the cutting room mirror

Unused Cutscenes

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This is a sub-page of The Legend of Zelda: Ocarina of Time.

Ocarina of Time contains a number of unused cutscenes.

Spirit Temple#

Unreferenced Setup 01 - Farore Creates Life (Early)#

Map #

Map Name

Map Select #

Stage #

006

Spirit Temple

81

N/A

This is an unreferenced cutscene setup that cannot be accessed via Map Select. It appears to be an alternate version of Farore's portion of the Deku Tree's creation story cutscene.

In order to view the cutscene, the data for Unreferenced Setup 01, found at 0x02AF4860, was copied to the offset 0x2077950 (Kokiri Forest). It differs from Kokiri Forest's Setup 04 in a few ways. For example, the fog in the Spirit Temple version of the scene fades much more quickly, and the cutscene finishes a little faster.

These differences can be seen in the video on the right, which compares Unreferenced Setup 01 (left side) with Kokiri Forest Setup 04 (right side).

(Source: Porcino)

Unreferenced Setup 02 - Farore Creates Life (Early)#

Map #

Map Name

Map Select #

Stage #

006

Spirit Temple

81

N/A

This cutscene is identical to Unreferenced Setup 01.

Watch on YouTube

Setup 05 - xxx#

ShootingGalleryScene4.mp4

Map #

Map Name

Map Select #

Stage #

066

Shooting Gallery

123

01

This setup plays the music for the indoor house theme rather than the traditional music used for the Shooting Gallery. Exit takes you in front of the Bombchu Bowling instead of Shooting Gallery's final Market location.

Setup 06 - xxx#

OoT_Shooting_Gallery_Stage02.mp4

Map #

Map Name

Map Select #

Stage #

066

Shooting Gallery

123

02

This is a cutscene environment in which the camera is set behind Link tilting left and right. The purple crystal which Zelda gets trapped in is present here for some reason. Exit takes you in front of the Bombchu Bowling instead of Shooting Gallery's final Market location.

Temple of Time#

OoT_Unused_Stones_Cutscenes.mp4

Originally, when you travelled into the future in Ocarina of Time, the Spiritual Stones would lose their power and the Door of Time would be closed. By obtaining the Forest, Fire, and Water Medallions, the Spiritual Stones would re-charge and open the doors once more. These unused cutscenes seem to be of the Stones being restored.

All 3 cutscenes share the same cutscene terminator action (0x5F). The code behind this terminator sets up where Link will spawn next. There exists an extra check on whether the player has completed the Forest, Fire, and Water Temple or obtained their respective medallions (specifically, the event_check_inf flags, and not the inventory flags). If true, the terminator will trigger the opening of the Door of Time cutscene instead.

Setup 08 - Visions of the Kokiri Emerald#

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

04

This is an unused cutscene environment in which the camera focuses on the Kokiri Emerald on the altar in the Temple of Time, before cutting to the entrance of the Sacred Forest Meadow.

It can be accessed by loading the game with the following codes enabled: 8111A5D2 0053 8111A5DA FFF4

Setup 09 - Visions of the Goron's Ruby#

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

05

This is an unused cutscene environment in which the camera focuses on the Goron's Ruby on the altar in the Temple of Time, before cutting to the entrance of Death Mountain Crater.

It can be accessed by loading the game with the following codes enabled: 8111A5D2 0053 8111A5DA FFF5

Setup 10 - Visions of the Zora's Sapphire#

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

06

This is an unused cutscene environment in which the camera focuses on the Zora's Sapphire on the altar in the Temple of Time, before cutting to the entrance of Lake Hylia.

It can be accessed by loading the game with the following codes enabled: 8111A5D2 0053 8111A5DA FFF6

Unreferenced Cutscene - Prelude of Light Reaction#

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

N/A

This is a brief unreferenced cutscene that cannot be accessed via Map Select. It shows Link's reaction when Sheik disappears for the first time following the Prelude of Light lesson. After shielding his face from the Deku Nut, Link looks around while Navi bobs up and down around him. This varies from the final version, where Link remains rather motionless after shielding his face. The duration of the cutscene is roughly four seconds.

