butterfly FFFF
001E Butterfly FFFF
001E Butterfly FFFF
001E Butterfly FFFF
001E Butterfly FFFF
001E Butterfly FFFF
001E Butterfly FFFF
001E Butterfly FFFF
0019 Friendly Cucco FFFF
0054 NPC Manager 000B
0022 Field Objects 0017
Kakariko Village Room 0 Objects
ID Description
0029 Hylian Animations
0034 Kokiri & Goron Animations
0013 Cucco
001A Adult Epona
003C Laughing Man
003D Hylian Woman in Purple Dress
003E Hylian Man in Blue Shirt & Orange Pants
003F Hylian Woman in White Shirt & Orange Pants
0041 Old Hylian Man
0042 Old Hylian Man's Head
0043 Hylian Man in Purple Shirt & Green Pants
0044 Tenement Woman
0045 Hylian Woman in Blue Shirt & White Dress

Early Kakariko Graveyard

Proto OoT Graveyard ov.png

An early rendition of Kakariko's graveyard, when it seems all that was figured out was that there would be a lot of graves, with one grave in the back being particularly important. The graveyard is surrounded by walls with a brick texture that's highly susceptible to forming moiré patterns.

ROM offsets for the scene and room:

File Begin End
Scene 012D2DF0 012DB1E0
Room 0 012DB1E0 012E8A70

Oot-overdump-graveyard-brickhole.png

Of particular interest is this detail in the back wall, which seems at odds with the rest of the graveyard (and rest of Kakariko Village)'s general "planning stage" look, made more interesting in that it was carefully designed to line up with the brick texture, to make it look like specific bricks were left out of the wall or meticulously removed.

Because the two Kakariko maps generally look like they come from a stage of development that was most concerned with figuring out the basic layout of the maps and the ways you could exit to other maps from them, it seems unlikely this is just a bit of decoration. A more likely explanation is that this is an early idea of what would eventually be the way into the Shadow Temple. Another question is if this break in the wall was planned to be visible from the start, or if some actor for the missing bricks would've initially hidden this (there's no such actor present here, though it may have simply been too early in development for them to have bothered with it yet).

The actors and objects here are, simply put, weird. While the Skulltulas are thematically appropriate, the Baby Dodongos are decidedly not. There's also a Goron object and animations for it loaded, but no actor to make use of them.

Graveyard Room 0 Actors
ID Description Variable
0030 Baby Dodongo FFFF
0030 Baby Dodongo FFFF
0030 Baby Dodongo FFFF
0030 Baby Dodongo FFFF
0030 Baby Dodongo FFFF
0030 Baby Dodongo FFFF
0038 Skulltula 0000
0038 Skulltula FFFF
Graveyard Room 0 Objects
ID Description
001F Baby Dodongo
0024 Skulltulas
003A Goron
0034 Kokiri & Goron Animations

Lost Woods

Proto OoT Woods ov.png

This is an early version of the Lost Woods, where it just appears to be a simple forest area. There are three tree log exits, and two open-air ones. It's not clear how the maze-like aspect of previous lost woods would've been realized on this map.

ROM offsets for the scene and room:

File Begin End
Scene 012E8A70 012F1370
Room 0 012F1370 0130C490

There are many actors in this area, the vast majority of which belong to the generic "field objects" actor. (This is why the object table is much shorter, since the objects that actor uses are all in the gameplay_field_keep object that's always loaded outside of dungeons.) Interestingly, there are peahats and an adult Epona here, suggesting that perhaps this map was less "Lost Woods" and more "heavily forested part of Hyrule Field" at this point in development.

Lost Woods Room 0 Actors
ID Description Variable
0022 Field Objects 0005
0022 Field Objects 0005
001D Peahat FFFF
001D Peahat FFFF
001D Peahat FFFF
001D Peahat FFFF
0014 Adult Epona FF00
001D Peahat FFFF
001D Peahat FFFF
0005 Slime FFFF
0005 Slime FFFF
0005 Slime FFFF
0005 Slime FFFF
0005 Slime FFFF
0005 Slime FFFF
0005 Slime FFFF
0005 Slime FFFF
0005 Slime FFFF
0005 Slime FFFF
0005 Slime FFFF
0005 Slime FFFF
0002 Stalfos FFFF
0002 Stalfos FFFF
0002 Stalfos FFFF
0002 Stalfos FFFF
0002 Stalfos FFFF
0002 Stalfos FFFF
0002 Stalfos FFFF
001D Peahat FFFF
001D Peahat FFFF
0022 Field Objects 001B
0022 Field Objects 001B
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0016
0022 Field Objects 0016
0022 Field Objects 0017
0022 Field Objects 0023
0022 Field Objects 0023
0022 Field Objects 0023
0022 Field Objects 0023
0022 Field Objects 0020
0022 Field Objects 0016
0022 Field Objects 0016
0022 Field Objects 0016
0022 Field Objects 0016
0022 Field Objects 0019
0022 Field Objects 0015
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0016
0022 Field Objects 0016
0022 Field Objects 0016
0022 Field Objects 0015
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects FF09
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0022
0022 Field Objects 0022
0022 Field Objects 0022
0022 Field Objects 0022
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0019
0022 Field Objects 0015
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 0018
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
0022 Field Objects 0015
003C Sound Effects 0001
Lost Woods Room 0 Objects
ID Description
0004 Early Stalfos
0010 Slime
0018 Peahat
001A Adult Epona

This graphic shows the position of all the "Field Objects" actors, as well as icons for all the other actors. This actor was one that was designed to handle the presence of any number of interactive elements in a non-dungeon area, with a value known as the "variable" choosing what each instance of the actor actually is. Because the portion of the ROM that holds actors was overwritten, it's difficult-to-impossible to discern just what these things were, only that the actor was used to represent different things in different parts of the map.

Proto OoT LW En F Obj.png

Kokiri Forest - SW97

An early version of Kokiri Forest that comes some time between the final game's version, and a version found in the iQue leak under the name "Spot04_OLD" (which appears to be older than the other two). The evolution of Kokiri Forest can be seen in the images below:

Source Image Description
iQue OoT spot04 old ov.png This version is radically different from the Kokiri Forest we're all familiar with. The houses seem to be spread out among two distinct section, a ramp with a banner overhead separating the two. A field of pillars stands before the Deku Tree, and there's a lack of any kind of puddle. Interestingly, the texturing and general design looks remarkably similar to the Lost Woods map in the overdump, even though this iteration of the forest has been replaced!
Overdump Proto OoT Kokiri ov.png Here the shape of the forest is essentially the same as the final version. Aside from the large fence that only exists to keep Spaceworld participants from reaching certain parts, the main differences are the lack of a crawlspace to the south, and the final's exit to the Lost Woods instead has a house at the top of the cliffs. (Presumably the exit to the west used to lead to the Lost Woods, instead of Hyrule Field.)
Final OoT Kokiri ov.png The final game sees the addition of the aforementioned crawlspace and Lost Woods exit, and the buildings now have a much lighter wood texture and are all uniquely shaped. The northern cliffs have been simplified a bit as well.

The only elements that survive throughout all these design changes are the Deku Tree, the idea of tree-trunk houses, and (interestingly) the series of cliffs to the north edge of the map.

ROM offsets for the scene and room:

File Begin End
Scene 0130C490 01314550
Room 0 01314550 01335A90

This area features mainly NPCs, with only one enemy present on the map.

Kokiri Forest Room 0 Actors
ID Description Variable
003C Sound Effects 0001
0054 NPC Manager 1D0B
0054 NPC Manager 060A
0054 NPC Manager 070B
0054 NPC Manager 080A
0054 NPC Manager 0A0B
0054 NPC Manager 090A
0054 NPC Manager 0B0B
0054 NPC Manager 040B
003A Gameplay Objects 0109
003A Gameplay Objects 000A
0056 Deku Baba 0000
0054 NPC Manager 0D0A
003F Deku Tree's Jaw FFFF
Kokiri Forest Room 0 Objects
ID Description
002A Kokiri Forest Objects
0029 Hylian Animations
0034 Kokiri & Goron Animations
0033 Mido
0035 Red-Haired Kokiri Girl
0052 Kokiri Boy in Mint Cap's Head
0054 Kokiri Girl in Green Cap's Head
004B Saria
004E Fado
004F Kokiri Girl in Brown Band's Head
0050 Kokiri Boy in Green Cap's Head
0051 Kokiri Girl in Green Band's Head
004C Red-Haired Kokiri Boy
0039 Deku Babas
0055 Fado's Head

Early Sacred Forest Meadow

Collision, side view
Proto OoT Meadow ov.png

A very early rendition of the sacred forest meadow, with a building for what would eventually be the Forest Temple at the top of a slope. A dirt path leads from the building to a corner of the map, but without any modeled exit to go through.

ROM offsets for the scene and room:

File Begin End
Scene 01335A90 01338820
Room 0 01338820 0133CD40

The actor setup features moblins like in the adult version of the final meadow, alongside some deku babas and several field objects. Like in the final game, the moblin closest to the building wields a club, and the others have spears.

Sacred Forest Meadow Room 0 Actors
ID Description Variable
0022 Field Objects 000C
0022 Field Objects 0016
0022 Field Objects 0016
0022 Field Objects 0016
0022 Field Objects 0016
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 0017
0022 Field Objects 001E
0022 Field Objects 001F
0022 Field Objects 001F
0022 Field Objects 001F
0022 Field Objects 001F
0022 Field Objects 0020
0022 Field Objects 0020
0022 Field Objects 0020
0022 Field Objects 0020
0022 Field Objects 0018
0022 Field Objects 0018
0022 Field Objects 0018
0022 Field Objects 0018
0022 Field Objects 0018
0022 Field Objects 0018
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
0022 Field Objects 001A
004C Moblin FFFF
004C Moblin FFFF
0056 Deku Baba 0001
0056 Deku Baba 0001
0056 Deku Baba 0001
0056 Deku Baba 0001
0056 Deku Baba 0001
0056 Deku Baba 0001
004C Moblin 0000
Sacred Forest Meadow Room 0 Objects
ID Description
0029 Hylian Animations
0034 Kokiri & Goron Animations
0033 Mido
0035 Red-Haired Kokiri Girl
0018 Peahat
0039 Deku Babas
0024 Skulltulas
0030 Moblins
0031 Bomb Flower

This image shows where all the "Field Objects" actors are, color-coded by their variable value. The most interesting thing that can be reliably gleaned from this is the presence of two rings of objects on either side of the path, each with another field object in the center (though each ring has its own set of variable values).

Proto OoT SFM En F Obj.png

Early Lake Hylia

Proto OoT Lake ov.png

A version of Lake Hylia that's far more basic than that in the final game. Note that the fishing minigame hadn't even been invented by the time of Spaceworld 97, so there's no representation of it on the map. Only a house representing what would end up being the Lakeside Laboratory exists here, as well as a very square body of water.

Curiously, there appears to a cliffside path down the west edge of the lake itself, to the corner of the map. It's possible, though hard to say if so, that it represents the final game's path to the lake's Water Temple island. (At the very least, its starting point is in the same spot relative to the lab building.) However it must also be noted that stepping on the further parts of the pier in this map will transition to another map, so the Water Temple Island may have been another place all together (perhaps flown to with Jabu Jabu who shared a resemblance to the Windfish?)

ROM offsets for the scene and room:

File Begin End
Scene 0133CD40 01342B70
Room 0 01342B70 01356E50

Aside from possessing the so-called "Aria" NPC, the most interesting actor on this map is the presence of Jabu-Jabu (perhaps just off the dock that's to the left of the lab). And even though Aria is the only Hylian NPC in this map, there are two Hylian women objects loaded in addition to the Aria object.

Lake Hylia Room 0 Actors
ID Description Variable
0020 Fish FFFF
0020 Fish FFFF
0020 Fish FFFF
0020 Fish FFFF
0020 Fish FFFF
0020 Fish FFFF
0022 Field Objects FF08
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects 0005
0022 Field Objects FF08
0019 Friendly Cucco FFFF
0019 Friendly Cucco FFFF
0019 Friendly Cucco FFFF
0004 Aria & Shop Items FFFF
005B Jabu-Jabu FFFF
Lake Hylia Room 0 Objects
ID Description
0029 Hylian Animations
0034 Kokiri & Goron Animations
001A Adult Epona
003F Hylian Woman in White Shirt & Orange Pants
003D Hylian Woman in Purple Dress
0006 Aria
0013 Cucco
0040 Jabu-Jabu

Early Zora's River

Proto OoT River ov.png

A barebones version of Zora's River, consisting only of a very basic idea of the shape of the river. The only interesting feature is the series of waterfalls, and the path that runs beside them (and only them; the path abruptly stops where the river levels out).

ROM offsets for the scene and room:

File Begin End
Scene 01356E50 01359CD0
Room 0 01359CD0 0135D420

Only a few aquatic actors are present on this map, most of which are enemies. Interstingly the object for the Peahat is present, though no actor that can use it is.

