Proto:The Legend of Zelda: Ocarina of Time/Late 1997 Overdump/3D Maps
This is a sub-page of Proto:The Legend of Zelda: Ocarina of Time/Late 1997 Overdump.
To do: Let's get to workǃ
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Contents
- 1 First Dungeon (fstdan)
- 2 Dodongo's Cavern
- 3 Syotes
- 4 Syotes2
- 5 Test01
- 6 Deku Tree Central Chamber Prototype
- 7 Gohma Boss Room - Ancient Version
- 8 Depth Test
- 9 I_SHOP - Early Hyrule Market Shop
- 10 Hyrule Field
- 11 Early Kakariko Village
- 12 Early Kakariko Graveyard
- 13 Lost Woods
- 14 Kokiri Forest - SW97
- 15 Early Sacred Forest Meadow
- 16 Early Lake Hylia
- 17 Early Zora's River
- 18 Water Pool
- 19 Gerudo Valley
- 20 Hyrule Castle
- 21 Death Mountain Trail
- 22 Death Mountain Crater
- 23 Stalactite Cave
- 24 Death Mountain Caverns
- 25 Hyrule Market
- 26 Hyrule Market 2
- 27 Fire Temple
- 28 Forest Temple
- 29 Horseback Archery Testmap
- 30 Sasatest
- 31 Prerender Map without Prerender
- 32 Test Map - Treasure Chest Warp
- 33 Inside the Deku Tree
- 34 Jabu-Jabu Area
- 35 Chamber of Sages
- 36 Temple of Time Exterior
- 37 Fairy Fountain
- 38 Temple of Time Interior
- 39 Forest Temple Pushblock Tower Room
- 40 LOD Test
- 41 Sutaru
- 42 Fire Temple Maze Area
- 43 Link's House
- 44 Kokiri Shop
- 45 Field with Sphere and Glass
- 46 Cave with Water
- 47 Water Temple
- 48 Know-It-All Brothers' House
- 49 Grotto
- 50 Gerudo's Training Ground
- 51 Hyrule Market Entrance
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 X 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 |
---|---|
Rooms
Unless otherwise specified, each room comes with the same three objects:
ID | Description |
---|---|
0005 | Iron Knuckle |
0004 | Early Stalfos |
000B | Wallmaster & Floormaster |
Room 0
A stairway between levels, partially open to the sky. It features no actors, and only these objects:
ID | Description |
---|---|
0005 | Iron Knuckle |
0032 | Stalfos |
000B | Wallmaster & Floormaster |
Room 1
A circular room with four exits and a freestanding (and very familiar) plaque in the center. It features the following objects and actors:
ID | Description | Variable |
---|---|---|
0002 | Stalfos | FFFF |
ID | Description |
---|---|
0005 | Iron Knuckle |
0032 | Stalfos |
000B | Wallmaster & Floormaster |
Room 2
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):
ID | Description | Variable |
---|---|---|
0003 | Iron Knuckle | FFFF |
Room 3
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
This spiral staircase sports light fixtures along one wall, and a single actor (alongside the usual objects):
ID | Description | Variable |
---|---|---|
0002 | Stalfos | FFFF |
What a Stalfos would be doing in a cramped stairwell isn't clear.
Room 5
Another spiral staircase part, with light fixtures on both sides of the stairs, and one actor alongside the usual objects:
ID | Description | Variable |
---|---|---|
0011 | Wallmaster | FFFF |
Room 6
A level, curved hallway, with a face-shaped light at one end. It features the usual objects and a single actor:
ID | Description | Variable |
---|---|---|
0011 | Wallmaster | FFFF |
Room 7
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
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
The top of the tower, completely open to the sky. No actors, and the usual objects, are present here.
Dodongo's Cavern
An earlier rendition of the dungeon. 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 |
---|---|
The early layout is similar, but not identical, to the map depicted in Fig. 20 of a patent filed by Nintendo in November 1997.
Rooms
Room 0
Proto | Final |
---|---|
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.
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 |
ID | Description |
---|---|
002B | Dodongo's Cavern Objects |
000E | Treasure Chests |
0031 | Bomb Flower |
000C | Dodongo |
0038 | Armos |
Room 1
Proto | Final |
---|---|
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.