The data for the cutscene begins at offset 0280 in tokinoma_scene. One method to watch the cutscene is by replacing the Stage 02 cutscene value 6D20 located in the Debug at the address 0x2B305DE with 0280. This will allow you to access the cutscene from the Map Select #20 Stage 02. A video is also available here.

Regular Reaction

Unreferenced Reaction

Castle Courtyard#

Setup 06 - Meeting Impa II#

Watch on YouTube

Map #

Map Name

Map Select #

Stage #

074

Castle Courtyard

31

02

This is an unused cutscene environment in which Impa introduces herself, then escorts Link out of the castle without teaching him Zelda's Lullaby.

En_Zl1 - Zelda Tells of the Triforce#

OoT_Unused_Triforce_Cutscene.mp4

Actor

Filename

Identity

0029

En_Zl1

Child Zelda (Cutscenes)

This is an unused cutscene environment contained within En_Zl1, an earlier version of En_Zl4, the actor used by Child Zelda in regular gameplay. En_Zl1 only appears in Castle Courtyard Setups 05 (Meeting Impa I) and 06 (Meeting Impa II). The fact that the cutscene is contained within an actor, rather than being part of the map, indicates that it is from an earlier stage of development than most of the unused scenes.

Portions of this cutscene could be seen in prerelease footage.

Because of this oddity, all of the objects used by the cutscene are loaded inside the gameplay version of the Castle Courtyard and made visible by the cutscene's coding.

The scene can be activated by following the steps below:

  • Input the following code in OoT v1.0:
81253960 0029
812538FE 001D
D01C84B5 0020
801D887C 0036
D01C84B5 0010
811F4172 0009
  • Talk to Child Zelda in the Castle Courtyard.
  • Press R.
  • While Child Zelda's text box is displayed on-screen, and the camera pans up to the sky, press L.

(Source: Cendamos (original post is offline, but quoted here in full))

Hyrule Field#

Watch on YouTube

Map #

Map Name

Map Select #

Stage #

081

Spot 00 - Hyrule Field

1

N/A

This cutscene environment is an earlier version of Link's nightmare. It appears unpolished compared to the final version of the scene. In addition, it does not link to the cutscene of Navi flying to Link's House, leaving her to drift into his bedroom immediately following the nightmare.

The cutscene seems to use an older sound for the lightning strikes, and this scene is identical to a scene seen in a pre-release trailer for the game.

It can be accessed by starting a new file with the following code enabled below:

Version

GameShark code

JP/NA 1.0

8135A7D6 2340

JP/NA 1.1

8135A976 2340

JP/NA 1.2

8135AF86 2340

EU 1.0

813586A6 2360

EU 1.1

813586E6 2360

JP/NA (GC)

8135B7C6 2340

EU (GC)

81358FC6 2340

NA (Master Quest) (GC)

8135B786 2340

EU (Master Quest) (GC)

81358F86 2340

JP (Master Quest) (GC)

8135B7C6 2340

CN (iQue)

81360496 2340

Kokiri Forest#

Setup 08 - Panning Through Kokiri Forest I#

OoT_Kokiri_Forest_Stage04.mp4

Map #

Map Name

Map Select #

Stage #

085

Spot 04 - Kokiri Forest

5

04

This is an unused cutscene environment in which the camera begins at the Deku Tree, then pans through Kokiri Forest, before returning to the Deku Tree's meadow.

Setup 09 - Panning Through Kokiri Forest II#

Watch on YouTube

Map #

Map Name

Map Select #

Stage #

085

Spot 04 - Kokiri Forest

5

05

This is an unused cutscene environment in which the camera begins at Link's House, then does a sideways pan through Kokiri Forest. It is very similar to Setup 08.

At first, only the objects in the Deku Tree area are loaded, so the cutscene appears to show nothing. If Link re-enters the corridor to the village area and restarts the cutscene using the D-Pad, it will play properly.