Zora's River Room 0 Actors
ID Description Variable
001B Tektite FFFF
001B Tektite FFFF
000E Octorok 0000
000E Octorok 0000
000E Octorok 0000
000E Octorok 0000
0020 Fish FFFF
0020 Fish FFFF
Zora's River Room 0 Objects
ID Description
0007 Octorok
0008 Octorok Projectile
0016 Tektites
0018 Peahat

Water Pool

Proto OoT Fountain ov.png

A simple pool surrounded by cardboard trees on all sides. It features no actors or objects, so there's no telling what this map was originally designed for. Just based on its general shape, it's possible this map was later used by Kazuaki Morita to implement the fishing minigame.

ROM offsets for the scene and room:

File Begin End
Scene 0135D420 0135F580
Room 0 0135F580 01366200

Gerudo Valley

Proto OoT Valley ov.png

An earlier version of Gerudo Valley, featuring most notably a second path on the far end of the bridge, leading into a desert area. The presence of Leevers on this map indicate that the sandy area was meant to be traversed, and not just serve as a backdrop for a scene exit. It's possible this desert would later become the Haunted Wasteland.

Interestingly, there's an overhang supported by a pillar that served as a kind of visual separator of the two paths, a geographical feature that managed to survive into the final game. It appears they got rid of the desert by simply closing up the hole in the rock wall.

Additionally, there are more tents than in the final game (with only the one on the far end of the bridge surviving). They are of a different shape from the one in the final game, and feature Gerudo writing on them:

Gerudo Transliteration Japanese English
OOT GerudoText1.png suna,
ᵒₙ minzoku
砂の民族
the vertical text is assumed to represent "no"
people of sand
OOT GerudoText2.png dinn no gokago ga
arimasuyouni
koutu'anzen mubyousoksi
ディンのご加護がありますように
交通安全 無病息災
May we have Din's divine protection
safe passage good health
OOT GerudoText3.png
OOT GerudoText4.png
geldo,s typography n/a Gerudo's Typography
also seen as a header on images describing the Gerudo alphabet

The only other noteworthy difference from the final game is that the entrance from Hyrule Field is completely level ground, missing the small ledge and slanted plank of wood to go up it.

ROM offsets for the scene and room:

File Begin End
Scene 01366200 0136D510
Room 0 0136D510 0138EFC0

The map only features Leevers and two horse actors, one for Epona and one for a generic horse.

Gerudo Valley Room 0 Actors
ID Description Variable
001C Leever FFFF
001C Leever FFFF
001C Leever FFFF
001C Leever FFFF
001C Leever FFFF
001C Leever FFFF
001C Leever FFFF
001C Leever FFFF
001C Leever FFFF
003D Generic Horse FFFF
0014 Adult Epona FFFF
Gerudo Valley Room 0 Objects
ID Description
001A Adult Epona
0027 Generic Horse
0017 Leever

Hyrule Castle

Proto OoT Castle ov.png

A simpler version of the area in front of Hyrule Castle. The path to the castle is just enough to have a branching path to the fairy fountain, and is missing the gatehouse among other features. Additionally, there is no door by the secret entrance for the guards to kick you out of.

ROM offsets for the scene and room:

File Begin End
Scene 0138EFC0 013939B0
Room 0 013939B0 013A8AA0

All that's here are two soldier actors, though the objects for child Zelda, her horse, and Sheik are all loaded in, along with the Kokiri/Goron animations.

Hyrule Castle Room 0 Actors
ID Description Variable
000B Soldier 401C
000B Soldier 401C
Hyrule Castle Room 0 Objects
ID Description
0029 Hylian Animations
0034 Kokiri & Goron Animations
001D Child Zelda
002E Sheik
000A Soldier
0046 Zelda's Horse

Death Mountain Trail

Proto OoT Trail ov.png

This iteration of Death Mountain Trail is remarkably similar to the final version. The main differences are detailed below:

Additionally, none of the bombable alcoves are present in this version of the map.

ROM offsets for the scene and room:

File Begin End
Scene 013A8AA0 013AD4E0
Room 0 013AD4E0 013C2D50

The two NPC Manager actors are likely Gorons; the 1310 actor specifically names Spaceworld 97, another sign (along with the fence) of this area being presented to demo players there. Another noteworthy item is the Armos object (without any actor to use it), which doesn't show up anywhere near the trail in the final game.

Death Mountain Trail Room 0 Actors
ID Description Variable
001B Tektite FFFF
0022 Field Objects 0006
0022 Field Objects 0006
003A Gameplay Objects 110A
004D Bomb Flower FFFF
003A Gameplay Objects 120A
001B Tektite FFFF
001B Tektite FFFF
001B Tektite FFFF
0054 NPC Manager 1310
0054 NPC Manager 1410
0027 Flagpole FFFF
0027 Flagpole FFFF
Death Mountain Trail Room 0 Objects
ID Description
0029 Hylian Animations
0034 Kokiri & Goron Animations
003A Goron
0031 Bomb Flower
0016 Tektites
0038 Armos

Death Mountain Crater

Proto OoT Crater ov.png

This version of the crater hasn't been fleshed out yet, with only the path from the top to the Fire Temple designed, which features a zig-zagging ramp down instead of a climbable cliff by the top entrance. The Fire Temple entrance is a set of stairs, instead of a ladder down. Aside from that, there are only two other exits from the map, which seem to match with what would later be the summit entrance and the Goron City entrance (though it's hard to say what they were connected to in this ROM, since there's no Goron City and a couple of mysterious Death-Mountain-themed maps that didn't make it to the final game). Curiously, the design detail of the Fire Temple being contained within "spectacle rocks" appears to be intact this early in planning.

Interestingly, there are no actors or objects present in this map.

ROM offsets for the scene and room:

File Begin End
Scene 013C2D50 013C7C20
Room 0 013C7C20 013E4860

Stalactite Cave

Proto OoT Cave 1 ov.png

A small tunnel with a widened area where stalactites hang. This map's position in the ROM (next to other Death Mountain maps) hints at it belonging to that part of the world. Aside from that, this area has no identifiable equivalent in the final game, so its purpose is a mystery.

ROM offsets for the scene and room:

File Begin End
Scene 013E4860 013E5DA0
Room 0 013E5DA0 013E74B0

The most interesting actors here are the slimes, which would have fallen from the ceiling, using an actor that is deleted from the final game (although they can be found in the iQue leak). In addition, the baby Stalfos and Iron Knuckle objects are loaded without the appropriate actors to use them.

Stalactite Cave Room 0 Actors
ID Description Variable
000A Treasure Chest FFFF
0005 Slime FFFF
0005 Slime FFFF
0005 Slime FFFF
0005 Slime FFFF
0013 Keese FFFF
0013 Keese FFFF
0013 Keese FFFF
Stalactite Cave Room 0 Objects
ID Description
000E Treasure Chests
0005 Iron Knuckle
000D Keese
0010 Slime
0011 Baby Stalfos

Death Mountain Caverns

Proto OoT Caverns ov.png

This maze of twisty little passages has no equivalent in the final game. The texturing of the area, in particular the red glow at the bottom of its pits, suggests that it was part of the Death Mountain area. There appear to be two exit passageways at opposite ends, but it's impossible to say anything more how this map would've fit into the larger Death Mountain portion of the world.

The map itself contains a series of tunnels forming a kind of maze, surrounded partially by a deep pit into (implied) lava. Some of these tunnels lead to cliffs overlooking this pit. There are in a few places markings painted in red on the walls, either "X"s or arrows pointing to some unknown place.

ROM offsets for the scene and room:

File Begin End
Scene 013E74B0 013EC100
Room 0 013EC100 013F4780

The most interesting actors here are the two octoroks, which make no sense in a map without any water. This could mean that the octoroks here were placed when they were of the more classic land-traversing variety, which if so means this is only the second piece of evidence for them ever existing. In addition there are objects loaded for the Slime, Shabom, and Tektite enemies despite no such actor existing.

Mountain Caverns Room 0 Actors
ID Description Variable
0013 Keese FFFF
0013 Keese FFFF
0013 Keese FFFF
0013 Keese FFFF
000E Octorok 0000
000E Octorok 0000
000A Treasure Chest FFFF
Mountain Caverns Room 0 Objects
ID Description
0012 Shabom
0010 Slime
000D Keese
0016 Tektites
000E Treasure Chests
0007 Octorok

Hyrule Market

collision

Oot-overdump-0x18-market.png

This is one of two Hyrule Market maps found in this overdump. Because the Market uses prerendered images to illustrate the area, the only geometry that's there is to hide parts of 3D models when they're meant to be behind some part of the prerender (thus making it hard to figure out what much of the geometry is representing precisely). And because all but a couple of Kokiri Forest prerenders were lost to F-Zero X, the textureless geometry is all we have.

What can be seen, at least, is that the general design of a bunch of buildings surrounding a fountain was already in place at this point in development. There are also a number of pillars around the edges of the area. The one building (or lack thereof) that can be seen is the absence of the final game's two-story building with outdoor stairs.

ROM offsets for the scene and room:

File Begin End
Scene 013F4780 013F5CC0
Room 0 013F5CC0 013F8FC0

What's notable about this version of Hyrule Market is that it only contains Hylian NPCs, all of whom give hints about the world more that wouldn't be out of place from Gossip Stones. Most interesting is the actor of variable 1F05, who gives Death Mountain the alternate name of "Mt. Hebra", a detail that doesn't exist in the final game. If that name sounds familiar, it's because they'd finally use it for the Hebra Mountains in Breath of the Wild 20 years later!

Hyrule Market (map 0x18) Room 0 Actors
ID Description Variable
0054 NPC Manager 1500
0054 NPC Manager 1A03
0054 NPC Manager 2508
0054 NPC Manager 1F05
0054 NPC Manager 1D04
0054 NPC Manager 1802
0054 NPC Manager 2307
0054 NPC Manager 2106
0054 NPC Manager 2709
0054 NPC Manager 1601
Hyrule Market (map 0x18) Room 0 Objects
ID Description
0029 Hylian Animations
0034 Kokiri & Goron Animations
0023 Kakariko Rooftop Man
0044 Tenement Woman
0045 Hylian Woman in Blue Shirt & White Dress
003C Laughing Man
0043 Hylian Man in Purple Shirt & Green Pants
0041 Old Hylian Man
0042 Old Hylian Man's Head
003F Hylian Woman in White Shirt & Orange Pants
003E Hylian Man in Blue Shirt & Orange Pants
003D Hylian Woman in Purple Dress

Hyrule Market 2

Oot-overdump-0x19-market.png

This is an alternate version of Hyrule Market, the main visible differences being a slight stretching and squeezing of the overall geometry, and the pillars in the previous map are either missing or replaced with much fatter columns.

Because the prerendered images for this map are missing, it's difficult to tell what this place looked like, or how it differed from the previous market map. Even the question of whether these maps were of the Market in different states (and thus would both show up in-game), or a single map from two different points in development (like the multiple Hyrule Field maps in this overdump) isn't easily answered.

ROM offsets for the scene and room:

File Begin End
Scene 013F8FC0 013F9E30
Room 0 013F9E30 013FC0C0

The only difference in actors here, compared to the other Hyrule Market, is the addition of a single soldier (along with the object for it). The object list is mostly the same, aside from the aforementioned soldier as well as the Kokiri & Goron Animations missing from this version. (In addition, there's a Bazaar Proprietor object that doesn't appear in the previous map.)

Hyrule Market (map 0x19) Room 0 Actors
ID Description Variable
0054 NPC Manager 1500
0054 NPC Manager 1601
0054 NPC Manager 1802
0054 NPC Manager 1A03
0054 NPC Manager 1D04
0054 NPC Manager 1F05
0054 NPC Manager 2106
0054 NPC Manager 2307
0054 NPC Manager 2508
0054 NPC Manager 2709
000B Soldier 0000
Hyrule Market (map 0x19) Room 0 Objects
ID Description
0023 Kakariko Rooftop Man
0028 Bazaar Proprietor
0029 Hylian Animations
003C Laughing Man
003D Hylian Woman in Purple Dress
003E Hylian Man in Blue Shirt & Orange Pants
003F Hylian Woman in White Shirt & Orange Pants
0041 Old Hylian Man
0042 Old Hylian Man's Head
0043 Hylian Man in Purple Shirt & Green Pants
0044 Tenement Woman
0045 Hylian Woman in Blue Shirt & White Dress
000A Soldier

Fire Temple

This early version of the Fire Temple will in many ways look quite familiar to those who have played the final game. While many rooms are simpler in design, and some rooms are missing, there's nothing wildly different from the final game. That doesn't mean that what differences are there aren't interesting or obvious, however.

The major overall differences include the lack of any "Goron prison" rooms, which shows that the kidnapped Goron plot thread hadn't been implemented yet. Additionally, the corresponding rooms of the temple's two towers match each other much more closely than in the final game.

In terms of visual style, the overdump's Fire Temple is red (to the final game's muted browns and yellows) and dimmer than the final game's, with the lava being much more vibrant.