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 |
ID | Description |
---|---|
002B | Dodongo's Cavern Objects |
000E | Treasure Chests |
0031 | Bomb Flower |
001F | Baby Dodongo |
000C | Dodongo |
000D | Keese |
Room 2
Proto | Final |
---|---|
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.
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 |
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 |
---|---|
This is the Lizalfos fight room, but limited to a single story. According to The Legend of Zelda: Ocarina of Time Encyclopedia 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.
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 |
ID | Description |
---|---|
002B | Dodongo's Cavern Objects |
000E | Treasure Chests |
0031 | Bomb Flower |
001B | Lizalfos & Dinolfos |
Room 4
Proto | Final |
---|---|
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.
ID | Description | Variable |
---|---|---|
0012 | Dodongo | FFFF |
0012 | Dodongo | FFFF |
0012 | Dodongo | FFFF |
0012 | Dodongo | FFFF |
0012 | Dodongo | FFFF |
0015 | Collectible Items (Visible) | 0006 |
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 |
---|---|
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).
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 |
ID | Description |
---|---|
002B | Dodongo's Cavern Objects |
000E | Treasure Chests |
0031 | Bomb Flower |
001F | Baby Dodongo |
000C | Dodongo |
000D | Keese |
0038 | Armos |
Room 6
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.
ID | Description | Variable |
---|---|---|
0023 | Dungeon Objects | 9727 |
0023 | Dungeon Objects | 0024 |
0023 | Dungeon Objects | 0003 |
0012 | Dodongo | FFFF |
0012 | Dodongo | FFFF |
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
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.
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 |
ID | Description |
---|---|
002B | Dodongo's Cavern Objects |
000E | Treasure Chests |
0031 | Bomb Flower |
000C | Dodongo |
000D | Keese |
0038 | Armos |
001F | Baby Dodongo |
Room 8
This curious two-story room features two hallways at 90° angles from each other on separate 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 point in development, or this was meant to be a second entrance into the dungeon.
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 |
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 |
---|---|
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.
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 |
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
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 Tailpasarans loaded in:
ID | Description | Variable |
---|---|---|
0015 | Collectible Items (Visible) | 0008 |
0015 | Collectible Items (Visible) | 0009 |
0015 | Collectible Items (Visible) | 000A |
ID | Description |
---|---|
0004 | Early Stalfo |
0022 | Tailpasaran |
Syotes2
Another testing room where, in pre-release 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.
ID | Description | Variable |
---|---|---|
005E | Blue Warp & Rupee-Shaped Prism | 0000 |
ID | Description |
---|---|
0004 | Early Stalfo |
0049 | Heart Container |
0048 | Warp Circle & Rupee Prism |
0000 | removed |
Test01
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, seems like it was last used to test various instances of an "NPC Manager" actor, an actor which most NPCs in the game were created with. In the final game, this actor would be divided into a number of smaller-scope 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 |
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
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
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.
ID | Description | Variable |
---|---|---|
0029 | Gohma | FFFF |
ID | Description |
---|---|
001C | Gohma |
001E | Gohma Larva |
Depth Test
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:
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 3×3 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
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:
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.
ID | Description | Variable |
---|---|---|
0020 | Fish | FFFF |
0022 | Field Objects | 0002 |
0022 | Field Objects | 0001 |
0022 | Field Objects | 0000 |
0054 | NPC Manager | 000C |
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:
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 are not present in Hyrule Field in the final game.
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 |
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 it to get a better idea of just how things changed over time.
Mid 97 | SW97 | Final |
---|---|---|
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 |
---|---|---|
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 |
---|---|---|
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 |
---|---|---|
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 the 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 |
---|---|---|
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 |
---|---|---|
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 field 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 |
---|---|---|
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
A very early rendition of Kakariko, 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
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 |
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
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 |
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.
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 |
ID | Description |
---|---|
001F | Baby Dodongo |
0024 | Skulltulas |
003A | Goron |
0034 | Kokiri & Goron Animations |
Lost Woods
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.
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 |
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.
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 | This version is radically different from the Kokiri Forest we're all familiar with. The houses seem to be spread out among two distinct sections, 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 | 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 | 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.
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 |
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
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.
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 |
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).
Early Lake Hylia
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 be 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 edge of the pier will transition to another map, so the Water Temple island may have been another place altogether. It's also possible, given the rocky nature of the path and the way the desert appears to be somewhat more isolated on the world map at the time of this overdump, that this cliffside path might have been intended as the entrance to the desert.
