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The Legend of Zelda: Majora's Mask/Program revision differences

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This is a sub-page of The Legend of Zelda: Majora's Mask.
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more English text differences.source:https://www.youtube.com/watch?v=p2zhNM0jw10
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Specifically: Certain parts of the article in general could use some images.

Surprisingly, and unlike in Ocarina of Time, there are quite significant differences between the different versions of Majora's Mask (more specifically, two Japanese versions, the American version, and the PAL version).

Contents

Nintendo 64

Changes Between (J) 1.0 & (J) 1.1

Minor differences

  • When speaking to Tatl, the camera zooms up to Link's face in v1.0, similar to how talking to Navi in Ocarina of Time zooms up to the face. In v1.1, it moves in front of Link but stays away from him.
  • When you play the Song of Double Time in Clock Town, the music will continue playing during the night in v1.0, while it stops as it should in v1.1.
  • There are different cutscenes that play when you beat a boss, depending on whether you have beaten the boss before or whether it's your first time. For Goht, the two cutscenes were mixed up in v1.0. Their order was switched in v1.1.
  • Pirates' Fortress is silent at night in v1.0. It got its usual music in v1.1. This however overrides the "enemy near" music that plays in v1.0 in the egg rooms, but is missing in v1.1.
  • In Deku Palace, the camera changes to an overhead view, but when you jump onto one of the walls that encompass the area, the camera moves back to Link. In v1.0 you're unable to move the camera using the Z button while standing on these walls. This bug was fixed in v1.1.
  • On the Quest Status subscreen, Gyorg's Remains are totally mispositioned in v1.0. Their position was corrected in v1.1.

Koume's Red Potion glitch

In v1.0, if you fill all six bottle slots before ever getting the Red Potion bottle from Koume (which is easily done by using the Madame Aroma glitch mentioned below) and then get that bottle, the game will overwrite the first bottle with the unused Longshot item. The routine that gives Link the Red Potion item is actually pretty weird - it tries to grant the item with the ID 11, and that particular item is coded to give Link a bottle filled with Red Potion if added to Link's inventory as a new item. If that fails due to all bottle slots being full, the first bottle value will be overwritten with 11 and thus turn into the Longshot. Other "pre-filled" bottle items (like the Gold Dust bottle and the Chateau Romani bottle given by Madame Aroma) call a different routine which doesn't show this behavior.

This was fixed in v1.1 and all subsequent versions.

Changes Between (J) & (U)

Region Version Build Date
Japan 1.1 00-04-04 09:34:16
USA 1.0 00-07-31 17:04:16

Aesthetics

Day & Time

Japan US
MM3rdDayJ.png MM3rdDayU.png
  • In the Japanese versions, the names of the days on the "Dawn of the ___ Day" screens translate to "First Day", "Next Day", "Last Day", and "New Day". For the international versions, these were localized to "First Day", "Second Day", "Final Day", and "New Day".
  • In both the Japanese and international versions, the clock HUD reads "1st" and "2nd" for the first two days. However, for the third day, the HUD in the Japanese versions reads "Last". In the international versions, it says "Final".
  • Because Japan uses a 24 hour clock system, in the Japanese versions, the clock HUD reads "0" at 12:00 PM and 12:00 AM. In the American version, the clock HUD reads "12".

Goron Link

Japan US
MMGoronCollectJ.png MMGoronCollectU.png
  • In the Japanese versions, when Goron Link holds an item over his head, you can only see his face. In the American version, you can see his whole body.

Audio

  • In the American version, certain control codes are not correctly interpreted, meaning that it is missing some sound effects that are played during dialogue in the Japanese versions. This may be caused by a bug that was introduced during localization. Affected are the Happy Mask Salesman's laugh, the mailbox's "Ka-ching!", several vocalizations used by the Deku Princess when you rescue her from Woodfall Temple, and a handful of vocalizations used by the ghost of Darmani when he confides in the player about his troubles. The bug was fixed in all subsequent versions.
  • In the Japanese versions, the Bombers move silently as you pursue them. In the American version, you can hear their footsteps.
  • During the cutscene where Skull Kid attempts to call down the moon, he emits a disturbing scream. In the Japanese versions, it is Skull Kid himself who emits this sound effect, which results in the cry decreasing in volume as the camera moves away from his actor. In the American version, the scream is a global sound.
  • After first playing the Song of Time, you are treated to a flashback of everything that's happened up to that point. In the Japanese versions, during the portion of the flashback where Link is knocked from Epona in the Lost Woods, the prologue music plays. This does not happen in the American version.
  • In Ocarina of Time, when you collect a fourth Piece of Heart, extending your life meter, a unique sound effect is triggered. In the Japanese versions of Majora's Mask, this is also true. However, in the American version, collecting the fourth Piece of Heart triggers the same sound effect as collecting the first three.
  • In the Japanese versions, if you heal Mikau at night, the ambient night sound effects continue to play during the Mikau cutscene. This was amended for the American version.
  • In the Japanese versions, the Deku King and his guards are silent during the Sonata of Awakening cutscene. In the American version, they make some noise.
  • In the Japanese versions, the shop music is identical to the shop music in Ocarina of Time. In the American version, the intro to the song was cut out. This makes it sound like the music is always playing, even when you're not in the shop.
  • In the Japanese versions, if you warp while in a shop, the warp music glitches up at the end. This was fixed for the American version.
  • In the Japanese versions, there are a few places where transitioning between maps causes the music to restart, even though both areas use the same background music. This was amended for the American version.
  • In the American version, certain cutscenes are abridged when viewing them a second time. Notable scenes affected by this change are the turtle cutscene, and the ones shown after you defeat Goht and Twinmold.
  • In the Japanese versions, Zora Link will occasionally erroneously use Goron Link's voice, such as when you play the Song of Double Time or grab a ledge. These were fixed for the American version.

