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The Legend of Zelda: Majora's Mask
|The Legend of Zelda: Majora's Mask|
Also known as: Zelda no Densetsu: Majora no Kamen (JP)
This game has unused animations.
This game has a notes page
This game has a prototype article
This game has a prerelease article
In The Legend of Zelda: Majora's Mask, Peter Pan fights to save Termina from a sentient hunk of green cheese.
- 1 Animations
- 2 Cutscenes
- 3 Resources
- 4 Crash Debugger
- 5 Filename Oddities
- 6 Behaviors
- 7 Ocarina Data
- 8 Development Leftovers
- 9 Developer Oversights
- 10 Miscellaneous Content
- 11 Debug Content
| Unused Link Animations|
Link, what are you doing?
| Unused Animations|
What do the dolls do when no one is watching?
| Unused Scenes|
Actors, Objects, & Variables
| Unused Actors, Objects, & Variables|
A plethora of unused content.
| Unused Items|
Many unused items, including some leftovers from Ocarina of Time!
| Unused text|
Much of this text was removed in the international releases.
| Unused Textures|
O Navi, where art thou?
| Crash Debugger|
For when the player really screws something up.
| Filename Oddities|
If it works, why update it?
Fierce Deity Link's Sword Beam Effect
As Fierce Deity Link can normally only be used in boss rooms, no other enemies should be programmed to interact with the sword beams he can shoot. However, there are a few that are, though they do not display the special hit graphics.
- Stalchildren are instantly killed by it.
- The Dinolfos mini-boss takes damage from it.
- Gekko takes damage from it, but not when it is on top of Snapper.
- Wizzrobes are not harmed by it. However, shooting the beam at it while it's appearing will make them disappear, similar to Igos' henchmen below.
- The Big Poe within the Bottom of the Well and in the Final Day Grave takes damage from it, but only when it's not spinning towards the player.
- Igos du Ikana's henchmen do not take damage from it, but instead jump backwards and shield themselves (as if they were being attacked at close-range).
- Skull Kid on the Clock Tower will treat it like any other attack (arrows, bombs, etc.), making the hit sound effect, shaking his head, and saying "That won't do you any good." on the third hit.
- The Gerudo Guards throughout the Pirate's Fortress will be stunned by it, for a shorter period of time than usual.
- The Cursed Spider Man will get pulled to the ground and sway back and forth when hit in the front. If he's hit from behind, the beam stuns him.
- Pamela's Father is also stunned by it.
In addition, the beams can hit Gossip Stones and slice through signs.
The Sun's Song works like in Ocarina of Time, accelerating the flow of time for the next 12 hours. Going into another area while the clock's sped up returns the flow of time to normal, which allows some freedom in selecting your desired time.
Saria's Song plays the "Final Hours" music (the one that plays during the last six hours before the Moon falls), but has no other effect.
There is an entry in memory that is connected to Link learning Saria's Song. The instrument used is the Giant's voice from the cutscene where Tatl interprets the Oath to Order for Link. The message is "ワタクシのあとに 吹いてください", or "Follow along after me." The vocabulary choice of the Japanese text indicates that it is the Deku Butler or the Happy Mask Salesman speaking.
Does this have any function?
Use the code D01FB9E1 0020 801D2CD8 0016 (J 1.0) and press L while playing the Ocarina to activate Zelda's Lullaby.
Playback data also exists for the warp songs from Ocarina of Time. While the notes for the songs appear in-game on the Skull Kid song wall in northern Termina Field, the leftover tempo data is unused.
Use the code 811D84F2 XXXX (where "XXXX" is one of the below) in US 1.0 and play any ocarina song to make the game display the notes below:
- 7F44 - Minuet of Forest
- 7FE4 - Bolero of Fire
- 8084 - Serenade of Water
- 8124 - Requiem of Spirit
- 81C4 - Nocturne of Shadow
- 8264 - Prelude of Light
- 8304 - Saria's Song
- 83A4 - Zelda's Lullaby
- 8444 - Sun's Song
Use the code 801D6FB8 00XX (where "XX" is one of the below) in US 1.0 to modify the ocarina's voice to sound like the following:
- 03 - Impa's Whistling
- 04 - Sheik's Harp
Quest Status Notes
Use the codes below on US 1.0 to display icons for two additional songs on the quest status screen.
- 801EF72D 0007
- 811EF72E FFFF
Nabooru in the Iron Knuckle
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.
Mini Map Placeholders
The game contains some leftover blank mini maps that were used as placeholders before the real ones were designed.
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
In the Quest Status Screen, there is an unused item slot and apparently would be leftover of Ocarina of Time where an icon of Gold Skulltula would be used. The coordinates of the Japanese version 1.0 is 0x0CC7856 to horizontal, 0x0CC78A6 to vertical.
Older Clock Tower
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).
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.
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.
On the path between Mountain and Goron Village, while the area is cursed, there's a grotto hole suspended in mid-air above the area, where you can never reach it. It cannot even be seen unless you use Moonjump to hover over there. Trying to enter the grotto leads to one of the Termina Field grottoes with a bunch of Gossip Stones.
| Program revision differences|
A large number of differences exist between regions and revisions.
Squares in the Sea of the Great Bay
Southern Part of Great Bay
Located in the southern part of the Great Bay are 17 large squares with the texture of the water, but red and completely inactive. It is possible that these squares are used to measure distance.
Entrance to Great Bay Temple
There are five squares underneath the entrance to the Great Bay Temple, located on the sides and center of the sea.
The Moon Oddities
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|
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.
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.
Orange Box Hidden in Magic Hags' Potion Shop
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 (温州蜜柑) and twice in kanji and hiragana (温州みかん), 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.
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 available at the link below allow players to get around this issue.
Further information on Map Select, including codes to enable it and information to navigate it, are available on the Debug ROM's map select page.
Add Test01 of the debug rom of Majora's Mask.  Source Dark Linkaël
The Japanese version contains a test map that was removed from the American version. You can get to the test map with the Map Select. It is necessary to set "OPT=" on -1 on any line of the Map Select. The other method is to use GameShark code 801EF462 00FF. 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.
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.