If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

The Legend of Zelda: Ocarina of Time Master Quest

From The Cutting Room Floor
Jump to navigation Jump to search
This page contains changes which are not marked for translation.

Title Screen

The Legend of Zelda: Ocarina of Time Master Quest

Also known as: Zelda no Densetsu: Toki no Ocarina Ura (JP)
Developer: Nintendo EAD[1]
Publishers: Nintendo[1] (JP/US/EU/AU), Daiwon C&A (KR)
Platform: GameCube
Released in JP: November 28, 2002[1]
Released in US: February 28, 2003[1]
Released in EU: May 3, 2003[1]
Released in AU: May 9, 2003
Released in KR: 2003

AreasIcon.png This game has unused areas.
DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
RegionIcon.png This game has regional differences.

ProtoIcon.png This game has a prototype article
BugsIcon.png This game has a bugs page

The Legend of Zelda: Ocarina of Time Master Quest was a bonus game released on a promotional disc also containing the original Ocarina of Time. Master Quest is, in fact, the holy "Ura Zelda" that was supposed to be a Nintendo 64DD expansion disk...though some fans were a bit miffed that this amounted to nothing more than a new logo and reworked dungeon object layouts.

This version would later be flipped horizontally and included as part of the Ocarina of Time 3D remake with other changes both major (such as doubling the damage Link takes from enemies) and minor.


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about notable bugs and errors in this game.

Debug Content

Memory Usage

Version Action Replay code
NTSC (GC) 00C8E804 00000001
NTSC (Master Quest)(GC) 00C8E7C4 00000001

Inventory Editor

Allows you to manually edit Link's inventory, equipment, and quest items.

To activate it, use the code and press Start on Controller 1 to open the pause menu, then L to open the Inventory Editor.

Version Action Replay code
NTSC (GC) 0A132F38 00000040
00CA0657 00000002
NTSC (Master Quest)(GC) 0A132F38 00000040
00CA0617 00000002

See the Inventory Editor section of the Debug ROM article for more details.


Alternate Languages

All versions have a byte which stores what language to use during play, but in the Japanese/US releases the language cannot be changed. The following Action Replay codes will set what language is used.

Version Action Replay code
NTSC (GC) 00BE2C11 00000000 (Japanese)
00BE2C11 00000001 (English)
NTSC (Master Quest)(GC) 00BE2BF1 00000000 (Japanese)
00BE2BF1 00000001 (English)


Unused Locked Door

In the Water Temple, in the room with the big whirlpool and rolling boulders, there's a locked door which you would normally need a key to enter. However, the level designers mistakenly made that locked door correspond to the same bit in memory as the dragon head statues before Dark Link, resulting in the door being unlocked after you raise the dragon head statues.

Since the locked door is not normally reachable without going through the room with the dragon head statues, it is never seen. The corresponding key was left in, so most gamers assumed it was just an extra key since, after playing through the whole dungeon, there's no door left to unlock with it.

This was fixed in Ocarina of Time 3D.

Misplaced Bushes


There are two grass objects outside the Deku Tree dungeon map: number 0125 and variable FF01. They are loaded in room #8, the brown room containing a Gold Skulltula.

Jabu-Jabu's Belly (Room 5)


After fighting the sub-boss and climbing the elevator, the next room will have a cow in the wall which, when shot, will move four Hookshot posts, revealing two boxes and another cow. The box is required to advance forward, but the cow doesn't seem to serve any obvious purpose aside from collecting milk from it and it's located in a strange place. Its tail also gets detached from the way the Hookshot posts move it up and it also lacks collision. Both of these issues were fixed in Ocarina of Time 3D.

The room also generates a Like-Like and a brown platform, but they do not appear because there are no actors for these objects.

Unused Enemy

White Bubbles, which only appear in one room of the Spirit Temple in the original game, do not appear in Master Quest at all, rendering them unused. This is the only enemy to appear in Ocarina of Time but not in Master Quest.