ROM offsets for the scene and rooms:

File Begin End
Scene 013FC0C0 01417630
Room 0 01417630 01420E60
Room 1 01420E60 014384F0
Room 2 014384F0 0143D9C0
Room 3 0143D9C0 0147B2E0
Room 4 0147B2E0 014821F0
Room 5 014821F0 01485A20
Room 6 01485A20 014A0290
Room 7 014A0290 014A9100
Room 8 014A9100 014B6280
Room 9 014B6280 014C6A10
Room 10 014C6A10 014F1C20
Room 11 014F1C20 014F8A00
Room 12 014F8A00 014FC1D0
Room 13 014FC1D0 01516950

Collision

Side Top
ProtoZOOTcolfiretemple1.png ProtoZOOTcolfiretemple2.png

Rooms

Room 0

Proto Final
Proto OoT Hidan 0 ov.png OoT Hidan 0 ov.png

The entrance room of the dungeon is missing the doors on the lower portion (meaning the rooms they lead to are absent too). The stairs are missing their balustrades, and a pair of pillars stand at each side of the staircase instead. The room and the entrance from the outside world would get longer by the time of the game's release.

There are no actors in this room, and only two objects: the object holding all manner of Fire Temple features, and the Dancing Flame object. This seems to be the default collection of items a room loads in, since every room without actors has the same list.

Fire Temple Room 0 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 1

Proto Final
Proto OoT Hidan 1 ov.png OoT Hidan 1 ov.png

The lava room just to the right of the entrance room is so barren as to be plainly incomplete; it's not clear how exactly anyone would make it to the only structures in this room unharmed. The only other exit is the fire-powered elevator up, which would be in its own room in the final game.

The only actor this room has is the aforementioned elevator, which doesn't need anything beyond the "default" list of room objects for the Fire Temple.

Fire Temple Room 1 Actors
ID Description Variable
0044 Fire Temple Fire-Powered Elevator Block 0000
Fire Temple Room 1 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 2

Proto Final
Proto OoT Hidan 2 ov.png OoT Hidan 4 ov.png

The multistory room from the fire-powered elevator to the rolling rock maze retains the same basic shape, though the overdump version is much taller and is (as expected) missing the Goron prison.

The lack of any actors makes the prospect of crossing the gap in the stairs an interesting one, and hints at this being another "in progress" part of the dungeon.

Fire Temple Room 2 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 3

Proto Final
Proto OoT Hidan 3 ov.png OoT Hidan 5 ov.png

The rolling rock maze used to encircle the whole of its tower! In the final game the left half would be removed (and replaced with the room where a wall of fire chases you over lava), while the right half remains in many ways the same. The parts of the maze closest to the center are the parts most modified in the design change. The Goron prisons, predictably, have yet to be added in.

This room appears to be missing the rolling rocks, as well as any of the enemies that would show up in the final game. The hookshot elevator to go up the ceiling passage, however, does exist in the overdump version, along with that passage itself.

Fire Temple Room 3 Actors
ID Description Variable
003A Gameplay Objects 0006
003A Gameplay Objects 0006
003A Gameplay Objects 0006
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
004F Hookshot Elevator FFFF
Fire Temple Room 3 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 4

Proto Final
Proto OoT Hidan 4 ov.png OoT Hidan 6 ov.png

This room appears to be almost entirely unchanged, the only real geometry difference being the platforms being slightly thicker in the final game. There are absolutely no actors to speak of in this room.


Fire Temple Room 4 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 5

Proto Final
Proto OoT Hidan 5 ov.png OoT Hidan 7 ov.png

This transition room between the rolling rock maze and the top of the right-hand tower looks practically identical, aside from the theming differences and the lack of climbable grating in the overdump. This room has no actors, and only the default objects.

Fire Temple Room 5 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 6

Proto Final
Proto OoT Hidan 6 ov.png OoT Hidan 8 ov.png

The top of the right-hand tower looks exactly like the top of the left tower, as opposed to the natural earth ramp it would be made of in the final game. This room is missing the Gold Rupee treasure chest and Gold Skulltula that make this room worth visiting in the final game, though a spot for the chest is marked on the floor.

While there is no treasure chest actor, the ring of fire and crystal switch (Dungeon Objects variable 0019) actors suggest the timed challenge to reach it has at least been put in place.

Fire Temple Room 6 Actors
ID Description Variable
0023 Dungeon Objects 0019
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
000C [?] Circle of Fire FFFF
Fire Temple Room 6 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 7

Proto Final
Proto OoT Hidan 7 ov.png OoT Hidan 9 ov.png

The hallway connecting the two towers at the upper levels was shortened in the final game. The only actors here are for the flames in the torches.

Fire Temple Room 7 Actors
ID Description Variable
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
Fire Temple Room 7 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 8

Proto Final
Proto OoT Hidan 8 ov.png OoT Hidan 2 ov.png

The pre-boss room retains a lot of its design in the final game, though when they added the Goron prison to this room a new path of blocks was added to more easily reach the platform to the left of the boss door. One really interesting detail is that there used to be two blocks you had to drop from above to make a path to the boss door. The final game would have only one, and add a special hole in the lava for the remaining block. It appears the removal of the second block required the platform in front of the boss door to be stretched further into the lava.

There is only one actor here, though since it's the generic "Gameplay Objects" actor it's difficult to tell what exactly it was.

Fire Temple Room 8 Actors
ID Description Variable
003A Gameplay Objects 0006
Fire Temple Room 8 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 9

Proto Final
Proto OoT Hidan 9 ov.png OoT Hidan b ov.png

The boss room used to be more of a U shape, with a sloped ledge around the outer edge that makes the room almost look like a coliseum. The platform underneath the door is much smaller, with a couple extra platforms helping the trip to the center of the room.

There are no actors here, though this is not necessarily a surprise, since in the final game this room only exists as part of the Fire Temple map to show the room behind the door while loading the special boss room map.

Fire Temple Room 9 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 10

Hmmm...
To do:
This room really needs a screenshot of it with actors (or reasonable stand-ins for them) included to understand better how (in)complete this room's design was.
Proto Final
Proto OoT Hidan 10 ov.png OoT Hidan 10 ov.png

The firewall maze room, like its rolling rock counterpart in the other tower, used to encompass the whole center hole of the tower; in the final game a segment of the room is cut out for the Flare Dancer miniboss room. Around where that miniboss should be is a square mark on the floor where this room's fire-powered elevator presumably rests. Whether this elevator was intended to be guarded by a Flare Dancer at the time of the overdump is unclear.

Judging by the actor list, it seems that the firewall maze used to instead by implemented by a bunch of fire-spitting statues, along with some fire spinners and breakable blocks. This room also has two pillars to hammer, which would fall into the pre-boss room to make a path to the boss door.

Fire Temple Room 10 Actors
ID Description Variable
0023 Dungeon Objects 0019
0042 Fire Temple Hammer-Activated Elevator Pillar FFFF
0042 Fire Temple Hammer-Activated Elevator Pillar FFFF
0048 Fire Temple Fire-Powered Face Elevator FFFF
0045 Fire Temple Rotating Fire Spinner FFFF
0045 Fire Temple Rotating Fire Spinner FFFF
0045 Fire Temple Rotating Fire Spinner FFFF
0046 Fire Temple Flame-Spouting Statue 0000
0046 Fire Temple Flame-Spouting Statue 0000
004A [?] Flame Curtain FFFF
004A [?] Flame Curtain FFFF
0041 Fire Temple Breakable Hammer Block FFFF
0041 Fire Temple Breakable Hammer Block FFFF
0041 Fire Temple Breakable Hammer Block FFFF
0041 Fire Temple Breakable Hammer Block FFFF
0041 Fire Temple Breakable Hammer Block FFFF
0041 Fire Temple Breakable Hammer Block FFFF
0046 Fire Temple Flame-Spouting Statue 40FF
0046 Fire Temple Flame-Spouting Statue 40FF
0046 Fire Temple Flame-Spouting Statue 40FF
0046 Fire Temple Flame-Spouting Statue 40FF
0046 Fire Temple Flame-Spouting Statue 40FF
0046 Fire Temple Flame-Spouting Statue 40FF
0046 Fire Temple Flame-Spouting Statue 40FF
0046 Fire Temple Flame-Spouting Statue 40FF
0046 Fire Temple Flame-Spouting Statue 40FF
0046 Fire Temple Flame-Spouting Statue 80FF
0046 Fire Temple Flame-Spouting Statue 80FF
0046 Fire Temple Flame-Spouting Statue 80FF
0046 Fire Temple Flame-Spouting Statue 80FF
Fire Temple Room 10 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 11

Proto Final
Proto OoT Hidan 11 ov.png OoT Hidan 11 ov.png

This future Goron prison used to instead be a room of paths just like its counterpart in the other tower, though here they rest on a floor instead of over a deep hole into lava. Two of the doors would be removed in the final game; one because that's where captured Gorons are now placed, and one because it would lead into the part of the firewall maze room that got cut out for the Flare Dancer room.

Fire Temple Room 11 Actors
ID Description Variable
0041 Fire Temple Breakable Hammer Block FFFF
0041 Fire Temple Breakable Hammer Block FFFF
0041 Fire Temple Breakable Hammer Block FFFF
Fire Temple Room 11 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 12

Proto Final
Proto OoT Hidan 12 ov.png OoT Hidan 12 ov.png

This transition room between the Flare Dancer miniboss room (or the firewall maze room in the overdump) and the Hammer chest room at the top of the tower is mostly unchanged, but for having the bend in the lower floor move to the other side. The climbable grating was added in sometime after the overdump.

There are no actors here, and only the default objects for this temple.

Fire Temple Room 12 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Room 13

Proto Final
Proto OoT Hidan 13 ov.png OoT Hidan 13 ov.png

The Hammer chest room has gone through no real changes, except for the bit of room 11 that's modeled as part of this room for when you look down the hole. Like the top room of the other tower, the treasure chest is missing from the overdump but the timed challenge isn't.

Fire Temple Room 13 Actors
ID Description Variable
0023 Dungeon Objects 0019
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
000C [?] Circle of Fire FFFF
Fire Temple Room 13 Objects
ID Description
002C Fire Temple Objects
000F Dancing Flame

Forest Temple

The Forest Temple (which at this point was still referred to as the Wind Temple by in-game text) at the time the overdump was built looks an awful lot like the final game's. There are no extra rooms that would later be removed, and only a couple rooms off the northwest courtyard are missing. The biggest sign of its unfinished state lies in the actors, or rather lack thereof: most rooms do not feature any actors at all, which would overall make for an emptier experience.

The most notable missing actors are the twisting hallways; while we wouldn't expect them to show up in the map's geometry or collision data (since they don't in the final game either), the actors that make them possible are missing, and the lower room that the west hallway can let you drop into isn't present either. However, there is still space made for them in the map, and the room with the falling ceiling (room 2 in the overdump) does have a ceiling passage where you'd drop down from.

ROM offsets for the scene and rooms:

File Begin End
Scene 01516950 01533810
Room 0 01533810 01541860
Room 1 01541860 0154E590
Room 2 0154E590 015524B0
Room 3 015524B0 01555B70
Room 4 01555B70 0155C5C0
Room 5 0155C5C0 0156B7C0
Room 6 0156B7C0 01571220
Room 7 01571220 01586F30
Room 8 01586F30 0158D350
Room 9 0158D350 0158FE50
Room 10 0158FE50 015962F0
Room 11 015962F0 0159DB10
Room 12 0159DB10 015C51B0
Room 13 015C51B0 015EAA10
Room 14 015EAA10 015EFED0
Room 15 015EFED0 015F8F60
Room 16 015F8F60 01602580
Room 17 01602580 0160BB40

Collision

ProtoZOOTcolforesttemple1.png

Rooms

Aside from the lack of actors in most rooms, another sign that the contents of the dungeon had yet to be fleshed out is that each room has the exact same object list, even being listed in the same order. It'll be shown just the once for brevity's sake:

Forest Temple Room Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0032 Stalfos
0009 Poe
000B Wallmaster
0024 Skulltulas
001E Gohma Larva
0039 Deku Babas

The Gohma Larva object doesn't get used anywhere, and so might be a leftover from wherever the initial object list was copied from.

Room 0

Proto Final
Proto OoT Bmori 0 ov.png OoT Bmori 0 ov.png

The overdump version of the entrance hadn't yet made the floor out of grass, leaving the trees feeling quite out of place. The walls behind the trees had a much odder attempt at a brick wall texture, oh and the entrance into the temple is completely absent. That's OK though, since the entire south wall is simply not there. There are no actors here either, making for a peaceful, yet boring, start to the temple.

Room 1

Proto Final
Proto OoT Bmori 1 ov.png OoT Bmori 14 ov.png

The room with pink lava and spinning platforms inside used to instead be a room with a ring of badly damaged pillars. The only actor here is an eye switch for untwisting the hallway you just came from.

Forest Temple Room 1 Actors
ID Description Variable
0023 Dungeon Objects 001A

Room 2

Proto Final
Proto OoT Bmori 2 ov.png OoT Bmori 15 ov.png

The room with the falling ceiling used to instead have pillars interrupting the path to the other side. (Without any actors, this room is missing the falling ceiling, if it was meant to have one at this point.) The room is also much brighter than it would end up being.

One interesting fact is that the windows of the northeast courtyard (room 12) badly intersect with this room. While the intersecting geometry itself won't be visible, the associated collision for those windows is still very much present, which would certainly cause interesting effects if you could somehow get up high enough in the room to reach them.

Room 3

Proto Final
Proto OoT Bmori 3 ov.png OoT Bmori 16 ov.png

The room with the picture block puzzle once looked quite different, with an off-center hexagonal platform taking up most of the floor space. Since there are no actors, it's impossible to say what this version of the room was meant to contain, though it likely still had something to do with one of the Poe sisters.