Multiple revisions were made to the audio of Stone Tower and Stone Tower Temple:

  • In the Japanese versions, Stone Tower, Stone Tower Temple, and Inverted Stone Tower Temple are silent at night. In the American version, their background music continues to play regardless of the time of day.
    • In the Japanese versions, if you go to Stone Tower Temple or Inverted Stone Tower Temple at night and use the Song of Soaring to warp to the entrance, the music will resume playing.
    • If you perform the trick above while in the inverted temple, then shoot the switch to change the tower back to its regular orientation, the Inverted Stone Tower Temple music will continue playing in the Stone Tower Temple map. This bug was fixed in the American version.

Gameplay

A huge amount of gameplay changes were made between the Japanese and American versions.

Zora Link Physics

Zora Link's physics were altered for the American release:

  • In the Japanese version, Zora Link is locked into swimming the direction he is facing for the first second of his swim. In the American version, he instead will try to face whatever direction the control stick is held at first, in addition to turning more sharply to that same end for the first second of his swim. After the first second of swimming, both are identical.
  • When you release the A button while swimming, Zora Link instantly stops swimming in the Japanese versions. He continues swimming a bit further in the American version.
  • When you release A while near the shoreline, Zora Link will actually jump out of the water in the Japanese versions. While he does not do this in the American version, this change unintentionally introduced the Flying Zora glitch, which allows you to swim in the air by swimming to the shoreline and repeatedly pressing A.
  • In the Japanese versions, you can only use the Magic Barrier while swimming forward. If you're just hovering in water, you cannot use the barrier. This was changed in the American version to make the game slightly easier.
  • When you press B to charge your boomerangs, Zora Link will perform a punch first. In the Japanese versions he takes a step forward to do so, while in the American version he doesn't and stays on his spot. Interestingly, this change was reverted for the GameCube rerelease, unlike any of the other changes, maybe because it makes the pot game in Great Bay very hard.
  • In Waterfall Rapids, if you Z-Target the beaver while sinking with B, Zora Link drops straight to the ground during the cutscene in the Japanese versions. He stays frozen in place in the American version.

Great Bay

When pushing Mikau to shore, the Japanese version lacks the Grab command. Getting him to shore is harder as a result, as Link tends to deviate to the left or right while pushing instead of being able to move in a straight line.

Great Bay Temple Wheel Puzzle

A puzzle in the Great Bay Temple was changed. It involves using an Ice Arrow to stop the flow of water, thus stopping the wheel allowing you to walk across. In the Japanese versions, the wheel always stops the moment the water flow is stopped, requiring you to time your shot correctly so you can walk across the wheel. In the American version, the wheel always moves to the correct position before stopping, making the puzzle significantly easier.

Pirates

In the Japanese version, the pirates have a lower sight range at night, much like the guards in Ocarina of Time. This enabled a glitch where you could, with a bit of luck, waltz right into Aveil's Room and shoot the beehive from there without being spotted by the guards or Aveil herself. In the American version, the pirates have the same sight range at day and night, which makes this impossible.

Song of Double Time

In the Japanese versions, if you play the Song of Double Time, the game merely progresses the time and displays "Dawn/Night of the First/Second/Final Day" on the screen. The American version instead fades out to black and reloads the area. This enables a glitch where you can override other cutscenes by playing the Song of Double Time at the right time.

Postman Heart Piece

The Heart Piece from the Postman (gained by pressing A when the timer is at exactly 10"00) is much harder to get in the Japanese version because you have to be exactly frame perfect. In the American version, the last digit of the milliseconds counter was cut out, which allows for a certain margin of error and makes it easier to press A at the right time.

Town Shooting Gallery

The Japanese versions give you exactly one minute to shoot all the Octoroks in the Town Shooting Gallery. In the American version you get 15 more seconds which makes the game slightly easier.

Swordsman's School

In the Japanese version, if you successfully complete the Expert course by scoring 30 points you can still walk around for a while and do things like leaving the area. In the American version, you lose control right away after slashing the last log.