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. Even though Aria is the only Hylian NPC in this map, there are two Hylian women objects loaded in addition to the Aria object.
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 |
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
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. Interestingly, the object for the Peahat is present, though no actor that can use it is.
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 |
ID | Description |
---|---|
0007 | Octorok |
0008 | Octorok Projectile |
0016 | Tektites |
0018 | Peahat |
Water Pool
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
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 | Comments |
---|---|---|---|---|
suna, ᵒₙ minzoku |
砂の民族 the vertical text is assumed to represent "no" |
people of sand | The final version's script describes the Gerudo as 砂漠から来たゲルド族 ("the Gerudo hailing from the desert") and Ganondorf as 黒き砂漠の民 ("a member of the desert people, clad in black"). In Japanese, 砂の ("sand..." or "of sand") is an oddly specific attribute, so the proto might hint at the Gerudo's nature rather than the final version's hinting at their habitat. It could be that the Gerudo in Ocarina of Time were at some point intended to be literally made from sand, just like the desert-dwelling sand enemy "Geldman" (ゲルドマン) from A Link to the Past, long thought to be the origin of the Gerudo name. | |
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 |
The texture implies that the developers originally intended for the goddess' name to be spelled as "Dinn". Along with the Desert Colossus' origin, this "prayer" shows that the Gerudo were originally meant to be worshippers of the Goddess of Power, Din. | |
geldo,s typography | n/a | Gerudo's Typography also seen as a header on images describing the Gerudo alphabet |
The tribe's name was probably meant to be spelled as "Geldo". The "Geldo's typography" bit is also included on Page 90 of the 2011 book Hyrule Historia. |
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.
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 |
ID | Description |
---|---|
001A | Adult Epona |
0027 | Generic Horse |
0017 | Leever |
Hyrule Castle
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 Great Fairy's 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.
ID | Description | Variable |
---|---|---|
000B | Soldier | 401C |
000B | Soldier | 401C |
ID | Description |
---|---|
0029 | Hylian Animations |
0034 | Kokiri & Goron Animations |
001D | Child Zelda |
002E | Sheik |
000A | Soldier |
0046 | Zelda's Horse |
Death Mountain Trail
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.
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 |
ID | Description |
---|---|
0029 | Hylian Animations |
0034 | Kokiri & Goron Animations |
003A | Goron |
0031 | Bomb Flower |
0016 | Tektites |
0038 | Armos |
Death Mountain Crater
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
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.
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 |
ID | Description |
---|---|
000E | Treasure Chests |
0005 | Iron Knuckle |
000D | Keese |
0010 | Slime |
0011 | Baby Stalfos |
Death Mountain Caverns
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.
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 |
ID | Description |
---|---|
0012 | Shabom |
0010 | Slime |
000D | Keese |
0016 | Tektites |
000E | Treasure Chests |
0007 | Octorok |
Hyrule Market
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 that wouldn't be out of place from Gossip Stones. Most interesting is the actor of variable 1F05, who gives Death Mountain as the alternate name of "Mount Hebra", a detail that doesn't exist in the final game. It should be noted that Death Mountain is called "Mount Hebra" in the Light World of the Japanese version of A Link to the Past (it's only called Death Mountain in the Dark World) and an early version of the English script.
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 |
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
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.)
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 |
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 |
---|---|
Rooms
Room 0
Proto | Final |
---|---|
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.
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 1
Proto | Final |
---|---|
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.
ID | Description | Variable |
---|---|---|
0044 | Fire Temple Fire-Powered Elevator Block | 0000 |
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 2
Proto | Final |
---|---|
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.
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 3
Proto | Final |
---|---|
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.
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 |
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 4
Proto | Final |
---|---|
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.
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 5
Proto | Final |
---|---|
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.
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 6
Proto | Final |
---|---|
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.
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 |
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 7
Proto | Final |
---|---|
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.
ID | Description | Variable |
---|---|---|
0008 | Flame | 0000 |
0008 | Flame | 0000 |
0008 | Flame | 0000 |
0008 | Flame | 0000 |
0008 | Flame | 0000 |
0008 | Flame | 0000 |
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 8
Proto | Final |
---|---|
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.