Room 4

Proto Final
Proto OoT Bmori 4 ov.png OoT Bmori 17b ov.png

This corridor sits between the boss room and the pushable hexagonal room just underneath that sits underneath the main room. This hallway would later become just part of that hexagonal room, instead of being given a room of its own. The actors here are for the torches lining the walls.

Forest Temple Room 4 Actors
ID Description Variable
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000

Room 5

Proto Final
Proto OoT Bmori 5 ov.png OoT Bmori b ov.png

The boss room is largely the same, though it features shafts of light from the windows in the domed ceiling, making it even harder to believe this room sits belowground and not high atop a tower. The main geometric differences are the simple ramp to the platform, instead of a bent staircase, and the size of the room. The overdump's boss room is much smaller than the final's, which would've made for a very cramped boss fight.

There are, as usual for this temple, no actors in this room.

Room 6

Proto Final
Proto OoT Bmori 6 ov.png OoT Bmori 1 ov.png

The overgrowth of vegetation in this corridor between the entrance and main room had just begun by the time of the overdump. What didn't change is the presence of a Skulltula in the room.

Forest Temple Room 6 Actors
ID Description Variable
0038 Skulltula FFFF

Room 7

Proto Final
Proto OoT Bmori 7 ov.png OoT Bmori 2 ov.png

The main chamber in the overdump is much flatter, with the only elevated ground being a thin ledge running along the walls from the southwest to the southeast. There was also once light pouring in from the dome above, making the place a bit brighter. The most interesting change is that this room used to have a staircase down, instead of the elevator.

The actor list shows the beginnings of the Poe Sisters element of the dungeon. While the unique Poe Sisters don't exist here, there are four flames and four generic Poe actors in this room. The lack of any kind of "barrier" actor for the stairs alongside these other actors makes it unclear if the staircase was the originally intended method of getting down to the boss, or if it was just a temporary stand-in before the elevator was properly implemented.

Forest Temple Room 7 Actors
ID Description Variable
0008 Flame 0001
0008 Flame 0002
0008 Flame 0003
000D Poe FFFF
000D Poe FFFF
000D Poe FFFF
000D Poe FFFF
0008 Flame 0001

Room 8

Proto Final
Proto OoT Bmori 8 ov.png OoT Bmori 3 ov.png

This hallway leading out of the picture block puzzle room would get overhauled for the final game, with fewer arches in the wall, a carpet in front of the door, and some candlelight beside.

The Skulltula that would occupy this room in the final game doesn't exist here, and thus this room has no actors.

Room 9

Proto Final
Proto OoT Bmori 9 ov.png OoT Bmori 4 ov.png

This hallway into the lower half of the Stalfos miniboss room used to be taller and thinner, and lacking the decoration on the Stalfos side of the hallway.

The Bubble that would haunt this corridor has yet to appear by the time of the overdump, meaning there are, once again, no actors in this room.

Room 10

Proto Final
Proto OoT Bmori 10 ov.png OoT Bmori 5 ov.png

The hallway into the multistory block-pushing puzzle room underwent a similar revamp as the one in room 8, with the final game adding candlelight, carpet, fewer arches, and a Skulltula. That last one means there are no actors in the overdump version of this room.

Room 11

Proto Final
Proto OoT Bmori 11 ov.png OoT Bmori 6 ov.png

The Stalfos miniboss rooms (which are put together in one, multistory room) had one very interesting feature in the overdump. The hole in the upper floor used to be keyhole-shaped, extending to right under the eastern door. This appears to have been an old way of blocking off the eastern exit until after defeating the miniboss, though that would imply the platform would arrive at the end, instead of after the first of three Stalfos were defeated. The somewhat odd shape of the floor below suggest that the platform may have once come from below, instead of above.

There are only two Stalfos actors here; no rewards for defeating them are present at this time.

Forest Temple Room 11 Actors
ID Description Variable
0002 Stalfos FFFF
0002 Stalfos FFFF

Room 12

Proto Final
Proto OoT Bmori 12 ov.png OoT Bmori 7 ov.png

The northeastern courtyard features a number of relatively minor differences from the final version of the game. The raised passage into the falling ceiling room has yet to exist, and the shape of the "island" in the water is slightly bigger than in the final. There also used to be a bridge over the water, better explaining why the path just leads straight into it in the final game. Also, the alcove featuring the red switch was once lower and more in the middle of the north wall.

In terms of connections to the other courtyard, the upper-floor room between the two courtyards (where the dungeon map can be found) used to instead be a simple hallway. Additionally, the well is a bit smaller, and the underground passage connecting the two courtyards used to be a part of them, instead of its own room.

Also worthy of note are the windows along the east wall in the overdump, which give a view of the forest outside and lets some extra light into the area. While a nice touch, they unfortunately intersect with the falling ceiling room, which in addition to allowing some unwanted collision within that room also shows these windows to be completely illogical.

The only actor in this room is a lone Deku Baba.

Forest Temple Room 12 Actors
ID Description Variable
0056 Deku Baba 0001

Room 13

Proto Final
Proto OoT Bmori 13 ov.png OoT Bmori 8 ov.png

The northwestern courtyard features a few similar differences to the other courtyard, including the smaller well and the two connections to the other courtyard being corridors that are part of both courtyards instead of rooms of their own. There used to be an alcove hanging on the north wall (mirroring the one in the other courtyard), and the island in the water had yet to gain its pillars (migrated from the pink lava room, perhaps?).

The windows in the west wall mirror those windows of the other courtyard. They would later be transformed into a ledge with a series of arches in the wall, some of which would lead into various added rooms (including the room underneath the west twisting hallway).

The only actor here, as in the other courtyard, is a single Deku Baba.

Forest Temple Room 13 Actors
ID Description Variable
0056 Deku Baba 0001

Room 14

Proto Final
Proto OoT Bmori 14 ov.png OoT Bmori 17 ov.png

Aside from the staircase that would later become the elevator, this room used to be a lot less colorful. The hallway connecting this room to the boss chamber, as stated earlier, was at the time of the overdump in its own room. While all the offshoot rooms are present as in the final, it's not totally obvious if the wall-pushing mechanic was intended yet. The lack of any actors in this room makes it hard to say.

Room 15

Proto Final
Proto OoT Bmori 15 ov.png OoT Bmori 11 ov.png

While the exact layout of the block pushing puzzle room would inevitably go through changes over the course of development, the overdump version does still resemble the final game's room at least a little. The lowest floor used to be more open, covering fully the eastern and southern walls. The exit from the courtyard's ledge wasn't present, since that ledge was at this time just windows. The top floor has its exits at opposite corners, where later they would be in the middle of opposing walls. The helpful arrow markings on the floor are not present in the overdump.

The only actors here are the eye switch and two pushblocks to move around.

Forest Temple Room 15 Actors
ID Description Variable
0023 Dungeon Objects 001A
0023 Dungeon Objects 0023
0023 Dungeon Objects 0023

Room 16

Proto Final
Proto OoT Bmori 16 ov.png OoT Bmori 12 ov.png

The western Poe painting room (where you fight Joelle in the final game) was originally more of a multistory corridor than a room with staircase, meaning there's not much room to fight any Poes. The lack of any actors makes this room ultimately an uneventful one.

Room 17

Proto Final
Proto OoT Bmori 17 ov.png OoT Bmori 13 ov.png

Beth's painting room mirrors her sister Joelle's in both versions of the game. There's no real room to fight, and no actors to wrestle with anyway.

Horseback Archery Testmap

Proto OoT Archery ov.png

This very basic map was clearly never meant to be an actual part of the game. It was designed as either a place to test horse mechanics, or a quickly-made setpiece for marketing screenshots (worth noting that this map does show up in prerelease material at least once). Most of the map consists of 2D elements, including SNES-style flat vegetation next to the dirt path.

ROM offsets for the scene and room:

File Begin End
Scene 0160BB40 01610010
Room 0 01610010 0161B1E0

The actor list shows just two horses (one of which of course being Epona) and two unknown NPCs. The object list includes Ganondorf's horse, showing that it too got tested here at some point. It also features a lot of Kakariko Village NPCs and the Cucco object, hinting at the object list (and perhaps the entire map) being initally built on a copy of Kakariko Village.

Horseback Archery Test Room 0 Actors
ID Description Variable
0014 Adult Epona FFFF
003D Generic Horse FFFF
0054 NPC Manager 000B
0054 NPC Manager 0003
Horseback Archery Test Room 0 Objects
ID Description
001A Adult Epona
0027 Generic Horse
002D Ganondorf's Horse
0013 Cucco
0029 Hylian Animations
0034 Kokiri & Goron Animations
0023 Kakariko Rooftop Man
0028 Bazaar Proprietor
003C Laughing Man
0043 Hylian Man in Purple Shirt & Green Pants

Sasatest

Oot-overdump-sasatest.png

This is an earlier version of the SRD test map found in the Gamecube Master Quest Debug ROM. Unlike that version, it doesn't appear to have multiple setups for the different combinations of day/night and Adult Link/Child Link, and certainly has a different set of actors being tested.

ROM offsets for the scene and room:

File Begin End
Scene 0161B1E0 0161DA40
Room 0 0161DA40 016225B0

Every actor here is a Field Objects actor, which makes it effectively impossible to tell what was last tested here when the overdump was built. There is no object list because this actor would, by definition, be using data from the automatically loaded gameplay_field_keep object.

Sasatest Room 0 Actors
ID Description Variable
0022 Field Objects 0015
0022 Field Objects 0016
0022 Field Objects 0017
0022 Field Objects 0018
0022 Field Objects 0019
0022 Field Objects 001A
0022 Field Objects 001B
0022 Field Objects 001C
0022 Field Objects 001D
0022 Field Objects 001E
0022 Field Objects 001F
0022 Field Objects 0020
0022 Field Objects 0021
0022 Field Objects 0022
0022 Field Objects 0023
0022 Field Objects 0000
0022 Field Objects 0001
0022 Field Objects 0002
0022 Field Objects 0003
0022 Field Objects 0004
0022 Field Objects 0005
0022 Field Objects 0006
0022 Field Objects 000B
0022 Field Objects 0008
0022 Field Objects 0009

Prerender Map without Prerender

Oot-overdump-scene-0x1E.png

This mysterious prerender-using map offers us no identifying information. The prerender is, of course, absent from what survives of the overdump, and there's no match to be found among the iQue leak's prerenders. There aren't even any actors or objects to clue us in.

There are only two things you can be reasonably sure of about this area:

  1. It's likely an outdoor scene, thanks to what looks like a fountain in one corner, the exterior walls of a building in the other, and no walls surrounding the whole map (which are there in indoor prerendered areas).
  2. This was probably a "fixed camera angle" prerender area, instead of a 360° panorama one; panorama maps have a spot in the center to put the camera, and trying that here would put the camera too close to the walls in the middle of the map.

ROM offsets for the scene and room:

File Begin End
Scene 016225B0 01622DB0
Room 0 01622DB0 01624320

Test Map — Treasure Chest Warp

This test map is an earlier version of the one found in the Gamecube Master Quest Debug ROM. The separate room for the crawlspace between two other rooms didn't exist at this point, with that crawlspace instead being shared equally by the two rooms it separates. Room 2 features some minor alterations, but the other rooms seem to match their debug counterparts in geometry and texturing.

Additionally, the actors in each room are clearly very different from those in the debug ROM, which could suggest that this wasn't always known as a treasure chest testing area.

ROM offsets for the scene and rooms:

File Begin End
Scene 01624320 01627A30
Room 0 01627A30 0162B680
Room 1 0162B680 0162D970
Room 2 0162D970 0162FCA0
Room 3 0162FCA0 016336C0

Collision

Oot-overdump-treasure-chest-warp-collision.png

Rooms

Note that there are no object lists in any of the rooms. This is because every actor is an instance of the "Dungeon Objects" actor, which would make use of data in the automatically-loaded "gameplay_dangeon_keep" [sic] object.

Room 0

Oot-overdump-treasure-chest-warp-room0.png

Known in the debug ROM as the first treasure chest room, the actor list shows that there aren't nearly as many actors in here as there would be. Two of the actors have been identified as a floor switch and crystal switch, suggesting that at this time the room was testing switches and perhaps other similar interactive elements.

Treasure Chest Warp Room 0 Actors
ID Description Variable
0023 Dungeon Objects 0015
0023 Dungeon Objects 0018
0023 Dungeon Objects 0019
0023 Dungeon Objects 0026
0023 Dungeon Objects 0025


Room 1

Hmmm...
To do:
I at least can't get DLViewer to show this room, is there actually no geometry here though?

This room, known in the debug ROM as the second treasure chest room, also doesn't appear to feature treasure chests. It has among its actors an eye switch and something whose only other appearance in this ROM is in room 6 of Dodongo's Cavern (variable EB27, the 27 being the identifying part).

Treasure Chest Warp Room 1 Actors
ID Description Variable
0023 Dungeon Objects 001A
0023 Dungeon Objects 001B
0023 Dungeon Objects 0020
0023 Dungeon Objects 0021
0023 Dungeon Objects 0022
0023 Dungeon Objects 5228
0023 Dungeon Objects EB27


Room 2

Oot-overdump-treasure-chest-warp-room2.png

The "flying tile room" is actually differently textured from the debug ROM's version (with gray brick instead of sandy tiles), and is also missing the indentations for the flying tiles to sit in. The only thus-far identified actor here is a pushblock.

