Unused Animations#
Unused Cutscenes#
Unused Data#
Unused Resources#
Unused Actors, Objects, & VariablesA plethora of unused content.
Filename Oddities#
Version Differences#
Development Leftovers#
Legacy Save Function#

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 |
Japan 1.1 |
D01FBC91 0020 |
Japan Collection Version (GC) |
D01F8831 0020 |
USA 1.0 |
D01F9B91 0020 |
Europe 1.0 |
D01F1071 0020 |
Press L to activate "save after death" screen in the pause menu:
Version |
GameShark code |
|---|---|
Japan 1.0 |
D01FB9E1 0020 |
Japan 1.1 |
D01FBC91 0020 |
Japan Collection Version (GC) |
D01F8831 0020 |
USA 1.0 |
D01F9B91 0020 |
Europe 1.0 |
D01F1071 0020 |
(Source: fkualol)
Triforce Transition#

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#
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#
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#
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#
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#
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#
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) |
|---|---|
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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.
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Termina Field - Southern Swamp Connection#
Pre-release |
Termina Field Exit |
Southern Swamp Entrance |
|---|---|---|
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The developers forgot to change the rock wall texture to trees for Southern Swamp's entrance.
Path to Goron Village#
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) |
|---|---|
|
|
Pinnacle Rock#
|
Great Bay Coast |
Pinnacle Rock |
|---|---|
|
|
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 western portion seems to match the leaked source map, Z2_32kamejimamae! There was also a shortcut linking both sides that was removed from the final map.
(Source: Dark Linkaël)
Debug Content#
Crash Debugger#
Debug Text#
Map Select#
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#
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#
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 |
Japan 1.1 |
D01FBC91 0020 |
USA |
D01F9B91 0020 |
USA (Preview Demo) |
D01F9681 0020 |
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 |
|
JP v1.1 |
0x8009B020 |
|
US (Demo) |
0x80099B20 |
|
US |
0x800994D0 |
|
US (Lodgenet) |
|
|
EU v1.0 |
0x80099620 |
|
EU v1.1 (Debug) |
0x800A3F30 |
|
EU v1.1 |
0x800998A0 |
|
US (GameCube) |
0x80099E60 |
|
EU (GameCube) |
0x80099E60 |
|
JP (GameCube) |
0x80099E60 |
|
Miscellaneous Content#
|
|
To do: |
Title Screen cutscene sounds#
|
|
To do: |
(Source: Dark Linkaël)
Voice Recognition Support#
|
|
To do: |
Watch on YouTubeSupport for the Voice Recognition System was added into Majora's Mask two weeks before the game was finished but the functionality was never enabled. References to it were first found in the debug ROM but it was eventually discovered that the functionality can still be enabled in all versions of the game. Six words are defined:
- NA_VRS_WORD_ATONANJIKAN (How many hours left?)
- Nearby Gossip Stones get "hit" to tell the time.
- NA_VRS_WORD_HAICHIHZU (Say cheese)
- Takes a photo with the Pictograph Box without needing to press the A button.
- NA_VRS_WORD_OKIROH (Wake up)
- Wakes up the sleeping Deku Scrub in the Swamp Spider House without needing to play Sonata of Awakening.
- NA_VRS_WORD_OSUWARI (Sit)
- Has no functionality.
- NA_VRS_WORD_MIRUKU (Milk)
- Cows give Link milk without needing to play Epona's Song.
- NA_VRS_WORD_HAIYA
- Link spurs Epona without needing to press the A Button.
(Source: notwa, zoinkity)
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.
- 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.)
- The coast is completely empty and doesn't have any of the following areas:
- Zora Cape:
- Same thing as with Great Bay Coast. It doesn't show the landmarks for:
- Zora Hall
- Waterfall Rapids
- Fishing Hole
- Same thing as with Great Bay Coast. It doesn't show the landmarks for:
- Ikana Canyon:
- 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. In fact, 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#
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 |
温州みかん |
Satsuma Mandarin |
|
Side |
温州みかん |
Satsuma Mandarin |
|
Bottom |
- |
- |
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 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.
(Source: Dark Linkaël)
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 |
|---|---|
|
|
|
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 |
|---|---|---|
|
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#

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 |
Japan 1.1 |
801428B3 008B |
Japanese Collector Edition (GC) |
80147143 00AA |
USA |
80146ACB 005A |
USA Preview Demo |
D077D7DD 001D |
USA Preview Demo |
D077D7ED 001D |
USA Preview Demo |
D077D7FD 001D |
USA Preview Demo |
D077D80D 001D |
USA Preview Demo |
D077D81D 001D |
USA Preview Demo |
D077D82D 001D |
USA Preview Demo |
D077D83D 001D |
USA Preview Demo |
D077D84D 001D |
USA Collector Edition (GC) |
80146FBB 0052 |
Europe 1.0 |
80146CAF 00A6 |
Europe 1.1 |
80146FCF 0046 |
Europe 1.1 (Debug) |
- |
Europe Collector Edition (GC) |
8014770F 00C2 |
(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#
Watch on YouTubeThe 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)