ID | Description | Variable |
---|---|---|
003A | Gameplay Objects | 0006 |
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 9
Proto | Final |
---|---|
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.
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 10
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 |
---|---|
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 be 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.
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 |
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 11
Proto | Final |
---|---|
This future Goron prison used to feature crossing paths, essentially a mirror of its counterpart in the other tower. The paths here rest over 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 the captured Gorons are imprisoned, and the other because it led into the excised part of the Firewall Maze.
ID | Description | Variable |
---|---|---|
0041 | Fire Temple Breakable Hammer Block | FFFF |
0041 | Fire Temple Breakable Hammer Block | FFFF |
0041 | Fire Temple Breakable Hammer Block | FFFF |
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 12
Proto | Final |
---|---|
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.
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Room 13
Proto | Final |
---|---|
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, so it's visible when looking 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.
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 |
ID | Description |
---|---|
002C | Fire Temple Objects |
000F | Dancing Flame |
Forest Temple
The overdump's Forest Temple looks an awful lot like the final game's temple. 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 make for quite the lonely atmosphere indeed.
The most noteworthy 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 feature 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
Rooms
Aside from the lack of actors in most rooms, another sign that the dungeon has 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:
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 |
---|---|
The overdump version of the entrance lacks grass, opting for a smooth marble floor, leaving the trees feeling out of place. The walls behind said trees seem to opt for plaster falling off an aging brick or stone wall, though not executing it well. The entrance into the temple is absent, and the wall it's normally set against is a gaping black void instead. There are no actors loaded into this room, either.
Room 1
Proto | Final |
---|---|
The room with pink lava and spinning platforms used to feature a ring of badly damaged pillars. The only actor here is an eye switch for untwisting the hallway you just came from.
ID | Description | Variable |
---|---|---|
0023 | Dungeon Objects | 001A |
Room 2
Proto | Final |
---|---|
The room with the falling ceiling used to have pillars interrupting the path to the other side. Without any actors loaded, this room is missing the falling ceiling, if it was meant to have one at this point. It's also much brighter than the final game's room.
Something to note is that the windows in the northeast courtyard, Room 12, intersect with the top half of this room. The geometry in question won't be visible, but the collision for it is loaded and active, and you can encounter it if you somehow are high enough to reach it.
Room 3
Proto | Final |
---|---|
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 |
---|---|
This corridor sits between the boss room and the movable hexagonal room. This hallway would later become just part of that hexagonal room, instead of being a separate room. The actors here are for the torches lining the walls.
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 |
---|---|
The boss room is largely the same, though it features shafts of light from the windows in the domed ceiling, making it harder to believe this room rests underground and not high atop a tower. The main geometric differences are the simple ramp to the platform, instead of a staircase on one side, and the size of the room. The overdump's boss room is much smaller than the final's, making for a very cramped boss fight.
There are, as usual for this temple, no actors in this room.
Room 6
Proto | Final |
---|---|
In this corridor between the entrance and main room, the overgrowth of vegetation had just begun. What didn't change is the presence of a Skulltula in the room.
ID | Description | Variable |
---|---|---|
0038 | Skulltula | FFFF |
Room 7
Proto | Final |
---|---|
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.
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 |
---|---|
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 |
---|---|
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 |
---|---|
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 |
---|---|
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 suggests 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.
ID | Description | Variable |
---|---|---|
0002 | Stalfos | FFFF |
0002 | Stalfos | FFFF |
Room 12
Proto | Final |
---|---|
The northeastern courtyard features a number of relatively minor differences from the final version. 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 being 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.
ID | Description | Variable |
---|---|---|
0056 | Deku Baba | 0001 |
Room 13
Proto | Final |
---|---|
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.
ID | Description | Variable |
---|---|---|
0056 | Deku Baba | 0001 |
Room 14
Proto | Final |
---|---|
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 |
---|---|
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.
ID | Description | Variable |
---|---|---|
0023 | Dungeon Objects | 001A |
0023 | Dungeon Objects | 0023 |
0023 | Dungeon Objects | 0023 |
Room 16
Proto | Final |
---|---|
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 |
---|---|
Beth's painting room mirrors 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
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 did show up in pre-release 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.
ID | Description | Variable |
---|---|---|
0014 | Adult Epona | FFFF |
003D | Generic Horse | FFFF |
0054 | NPC Manager | 000B |
0054 | NPC Manager | 0003 |
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
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.