Treasure Chest Warp Room 2 Actors
ID Description Variable
0023 Dungeon Objects 001C
0023 Dungeon Objects 001D
0023 Dungeon Objects 0023
0023 Dungeon Objects 0024
0023 Dungeon Objects 001E
0023 Dungeon Objects 001F


Room 3

Oot-overdump-treasure-chest-warp-room3.png

This room, designed for testing crawlspaces, has no actors. This makes it the only room to share its debug counterpart's actor list.

Inside the Deku Tree

Oot-overdump-deku-tree-overview.png

This is easily the most interesting dungeon in the overdump. Unlike all other dungeons, this version of the Deku Tree bears virtually no resemblance to that seen in the final game. It certainly looks like a Deku Tree dungeon, of course, but knowledge of the final game won't give you any kind of edge in understanding this dungeon. Screenshots of this dungeon in action can be seen in some prerelease screenshots from the time.

Presumably the dungeon's progression generally went from the bottom to the top, although the boss room being accessed through a nearly-ground-level room along the outer edge of the main chamber would make this a bit more awkward than in the final game (where you simply jump down into a hole once reaching the top of the main room).

ROM offsets for the scene and rooms:

File Begin End
Scene 016336C0 01644190
Room 0 01644190 0165CCF0
Room 1 0165CCF0 01660F00
Room 2 01660F00 01668AD0
Room 3 01668AD0 0166B820
Room 4 0166B820 0166F6A0
Room 5 0166F6A0 016748D0
Room 6 016748D0 0167CF50
Room 7 0167CF50 01680580
Room 8 01680580 01683F00
Room 9 01683F00 0168EF40
Room 10 0168EF40 01695120
Room 11 01695120 0169B040
Room 12 0169B040 016A1DE0
Room 13 016A1DE0 016AA080

Rooms

Room 0

Proto OoT Ydan 0 ov.png

The central chamber of this Deku Tree is essentially the opposite of the final game's; instead of climbing up around the edges of the room, you climb up a tower smack dab in the middle. This implies that there's no lower floor to drop down into like in the final game (in fact, Gohma's room is geographically right below the tower). Inside the tower are a number of small circular rooms, one per floor and separate entities from this room.

The actors here features a number of Deku Babas, eye switches, and a bare piece of heart, among others. The object list features a number of enemies that don't appear in this room, but do appear in others (in general, it appears the object lists of each room were copied around and modified as needed).

Inside the Deku Tree Room 0 Actors
ID Description Variable
0023 Dungeon Objects 001A
0023 Dungeon Objects 021A
0023 Dungeon Objects 031A
0051 Back and Forth Moving Platform* 001E
0056 Deku Baba 0000
0056 Deku Baba 0000
0056 Deku Baba 0000
0056 Deku Baba 0000
0056 Deku Baba 0001
000A Treasure Chest 0060
0056 Deku Baba 0000
0056 Deku Baba 0000
0015 Collectible Items (Visible) 0006
0023 Dungeon Objects 0003
0023 Dungeon Objects 002B
0023 Dungeon Objects 051A
Inside the Deku Tree Room 0 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas

Room 1

Proto OoT Ydan 1 ov.png

This is the lowest of the tower's internal rooms. It merely features a ramp to the other exit, letting you get started on the ramp that winds up the tower. Inside sits some torches, a lone Deku Baba, and a treasure chest.

Inside the Deku Tree Room 1 Actors
ID Description Variable
0056 Deku Baba 0001
000A Treasure Chest 0861
005F Torch Stand 0488
005F Torch Stand 0488
005F Torch Stand 0BFF
Inside the Deku Tree Room 1 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas

Room 2

Proto OoT Ydan 2 ov.png

This second floor of the tower doesn't help you go further up the ramp, but lets you access a chamber along the outer walls of the dungeon. The ramp continues past both other exits (with the lowest seemingly there just to let you get back up to where you were if you fall down). For reference, the end of the bridge with the longer platform leads to the outer room.

The most interesting actor here is the Tailpasaran, an enemy that only appears in Jabu-Jabu's Belly in the final game. There are also a pair of skulltulas and mad scrubs here.

Inside the Deku Tree Room 2 Actors
ID Description Variable
0038 Skulltula FFFF
0038 Skulltula FFFF
0061 Mad Scrub 0000
0061 Mad Scrub 0000
0036 Tailpasaran FFFE
Inside the Deku Tree Room 2 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas

Room 3

Proto OoT Ydan 3 ov.png

If the ledge on the ramp outside one exit is, as it appears, too tall to climb up, then this third floor to the tower must be gone through to continue further up the ramp. Judging by the numerous Gohma Larvae in the actor list, it seems plausible you'd need to kill them to make the treasure chest appear. The Dungeon Objects actor might be an eye switch, in which case it's likely what opens up the other exit to continue up the tower.

Inside the Deku Tree Room 3 Actors
ID Description Variable
0023 Dungeon Objects 011A
000A Treasure Chest 0842
002C Gohma Larva 0006
002C Gohma Larva 0006
002C Gohma Larva 0006
002C Gohma Larva 0006
002C Gohma Larva 0007
002C Gohma Larva 0007
002C Gohma Larva 0007
002C Gohma Larva 0007
Inside the Deku Tree Room 3 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas
004A Mad Scrub

Room 4

Proto OoT Ydan 4 ov.png

Like the room below it, the fourth floor of the tower needs to be traversed to continue up the tower. The upper exit appears to lead to a bit of ramp that also can't be climbed up, requiring you to instead cross a bridge to an outer room to reach the next floor of the tower. This room only features torches and Deku Babas, suggesting that this room was more just part of the path up than a real obstacle.

Inside the Deku Tree Room 4 Actors
ID Description Variable
005F Torch Stand 0BFF
005F Torch Stand 04C6
005F Torch Stand 04C6
005F Torch Stand 04C6
0056 Deku Baba 0001
0056 Deku Baba 0001
0056 Deku Baba 0000
Inside the Deku Tree Room 4 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas

Room 5

Proto OoT Ydan 5 ov.png

This fifth floor to the tower doesn't appear to be necessary, since both exits lead to bridges to the same outer room, and the ramp up to the roof of the tower is connected to the same platform as where the upper exit leads out to. It seems the intent of this room is to let you jump from the upper exit to the lower exit, with a huge gap in the lower exit's bridge suggesting you'd have to fill it somehow before being able take this path down. Overall, this seems to be a shortcut room more than anything else.

The actor list here doesn't help much in figuring out the purpose of this part of the tower, since there are only three Deku Baba actors present.

Inside the Deku Tree Room 5 Actors
ID Description Variable
0056 Deku Baba 0001
0056 Deku Baba 0001
0056 Deku Baba 0001
Inside the Deku Tree Room 5 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas
004A Mad Scrub

Room 6

Proto OoT Ydan 6 ov.png

This outer room sits on the first floor, and features two ledges on either side of a sort of pit with green circles on the ground, and one high platform. The fact that one ledge is very tall and the other has a staircase to get you right back on it suggests that you'd go from the staircase side to the tall side when playing the game. (This would mean you enter this room from a ledge with a ladder on it, and exit to a bridge to the tower ramp.)

The circles on the floor, resembling the top of the one circular platform, would suggest that you'd have to raise a bunch of platforms in the center to make it to the other ledge (though the actors that would be needed for these platforms don't exist).

The actors here consist of a number of Deku Babas, a couple of chests, an unidentified instance of the Dungeon Objects actor, and the combination "spiked log" and "dropping ladder" actor, which presumably represented a ladder in this context.

Inside the Deku Tree Room 6 Actors
ID Description Variable
0023 Dungeon Objects 1F2C
000A Treasure Chest 0103
0056 Deku Baba 0000
0056 Deku Baba 0000
0056 Deku Baba 0000
0056 Deku Baba 0000
000A Treasure Chest 0144
0056 Deku Baba 0000
0056 Deku Baba 0000
0056 Deku Baba 0000
0052 Deku Tree Spiked Log & Dropdown Ladder 001F
Inside the Deku Tree Room 6 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas

Room 7

Proto OoT Ydan 7 ov.png

This small chamber on the second floor only contains a single treasure chest. Strangely this room is textured much differently from the rest of the dungeon (with the next room the only other one to share this style), looking much darker and more constructed than other parts of the dungeon.

Inside the Deku Tree Room 7 Actors
ID Description Variable
000A Treasure Chest 0065
Inside the Deku Tree Room 7 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas

Room 8

Proto OoT Ydan 8 ov.png

This third floor chamber is style the same as room seven, and features a similar shape, but serves the same purpose of offering up a single treasure chest.

Inside the Deku Tree Room 8 Actors
ID Description Variable
000A Treasure Chest 0026
Inside the Deku Tree Room 8 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas

Room 9

Proto OoT Ydan 9 ov.png

This outer room on the fourth floor is very odd in design, designed like it was three rooms (usually, the technical definition of a room in Ocarina of Time corresponds with what a player would call "a room"). This room features two paths through the parts of this rooms, with the upper path naturally looking like what you want to stay on. In another oddity though, it's the lower path that leads you out to the next part of the dungeon (with the upper path ultimately leading you into a cage that shows you the exit you could've been taking). There seems to be a floor switch in this room however, perhaps indicating that final part of the lower path might not be immediately accessible.

In addition to the Dungeon Objects actor that might be a floor switch, there is a Piece of Heart out in the open, as well as a Deku Baba, Skulltulas, and two more interesting appearances of the Tailpasaran.

Inside the Deku Tree Room 9 Actors
ID Description Variable
0036 Tailpasaran FFFE
0023 Dungeon Objects 0415
0036 Tailpasaran FFFE
0038 Skulltula FFFF
0038 Skulltula 0009
0038 Skulltula FFFF
0056 Deku Baba 0001
0015 Collectible Items (Visible) 0006
Inside the Deku Tree Room 9 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas

Room 10

Proto OoT Ydan 10 ov.png

This fifth floor outer room consists of a square room with an inexplicable ramp to nowhere (presumably a chest or something that has yet to be added to the map would be placed here), and a long winding passages to two exits. One exit leads to room 11, coming up next, and one leads ultimately to the lower exit of room 5.

The only actors here are torches and enemies, specifically Skulltulas and Deku Babas.

Inside the Deku Tree Room 10 Actors
ID Description Variable
0038 Skulltula FFFF
0038 Skulltula FFFF
005F Torch Stand 0BFF
005F Torch Stand 0487
0056 Deku Baba 0000
0056 Deku Baba 0000
0056 Deku Baba 0000
005F Torch Stand 0487
Inside the Deku Tree Room 10 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas

Room 11

Proto OoT Ydan 11 ov.png

This room is also on the fifth floor, connected to room 10 at the lower end. The exit on steps leads to the upper exit of room 5 as well as the top of the tower. This room features three tall pillars which don't seem to be climbable. The only actors here are enemies: a couple Gohma Larvae and a few Mad Scrubs.

Inside the Deku Tree Room 11 Actors
ID Description Variable
002C Gohma Larva 0007
002C Gohma Larva 0006
0061 Mad Scrub 0000
0061 Mad Scrub 0000
0061 Mad Scrub 0000
0061 Mad Scrub 0000
Inside the Deku Tree Room 11 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas
004A Mad Scrub

Room 12

Proto OoT Ydan 12 ov.png

This outer room on the first floor leads down into Gohma's lair by climbing down a number of platforms. This room seems particularly unfinished, since the only actor here is a square sign bluntly telling you:

Gohma is lurking in the dark.
Change your view with the C-Up button
and search for Gohma's glowing eye!
Inside the Deku Tree Room 12 Actors
ID Description Variable
003A Gameplay Objects 1B09
Inside the Deku Tree Room 12 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
0024 Skulltulas
0022 Tailpasaran
0039 Deku Babas

Room 13

Proto OoT Ydan 13 ov.png

This room looks basically identical to the final game's boss room, and similar to the standalone version of the boss room in this overdump. It's the only part of the Deku Tree that's recognizable to those who've played the final game.

The only preloaded actor here is, of course, Gohma, though objects for a heart container and the blue warp are loaded and ready to be spawned in after the boss fight.

Inside the Deku Tree Room 13 Actors
ID Description Variable
0029 Gohma FFFF
Inside the Deku Tree Room 13 Objects
ID Description
000E Treasure Chests
000F Dancing Flame
0020 Torch
0036 Inside the Deku Tree Objects
001E Gohma Larva
001C Gohma
0049 Heart Container
0048 Warp Circle & Rupee Prism

Jabu-Jabu Area

This simple cylindrical room is textured on all sides by an organic-looking blue & red texture, with the floor and ceiling being quite bumpy. This look, along with the actors present, would suggest that it's some very early work on Jabu-Jabu's Belly. This would be the only map related to the final child dungeon in this overdump, suggesting that it had barely started development by this time.

ROM offsets for the scene and room:

File Begin End
Scene 016AA080 016AB4C0
Room 0 016AB4C0 016AD480

The actor list features just three Biris, and the only object loaded in is for those actors.