Madame Aroma

Madame Aroma gives you a bottle on the Night of the Final Day if you give her the Special Delivery to Mama. The Japanese version doesn't actually check whether you've collected this bottle yet, so you can get it over and over and fill all six bottle slots this way. This was fixed in the American version.

Scarecrow

In the Japanese versions, after you dance with the Scarecrow he does not ask you about the Inverted Song of Time and Song of Double Time. He does this in the American version, probably so the existence of these songs is more obvious to the player. Conversely, if you teach the Scarecrow a song in the Japanese versions, he will automatically tell you about these songs without asking, which does not happen in the American version.

As such, the international versions contain unique text for the scarecrow which is not present in the Japanese version:

By the way...


I know of a mysterious song that
allows you to manipulate the flow
of time...


Do you want to learn it?

No
Yes


Oh, sorry. That's too bad.


In that case, let me hear a song
written by you, baby!


Oh, yeah!


Now listen up!


If you play that strange song
backward, you can slow the
flow of time.


And if you play each note twice
in a row, you can move a half day
forward through time.


How's that? Pretty interesting,
isn't it?


But I'm sure I'd like any song
written by you better, baby!
If you like, you can play one
for me!


Take care...


I know of a mysterious song that
allows you to manipulate the flow
of time...


Would you like to learn it?

No
Yes


Oh, sorry! That's too bad.


In that case, see you later!


Oh, yeah!


Now listen up!


It seems that if you play that
mysterious song backward, you
can slow the passage of time.


And if you play each note twice
in a row, you can move a half day
forward through time.


How's that? Pretty interesting,
isn't it?


If you learn a new song, come
try it on me. Until then, I'll see ya
later, baby!


Want to learn it?

No
Yes


Oh, sorry. That's too bad.


If you'd like to see me again, play
that song you just played for me.
See you later, baby! 

Minor Differences

The following differences affect gameplay, but are relatively minor and so don't deserve to have their own section.

  • In the first battle against Skull Kid, when you pull out the Ocarina after stealing it from him, a cutscene starts. In the Japanese versions, Link then removes the Ocarina and you have to use it again. This was changed in the American version.
  • When the message Your notes echoed far, but nothing happened... appears, you can walk around in the Japanese versions. You can't walk around while this message appears in the American version. In the 3DS remake, you can walk around again, leading to some glitches, like the ability to steal the fishing rod.
  • In the cutscene where the Happy Mask Salesman talks about Majora's Mask, it shows the scene where Skull Kid cries, and a message box appears. In the Japanese versions it closes by itself, but this has been changed in the American version so you have to close the box using A.
  • When you talk to the imprisoned monkey at Woodfall with the Ocarina, the spot to activate the conversation with the imprisoned monkey is more precise in the Japanese versions when compared to the American version.

Cutscenes

Transformation Cutscene

When you put on a transformation mask, the cutscene shows Link looking towards the camera to transform. In the Japanese versions, he keeps facing that way when the transformation is complete. This is actually quite annoying, and it was changed in the American version so Link faces the way he did before putting on the transformation mask.

Epona Cutscene

The Epona cutscene is completely different in the Japanese versions. It starts from a bird's-eye view way above the ranch and flies down on Epona. In the American version, the cutscene shows Link running towards the fence Epona's standing behind in first-person view, which makes more sense.

Aliens Cutscene

Japan US
MMCowJ.png MMCowU.png

The cow shown in the alien cutscene has a nosering in the Japanese versions. It was removed in the American version.

Despite being based in JP 1.1, and every other cow having noserings like Ocarina of Time 3D, the cow lacks the nosering in Majora's Mask 3D.

Goht Cutscene

Japan 1.1 US
MMGohtJ.png MMGohtU.png

Goht's intro has quite a history. In the original Japanese version, Goht ran Link over as he was awakened, whereas in v1.1 he does not. The American version, however, decides to follow the original Japanese release in having Link be run over.

Kafei cutscene

Kafei runs significantly faster in the cutscene that plays after completing Sakon's Hideout in the Japanese version.

Glitches

Several glitches present in the Japanese versions were fixed when the game was released overseas.

Lighting Bug

MMLightGlitch.png

Playing the Inverted Song of Time at night often caused areas to become incredibly dark. This doesn't happen in the American version.

Eel Bug

In Pinnacle Rock, if an eel eats you and you attempt to use the Magic Barrier to escape, Zora Link drops straight to the ground in a rather awkward stance, where you are frozen for a short time before being able to continue swimming. This bug was fixed in the American version.

Honey and Darling Bug

A case of "how did the developers not catch that", when you play Honey and Darling's game on the Final Day as Deku Link, none of the C buttons are disabled, so you can use any item that is there, even the Fierce Deity Mask. The C buttons are disabled properly in the American version.

A second glitch involves the Bombchu game on the First Day. In the Japanese versions, there was no limit on how many Bombchus you could launch at once, leading to lots of lag and occasionally even crashing the game if too many Bombchus are launched. The American version added a limit of five Bombchus.