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
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 among the iQue leak's prerenders. There aren't even any actors or objects to clue us in.
There are only two things we can be reasonably sure of about this area:
- 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).
- 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
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
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.
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
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).
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
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.
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
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
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 pre-release 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
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 Lair 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).
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 |
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
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.
ID | Description | Variable |
---|---|---|
0056 | Deku Baba | 0001 |
000A | Treasure Chest | 0861 |
005F | Torch Stand | 0488 |
005F | Torch Stand | 0488 |
005F | Torch Stand | 0BFF |
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
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.
ID | Description | Variable |
---|---|---|
0038 | Skulltula | FFFF |
0038 | Skulltula | FFFF |
0061 | Mad Scrub | 0000 |
0061 | Mad Scrub | 0000 |
0036 | Tailpasaran | FFFE |
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
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.
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 |
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
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.
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 |
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
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.
ID | Description | Variable |
---|---|---|
0056 | Deku Baba | 0001 |
0056 | Deku Baba | 0001 |
0056 | Deku Baba | 0001 |
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
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.
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 |
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
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.
ID | Description | Variable |
---|---|---|
000A | Treasure Chest | 0065 |
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
This third floor chamber is styled the same as room 7, and features a similar shape, but serves the same purpose of offering up a single Treasure Chest.
ID | Description | Variable |
---|---|---|
000A | Treasure Chest | 0026 |
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
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 the 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.
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 |
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
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.
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 |
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
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 a couple Gohma Larvae and a few Mad Scrubs.
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 |
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
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!
ID | Description | Variable |
---|---|---|
003A | Gameplay Objects | 1B09 |
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
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.
ID | Description | Variable |
---|---|---|
0029 | Gohma | FFFF |
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 third 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.
ID | Description | Variable |
---|---|---|
0035 | Biri | FFFF |
0035 | Biri | FFFF |
0035 | Biri | FFFF |
ID | Description |
---|---|
0021 | Biri |
Chamber of Sages
Looks almost identical to the final version, 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 three of the stand-ins are obvious - Sheik for Impa, the generic Goron for Darunia, child Zelda for adult Zelda - the 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 (though other assets in the overdump indicate he was the Sage for the Shadow Temple instead). Aria and the generic purple-dressed Hylian woman are both listed among the early Lake Hylia's objects, leaving it unclear as to who represented Ruto and Rauru.
Of note is that Mido is the only character in the final game who shares a name with a Zelda II town but isn't a Sage.
ID | Description | Variable |
---|---|---|
0049 | Sheik | FFFF |
002A | Child Zelda | FFFF |
0054 | NPC Manager | 0032 |
0054 | NPC Manager | 0028 |
0054 | NPC Manager | 0029 |
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
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 spheres on top of the stair walls making identification easy. It should be noted that the adult version of these prerenders, CHAPEL_RUINS, is missing those spheres, so the ruined map likely would want a separate collision map not present in the overdump.
Thanks to this, we can make some observations comparing this prerendered map to the final game:
Proto | |
---|---|
Final |
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 entrance came in from the left, where you approached this map from Hyrule Castle Town. Pools were placed on either side of the path leading to the facade, and the flower beds opposite the temple now completely line the front fence in the final game.
Compared to the final's static image, the Temple of Time appears like it would be nested further in town, unlike the more solitary placement in the final game. The Triforce is seemingly absent above the entrance, along with the door itself. The 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, with the far pool blocking 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 would 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 features animations for Kokiri and Gorons, for whatever reason.
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
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's 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 |
---|---|
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.
ID | Description |
---|---|
0029 | Hylian Animations |
0034 | Kokiri & Goron Animations |
002E | Sheik |
001D | Child Zelda |
Forest Temple Pushblock Tower Room
This is a copy of room 15 of the Forest Temple, the multistory pushblock puzzle room, just separated into its own scene. The geometry appears to be identical to the room that's part of the overdump's Forest Temple map. The only difference 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 was isolated and duplicated like this.
ROM offsets for the scene and room:
File | Begin | End |
---|---|---|
Scene | 016E1C10 | 016E5FF0 |
Room 0 | 016E5FF0 | 016ECFE0 |
LOD Test
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
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 Debug ROM'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: it can appear when all enemies are defeated, instead of being spawned from an actor.