Jabu-Jabu Area Room 0 Actors
ID Description Variable
0035 Biri FFFF
0035 Biri FFFF
0035 Biri FFFF
Jabu-Jabu Area Room 0 Objects
ID Description
0021 Biri

Chamber of Sages

Proto OoT Chamber 0 ov.png

This version of the Chamber of Sages looks almost identical to the final version's, except for the Medallion pedestals the Sages stand on. Instead of being actual 3D platforms, they're just Medallion textures against the floor of the Chamber. The last three Medallions show their old colors: Spirit is yellow instead of orange, Shadow is black instead of purple, and Light is white instead of yellow. Each Medallion mark emits colored light, as can be seen below (even black "light" in the case of Shadow):

ROM offsets for the scene and room:

File Begin End
Scene 016AD480 016AEA30
Room 0 016AEA30 016BF4E0

There are only five NPC actors here, three of which are impossible-to-identify NPC Manager actors. They appear to be stand-ins for the Sages, though you will no doubt notice that there are only stand-ins for five of the Medallions (four if Zelda is meant to represent herself as the seventh Sage instead).

While there aren't enough actors, there are, enough NPC objects loaded in to make for seven Sages. While some of the stand-ins are obvious, like Sheik for Impa and the generic Goron for Darunia (and child Zelda for adult Zelda), the four others aren't at all obvious; the generic red-haired Kokiri girl could be a stand-in for Nabooru (who also has red hair), which would leave Mido to represent Saria's position. Aria and the generic purple-dressed Hylian woman are both listed among the early Lake Hylia's objects, leaving it unclear who was supposed to represent Ruto (and by extension Rauru).

Of note is that Mido is the only character in the final OOT who shares a name with a Zelda II town but isn't a Sage.

Chamber of Sages Room 0 Actors
ID Description Variable
0049 Sheik FFFF
002A Child Zelda FFFF
0054 NPC Manager 0032
0054 NPC Manager 0028
0054 NPC Manager 0029
Chamber of Sages Room 0 Objects
ID Description
0029 Hylian Animations
0034 Kokiri & Goron Animations
002E Sheik
0033 Mido
0035 Red-Haired Kokiri Girl
003A Goron
001D Child Zelda
0006 Aria
003D Hylian Woman in Purple Dress

Temple of Time Exterior

Oot-overdump-temple-of-time-exterior.png

The Temple of Time exterior, like most prerendered areas, lost its images to F-Zero X. This would have made the map difficult to identify for sure, were it not for the fact that the iQue leak features matching prerenders in CHAPEL and CHAPEL_NIGHT, with the metal sphere on top of the stair walls in particular making identification easy. (It should be noted that the adult version of these prerenders, CHAPEL_RUINS, is missing those spheres, so would probably want a separate map not present in the overdump.)

Thanks to this, we can make some observations comparing this prerendered map to the final game:

Overdump Final
OoT-CHAPEL.png Oot-temple-of-time-front.jpg Oot-temple-of-time-corner.jpg

While the temple kept its orientation throughout the changes (which you can tell by the placement of Death Mountain relative to it), the stairs leading to the front area used to be at an angle from the direction you approached this map. Grass on either side of the steps to the front door were replaced with pools of water. The flower beds opposite the temple would eventually be moved much closer together.

As far as can be seen from the final's static image, it appears the Temple of Time used to be more open to the surrounding buildings of the town. What alterations to the surrounding area can be seen suggest a more secluded temple in the final game. The final, most enticing difference is that the final game would fence off a path leading around the side of the building, possibly leading to a back area. The far pool seems to have the same blocking effect for going around the other side.

Aside from the changes to the design of the area, you can clearly see from this comparison that, in the overdump, the Temple of Time area was a prerender intended for a camera which could rotate slightly (not quite a panorama, but not totally fixed either). The final game would switch to two entirely static shots for the area instead.

ROM offsets for the scene and room:

File Begin End
Scene 016BF4E0 016C0920
Room 0 016C0920 016C36C0

There are no actors here, but some objects for Zelda and a couple of generic Hylian women. It also featuers animations for Kokiri and Gorons, for whatever reason.

Temple of Time Exterior Room 0 Objects
ID Description
0029 Hylian Animations
0034 Kokiri & Goron Animations
001D Child Zelda
003F Hylian Woman in White Shirt & Orange Pants
0044 Tenement Woman

Fairy Fountain

Proto OoT FFountain ov.png

This version of a Fairy Fountain has a small fountain in the middle of a pool of water, surrounded by pillars and a pretty colorful wall. It's hard to tell if this was a regular Fairy Fountain or a Great Fairy Fountain, since there are no objects or actors present in this map, and it's the only fountain-like area in the overdump.

ROM offsets for the scene and room:

File Begin End
Scene 016C36C0 016C7460
Room 0 016C7460 016D0CC0

Temple of Time Interior

Proto Final
Proto OoT ToTi ov.png OoT ToTi ov.png

The Temple of Time in the overdump is largely identical to the final version's. The most notable difference is that the warp destination for the Prelude of Light used to be a part of the level geometry (instead of being handled by an actor as in the final game), and was of a much different design: a diamond shape with texturing matching the rest of the temple.

Around the Door of Time, the Triforce above it used to be upside down, and the place where the spiritual stones go was a bit simpler, with the flat part missing and the stones instead going on the slanted portion. The door itself used to be a set of double doors, and (like the warp destination) was once baked into the geometry. In fact, the room behind the door doesn't exist in the overdump at all.

ROM offsets for the scene and room:

File Begin End
Scene 016D0CC0 016D43E0
Room 0 016D43E0 016E1C10

There are no actors here, only objects for Sheik and Child Zelda, presumably for the Light Arrow cutscene. There are also Kokiri & Goron animations for whatever reason.

Temple of Time Room 0 Objects
ID Description
0029 Hylian Animations
0034 Kokiri & Goron Animations
002E Sheik
001D Child Zelda

Forest Temple Pushblock Tower Room

Oot-overdump-forest-temple-pushblock-map.png

This is a copy of room 15 of the Forest Temple (the multistory pushblock puzzle room), just in its own scene. The geometry appears to be identical to that in the version of this room that's part of the actual Forest Temple map. The only difference between the two versions is that there are no actors or objects in this version of the room at all, making it difficult to tell just why this room got duplicated like this.

ROM offsets for the scene and room:

File Begin End
Scene 016E1C10 016E5FF0
Room 0 016E5FF0 016ECFE0

LOD Test

Oot-overdump-lod-test.png

This room, when explored in-engine, will only display one of the two bits of geometry sticking up from the floor: far away, you'll only see a triangle, but closer in and you instead only see a cube. This would be for testing the graphics microcode's ability to change what kind of geometry gets processed based on distance from a specific part of the world. This room may be the LODtest01 map named in the iQue leak, though it can't be said for sure.

Seeing as this area was pretty clearly designed to test graphics rendering, it unsurprisingly has no actors or objects.

ROM offsets for the scene and room:

File Begin End
Scene 016ECFE0 016ED1E0
Room 0 016ED1E0 016EED40

Sutaru

Oot-overdump-sutaru.png

This room is just a domed cylindrical area where you can fight a couple of Stalfos. This room can be seen in the Master Quest's test rooms, but here it features a different collection of actors and objects.

ROM offsets for the scene and room:

File Begin End
Scene 016EED40 016EF8E0
Room 0 016EF8E0 016F6BA0

This room's actors consist purely of two Stalfos and the blue warp that appears after boss fights in the game, with the only objects being for those two actors. As can be seen in the Master Quest version of this map, it would later be used to test other kinds of encounters, including Dark Link. This version of the room also shows some unused behavior of the Blue Warp that still exists in the final game. The Blue Warp can appear when all enemies are defeated, instead of being spawned from an actor.

Sutaru Room 0 Actors
ID Description Variable
0002 Stalfos FFFF
0002 Stalfos FFFF
005E Blue Warp & Rupee-Shaped Prism 0001
Sutaru Room 0 Objects
ID Description
0032 Stalfos
0048 Warp Circle & Rupee Prism

Fire Temple Maze Area

The rolling boulder maze of the Fire Temple was copied out into its own map, likely for similar reasons to the singled-out part of the Forest Temple. Unlike that map, however, there are actors and objects, as well as some differences in the room model.

This area contains the maze itself, as well as a room embedded in the walls of the maze and the hallway to the other tower. All of these rooms are generally simpler or less decorated than their counterparts in the full Fire Temple map.

ROM offsets for the scene and rooms:

File Begin End
Scene 016F6BA0 016FC850
Room 0 016FC850 016FD3C0
Room 1 016FD3C0 016FE0C0
Room 2 016FE0C0 01733F00

Rooms

Every room loads the object for the animated flame in torches, but only one room actually has the actors for it.

Fire Temple Maze Area Room Objects
ID Description
000F Dancing Flame

Room 0

Maze Map Full Temple Map
Oot-overdump-fire-temple-maze-area-room0.png Proto OoT Hidan 7 ov.png

This hallway is analogous to room 7 of the main Fire Temple map. Unlike that version, this map's is clearly much simpler, being just a box that fades into black nothing at the far end. There are no actors in this room, befitting its simplicity.

While this could be an earlier version of that hallway, it's more likely instead a quick mockup of the room that would be there in the full map.

Room 1

Maze Map Full Temple Map
Oot-overdump-fire-temple-maze-area-room1.png Proto OoT Hidan 2 ov.png

This room is the equivalent to room 2 of the full temple map, though here it's just a box to stand in, no actors or way down into other parts of the temple. Like with the previous room, it's likely a quick mock-up to fill an exit in the maze room, and not an indication of an earlier design of the place.

Room 2

Oot-overdump-fire-temple-maze-area-room2.png

This is the actual maze room, and quite obviously the focus of this particular map. There are actually some differences from the full temple's room; the most obvious is that an extra wall was added in the full temple's maze, cutting off a path that's present here. There are also fewer decorations (things like torches and door frames), and several exits are missing. The only exits here are those that have rooms behind them in this map, and the exits in the central pillar and in the ceiling are gone. Whether these parts of the temple had yet to be designed, or they were simply removed from this map is unclear.

While there are actors here, they're only for flames sitting in the various torches around the room. There are no boulders or other elements here.

Fire Temple Maze Area Room 2 Actors
ID Description Variable
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000
0008 Flame 0000

Link's House

Oot-overdump-links-house.png

This map simply contains the inside of Link's house. While the panoramic view of the house has been lost like most prerenders, the overhead shot is preserved in the overdump, since fully-static prerenders are stored in the room files they belong to:

"Overdump" "Final"
ZeldaOverdump LinksHouseOverhead.png Oot-links-house.jpg

The only difference from the final game is that Link's bed used to be just a mat on the ground, as evidenced by both the prerender and a lack of any bed geometry in the model itself.

ROM offsets for the scene and room:

File Begin End
Scene 01733F00 01734D80
Room 0 01734D80 0175B4C0

The sole actor here is Saria, as can be seen by its associated Spaceworld-specific dialogue:

Space World '97
The Legend of Zelda - Hyrule Demo Tour
Welcome to Kokiri Forest, jara!
I'm Saria of the Kokiri!
Nice to meet you!

(Note: "jara" is simply the word Kokiri used in earlier versions of the game to end all of their sentences. Gorons and Zoras use similar words in the final game's Japanese text.)

While Saria is the only actor here, there are objects for what just might be every single Kokiri in the entire game at this point in development, as well as an object for treasure chests. Considering this room was specially altered for the SW97 demo, it's plausible that special coding would've loaded in actors for some or all of these objects as part of the demonstration.

Link's House Room 0 Actors
ID Description Variable
0054 NPC Manager 020B
Link's House Room 0 Objects
ID Description
000E Treasure Chests
0029 Hylian Animations
0034 Kokiri & Goron Animations
0033 Mido
0035 Red-Haired Kokiri Girl
004B Saria
004C Red-Haired Kokiri Boy
004E Fado
004F Kokiri Girl in Brown Band's Head
0050 Kokiri Boy in Green Cap's Head
0051 Kokiri Girl in Green Band's Head
0052 Kokiri Boy in Mint Cap's Head
0053 Kokiri Shop Proprietor's Head
0054 Kokiri Girl in Green Cap's Head

Kokiri Shop

Oot-overdump-kokiri-shop.png

This is a much-different Kokiri shop from that of the final game. This version is clearly meant to be a panoramic room, like Link's house, whereas the final's is a room with a fixed camera. While the panorama is lost, the overhead view is preserved within the room file:

ZeldaOverdump KokiriShopOverhead.png

As can be seen here, the shop used to be much more detailed and decorated than a barren rectangular room with a countertop.

ROM offsets for the scene and room:

File Begin End
Scene 0175B4C0 0175C260
Room 0 0175C260 017856A0

The three actors here are all Kokiri NPCs. The NPC Manager simply greets you, while the two Arias each sell one specific item (much like Business Scrubs in the final game), one selling deku nuts and the other deku sticks. However, the dialogue for those two simply say you can't buy anything yet, suggesting that actually purchasing things hadn't been implemented yet.

Like with Link's House, it appears every Kokiri under the sun is loaded in as an object, along with the object for treasure chests.