Grab Bug

Slowly walking off a sloped ledge will cause Link to get "stuck" inside the wall, causing him to slowly move downwards while the "grab" noise repeats continually. This was fixed in the American version for the most part.

Power Crouch Stab Bug

The Japanese versions feature the very same Power Crouch Stab bug that appeared in Ocarina of Time: a sword stab is as strong as the last attack you performed (so if you jump attacked before, a stab will be as strong as a jump attack). However, a difference to Ocarina of Time is that if you haven't attacked since you entered the area and try to stab, the sword will do no damage whatsoever.

The whole glitch was fixed in the American version.

Swamp Shooting Gallery Bug

MMShootingGalleryGlitch.png

Yet another case of "how did the developers not catch that", the fence at the Swamp Shooting Gallery is so low that you can just roll over it as Goron Link to get into the scenery behind, which isn't supposed to be possible. There's no way to get back up except for jumping into the void. An invisible wall was added in the American version to prevent you from doing this.

Sakon stealing the Bomb Bag cutscene bug

The cutscene where Sakon steals the Bomb Bag from the old lady is bugged in the Japanese version. As soon as the first text box appears, you regain control of Link, which means that as long as you never close that text box, you can walk around anywhere and leave Clock Town, even as a Deku. This was fixed in the American version.

Milk Bar bug

The Japanese version has an odd bug where if you enter the Milk Bar at exactly 10:00 PM, Toto won't be present. This was fixed in the American version, but you can't actually talk to Toto until 10:14 PM, unlike in the Japanese version.

Models

Skull Kid

Japan US
MMSkullKidJ.png MMSkullKidU.png

Skull Kid's face is completely black in the Japanese versions. This is consistent with his appearance in Ocarina of Time, but due to racism issues, his face was changed in the American version to use a dark wood texture.

Maps

Clock Town Chest

Japan US
MMClockTownChestJ.png MMClockTownChestU.png

In East Clock Town, the chest containing a Silver Rupee is closer to the wall in the Japanese versions.

South Clock Town

Japan US
MMJCollision SCT.png MMUCollision SCT.png

A collision wall was added above the entrance to the Laundry Pool to prevent you from flying out of bounds using the nearby Deku Flower.

Bean Seller Route

MMJapGrotto1.png

The Bean Seller route is completely different in the Japanese versions: to begin with, you can't go through the right side of the gardens to get to the Bean Seller. Instead, you have to go through the left side and enter a hole which leads to a quite challenging grotto with Skullwalltullas and tons of Black Boes dropping on you from above. Once you get through that grotto, you arrive at another part of the Deku Gardens.

MMJapGrotto2.png

Once there you have to go through the Gardens to yet another grotto. This one is pretty much the complete opposite of the previous grotto, as it contains a single Deku Baba.

MMJapGrottoExit.png

That grotto leads you to this place. You can jump down from here into the grotto where the Bean Seller resides. Of course, if you jump too far you have to do that all over again.

This is quite a challenging route, and it was made significantly easier in the American version by removing all those grottoes. While they're still in the game, you can only reach them using a GameShark. On a related note, the removal of these grottoes reduces the appearance of Skullwalltulas to one – in the American version, this enemy is present only in one of the grottoes in Termina Field.

Marine Research Lab

Japan US
MMLaboratoryJ.png MMLaboratoryU.png

In the Japanese version, you cannot climb up to the Marine Research Lab from the water surface because it is too high. Instead, you have to jump up onto the platform using Zora Link. It was changed probably because it was considered too difficult.

Oceanside Spider House

Japan US
MMSpiderHouseJ.png MMSpiderHouseU.png

In one room of the Oceanside Spider House, there are a bunch of breakable barrels in the Japanese versions. These were changed to an ordinary Hookshot target and normal pots in the American version to fix a minor bug that happened if you broke the barrel containing the Gold Skulltula and it landed on another barrel, and then you broke that, which would cause the Gold Skulltula to float in the air.

Pirate Fortress Hookshot Room

Japan US
MM-PiratesFortress1.png
MM-PiratesFortress2.png
MM-PiratesFortress3.png
MM-PiratesFortress4.png

The Pirates' Fortress in the Japanese versions had a shortcut you could use to go from the room where you shoot the beehive directly down to the throne room. Therefore, the Hookshot chest faced the throne. This shortcut was removed in the American version, and the treasure chest was turned around since you now enter from the other side.

Stone Tower

Japan US
MMSTBlocksJ.png MMSTBlocksU.png

The blocks in front of the entrance to the Stone Tower Temple are arranged differently in the Japanese versions. They assume a V form when no switches are depressed, which was changed in the American version to a straight line.

Japan US
MMSTSwitchesJ.png MMSTSwitchesU.png

The block switches near the entrance to Stone Tower Temple were an addition to the American version. They do not exist in the Japanese versions. They were probably just added for convenience purposes.