ID | Description | Variable |
---|---|---|
0002 | Stalfos | FFFF |
0002 | Stalfos | FFFF |
005E | Blue Warp & Rupee-Shaped Prism | 0001 |
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 reasons similar to the Forest Temple puzzle room's duplicate. Unlike that map, however, there are actors and objects loaded, 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 detailed than their counterparts in the overdump's 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 has the actor for it.
ID | Description |
---|---|
000F | Dancing Flame |
Room 0
Maze Map | Full Temple Map |
---|---|
This hallway is the counterpart to Room 7 of the main Fire Temple map. Unlike that version, this map's room is clearly a stand-in, being a box that fades into black 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 a quick mockup of the room that would be present in the full map.
Room 1
Maze Map | Full Temple Map |
---|---|
This room is the equivalent to Room 2 of the full temple map, though here it's just a simple square room with no actors or other exits. Like with the previous room, it's assumed to be a quick mockup to fill an exit in the maze room, and not an indication of an earlier design.
Room 2
This is the actual maze room, and 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 when it was isolated is unclear.
While there are actors here, they're only for the flames sitting in the various torches around the room. There are no boulders or other elements here.
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
The inside of Link's house. While the panoramic view 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:
Proto | Final |
---|---|
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.
ID | Description | Variable |
---|---|---|
0054 | NPC Manager | 020B |
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
A much different Kokiri Shop from that of the final game. This version is meant to be a panoramic room, like Link's house, whereas the final game uses a room with a fixed camera. While the panorama is lost, the overhead view is preserved within the room file:
As 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 sells Deku Nuts, and the other Deku Sticks. However, the dialogue for those two simply say you can't buy anything yet, suggesting that the system for purchasing things hadn't been implemented yet.
Like with Link's house, it appears every Kokiri under the sun is loaded as an object, along with the object for Treasure Chests.
ID | Description | Variable |
---|---|---|
0054 | NPC Manager | 100A |
0004 | Aria & Shop Items | 8805 |
0004 | Aria & Shop Items | 8704 |
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
This testing area features a plain grass field with a transparent pane of glass, made visible with some opaque texturing around the edges, and an opaque ball sitting on it.
This room was designed to test the game's graphics code with how it handles drawing transparent textures. 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 textures can easily lead to rendering errors if not handled correctly, so it's quite likely that this map let developers observe how the game handles opaque and transparent textures occupying the same portion of the screen. Another clue that this was made for testing is the complete lack of any gameplay objects or actors.
This room was created to test Reality's ability in drawing transparency. In it is a plain grass plain, an opaque sphere, and a transparent pane of glass made visible by some patterning along the edges.
The long side of the glass is facing the sphere, and you can position the camera so that the sphere blocks the wall.
Transparent texturing can easily lead to rendering issues if not implemented well, so this map let developers stress test the graphics systems before using them in-game.
ROM offsets for the scene and room:
File | Begin | End |
---|---|---|
Scene | 017856A0 | 017865F0 |
Room 0 | 017865F0 | 01789C10 |
Cave with Water
This small cavern, whose sole exit is submerged underwater, only contains a tiled platform. The theming suggests it would have belonged in the Death Mountain or Gerudo Valley area, but it's not defined enough to tell which.
ROM offsets for the scene and room:
File | Begin | End |
---|---|---|
Scene | 017C6920 | 017CB850 |
Room 0 | 017CB850 | 017D3120 |
Water Temple
The Water Temple is largely different from the final game's, receiving a significant redesign after Spaceworld 97. One noteworthy quirk is that the temple is lopsided; 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 exit to 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. Before you despair, it's likely that the solution was simpler: You would only raise the water level to reach the boss on the very top of the tower, leading from the main entrance at the very bottom of it. Any extra puzzles would only require equipping the Iron Boots once.
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 only loads the Treasure Chest object, meaning that the only actors that are found are chests and anything from the preloaded gameplay_dangeon_keep [sic] object.
ID | Description |
---|---|
000E | Treasure Chests |
Room 0
Proto | Final |
---|---|
The main chamber of the temple used to be squarer, and the tower designed after a pagoda. The tower itself is smaller, with more water to swim in. The entrance was simply a doorway at the bottom, implying that the temple started drained.
The only actor present is a crystal switch, but lacking the presence of other actors, there's no telling what it did.
