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The Legend of Zelda: Majora's Mask

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Title Screen

The Legend of Zelda: Majora's Mask

Also known as: Zelda no Densetsu: Mujura no Kamen (JP)
Developer: Nintendo EAD[1]
Publisher: Nintendo[1]
Platform: Nintendo 64
Released in JP: April 27, 2000[1]
Released in US: October 26, 2000[1]
Released in EU: November 17, 2000[1]
Released in AU: November 17, 2000[1]


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


DevelopmentIcon.png This game has a development article
ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page
DCIcon.png This game has a Data Crystal page

Hmmm...
To do:

In The Legend of Zelda: Majora's Mask, Peter Pan and Tinkerbell race to save Termina from a sapient hunk of green cheese. It's notably one of only two games (the other being Donkey Kong 64) that cannot run without the Nintendo 64's Expansion Pak.

Sub-Pages

Read about development information and materials for this game.
Development Info
Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
Read about notable bugs and errors in this game.
Bugs

Unused Animations

AnimationsIcon.png
Unused Link Animations
Link, what are you doing?
AnimationsIcon.png
Unused Animations
What do the dolls do when no one is watching?

Unused Cutscenes

MovieIcon.png
Alternate Scene Setups
MovieIcon.png
Unused Scenes

Unused Data

MovieIcon.png
Player Abilities
Nix on the super powers.
MovieIcon.png
Song Data
Play your heart out!
MM-UnusedSpawn-AE50.png
Unused Spawns

Unused Resources

ZeldaMM-link'smask.png
Unused Actors, Objects, & Variables
A plethora of unused content.
MMHylianLoachSym.png
Unused Items
Many unused items, including some leftovers from Ocarina of Time!
TextIcon.png
Unused Text
Much of this text was removed in the international releases.
GraphicsIcon.png
Unused Textures
O Navi, where art thou?

Filename Oddities

TextIcon.png
Filename Oddities
If it works, why update it?

Version Differences

MMSkullKidJ.png
Program Revision Differences
A large number of differences exist between regions and revisions.

Development Leftovers

Remember when YT had a little indifferent face when a video went down? TCRF remembers.
This page or section has one or more broken YouTube links.
Please find an archived version of the video(s) or a suitable replacement.

Legacy Save Function

ZeldaMM SaveFunction-JP.png

The save function from Ocarina of Time still exists in all versions of Majora's Mask, but only Japanese versions of Majora's Mask still display the proper graphics for it.

Press L to activate save screen in the pause menu:

Version GameShark code
Japan 1.0 D01FB9E1 0020
813FDBEC 0007
Japan 1.1 D01FBC91 0020
813FDEAC 0007
Japan Collection Version (GC) D01F8831 0020
8139816C 0007
USA 1.0 D01F9B91 0020
813FDA3C 0007
Europe 1.0 D01F1071 0020
813F4EDC 0007

Press L to activate "save after death" screen in the pause menu:

Version GameShark code
Japan 1.0 D01FB9E1 0020
813FDBEC 0009
Japan 1.1 D01FBC91 0020
813FDEAC 0009
Japan Collection Version (GC) D01F8831 0020
8139816C 0009
USA 1.0 D01F9B91 0020
813FDA3C 0009
Europe 1.0 D01F1071 0020
813F4EDC 0009
(Source: fkualol)

Triforce Transition

ZeldaMM TriforceTransition.png

Like in Ocarina of Time, the Triforce transition is still in most versions of the game, completely unused. You can make the Triforce transition appear anywhere with the following GameShark codes.

Version GameShark code
Japan v1.0 811F3740 0001
Japan v1.1 811F39F0 0001
Japan Collector Edition (GC) 811F1774 0001
USA 811F35C4 0001
USA Preview Demo 811F2DD4 0001
USA Collector Edition (GC) 811F1784 0001
Europe v1.0 811EAAA4 0001
Europe v1.1 (Debug) 812436E4 0001
Europe v1.1 811EAE44 0001
Europe Collector Edition (GC) 811E93D4 0001

Mini Map Placeholders

The game contains some leftover blank mini maps that were used as placeholders before the real ones were designed.


(Source: fkualol)

Nabooru in the Iron Knuckle

Gah!

The model of the Iron Knuckle is almost the same as in Ocarina of Time. As such, it still contains the early version of Nabooru's head inside.