Termina Field

Japan US
MMJbombchu.png MMUsbombchu.png

Two Real Bombchus near the entrance to Ikana Canyonas had their positions changed in the U.S. version.

System

Saving

Japan US
MMJapFileSelect.png MMFileSelectU.png

In the Japanese versions, there are three save files, whereas the American version restricts you to two. This, however, comes at a price: saving at Owl Statues is not possible at all in the Japanese versions, so you were required to use the Song of Time every time you wanted to save the game. Apparently that turned out to be really annoying, so Owl Saves were added to the American version, which necessitated removing the third save slot.

Japan US
MMJapSaveCounter.png MMFileSelect2U.png

Once you select a file to load, the Japanese versions show a save counter. However, due to the nature of the game, it is impossible to achieve a 000 save (because you have to play the Song of Time at least once when you regain your Ocarina from Skull Kid). This might have been the reason for removing the save counter from the American version, which was replaced by something more useful: counters for rupees, Heart Pieces, and masks.

Text

English-Only Text

The following text exists only in the English version of the game. No equivalent messages exist in Japanese.

Tatl

A few additional hints were added to Tatl for the English release.

 The power of this mask allows
 you to see what you can smell...

 If it's possible, put the scent in
 something and take it to the
 Magic Hags' Potion Shop.

This is said by Tatl when calling her if you Z-Target a scent while wearing the Mask of Scents. It's impossible to Z-Target the scents in the Japanese version.

 We have a good view of their
 leader's room from here.

 And I bet if you needed to, you
 could shoot an arrow through
 these bars!

This is said by Tatl if you stand around in the Pirates Fortress in the room where you shoot the beehive after the cutscene has played.

 I thought this room was pretty
 dark...but now I get it.

 !?!
 Don't tell me you still haven't
 figured it out?!?

Tatl says this in Stone Tower Temple when Z-Targeting a covered hole on the ceiling in the dark room with lava and Armos statues.

 Look!
 Can't you use the Hookshot on
 that chest?

This is said by Tatl in the Inverted Stone Tower Temple when Z-Targeting a chest that appears in the entrance room on the ceiling after stepping on a switch. It hints towards how to reach a nearby door in the room.

 If you could somehow step on
 top of that Octorok, I bet you'd
 be able to climb onto that central
 pillar.

 But the Octorok is so squishy and
 it keeps squirming around...
 There's gotta be something you
 can do!

This hint is given in the Great Bay Temple right after you beat Wart. It hints at freezing the Octorok to a block of ice using the newly gained Ice Arrows in order to reach the red valve, which is otherwise too high for Link to jump up to.

 At slippery places like this, you
 can curl up as a Goron and roll
 your way across! Why don't you
 try it?

This hint is given to you by Tatl in Snowhead Temple as you enter the room with a wooden bridge and several Freezzards near the beginning, to tell you to curl up at the very beginning where the ice is so you get enough speed to jump across the gap in the bridge.

Signs

Sign text for Ikana Graveyard. This sign doesn't exist in the Japanese version.

Ikana Graveyard ahead.
Swamp

Kotake complains if you drink the medicine meant for Koume.

 ...Well, I'll be!
 You're a hopeless child.
 Next time, be sure you actually
 give it to her!
Owl Statues

These were added to accommodate the new system of saving at Owl Statues that was added for the American release. The first message is used when you talk to an Owl Statue to save the game, the second is used when you reload a saved game that was saved at an Owl Statue.

 You can save your progress and
 quit here. When you
 reselect your file, my face will
 appear by your file name.
 This indicates that the next time
 you reopen your file, you'll resume
 playing at this very place and
 time with your current status.
 Warning: If you reopen this Owl
 File, then reset without saving at
 an owl statue, you'll lose the
 progress you've saved here...
 The next time you open the file,
 you'll restart at Day One with the
 status you had when you last
 saved using The Song of Time.
 Save your progress up to this
 point and quit playing?
 No
 Yes
 Ye who hold the sacred sword...
 Ye have returned to the appointed
 spot.

 If you wish to interrupt your
 adventure (game) again, speak
 to me, the one that you have
 marked to prove your encounter.

Credits

Japan US
MMCreditsJ.png MMCreditsU.png

The credits have been changed slightly, omitting the credit for the Ocarina of Time staff in the American version.

Miscellaneous

Screen Transitions

Screen transitions are about 0.2 seconds slower in the Japanese version when compared to the American version.

Poison Water

Woodfall is poisoned when you have not yet defeated Odolwa in the current three day cycle. If you jump into the poison water as Zora Link and die, he starts burning despite being in water. Interestingly, it only happens in this particular area, and not in any other areas containing poison water. This obviously did not make any sense whatsoever, and was fixed in the American version.

Ranch Dirt Road

MMRanchBurrow.png

In the Japanese versions, you can burrow into the dirt road at Romani Ranch as Deku Link without releasing the flower helicopters. What this was good for is unclear, but the developers may have intended you to defeat the aliens like this. Since that doesn't actually work - you get hurt - this may have been the reason to remove this from the American version.