Zora's Fountain#

Setup 05 - Jabu-Jabu Inhales#

Watch on YouTube

Map #

Map Name

Map Select #

Stage #

089

Spot 08 - Zora's Fountain

9

01

This is an unused cutscene environment in which Link and Jabu-Jabu stare each other down. Jabu-Jabu then opens his mouth to inhale Link, but nothing happens, as the giant fish deity is too far from the platform to have any effect on our hapless hero.

In addition to using Map Select, Setup 05 can also be reached by using a glitch known as "Farore's Wind Wrong Warp". To reach the cutscene environment, Farore's Wind must be cast after exiting the Carpenter's Tent in Gerudo Valley.

Generally, the scene will crash when accessed, due to Jabu-Jabu's actor being loaded twice. Using a GameShark code called "Specific Things Lean" (80025614 0001 for US 1.0) will make the scene less likely to crash, but does not fix the problem entirely. A patch for the Debug ROM is available that fixes the area fully.

Setup 06 - Credits in Zora's Fountain#

Watch on YouTube

Map #

Map Name

Map Select #

Stage #

089

Spot 08 - Zora's Fountain

9

02

This is an unused cutscene environment in which the camera pans to Jabu-Jabu from the mouth of the Ice Cavern, and a portion of the credits is displayed. It seems that Zora's Fountain was originally intended to appear during the ending sequence, though it doesn't in the retail game.

Like Setup 05, this scene will generally crash when accessed, due to Jabu-Jabu's actor being loaded twice. Using a GameShark code called "Specific Things Lean" (80025614 0001 for US 1.0) will make the scene less likely to crash, but does not fix the problem entirely. A patch for the Debug ROM is available that fixes the area fully.

Death Mountain Trail#

Setup 06 - Goron Ruby Cutscene#

Watch on YouTube

Map #

Map Name

Map Select #

Stage #

096

Spot 16 - Death Mountain Trail

16

02

This is an unused cutscene environment in which the camera pans down the valley to the distant sight of Kakariko Village, then shows the section of the trail down which a Goron normally rolls. The sound of something dropping is heard, and Link gives his surprised grunt from Setup 05, in which he receives the Goron's Ruby.

Lon Lon Ranch#

Unreferenced Cutscene - Learning Epona's Song#

Map #

Map Name

Map Select #

Stage #

099

Spot 20 - Lon Lon Ranch

19

N/A

This unreferenced cutscene for learning Epona's song varies slightly from the final cutscene used in-game. It has an over-the-shoulder camera angle with Malon, partially clipping with her head as she sways back and forth. It can be found in SPOT20 at offset 0x320. A video showing this cutscene can be seen here.

Used Cutscene

Unused Cutscene

Inside Jabu-Jabu's Belly#

Unreferenced Cutscene - Ruto finds Zora's Sapphire#

Map #

Map Name

Map Select #

Stage #

002

Inside Jabu-Jabu's Belly

70

N/A

An unused copy of the cutscene where Princess Ruto obtains Zora's Sapphire can be found in bdan_scene at offset 0x130A0. It is byte-for-byte identical to the final version that is actually used in the game, which is stored in ovl_En_Ru1 at offset 0x6494.

Although the data in bdan_scene matches the used version, this duplicate does not function properly in-game. The scene file does not set the necessary RAM flags to spawn Ruto or handle the cutscene events, and once triggered it never transitions back to normal gameplay settings. This strongly suggests that the copy was not intended to run directly from the scene header and was likely left behind after the cutscene was moved to Ruto's actor overlay.

OoT_bdan_ruto_cutscene.mp4

Goron City#

Setup 00 - Early Cutscene of Darunia Dancing#

Map #

Map Name

Map Select #

Stage #

098

Spot 18 - Goron City

18

00

This is an early version, but very close to the final one. It is used in Map Select for Cutscene 00. The cutscene shown in Cutscene 00 of Map Select is slightly different from the version that occurs during normal gameplay, although the changes are almost imperceptible. Link’s position is the most noticeable difference in this cutscene. After it ends, he teleports much farther in front of Darunia than in the gameplay version.

Cutscene offsets: 0x59E0 Used in normal gameplay. 0x6930 Used only in Map Select for Cutscene 00.

Watch on YouTube