Placeholder Song

MM Placeholder Song.png

One unused song can be found at the end of the list of songs used in the Quest Status subscreen. The song is at offset 0x0C8AC27 in the decoded Japanese version 1.0, and may also be present in other versions. It contains eight notes and is played with A, C-Down, C-Right, C-Left, C-Up, C-Left, C-Right, C-Down.

Unused Item Slot

The white square indicates the location of the slot.

There's an unused item slot in the Quest Status Screen. This is likely a leftover from Ocarina of Time, which featured the Gold Skulltula icon in that position. The coordinates of the Japanese version 1.0 is 0x0CC7856 horizontal and 0x0CC78A6 vertical.

Heat Timer

MMHeatTimer.png

The heat timer that was used places like the Fire Temple in Ocarina of Time still exists in Majora's Mask as Room Weather ID 03. It works as expected, although it does not trigger the shaking camera effect. A blank text box also comes up when entering the room, which is a remnant of the warning Navi gave when the Goron Tunic was unequipped in Ocarina of Time.

Use the GameShark code 8054E697 0003 on US 1.0 to enable this timer in South Clock Town.

Leftover Tunic Functionalities

MMZoraTunic.png

Despite being unable to change tunics in Majora's Mask, the functionalities of the Goron and Zora Tunics from Ocarina of Time are still present and can be enabled by modifiying a value in memory. The Goron Tunic has lost most of its functionality, however it still disables the heat timer mentioned above. The Zora Tunic retains its ability to prevent Link from drowning. Unfortunately they do not affect Link's tunic color.

Use the following GameShark codes to enable these effects. Change XX to 02 for Goron Tunic and 03 for Zora Tunic.

Version GameShark code
Japan v1.0 801EF4CC 00XX
USA 801EF6DC 00XX

Developer Oversights

South Clock Town

MMClockTower.png

An older version of the Clock Tower entrance can be seen in North Clock Town. You need to use Moonjump to hover out of bounds to the Clock Tower in the distance, then turn the camera so it shows the southern side (which normally isn't visible at all from North Clock Town).

A piece of official concept art from Majora's Mask showcases the earlier design. The entrance looks different; most notably there's a fence and a path leads off to the right, which suggests you could simply walk up to the Clock Tower.

Concept Art Prerelease (October 1999)
Majoras Mask Old Clocktower Concept Art.png
MM prereleased 10-99 Clock Tower.jpg

Going west side of town you may see slight differences on the south side of the city. One can notice a wooden railing, Maybe the entrance to the tower is there before. The wall on the left is missing painting and the ramp near the owl statue is a piece of wood instead of bricks.

MM-oldclock2.png MM-oldclock.png

Termina Field - Southern Swamp Connection

Pre-release Termina Field Exit Southern Swamp Entrance
MM-Termina Field (South) 1999.png MM-Termina Field - Southern Swamp.png MM-Southern Swamp Entrance.png

The developers forgot to change the rock wall texture to trees for Southern Swamp's entrance.

Path to Goron Village

MMGrottoHole.png

In the winter version of the Twin Islands map (the area linking Mountain Village and Goron Village), there's a grotto hole suspended high in the air. It cannot even be seen, let alone reached, unless you use a moonjump code to hover over to it. Entering the hole leads to one of the Termina Field grottoes with a bunch of Gossip Stones.

Link Moon Trial

In the Link trial dungeon on the Moon, playing the Song of Storms in front of the Gossip Stones sets flags that are also used to mark the completion of the trial's challenges, such as destroying walls and pressing switches. This causes two bugs that are well-known in the speedrunning community:

  • Playing the Song of Storms in front of the Gossip Stone that's situated before the room with the Iron Knuckle makes the ladder appear automatically, which skips the need to complete a Bombchu puzzle and hit an eye switch.
  • Playing the Song of Storms in front of the Gossip Stone on the left in the Iron Knuckle room unlocks the door in the room beyond, which skips the need to complete a Bombchu puzzle.

Both of these bugs are still present in the 3DS remake.

Termina Field

A similar instance of conflicting flags plagues Termina Field. When the player approaches the fence that leads to Great Bay, a message from Tatl is triggered, which sets a flag that is also responsible for planting a Magic Bean in the patch of soft soil next to the Astral Observatory. As a result, triggering Tatl's message causes a bean plant to appear in the soil when the area is reloaded.

This bug is also present in the 3DS remake.