Changes Between (U) & (E)

Glitches

Again, the development team went out to fix serious bugs for the European release.

Any Item Epona

The addition of Owl Saves to the American version let two bugs slip into the game, both related to saving while on Epona. The more major one happens when you save and reload a file while on the horse; this would not disable the C buttons properly, allowing you to use any item while on Epona, which in turn led to loads of glitches. A less major one allowed you to "transfer" Epona between two save files if you saved at an Owl Statue in both saves, then did the above on one and loaded the other.

In the European version, Epona is not saved and will disappear once the save file is loaded, which fixes all these bugs.

Sakon's Hideout bug

Normally, you can't put anything on a C button if that is occupied by a mask Link is wearing currently. The sole exception occurs while controlling Kafei in Sakon's Hideout, during which you can equip anything over any C button. If you happen to replace a mask Link is wearing with another mask, he will automatically put that mask on once control is transferred back, even in the case of the Fierce Deity Mask. This was fixed in the European versions simply by disabling the pause menu while controlling Kafei.

Ocarina B glitch

Hmmm...
To do:
I am a sad, empty section. Please fill me with content.

Text Changes

US Europe
Mama's House Ranch House

Apparently, "Mama's House" was a bit vague and unclear, so it was renamed "Ranch House" in the European versions.

US Europe
Great Bay Temple
Beware of Leevers, dangerous
deep-sea life-forms!
Great Bay Coast
Beware of Leevers, dangerous
deep-sea life-forms!

A small change. "Great Bay Temple" is inaccurate since it is not actually the temple itself Leevers appear in, so it was fixed.

US Europe
Tsk! Is Brac working t'night?
I wonder if that'll get finished.
Heigh-ho, heigh-ho!
It looks like another all-nighter.
I wonder if that'll get finished.
US Europe
Tsk, tsk, Brac...
I wonder if this'll make it?
Heigh-ho, heigh-ho!
It's gonna be another all-nighter
like I figured. I wonder if it'll get
finished on time.
US Europe
Tsk! I knew it...
It's startin' to feel like this job'll
be impossible.
Heigh-ho, heigh-ho!
I knew it...
It's startin' to feel like this job'll
be impossible.

The original Japanese uses "テツヤ" ("tetsuya") in the context of "all night", but the American version apparently misrecognized it as a person's name and localized it into "Brac". The original meaning was fixed in later versions, including the remake, which uses text more akin to that of the European Nintendo 64 version above than that of the (also corrected) GameCube version. [1]

US Europe
Have you seen an old hag named
Koume who looks just like me?
She hasn't come back from
gathering medicinal herbs...
Have you seen an old hag named
Koume who looks just like me?
She hasn't come back from
Picking mushrooms...

This appears to be a translation error. In the original Japanese text, Koume went out to pick mushrooms. In the American version, it has been changed so she gathers herbs. This was corrected in the European versions, but with a rather strange capitalization.

US Europe
The ocean's temperature has
returned to normal. Did you come
here to spash around in the sea?
The ocean's temperature has
returned to normal. Did you come
here to splash around in the sea?

Seeing as Majora's Mask contains lots of text, it's unsurprising that some spelling errors like this one slipped through. It was corrected for the European versions.

Changes Between (E) 1.0 & (E) 1.1

There are two European versions of the game, 1.0 and 1.1. The only apparent difference seems to be the French text, as every other aspect of the game is unchanged.

Europe v1.0 Europe v1.1
Vous obtenez un Rubis Rouge
Il vaut 20 Rubis!
Voilà qui est bien!
Vous obtenez un Rubis Rouge!
Il vaut 20 Rubis!
Voilà qui est bien!

As if changes couldn't be any more minor, a punctuation mark was inserted in this message.

Europe v1.0 Europe v1.1
Si seulement nous avions un
cheval, nous pourions... Oups!

Désolée... Pardon.
Si seulement nous avions un
cheval, nous pourrions... Oups!

Désolée... Pardon.

A spelling mistake was fixed in this message.

Europe v1.0 Europe v1.1
Si je prends quelques secondes de
retard, les conséquences pour la
distribution du courrier seront
terribles... Dur dur d'être
Si je prends quelques secondes de
retard, les conséquences pour la
distribution du courrier seront
terribles... Dur d'être fonctionnaire.
Europe v1.0 Europe v1.1
fonctionnaire.

It was a bit awkward having only a single word in the second part of the message. Therefore, the message was changed in v1.1 so it all fits within the four lines.

Europe v1.0 Europe v1.1
C'est 20 Rubis la partie

OK
Non merci
C'est 20 Rubis la partie.

OK
Non merci

Another punctuation mark was added here.

Europe v1.0 Europe v1.1
Nan,,j'connais pas ce gamin. Et le
chef est pas là, alors je peux pas
t'aider.
Nan, j'connais pas ce gamin. Et le
chef est pas là, alors je peux pas
t'aider.

