Debug's Levels



Unfortunately, the unused levels in regular Ocarina of Time were either missing, incomplete, or compressed in such a way that it was virtually impossible to access them, much less repair them.  After years of waiting, however, we were blessed with the Ocarina of Time: Master Quest Debug ROM (PAL version but converted to NTSC), which fortunately has these levels built-in and easy to access (except 120, see below).   Since no single cheat code could restore these to the regular ROM (and none are necessary for Debug), we'll forego the typical codes and move on to the procedure and screenshots.  We'll include the shots from the archive and from the ROM for your viewing pleasure.
Note: ZSO does not promote the usage of illegally acquired ROMs.  We only encourage people to explore and learn about their favorite video games, which is why we are showcasing each level.
Compatibility Warning: This page uses Japanese characters as both a guide for those using the ROM and for those who wish to see the original names to the levels.  If you are seeing ??'s or erroneous symbols on this page, then you most likely need to install Japanese language support or configure your browser to display Japanese characters.
  1. Start up the ROM.  Press and hold L and R, then press Z and release.  Map Select will appear on the screen.
  2. Scroll up with the D-Pad until you highlight level 116: べっしつ (たからば こワープ).  This is the first debug level.
  3. Scroll down until you reach the level you wish to open.  Press B to change your age (5 = Child, 17 = Adult) and press Z or R to scroll through the different level versions (some may crash the game).
  4. Press A to open the level.
116: べっしつ (たからば こワープ)
Special Room (Strongbox Warp)


Purpose: Unknown.  The best conclusion we could arrive to was that this room originally was intended to be used as a boss chamber.  The textures look very similar to the ones used on Ganon's Tower, so there might be a connection there.  However, seeing as how the room has literally nothing in it and not a single cutscene assigned to it, it seems unlikely that we'll know for certain what it was for.
Features: Animated scrolling textures along wall borders and floor
Actors Present: None
Glitches: None

117: ささテスト
Bamboo Grass Test


Purpose: Primarily used to test different ground types.  It appears that they also tried some locale-specific actors here, primarily the Talkie object (see second image) and the tektite spawner.  All other actors that appear don't seem to serve any particular purpose, but were likely used for testing at one point or another.
Features: Various triangular sections have different sound effects as Link runs across them.  Some will cause Navi to pop out or make text appear.  If you use the Demo Camera and zoom out far enough, you'll see the infamous initials/signature SRD on the ground.
Actors Present: Child/Day version has the scarecrow, some silver rupees, a cucco in a box, and the talking door sans door.  Child/Night version just has a Golden Skulltula that jumps out of nowhere.  Adult/Day version has a scarecrow and two flying pots, one of which is floating.  Adult/Night has an invisible magic bottle (small) directly in front of Link and a tektite spawner behind him.  Only two tektites can appear at a time, and about seventy-four or so spawn in total.
Glitches: The floating pot hurts you if you walk beneath it and won't fly at Link unless you use NOCLIP.

118: テストマップ
Test Map



Purpose: Multipurpose testing area for most of Zelda's physics engine.  From the looks of it, it was used to test swimming, walking up hills, scaling walls, climbing ladders (note: the ladders here are nonfunctional), swimming, walking through water, diving, and of course, falling.
Features: Very drab decor but some nice colors.  Two pools, one lacking a proper exit (need Moonjump to escape it).  Several pillars, some with ladders, one of them topless.  A crawlspace that Link cannot enter is also within one of the pillars.  As you can see in the fourth picture, there's also a small inset in the structure with the tower that Link can fit inside.
Actors Present: None, not even supplementary actors.
Glitches: Ladder polygons weren't set to be a climbable surface, so they're unusable.  Crawlspace suffers from a similar malady, as you are not given the ability to enter it, even as a child.  The biggest glitch, however, is the time mechanism.  Time does not progress initially, but unlike most timeless levels the Song of Time will actually advance time.  However, as soon as it does everything gets screwed up: the screen flashes white for a moment, then the horizon starts to gradually turn white until it reaches its peak, at which point it immediately reverts back to night.  Time continues going, but very slowly.  If you do wait long enough, this will repeat, but I don't recommend it.  It takes forever.