ID | Description | Variable |
---|---|---|
0023 | Dungeon Objects | 0019 |
Room 1
The room inside of the pagoda bears a great resemblance to where you meet Ruto in the final game than the final's central tower. It's multiple stories, each getting smaller as you ascend, with the bottom featuring exits to two other rooms, but the other stories lead to the main chamber.
The only actors are pushblocks, making it difficult to discern what went into this room.
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
This room, found directly through the lowest left doorway in the main chamber, contains a protrusion that looks like a pipe organ. The protrusion lines up perfectly with the second water level, when water is let in the first time. There are no actors loaded, which does not help in determining what this room was for.
Room 3
Proto | Final |
---|---|
The boss room, sadly lacking actors, used to be much darker, thanks to the design. It was much smaller, with thinner platforms, and lacked spikes. The water resting platforms are decorated with columns and beams, echoing a recurring theme in the temple's old design. There are stairs on each side of the water, as the water's surface was too low to be climbed from.
Finally, there's no floor to the pool, so don't equip your Iron Boots.
An interesting thing is that the boss room shows up this early in the list of rooms; in the final game, almost every dungeon has the boss room be the last room in the scene. That the boss room is so early means we're likely seeing the rooms as they were designed.
Room 4
Proto | Final |
---|---|
The pre-boss room is similar to the final game. The lack of actors, the fact that the hallway is narrower than the final game's, and the stair texture in the middle of the ramp all indicate that the blade traps weren't implemented yet.
Room 5
This room appears to be a simple corridor 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
This is one of the dungeon's multi-story towers, featuring exits on multiple levels, including a hole down into lower rooms that's resembles the hole in the final game's central tower. The only actor is another pushblock.
ID | Description | Variable |
---|---|---|
0023 | Dungeon Objects | 0023 |
Room 7
This dead-end room has a four-column structure similar to the one seen in the old boss room. This structure would've been a kind of elevator to the upper portion of the room, though there's no actors serving the purpose at this point.
The only actors here are a floor switch and a Treasure Chest.
ID | Description | Variable |
---|---|---|
0023 | Dungeon Objects | 0015 |
000A | Treasure Chest | FFFF |
Room 8
This is a simple, actor-less corridor that connects the pagoda interior to Room 9. It's also why you can go across the main level when the water level's dry.
Room 9
This intricate series of ladders and ledges lets you climb to the upper portion of the main room that features a sequence of precarious platforms. The only actor here is another pushblock.
ID | Description | Variable |
---|---|---|
0023 | Dungeon Objects | 0023 |
Room 10
This dead-end room is where Room 9's precarious platforming leads to. Another four-column structure is here, likely decoration as no way an elevator would work in here.
The only loaded actor is a floor switch, which, judging by context, would have activated something important in another area of the temple. It could have also changed the water level.
ID | Description | Variable |
---|---|---|
0023 | Dungeon Objects | 0015 |
Room 11
This two story room connects to the door opposite of the main entrance. Its second part rests on the second level waterline, where the lower half features a partly-climbable pillar. Both stories have a mezzanine with exits to the main chamber, and the room only has two pushblock actors.
ID | Description | Variable |
---|---|---|
0023 | Dungeon Objects | 0023 |
0023 | Dungeon Objects | 0023 |
Room 12
This branching corridor connects the inside of the pagoda to Rooms 6 and 17. It's also one half of an obstacle splitting the main room into two isolated sections.
Room 13
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 above the exit. The poles with platforms are obviously substitutes for what should be moving platforms triggered by a floor switch.
ID | Description | Variable |
---|---|---|
0023 | Dungeon Objects | 0015 |
000A | Treasure Chest | FFFF |
Room 14
This corridor connects the main chamber to Rooms 6 and 17. There are no actors.
Room 15
This corridor connects the second story of the main chamber's balcony with Rooms 6 and 17. There are no actors.
Room 16
This corridor connects Room 17 to an alcove embedded in the outer wall of the main chamber. There are no actors here, either.
Room 17
This tower room connects many other rooms together, including Room 13. It has another four-column decoration, though the columns are embedded in the corners. The only actor present, a crystal switch, seems like it would activate an elevator, here represented by a texture on the bottom-most floor.