Kokiri Shop Room 0 Actors
ID Description Variable
0054 NPC Manager 100A
0004 Aria & Shop Items 8805
0004 Aria & Shop Items 8704
Kokiri Shop Room 0 Objects
ID Description
000E Treasure Chests
0029 Hylian Animations
0034 Kokiri & Goron Animations
0033 Mido
0035 Red-Haired Kokiri Girl
004C Red-Haired Kokiri Boy
0053 Kokiri Shop Proprietor's Head
004E Fado
004F Kokiri Girl in Brown Band's Head
0050 Kokiri Boy in Green Cap's Head
0051 Kokiri Girl in Green Band's Head
0052 Kokiri Boy in Mint Cap's Head
0054 Kokiri Girl in Green Cap's Head

Field with Sphere and Glass

Oot-overdump-draw-order-test.png

This testing area features a plain grass field with a transparent pane of glass (with some texturing around the edges so it can be seen at all) and an opaque ball sitting on it.

This room looks like it's designed to test the graphics portion of the game code in how it handles drawing transparent surfaces. The front side of the glass faces the ball, and you can position the camera so that the ball blocks some or all of it. Transparent surfaces can easily lead to rendering errors if not handled correctly, so it's quite likely that this map let devs observe how the game handles opaque and transparent surfaces occupying the same portion of the screen. Another clue that this tests rendering is the complete lack of any actors or objects that would be needed to test something gameplay-related.

ROM offsets for the scene and room:

File Begin End
Scene 017856A0 017865F0
Room 0 017865F0 01789C10

Cave with Water

Proto OoT Cave 0 ov.png

This little cavern is a kind of tunnel, with one exit submerged in water. There's a tiled dock of sorts over the submerged exit, which presumably would've had something on it. There are however no actors or objects to help identify the purpose of this map. The texturing could suggest it's some location in the Death Mountain or Gerudo Valley areas, but it's really indistinct as far as theming goes.

ROM offsets for the scene and room:

File Begin End
Scene 017C6920 017CB850
Room 0 017CB850 017D3120

Water Temple

The Water Temple is one of the more interesting dungeons in the overdump, being mostly completely different to the final game's temple. Only the boss room and central room are recognizable, with the rest of the dungeon's rooms being completely different. It's clear that the temple was almost completely redesigned some time after SW97. One notable quirk is that the temple seems to be lopsided, in that a vast majority of its rooms are to your left as you enter the temple. The other three outer walls of the main chamber only have one room each.

This earlier version of the temple has four distinct water levels instead of three (indicated by the clearly marked water lines on the walls of the temple), but before you despair over how much worse the temple must've been at this stage, it's possible there was a much simpler path through this version of the temple. In particular, the entrance being at the bottom of the main room and the boss room on its own at the highest level suggests that you mostly just went up in this version. It's even possible that the water level could only be raised, not lowered, and that anything requiring you to go back down would be stuff doable with the iron boots on.

ROM offsets for the scene and rooms:

File Begin End
Scene 017D3120 017EDC60
Room 0 017EDC60 0182F1F0
Room 1 0182F1F0 01842B60
Room 2 01842B60 0184B220
Room 3 0184B220 01855D00
Room 4 01855D00 0185BB80
Room 5 0185BB80 01861D10
Room 6 01861D10 018730D0
Room 7 018730D0 01879B50
Room 8 01879B50 0187E880
Room 9 0187E880 01887550
Room 10 01887550 0188D250
Room 11 0188D250 01896200
Room 12 01896200 0189E290
Room 13 0189E290 018A2A00
Room 14 018A2A00 018AAF20
Room 15 018AAF20 018B2C20
Room 16 018B2C20 018B5270
Room 17 018B5270 018C2CA0

Rooms

Every single room in this temple loads only the Treasure Chest object, meaning that the only actors that can be found in this area are chests and anything that can be implemented with just the automatically-loaded gameplay_dangeon_keep [sic] object.

Water Temple Room Objects
ID Description
000E Treasure Chests

Room 0

Proto Final
Proto OoT Mizusin 0 ov.png OoT Mizusin 0 ov.png

The main room of the Water Temple used to be much squarer. The tower in the center once looked like a pagoda, and took up much less of the room (meaning more room to swim around, especially towards the entrance). The entrance to the temple was a simple doorway at the bottom, implying that the temple started nearly completely drained.

The only actor here is a crystal switch. Since it's the only actor here, there's no telling what it might have done.

Water Temple Room 0 Actors
ID Description Variable
0023 Dungeon Objects 0019


Room 1

Proto OoT Mizusin 1 ov.png

The room inside the pagoda bears more of a resemblance to the final game's room where you meet Ruto than its central tower interior. This room is made up of multiple levels, getting smaller as you go up. The bottom level has two exits to additional rooms, but the other levels just open out into the main chamber.

The only actors here are pushblocks, which makes figuring out what went on this room more difficult.

Water Temple Room 1 Actors
ID Description Variable
0023 Dungeon Objects 0023
0023 Dungeon Objects 0023
0023 Dungeon Objects 0023
0023 Dungeon Objects 0023
0023 Dungeon Objects 0023


Room 2

Proto OoT Mizusin 2 ov.png

This room, which can be most directly found through the lowest doorway in the left wall of the main room, has something vaguely resembling a pipe organ on the far end of the room, though what it actually means is impossible to know for sure. The second water level (considering "fully drained" to be the first) cuts through this room, which narrows right where the water would stop. There are no actors here, so no help in figuring out what this room was for.

Room 3

Proto Final
Proto OoT Mizusin 3 ov.png OoT Mizusin b ov.png

The boss room (which sadly is without actors) used to look much darker, thanks mainly to the texture choices. The room was generally much smaller, in particular in both the platforms in the water and the walkways around it (though thankfully the spikes on the walls have yet to be added). The platforms in the water have poles running through them, connected at the top by banners of some kind — a structure that will keep showing up in this dungeon. There were once stairs on each side of the water, because the water sat too low from the edges to be climbable. And finally there's no floor to the pool, so you probably wouldn't want to equip your iron boots here.

One minor detail to note is the interesting fact that the boss room shows up this early in the list of rooms: in the final game, almost every single dungeon has the boss room (or room connecting to it) be the last room in the scene; the fact that this is not the case here is another sign of how early in development this temple is. It also might suggest that we're seeing the rooms of this temple in more-or-less the order they were created.

Room 4

Proto Final
Proto OoT Mizusin 4 ov.png OoT Mizusin 11 ov.png

The room before the boss room is largely the same as in the final game. The lack of actors here, the fact that the hallway is narrower than the final game's, and the stair texture in the middle of the ramp all show that the blade traps had yet to be considered for this room.

Room 5

Proto OoT Mizusin 5 ov.png

This room appears to be a simple connecting hallway between rooms 2 and 6. Presumably there would have been something to make going through this room interesting, but there are no actors here to speak of.

Room 6

Proto OoT Mizusin 6 ov.png

This is one of the dungeon's multi-story vertical rooms, featuring exits on multiple levels, including a hole down into some lower rooms that's reminiscent of the final game's hole within the central tower. The only actor here is another curious pushblock.

Water Temple Room 6 Actors
ID Description Variable
0023 Dungeon Objects 0023


Room 7

Proto OoT Mizusin 7 ov.png

This dead-end room features a four-pole structure similar to the one seen in the old boss room. This structure would've clearly held some kind of elevator up to the upper portion of the room, though there are no actors for such a thing at this point in development.

The only actors here are a floor switch and a treasure chest that was clearly the point of this room.

Water Temple Room 7 Actors
ID Description Variable
0023 Dungeon Objects 0015
000A Treasure Chest FFFF


Room 8

Proto OoT Mizusin 8 ov.png

This is a simple, actor-less hallway that connects the pagoda interior to room 9. It also serves as one half of the reason why you can cross from one side of the main room if all you can do is walk around on the bottom.

Room 9

Proto OoT Mizusin 9 ov.png

This intricate collection of ladders and ledges lets you climb up to the portion of the main room that features a sequence of precariously-high platforms. The only actor here is another mysterious pushblock.

Water Temple Room 9 Actors
ID Description Variable
0023 Dungeon Objects 0023


Room 10

Proto OoT Mizusin 10 ov.png

This dead-end room is at the other end of the precarious platforms room 9 leads to. Another four-pole structure is here, though in this room there's no way an elevator was intended to be here; it's likely just decoration in this case.

The only actor here is a floor switch which, if the actor list can be taken as complete for this room, suggests that this room's only purpose was to activate something important to another part of the dungeon. The most likely candidate is, of course, changing the water level (especially considering that the second water line rests just below the floor of this room).

Water Temple Room 10 Actors
ID Description Variable
0023 Dungeon Objects 0015


Room 11

Proto OoT Mizusin 11 ov.png

This multi-story room is the only one connected to the main chamber wall opposite the dungeon entrance's, and doesn't connect to any other rooms. It's divided into two rough parts, right around the temple's second-from-the-bottom water line. The lower half has a pillar up to the upper level, which is only partially climable. Both halves have a mezzanine where an exit to the main room sits. The only actors here are two pushblocks of unknown intent.

Water Temple Room 11 Actors
ID Description Variable
0023 Dungeon Objects 0023
0023 Dungeon Objects 0023


Room 12

Proto OoT Mizusin 12 ov.png

This branching hallway connects the pagoda interior to rooms 6 and 17. It's also one half of the barrier that splits the floor of the main room into two isolated parts.

Room 13

Proto OoT Mizusin 13 ov.png

This dead-end room appears to be another chest room, judging by the treasure chest and floor switch actors here. The second waterline from the bottom rests just above the exit, which makes for an awkward split compared to where the exit and its ledge. The platforms on sticks here are obviously stand-ins for what should be actual, moving actors, likely to be triggered by the floor switch.

Water Temple Room 13 Actors
ID Description Variable
0023 Dungeon Objects 0015
000A Treasure Chest FFFF


Room 14

Proto OoT Mizusin 14 ov.png

This hallway connects the main chamber (level with the lowest pagoda platform) to rooms 6 and 17. Being a hallway it has no actors.

Room 15

Proto OoT Mizusin 15 ov.png

This hallway connects the main chamber at the level of its second-lowest pagoda platform with rooms 6 and 17. It of course comes with no actors.

Room 16

Proto OoT Mizusin 16 ov.png

This hallway connects room 17 to an alcove embedded in the outer wall of the main chamber. As with the previous two hallways, no actors to speak of here.

Room 17

Proto OoT Mizusin 17 ov.png

This vertical room appears to be meant to connect a bunch of other rooms together, including providing access to room 13. It features what looks like another four-pole structure, though the poles are stuck in the corners of the room. The only actor here, a crystal switch, seems likely to be responsible for activating an elevator here (which appears to exist only as a texture on the bottom level of the room).

Water Temple Room 17 Actors
ID Description Variable
0023 Dungeon Objects 0019

Know-It-All Brothers' House

Oot-overdump-knowitallbros.png

This is an early version of the Know-It-All Brothers' house, where the camera was placed in the center of the room instead of to the side. We can tell which house it is thanks to the overhead image in the room file:

Overdump iQue Final
ZeldaOverdump KnowItAllBrosOverhead.png OoT-K HOME-early.png OoT-K HOME-final.jpg

The most obvious difference is that the whole house was flipped sometime after the SW97 version. Beyond that, the floor mat in one corner of the room was later turned into a table; it is on this table that the final game's camera sits. Another version of this prerender comes from the iQue leak, and appears to come between the other two images: it has the increased brightness of the final game's prerender, but the same room layout as the SW97's prerender.

Unusually for the prerendered areas of this overdump, we actually have some of the prerenders used for the panoramic viewpoint:

Only two of the four cube faces survived in some form (we know there were four because that's how many you'd need for a full 360° panorama in this game, and because each image has its own palette, and there are four palettes stored with these images). As you can see, most of the first face was lost to F-Zero X. Prerenders as part of cube maps were subdivided and stored as tiles in this version of the game, which is why the surviving portion has a jagged appearance here.

Even though these surviving images lack many identifying features, and are stored separate from any scene or room file, the ring of stones around the bottom of the images matches with the ring around the fire seen in the overhead shot, which is how we know these images are of the Know-It-All Brothers' house.

ROM offsets for the scene and room:

File Begin End
Scene 018C2CA0 018C38D0
Room 0 018C38D0 018EE2C0

There is only one actor here, an NPC that says

Welcome to my pride and joy, my house!
Well, take it easy, jara.

and uses a "Red-Haired Kokiri Boy" object that goes unused in the final game. As seems to be the norm for Kokiri interiors, seemingly every Kokiri NPC model under the sun is loaded in alongside the one that does get used.

Know-It-All Brothers' House Room 0 Actors
ID Description Variable
0054 NPC Manager 0E0A
Know-It-All Brothers' House Room 0 Objects
ID Description
0029 Hylian Animations
0034 Kokiri & Goron Animations
004B Saria
004C Red-Haired Kokiri Boy
004E Fado
004F Kokiri Girl in Brown Band's Head
0050 Kokiri Boy in Green Cap's Head
0051 Kokiri Girl in Green Band's Head
0052 Kokiri Boy in Mint Cap's Head
0053 Kokiri Shop Proprietor's Head
0054 Kokiri Girl in Green Cap's Head

Grotto

Proto OoT Grotto ov.png

The most notable thing about the grottos in the overdump is that there's only one of them. In the final game, all the game's grottos are implemented as rooms of a single scene, and here the Grottos scene only has one room. Fittingly enough, the singular grotto here is the first room of the final game's set of grottos, just with an extra puddle that would be later removed.