119: テストルーム
Test Room



Purpose: Contrary to its name, this appears to be a small complex of rooms connected with doors that you can walk right through.  In almost every room is a bunch of treasure boxes and objects lying around that are, more or less, the things that you acquire throughout your journey.  This includes bottles, heart pieces, quivers, bomb bags, ocarinas, bombs, bombchus, maps, keys, rupees, slingshot ammo pouches, wallets, and scales.  The final room is empty, although it looks like it used to have flying tiles in it.
Features: Nothing particularly unique about this place in terms of what it does.
Actors Present: Treasure chests, small key, rupees, quivers, bows, etc. etc. (Note: an Alpha Heart Container is in the third room, as shown in the eighth picture.)
Glitches: You can walk through the doors, for one.  Also, walking through certain doors will lead you to empty black rooms, as they haven't been loaded into memory yet.  There's also a tunnel in the second room on the right that leads to an empty black room.  We've actually been able to enter it, although the process is at the moment missing, and it's simply a room with a tall brick wall and another small tunnel.  We don't know much else about it, though, and there seems to be no way to fix this problem.

120: ちゅうスタロフォスべや
Middle Stalfos Room



Purpose: It was likely used as a mock-up of what the game was going to be like.  The arena was a large, imposing decrepit-looking building with an unusual tile-pattern floor, reminiscient of the old Zelda 1 dungeons.  For a very, very long time, this place was theorized as being part of a remixed Zelda 1 dungeon, but now that we are able to access it, we've determined that it was completely standalone (though it was likely based on the Zelda 1 dungeon).  The detail was actually excellent considering the time that it was made.  You could walk on the rafter boards, and the windows would let in an ethereal yellow glow (I mistook the window as a Triforce symbol originally).  There is no exit, and the version in the Debug ROM lacks the Stalfos.
Features: Some of the earliest "lighting" effects ever used are in this level.  That's the only real feature, though.
Actors Present: None.
Glitches: The entire level is damaged in the original Debug ROM and must be patched in order to function.
Level was repaired by our expert hacking team.

121: ボススタロフォスべや
Boss Stalfos Room



Purpose: Unknown, though it was also likely meant to be used as a demonstration piece.  The layout is well done and the pillars would also have made it ideal for testing both collision detection and enemy A.I., since both have a tendency to run into problems with internal obstacles.  It likely was once part of a small dungeon, though the doors were a fixed part of the environment (they may never have been functional, for all we know).  The stalfos from the original pictures is sadly not present unless hacked, but the blue warp halo is.  When it works, it brings you to Zelda's Courtyard usually.
Features: Invulnerable to time, fully functional, perpetual darkness
Actors Present: Warp Portal
Glitches: Impossible to light up without a GameShark code active, carpet sounds like wet algae-covered stone (carpet sound effect was probably moved later on).

122: Sutaru
Star or Obsolete or Stalfos



Purpose: It looks like this little room served as nothing more than a little battle arena, where they could take new enemies made and test out their A.I.  The screenshots that we have of this place from late 1997 or early 1998 show the two stalfos that ended up in the finalized version at the Forest Temple (which, ironically enough, was this level with a level added underneath and a couple of doors tacked onto both sides).  Presumably, Dark Link was either the last enemy they tested or was placed there for fun.
Features: Heavy environmental fog, as is typical for the Forest Temple (also Dodongo's Cavern).  The sixth picture above had to be adjusted in Photoshop so that you could actually see the ceiling.
Actors Present: Dark Link
Glitches: None.

123: jikkenjyou
Proving Ground

This is apparently just the bow-and-arrow game found in Kakariko Village.

124: depthテスト
Depth Test


Purpose: The nine boxes is a static image always facing the camera (just like the store motifs).  Most likely, this was used to test the effectiveness of static backgrounds in the engine.  There's only one problem with this level: there isn't a floor.
Features: Static background image.
Actors Present: None
Glitches: Well, I don't know if there being no floor is a glitch or not...

125: ハイラルにわゲーム2
Hyrulean Game 2


Purpose: I have no idea.  This is definitely an alternate version of the Hyrule Castle minigame, but it looks practically identical to the original.  The only differences are the boxes in the first "room" (they're usually barrels) and the triangle at Zelda's Courtyard.  The fountains and a couple statues are missing, as well as the water and guards, but that could be due to the area glitch.
Features: The ability for the camera to follow you instead of remaining at a fixed angle, letting you see things closer-up than usual.
Actors Present: None
Glitches: There is an object or something that's causing the level to load improperly, forcing the interface to disappear and make most of the objects invisible.  It's possible that it's trying to use an area-specific object or a non-existent object, but there's no way to fix it without further analysis.  The area can be partially patched, but a complete repair has not yet been attempted.


BACK