Ikana Fairy Fountain

The Ikana Fairy Fountain is the only one of the Fairy Fountains whose background color doesn't match up with the color of the fairies. The background color is actually supposed to be yellow to match the fairies, but it gets overwritten with the green color from the Snowhead Fairy Fountain as soon as you enter. This was fixed in the European versions. However, if you enter this level with Debug Map Select (127-4) or Warp code (aside Ikana level), the background will be yellow instead of green to take effect in the non-European versions.

US/Japan (Default) Europe (Fixed)
ZeldaMM FairyFountain-IkanaNormal.png ZeldaMM FairyFountain-IkanaYellow.png

Pinnacle Rock

Great Bay Coast Pinnacle Rock
MM Z2 30gyoson.png MM Z2 sinkai Great Bay.png

The preview version of Great Bay Coast from Pinnacle Rock differs quite a bit from the actual map. The most interesting aspect is that the northern portion seems to match the leaked source map, Z2_32kamejimamae! Additionally, there was a shortcut linking both sides that was removed from the final scene.

(Source: Dark Linkaël)

Debug Content

Crash Debugger

MajorasMaskDebug15.jpg
Crash Debugger
For when the player really screws something up.

Debug Text

TextIcon.png
Debug Text
Developer comments and debug messages hidden in the game files.

Map Select

ZMMMapSelect.png

Just like its predecessor, Majora's Mask contains a map select which allows you to warp to any map. The map select does not differ too much from the one in Ocarina of Time, but it has an additional option for selecting the day.

The non-Debug ROM version of the Map Select will, by default, drop you off in cutscene 00 of each map. The corresponding cutscene will not play, resulting in the interface being disabled, actors and objects being shuffled around, and exits not leading to their correct destinations. This also means that cutscenes with no maps can't be accessed. However, the codes on Notes:The Legend of Zelda: Majora's Mask allow players to get around this issue.

Further information on Map Select, including codes to enable it and information to navigate it, is available on the Debug ROM's map select page.

Test Map

MMTestMap.png

There is a test map named "Test01" exclusive to the two N64 Japanese versions of the game. You can access this map by setting the OPT= parameter on -1 on any line of the Map Select. The other method is to use GameShark code below.

Version GameShark code
Japan v1.0 811EF462 1000
Japan v1.1 811EF712 1000
Europe v1.1 (Debug) 8123F792 1000

The map is exactly the same as the test map from Ocarina of Time, however it actually contains some objects:

  • On the other side of the tower, there's the Stone Tower blocks, complete with switches. The blocks and switches work fine, but the Elegy of Emptiness doesn't, so it's really pointless.
  • A line of pots exists next to the pool.
  • Inside the pool you'll find some Zoras. These appear to be the same Zoras you can find in the water at Great Bay.
  • Also beside the pool, there's a group of birds. These birds were unused and mostly nonfunctional in Ocarina of Time, but work perfectly fine here, and are actually used on the moon (but they're really hard to spot).
  • There's a source of light near the multicolored slope. You can deflect the light with the Mirror Shield if you have it, but there's no target in the vicinity.
  • There are some crawlspaces leading through a wall, as they were used in the previous game. However, Link cannot crawl through them here, possibly due to the feature being removed.

This map features 10 alternate setups that can't be accessed normally through the Map Select, as they're unreferenced by the scene and room headers. However, almost all of them can be accessed in the Debug ROM.

If you leave this map in any way (either by walking off the edge, drowning in the water or getting crushed by the Stone Tower blocks) you end up in the uncursed Southern Swamp next to the boat, with a rather glitchy fade-in.

Inventory Editor

ZeldaMM InventoryEditor.png

The inventory editor from the debug ROM of Majora's Mask is still present in the retail version. Although not accessible normally, it can be activated through a rather complex glitch that crashes the N64. It can be opened in the Virtual Console versions, but can only be interacted with on the Wii U due to the Wii not having the D-pad mapped. To activate it, use the GameShark codes and press Start to open the Pause Menu, then L to open the Inventory Editor.

Version GameShark code
Japan 1.0 D01FB9E1 0020
803FDBEF 0002
Japan 1.1 D01FBC91 0020
803FDEAF 0002
USA D01F9B91 0020
803FDA3F 0002
USA (Preview Demo) D01F9681 0020
803FD2CF 0002

Build Dates

A build date can be seen in the crash debugger and can be found in memory.