ID | Description | Variable |
---|---|---|
0023 | Dungeon Objects | 0019 |
Know-It-All Brothers' House
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 |
---|---|---|
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.
ID | Description | Variable |
---|---|---|
0054 | NPC Manager | 0E0A |
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
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.
ID | Description | Variable |
---|---|---|
000A | Treasure Chest | FFFF |
ID | Description |
---|---|
000E | Treasure Chests |
0013 | Cucco |
000F | Dancing Flame |
Gerudo's Training Ground
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 |
---|---|
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.
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 |
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
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.
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 |
---|---|
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.
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 |
ID | Description |
---|---|
004D | Gerudo Training Ground Objects |
000E | Treasure Chests |
000F | Dancing Flame |
0020 | Torch |
0009 | Poe |
000B | Wallmaster |
0038 | Armos |
Room 3
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).
ID | Description | Variable |
---|---|---|
000D | Poe | 0001 |
000D | Poe | 0001 |
000D | Poe | 0000 |
000D | Poe | 0000 |
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 |
---|---|
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.
ID | Description | Variable |
---|---|---|
005E | Blue Warp & Rupee-Shaped Prism | FFFF |
005F | Torch Stand | 07FF |
005F | Torch Stand | 07FF |
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
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.
ID | Description | Variable |
---|---|---|
005E | Blue Warp & Rupee-Shaped Prism | FFFF |
005F | Torch Stand | 07FF |
005F | Torch Stand | 07FF |
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
This last goal room sits at the end of the Archery Course, and like the others also only warps you out of the room.
ID | Description | Variable |
---|---|---|
005E | Blue Warp & Rupee-Shaped Prism | FFFF |
005F | Torch Stand | 07FF |
005F | Torch Stand | 07FF |
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 |
---|---|
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.
ID | Description | Variable |
---|---|---|
000D | Poe | 000A |
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 |
---|---|
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).
ID | Description | Variable |
---|---|---|
0008 | Flame | 0000 |
0008 | Flame | 0000 |
0062 | Rotating Ring | 011D |
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 |
---|---|
The third segment of the Tag Course is oddly similar to the third segment of Dampé's race in layout, though not in color. Like in the previous room, all we see in the actor list are two Flames and another instance of the Rotating Ring actor (with a third, unique variable).
ID | Description | Variable |
---|---|---|
0008 | Flame | 0000 |
0008 | Flame | 0000 |
0062 | Rotating Ring | 011E |
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 |
---|---|
The fourth and final section of the Tag Course is exactly like the fourth and final section of Dampé's race in the final game. As with the previous portions, the layout is nearly, if not entirely, identical, with just the coloring changed.
The actors here consist of two Flames, a fourth instance of the Rotating Ring in this dungeon, with the fourth variable used with it. It also introduces two additional Torch stands.
ID | Description | Variable |
---|---|---|
005F | Torch Stand | 07FF |
005F | Torch Stand | 07FF |
0008 | Flame | 0000 |
0008 | Flame | 0000 |
0062 | Rotating Ring | 011F |
ID | Description |
---|---|
004D | Gerudo Training Ground Objects |
000E | Treasure Chests |
000F | Dancing Flame |
0020 | Torch |
0009 | Poe |
000B | Wallmaster |
0038 | Armos |
Hyrule Market Entrance
The last scene in the overdump is the Hyrule Market entrance. Since it's a fixed camera prerender, and that means the image itself is stored in the room file, we can easily compare the three available versions:
Overdump | iQue | Final |
---|---|---|
The iQue's prerender is a transitional image between the overdump's and final's render. The shadows on the town walls are darkened in the iQue version, and the final game better defines the mortar between both wall and floor bricks.
The iQue image is much noisier, suggesting it's a quick test render and not the intended image.
The overdump's version of the scene contains a streetlamp, in front of the house, that is removed from later takes of this scene. This streetlamp is visible in prerelease pictures of the area.
ROM offsets for the scene and room:
File | Begin | End |
---|---|---|
Scene | 0197D860 | 0197DBB0 |
Room 0 | 0197DBB0 | 019A4470 |
There are no actors loaded, meaning no gate guard like in the final game, but there are an absurd amount of objects loaded in. Besides Epona and the Kokiri and Goron animations, the large amount of Hylian NPCs suggests that the objects list was copied from either the Hyrule Market or Kakariko Village scenes.
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 |