The double comma accidentally present in the message due to a typo was fixed in 1.1.

Europe v1.0 Europe v1.1
Quoi? Tu veux une Potion Bleue,
n'est-ce pas ?
Quoi? Tu veux une Potion Bleue,
n'est-ce pas?

Strictly speaking, French requires a space on both sides of punctuation marks like "?" and "!", but it is effectively never seen in games (probably a combination of anglicization and storage space). This one case suggests that the translator wrote the original text with the extra spacing, and this was the only case where the removal of said spacing was originally missed.

Europe v1.0 Europe v1.1
Tu veux peut-être voir l'Ancêtre
des Gorons? Malheureusement il
n'est pas là aujourd'hui
Tu veux peut-être voir l'Ancêtre
des Gorons? Malheureusement, il
n'est pas là aujourd'hui

Another punctuation mark was added here.

Europe v1.0 Europe v1.1
Oh! Un Goron!Tu vis dans les
montagnes? Pourquoi elle est avec
toi Taya? Hein? Dis? Pourquoi?
Oh! Un Goron! Tu vis dans les
montagnes? Pourquoi elle est avec
toi Taya? Hein? Dis? Pourquoi?

This change should be fairly obvious. A missing space was added here.

Europe v1.0 Europe v1.1
Masque de Vérité
Portez-le pour comprendre le
langage des animaux et des
pierres-potins.
Masque de Vérité
Portez-le pour comprendre le
langage des animaux et des
pierre-potins.

Another spelling mistake was fixed here.

Europe v1.0 Europe v1.1
Votre bouteille a été remplie de
Cuvée Romani!
uvez-en pour régénérer votre
énergie magique.
Votre bouteille a été remplie de
Cuvée Romani!
Buvez-en pour régénérer votre
énergie magique.

A character was missing in the second part of the message, it has been added in 1.1.

GameCube

Changes Between N64 (U) & GC (U)

Besides the obvious differences relating to the different console, some text changes have been done. Interestingly, the text of the GameCube version is based on the American N64 version.

General Changes

  • Whoever first translated the text obviously had no idea at all that "any more" and "anymore" mean different things, leading to such sentences as "You can't carry anymore!". This error was corrected in the GameCube version for all messages.

Specific Changes

N64 (US) GameCube
Tsk! Is Brac working t'night?
I wonder if that'll get finished.
Tsk! Another all-nighter t'night?
I wonder if we'll finish it...
N64 (US) GameCube
Tsk, tsk, Brac...
I wonder if this'll make it?
Tch! Stupid all-nighters...
Can we finish this in time?

The Americans apparently weren't that keen on the "heigh-ho" of the fixed British translation, so they made their own version.

N64 (US) GameCube
You're our bodyguard, Grasshopper,
so you all you have to do is
practice hard!
You're our bodyguard, Grasshopper,
so all you have to do is
practice hard!

An extraneous "you" was removed.

N64 (US) GameCube
We're the Gorman Brothers and
this our Horse Training Center!
We're the Gorman Brothers and
this is our Horse Training Center!

A missing "is" in the original sentence was restored.

N64 (US) GameCube
If you win, we'll give you
somethin' nice kid.
If you win, we'll give you
somethin' nice, kid.

A comma was added here.

N64 (US) GameCube
You feel all warm and fuzzy!
inside! Sigh...
You could get used to this!
You feel all warm and fuzzy
inside! Sigh...
You could get used to this!

The erroneous exclamation mark was removed.

N64 (US) GameCube
I'll buy them I'll buy it

Used when checking out the Red Potion in the shop. It was obviously rather senseless to refer to a potion as "them".

N64 (US) GameCube
Proceed to the
Dawn of the 2nd Day?
Yes
No
Proceed to the
Dawn of the Second Day?
Yes
No

The ordinal has been written out in the GameCube rerelease.

Changes Between N64 (J) & GC (J)

The version of Majora's Mask included with the Japanese Zelda Collection disc for GameCube is quite peculiar in that it restores some of the visual and audio style choices of the original Japanese N64 version, but also adds many of the bug fixes and improvements from the American and European N64 versions. The Zelda Collection version therefore adopts changes from the different game versions, the origins of which are indicated below.