Version RAM Address Build Messages
JP v1.0 0x8009B0E0
zelda@srd44 
00-03-31 02:22:11
JP v1.1 0x8009B020
zelda@srd44 
00-04-04 09:34:16
US (Demo) 0x80099B20
zelda@srd44 
00-07-12 16:14:06
US 0x800994D0
zelda@srd44 
00-07-31 17:04:16
US (Lodgenet)
zelda@srd44
00-08-08 09:25:41
EU v1.0 0x80099620
zelda@srd44 
00-09-25 11:16:53
EU v1.1 (Debug) 0x800A3F30
zelda@srd44 
00-09-29 09:29:05
EU v1.1 0x800998A0
zelda@srd44 
00-09-29 09:29:41
US (Gamecube) 0x80099E60
zelda@srd021j 
03-08-26 04:20:25
EU (Gamecube) 0x80099E60
zelda@srd021j 
03-10-04 00:40:20
JP (Gamecube) 0x80099E60
zelda@srd021j 
03-11-06 01:25:18

Miscellaneous Content

Hmmm...
To do:
Hidden mask behind Lottery Shop counter

Map Subscreen

The world map in-game and the one from the manual are identical, unlike Ocarina of Time's. The map was added to the game on July 7th, 1999, according to the commit logs and was seemingly never updated. This higher-res version of the image was acquired by using a PDF editor to remove the overlaid text containing place names from a scan of the European manual, which was uploaded to Nintendo's official website.

LoZMM-World Map.jpg
  • Termina Field:
    • The ball on top of the Clock Tower has a large black circle on it, possibly a hole.
    • The Clock Tower is a lighter color and lacks the stone brick texture of the final game.
    • The upper portion of the west side of the field is filled with water.
    • There are only 6 thick pillars below the South Clock Town exit.
    • There are only 6 pillars right of the East Clock Town exit.
  • Milk Road:
    • There are just trees where this area would be.
  • Gorman Track:
    • There are just trees where this area would be.
  • Romani Ranch:
    • There are just trees where this area would be.
  • Mountain Village:
    • Missing.
  • Snowball Path:
    • There is a different number of snowy platforms.
  • Great Bay Coast:
    • The coast is completely empty and doesn't have any of the following areas:
      • Oceanside Spider House
      • Pirates' Fortress
      • Pinnacle Rock
      • Marine Research Lab
      • Fisherman's Hut
      • Shooting Gallery (The water-themed Town Shooting Gallery was later moved to Clock Town.)
  • Zora Cape:
    • Same thing as with Great Bay Coast. It doesn't show the landmarks for:
      • Zora Hall
      • Waterfall Rapids
      • Fishing Hole
  • Ikana Canyon:
    • The Music Box House is missing. The fact it's not mentioned in find_Gfx.tag means it wasn't added to the game until after mid-December 1999.
    • Ikana Castle is larger and dominates the canyon more than it does in the final game.
  • Stone Tower Temple:
    • The shape of the Stone Tower Temple isn't as honeycomb-like as it is in the actual game.

Unused Deku Stick/Nut Capacities

There are unused capacities leftover from Ocarina of Time. Infact, all of them returned including the 40 Deku Stick upgrade that was unobtainable in OOT. The GameShark code below will change both capacities of your Deku Sticks & Deku Nuts. Replace "??" with "3E" for a maximum of 40. These upgrades are permanently saved to your savefile after saving with the Song of Time.

Version GameShark code
NTSC-J v1.0 801EF519 00??
NTSC-U v1.0 801EF729 00??

Southern Swamp

MM Orange Box 4.png

A box of oranges is present in the Potion Shop, serving as a seat for Kotake. The box is adorned with text reading "Satsuma Mandarins", written once in kanji and twice in kanji and hiragana, making it one of the few examples of non-Hylian writing in Majora's Mask. The box is still present with updated textures in the 3DS remake, and can be seen due to the changes in the camera mechanics allowing the player to position the camera behind the counter.

Texture Japanese English
Top
MM Orange Box 1.png
温州みかん
温州蜜柑
Satsuma Mandarin
Satsuma Mandarin
Side
MM Orange Box 2.png
温州みかん Satsuma Mandarin
Bottom
MM Orange Box 3.png
- -

Great Bay

MM GBSquares1.png

Located in the southern part of the Great Bay are 17 large squares with the texture of the water, but red and completely inactive.

MM GBSquares2.png

It is possible that these squares were used by the developers to measure distance.

There are also five squares underneath the entrance to the Great Bay Temple, located on the sides and center of the sea.