ROM offsets for the scene and room:

File Begin End
Scene 018EE2C0 018F1160
Room 0 018F1160 018F9B10

The only actor here is, unsurprisingly, a treasure chest, though there are also objects for cuccos and torch flames.

Grotto Room 0 Actors
ID Description Variable
000A Treasure Chest FFFF
Grotto Room 0 Objects
ID Description
000E Treasure Chests
0013 Cucco
000F Dancing Flame

Gerudo's Training Ground

Oot-overdump-menkuri-overview.png

The final multi-room scene in the overdump, Gerudo's Training Ground is radically different from the final game. Most rooms had yet to be created, and instead of being an interconnected square of rooms the three paths from the entrance are entirely separate from each other.

This area was specially modified for people playing the demo at Spaceworld 97, presented as a "dungeon tour", presumably meaning that it shows off the kinds of things that go on in the game's various dungeons. As such it's hard to judge how much this actually represents their ideas for the Gerudo's Training Ground at the time, or if the idea of the training ground even existed back then.

ROM offsets for the scene and rooms:

File Begin End
Scene 018F9B10 01911300
Room 0 01911300 01921BE0
Room 1 01921BE0 0192A390
Room 2 0192A390 01933410
Room 3 01933410 0193B890
Room 4 0193B890 01944CC0
Room 5 01944CC0 0194E0F0
Room 6 0194E0F0 01957520
Room 7 01957520 01961DF0
Room 8 01961DF0 01969370
Room 9 01969370 01971B70
Room 10 01971B70 0197D860

Rooms

While not all identical, the object lists of each room are nearly identical, and thus their contents don't always say much about each room. One thing worth noting, however, is the occurrence of the Armos and Wallmaster objects in every room, despite the actors for them occurring nowhere. The Wallmaster in particular might be a clue that there was a non-demo training ground (or at least additional work on the idea) in development, since that enemy does occur in the final game.

Room 0

Proto Final
Proto OoT Menkuri 0 ov.png OoT Menkuri 0 ov.png

The only change this room's geometry got was that the walled-off exit became open to the outside. Beyond that it's just texture changes.

The actors here consist of some torches, some chests, three signs, and an NPC. The NPC says:

Space World '97
The Legend of Zelda Dungeon Tour
Welcome to this special course!

The only NPC object loaded in is Saria, though the variable used for this actor isn't the one used to get Saria elsewhere.

The three signs describe what's behind each of the three exits:

To Room 2 To Room 7 To Room 3
Archery Course:
Shoot the monument with your bow and arrows!
Keep hitting targets to clear the course!
Tag Course:
Chase after the fleeing ghost called Poe!
Defeat it to clear the course!
Maze Battle Course:
Four ghosts called Poes are hiding in the maze.
Destroy them to clear the course!

In terms of actors, a variety of enemies that don't show up in this room are loaded in. It's likely that the object lists for these rooms were copy-pasted around, and then modified when needed, since they're mostly the same from room to room.

Gerudo's Training Ground Room 0 Actors
ID Description Variable
005F Torch Stand 07FF
005F Torch Stand 07FF
0054 NPC Manager 150B
000A Treasure Chest 0020
000A Treasure Chest 0041
003A Gameplay Objects 1709
003A Gameplay Objects 1809
003A Gameplay Objects 1909
Gerudo's Training Ground Room 0 Objects
ID Description
004D Gerudo Training Ground Objects
000E Treasure Chests
000F Dancing Flame
0020 Torch
0009 Poe
000B Wallmaster
0038 Armos
0034 Kokiri & Goron Animations
004B Saria

Room 1

Proto OoT Menkuri 1 ov.png

This room sits between the end of the Tag Course and its "goal room". It contains no actors, so the object list likely represents the original list that was copy-pasted around the other rooms of this scene.

Gerudo's Training Ground Room 1 Objects
ID Description
004D Gerudo Training Ground Objects
000E Treasure Chests
000F Dancing Flame
0020 Torch
0009 Poe
000B Wallmaster
0038 Armos

Room 2

Proto Final
Proto OoT Menkuri 2 ov.png OoT Menkuri 4 ov.png

The Archery Course is this room, which makes it into the final game as part of the Gerudo's Training Ground. Back in the SW97 version, it only consisted of one floor, the rotating ring you need to shoot from, and didn't have the balcony or exits into the other parts of the training ground.

The actors for the rotating ring and the eye targets are here, as you'd expect. The objects list, like in the other rooms, contains a variety of enemies that will never appear in here.

Gerudo's Training Ground Room 2 Actors
ID Description Variable
0062 Rotating Ring 0000
0063 Statue Eye Targets 0000
0063 Statue Eye Targets 0000
0063 Statue Eye Targets 0000
0063 Statue Eye Targets 0000
Gerudo's Training Ground Room 2 Objects
ID Description
004D Gerudo Training Ground Objects
000E Treasure Chests
000F Dancing Flame
0020 Torch
0009 Poe
000B Wallmaster
0038 Armos

Room 3

Proto OoT Menkuri 3 ov.png

This room features the Maze Battle Course, wherein you're tasked with fighting four Poes to be able to advance. It's quite likely that this mechanic is related in some way to the four Poes of the Forest Temple. The actors for these Poes are, of course, here, though their variables are a little interesting: they don't all share the same variable (which would mean they're all essentially the same), yet they don't have unique variables (which would make them all distinct in appearance and/or behavior, which you'd expect if they were just like the Poe sisters).

Gerudo's Training Ground Room 3 Actors
ID Description Variable
000D Poe 0001
000D Poe 0001
000D Poe 0000
000D Poe 0000
Gerudo's Training Ground Room 3 Objects
ID Description
004D Gerudo Training Ground Objects
000E Treasure Chests
000F Dancing Flame
0020 Torch
0009 Poe
000B Wallmaster
0038 Armos

Room 4

Proto Final
Proto OoT Menkuri 4 ov.png Oot-dampé-race-room4.png

This is one of three "goal rooms", so-called because they appear at the end of each of this area's courses. This is the goal room for the Tag Course, and as the actor list shows all it does is give you a warp, presumably back to the entrance of this dungeon.

Interestingly, it appears these goal rooms were repurposed as the end room of Dampé's race in the final game. The final game would add space behind the platform for the way to the windmill, flatten out the platform itself, and of course retexture the area to fit its new home. Since all of these rooms are identical, we'll only show the comparison once.

Gerudo's Training Ground Room 4 Actors
ID Description Variable
005E Blue Warp & Rupee-Shaped Prism FFFF
005F Torch Stand 07FF
005F Torch Stand 07FF
Gerudo's Training Ground Room 4 Objects
ID Description
004D Gerudo Training Ground Objects
000E Treasure Chests
000F Dancing Flame
0020 Torch
0009 Poe
000B Wallmaster
0038 Armos
0048 Warp Circle & Rupee Prism

Room 5

Proto OoT Menkuri 5 ov.png

This goal room sits at the other side of the Maze Battle Course. Like with the previous such room, it only gives you a blue warp out of the place.

Gerudo's Training Ground Room 5 Actors
ID Description Variable
005E Blue Warp & Rupee-Shaped Prism FFFF
005F Torch Stand 07FF
005F Torch Stand 07FF
Gerudo's Training Ground Room 5 Objects
ID Description
004D Gerudo Training Ground Objects
000E Treasure Chests
000F Dancing Flame
0020 Torch
0009 Poe
000B Wallmaster
0038 Armos
0048 Warp Circle & Rupee Prism

Room 6

Proto OoT Menkuri 6 ov.png

This last goal room sits at the end of the Archery Course, and like the others also only warps you out of the room.

Gerudo's Training Ground Room 6 Actors
ID Description Variable
005E Blue Warp & Rupee-Shaped Prism FFFF
005F Torch Stand 07FF
005F Torch Stand 07FF
Gerudo's Training Ground Room 6 Objects
ID Description
004D Gerudo Training Ground Objects
000E Treasure Chests
000F Dancing Flame
0020 Torch
0009 Poe
000B Wallmaster
0038 Armos
0048 Warp Circle & Rupee Prism

Room 7

Proto Final
Proto OoT Menkuri 7 ov.png Oot-dampé-race-room0.png

This room is the first leg of the Tag Course, which looks suspiciously like the first leg of Dampé's race in the final game, though Dampé's race is missing the overhead entrance chamber that the Tag Course has. And of course the very Gerudo-ish texturing would be recolored or replaced to fit the final game's "spooky underground area" theme.

The only actor here is the Poe you chase, though that doesn't stop a bunch of other objects from being loaded in.

Gerudo's Training Ground Room 7 Actors
ID Description Variable
000D Poe 000A
Gerudo's Training Ground Room 7 Objects
ID Description
004D Gerudo Training Ground Objects
000E Treasure Chests
000F Dancing Flame
0020 Torch
0009 Poe
000B Wallmaster
0038 Armos

Room 8

Proto Final
Proto OoT Menkuri 8 ov.png Oot-dampé-race-room1.png

The layout of the second part of the Tag Course bears a striking resemblance to the second part of Dampé's race. A couple flames for torches are loaded in as actors, and perplexingly the rotating ring actor used in room 2. Though the fact that this instance of the actor uses a different variable does hint at the actor performing a dual role (much like the combination rolling spike log & falling ladder in the Deku Tree).

Gerudo's Training Ground Room 8 Actors
ID Description Variable
0008 Flame 0000
0008 Flame 0000
0062 Rotating Ring 011D
Gerudo's Training Ground Room 8 Objects
ID Description
004D Gerudo Training Ground Objects
000E Treasure Chests
000F Dancing Flame
0020 Torch
0009 Poe
000B Wallmaster
0038 Armos

Room 9

Proto Final
Proto OoT Menkuri 9 ov.png Oot-dampé-race-room2.png

The third segment of the Tag Course is oddly similar to the third segment of Dampé's race in the final game in layout, though of course not in texturing or coloring. Like in the previous room, all we see in the actor list are two flames and an instance of the Rotating Ring actor (with a third unique variable).

Gerudo's Training Ground Room 9 Actors
ID Description Variable
0008 Flame 0000
0008 Flame 0000
0062 Rotating Ring 011E
Gerudo's Training Ground Room 9 Objects
ID Description
004D Gerudo Training Ground Objects
000E Treasure Chests
000F Dancing Flame
0020 Torch
0009 Poe
000B Wallmaster
0038 Armos

Room 10

Proto Final
Proto OoT Menkuri 10 ov.png Oot-dampé-race-room3.png

The fourth and final portion of the Tag Course is, amazingly, exactly like the fourth and final portion of Dampé's race in the final game. As with the previous portions, the layout is nearly, if not entirely, identical, with just the texturing being changed between versions.

The actors here consist of two flames, a fourth instance of the Rotating Ring in this dungeon (with the fourth variable to be used with it), and also introduce two additional torch stands.

Gerudo's Training Ground Room 10 Actors
ID Description Variable
005F Torch Stand 07FF
005F Torch Stand 07FF
0008 Flame 0000
0008 Flame 0000
0062 Rotating Ring 011F
Gerudo's Training Ground Room 10 Objects
ID Description
004D Gerudo Training Ground Objects
000E Treasure Chests
000F Dancing Flame
0020 Torch
0009 Poe
000B Wallmaster
0038 Armos

Hyrule Market Entrance

Oot-overdump-market-entrance.png

The final scene in the overdump is the entrance to Hyrule Market. Since this prerendered area is of the "fixed camera" variety, the prerender exists in the room file, so let's compare this place to the final game (as well as another version found in the iQue leak):

Overdump iQue Final
ZeldaOverdump HC entrance day.png ZeldaOoT entra d txt from zelda tool scene.png Oot-market-entrance-day.jpg

The iQue version looks to come between the overdump and the final version. After the overdump the shadows over the town walls were made darker, and by the time of the final game the dark spaces between bricks in the walls and pavement were made more defined. This in particular makes the pavement look quite a bit darker than it had before. It's unknown why the iQue version of the image is so much noisier than the other versions; it's possibly a sign that the iQue version was a quick test render.

ROM offsets for the scene and room:

File Begin End
Scene 0197D860 0197DBB0
Room 0 0197DBB0 019A4470

There are no actors here, meaning that you won't be seeing the final game guard here, but luckily there are an absolutely ridiculous number of objects loaded in. Aside from Epona and the seemingly-useless animations for Kokiri and Goron NPCs, we have a bunch of Hylian NPCs loaded in here. This would suggest the list was more-or-less copied from the Hyrule Market or Kakariko scenes.

Market Entrance Room 0 Objects
ID Description
0029 Hylian Animations
0034 Kokiri & Goron Animations
001A Adult Epona
003C Laughing Man
003D Hylian Woman in Purple Dress
003E Hylian Man in Blue Shirt & Orange Pants
003F Hylian Woman in White Shirt & Orange Pants
0041 Old Hylian Man
0042 Old Hylian Man's Head
0043 Hylian Man in Purple Shirt & Green Pants
0044 Tenement Woman
0045 Hylian Woman in Blue Shirt & White Dress