Visual and audio changes

  • JPN: Sounds play correctly during dialogue
  • USA: Bombers make sounds when running
  • JPN: Clock says "Last" instead of "Final" day
  • JPN: Clock displays "0" o'clock instead of "12" o'clock
  • JPN: Volume of Skull Kid's violent cry dependent on camera angle
  • USA: prologue music does not play in Song of Time flashback
  • USA: plays "Small Item Catch", not the unique "Heart Container Get Fanfare" upon getting fourth heart piece
  • USA: night-time SFX does not continue into Mikau cutscene
  • USA: Deku falls into water with a splash noise
  • USA: Dekus in Deku Palace throne room make noises in-game and in cutscene
  • USA: Song of Double Time does reload area (screen fades to black and fades back in, skip cutscene glitch possible)
  • USA: "Shop" theme fades in, does not start from real beginning as in OoT
  • USA: Going from Woodfall to swamp does not fade out and fade in the same music
  • USA: Clock Town chest moved forward
  • USA: Epona cutscene with different camera angles
  • USA: Cow in alien cutscene without nosering
  • USA: Stone Tower upper blocks aligned next to each other
  • USA: subsequent Snowhead Temple clear cutscenes shortened
  • USA: subsequent turtle awakening cutscenes shortened
  • USA: subsequent Stone Tower clear cutscenes shortened
  • USA: Skull Kid's face has wood texture, not black texture
  • JPN: Staff credits mention Ocarina of Time staff
  • USA: Deku merchant makes noise when launching out of a flower
  • USA: Only one use needed when using Ocarina/Deku Pipes for the first time
  • JPN: Text boxes in Mask salesman's Majora's mask cutscene disappear automatically
  • USA: Cannot walk when "Your notes echoed far, but nothing happened..." appears (using Song of Double Time in areas such as inside clock tower)
  • JPN: Camera placed higher when Goron Link obtains items
  • USA: Putting on/off transformation masks will not face Link to the camera after cutscene stops

Gameplay

  • USA: Save files: two permanent + two owl saves
  • USA: Easier bean seller path in Deku Palace
  • USA: Scarecrow asks if you want to know about Song of Double Time/Inverted Time (after teaching song or when not dancing)
  • USA: Changed Bombchu physics
  • USA: Five Bombchus limit in Honey and Darling's game
  • USA: "Grab" command appears when pushing Mikau towards the beach
  • USA: Changed Zora Link physics (swimming does not stop immediately, stopping swimming at surface does not perform jump out of the water, barrier can be used even when not swimming)
  • JPN: Preserved original Zora boomerang physics: Link takes big step forward (pot game possible with 4 backflips)
  • USA: Marine Research Lab platform lowered (no Zora jump necessary)
  • USA: No more jumping down in Hookshot room
  • USA: Easier Great Bay Temple wheel puzzle (platforms always stop with horizontal alignment)
  • USA: Oceanside Spider House ceiling with pots instead of breakable barrels
  • USA: Stone Tower Temple has three switches near entrance
  • ???: Unknown if pirates' sight range at night is lower as in Japanese N64 version
  • ???: Unknown if Bombchu positions in Termina Field are different as in Japanese N64 version
  • USA: English-only text was re-inserted into the Japanese GC version

Glitches and bugs

  • USA: Inverted Song of Time lighting bug fixed
  • USA: Weird ledge grab in Astral Observatory fixed
  • USA: Crouch stab glitch fixed
  • USA: Any item with Deku glitch in Honey and Darling's game fixed
  • USA: Digging into the road of Romani Ranch as Deku not possible, therefore fixed
  • USA: "Warp" theme's ending does not glitch up when played in a shop, therefore fixed
  • USA: Invisible wall to prevent exploration of Swamp Shooting Gallery as Goron, therefore fixed
  • USA: "Swallowed by eel" glitch fixed
  • USA: Zora Link does not use Goron Link voices when Song of Double Time is played, therefore fixed
  • USA: Zora ledge grab in Stock Pot Inn fixed
  • USA: Glitch with burning Zora Link in poison Woodfall fixed
  • USA: "Stone Tower missing music at night" glitch fixed
  • USA: Stone Tower inverted music glitch fix
  • USA: Sloped edge glitch fixed
  • PAL: Start button does not work while playing as Kafei, Fierce Deity glitch therefore fixed
  • USA: Fierce Deity ledge grab glitch in Stock Pot Inn shorter
  • USA: "Bottle Adventure" glitch has weird effects
  • PAL: "Ocarina on B after Koume's archery" glitch fixed
  • USA: Any item on Epona glitch after owl save not fixed as in PAL version
  • USA: Transferring Epona to another owl save glitch not fixed as in PAL version

JPN 1.0 to 1.1 changes and glitch fixes

  • 1.1: Camera does not zoom up to Link's face when Tatl speaks to him
  • 1.1: Music does not keep playing in Clock Town at night (using Song of Double Time)
  • 1.1: Deku Palace upper walls position camera behind Link
  • 1.0: Goht runs Link over
  • 1.1: Snowhead clear cutscene does not play "Event Clear" music
  • 1.1: Music in Pirates' Fortress at night, no battle music near enemies
  • 1.1: Gyorg's Remains correctly placed on quest status screen

Virtual Console

Changes Between N64 (E) & VC (E)

Hmmm...
To do:
needs to be fleshed out a bit

The EU release is the only VC release to receive a modified ROM, instead of just using external texture files. As such, there is only one difference: In the French translation, "Lactel" was changed to "Laktoz".

(Source: A special thanks to darkeye14 for a majority of this page.)