MM GBSquares3.png

The Moon

When the current day is set to Day 0, the Moon will be higher in the map than it is on Day 1. It can be accessed with the code 801EF68B 0000 for US 1.0.

Day 0 Day 1
MajorasMask-Moon0.png MajorasMask-Moon1.png

In the cutscene where the Four Giants stop the Moon, it is facing upwards, away from Clock Town. After that scene, however, the Moon returns to its original position.

Before Giants Cutscene During Giants Cutscene After Giants Cutscene
Majora's Mask Moon Oddity Before.png Majora's Mask Moon Oddity.png Majora's Mask Moon Oddity After.png

In the cutscene where the Moon is falling, there happens to be a second Moon inside the one that you normally see. By looking closely at the video, as well as by using the images above, you can see that the second moon seems to be the Moon that's loaded in the "On Top of the Clock Tower" Scene.

Title Screen Save File

MajorasMask-Title screen savefile1.png
MajorasMask-Title screen savefile2.png

While technically not unused itself, the title screen is actually using a debug save file. You can access the save file with the below code. This will give you all equipment, songs, and most upgrades. If you're using this on the international version of the game, it will start you out in the title screen when you first load the file, so it's advised to use a warp code to go to another area. On the Japanese version it starts you out in Clock Town on Day 1. The save will start you out as Fierce Deity Link with the mask also equipped on C-Down. The file name will automatically be named LINK. Make a save file in slot 1 with the code on.

Version GameShark code
Japan 1.0 80142853 0073
811428A0 1000
811428A2 0017
Japan 1.1 801428B3 008B
81142900 1000
81142902 0017
Japanese Collector Edition (GC) 80147143 00AA
81147190 1000
81147192 0017
USA 80146ACB 005A
81146B18 1000
81146B1A 0017
USA Preview Demo
(Prologue Demo)
D077D7DD 001D
8077D7DD 0005
D177D7DE F37C
8177D7DE 1395
USA Preview Demo
(Clock Town File)
D077D7ED 001D
8077D7ED 0005
D177D7EE F3AD
8177D7EE 1395
USA Preview Demo
(Termina Field)
D077D7FD 001D
8077D7FD 0005
D177D7FE F3F1
8177D7FE 1395
USA Preview Demo
(Pirate Fortress)
D077D80D 001D
8077D80D 0005
D177D80E F435
8177D80E 1395
USA Preview Demo
(Goron Race)
D077D81D 001D
8077D81D 0005
D177D81E F477
8177D81E 1395
USA Preview Demo
(Zora Challenge)
D077D82D 001D
8077D82D 0005
D177D82E F4BF
8177D82E 1395
USA Preview Demo
(Woodfall Temple)
D077D83D 001D
8077D83D 0005
D177D83E F501
8177D83E 1395
USA Preview Demo
(Woodfall Temple-Odolwa Battle)
D077D84D 001D
8077D84D 0005
D177D84E F546
8177D84E 1395
USA Collector Edition (GC) 80146FBB 0052
81147008 1000
8114700A 0017
Europe 1.0 80146CAF 00A6
81146CFC 1000
81146CFE 0017
Europe 1.1 80146FCF 0046
8114701C 1000
8114701E 0017
Europe 1.1 (Debug) -
Europe Collector Edition (GC) 8014770F 00C2
8114775C 1000
8114775E 0017
(Source: Punk7890)

Intro Cutscene

At the end of the intro cutscene, when Link is thrown off Epona and gets back on his feet, Link is crushed to Deku Link's size up until you gain control. This strongly implies that this cutscene was originally designed around Deku Link.

Romani Ranch Setup 03 Hidden Background Music

Setup 03 of Romani Ranch (the cutscene where Romani gets kidnapped by the aliens) has the background music set to 0x56 (Milk Bar duplicate), as seen in the Sound settings (0x15) scene setup header command, at 0x270AC00 (decompressed JPN v1.0). However, this doesn't actually play as the alien music doesn't stop when the cutscene activates. In order to hear the Milk Bar music, the player must use the Map Select to warp directly to the cutscene.

Curiously, the Milk Bar duplicate also plays in both the unused Romani Ranch and East Clock Town cutscenes.

Town Shooting Gallery Unused Spawnpoint

The actor for the Shooting Gallery contains an alternate position for Fierce Deity when playing in Clock Town. It cannot normally be seen because he can't play the game, but when reactivated, he will stand 23 units further away from the edge and 20 units inside the ground, though he is immediately moved upward by collision.

(Source: Aegiker)

References