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	<updated>2026-06-01T06:48:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_21,_2003_Debug)&amp;diff=69023</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_21,_2003_Debug)&amp;diff=69023"/>
		<updated>2021-12-29T20:21:07Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 21, 2003 00:49:18&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Unknown&lt;br /&gt;
|releasedby=Zelda Reverse Engineering Team&lt;br /&gt;
|filereleasedate=March 27, 2020&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B 512M+256K FB-0453&lt;br /&gt;
|origin_files=ZELOOTD.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/ZELOOTD&lt;br /&gt;
}}&lt;br /&gt;
This is a European version of The Legend of Zelda: Ocarina of Time that still retains its debug features. It was used by testers at Nintendo of Europe to test the GameCube version prior to its release.&lt;br /&gt;
==Notes==&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining its size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Limited Edition of The Legend of Zelda: The Wind Waker.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ZELOOTD.z64|type=File|date=2020-03-22 17:54|size=67108864|sha1=cee6bc3c2a634b41728f2af8da54d9bf8cc14099|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT Proto2.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=69022</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=69022"/>
		<updated>2021-12-29T20:03:51Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: Where did I got this photo of a cart, you ask? Well, there&amp;#039;s a picture of this cart with a label torn off for privacy reasons: https://web.archive.org/web/20210319232115/https://twitter.com/tvgptweets/status/1124980213606232064. But there wan an old photo of this cart, when label wasn&amp;#039;t torn off: https://www.triforce-legend.com/beta/zelda_proto/autres/OOT_Proto2014_15.jpg You might say: but how can you prove that this this the same cart? Well, notice the white spots?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Martin&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B512M+256K FB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/ocarina-of-time-proto&lt;br /&gt;
}}&lt;br /&gt;
This is a European version of The Legend of Zelda: Ocarina of Time that still retains its debug features. It was used by testers at Nintendo of Europe to test the GameCube version prior to its release.&lt;br /&gt;
==Notes==&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining its size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Limited Edition of The Legend of Zelda: The Wind Waker.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=da19ca4aac723c155d55ae371107b8462044e350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[https://twitter.com/forestillusion/status/1372019906049306626 Forest of Illusion&#039;s original tweet]&lt;br /&gt;
[https://t.co/E3U9gEDyC6 An old Ebay listing of this cart]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=69021</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=69021"/>
		<updated>2021-12-29T19:40:33Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: This cartridge had multiple owners and was thoroughly documented. I don&amp;#039;t care what the original tweet says, facts are facts. https://t.co/E3U9gEDyC6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Martin&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B512M+256K FB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/ocarina-of-time-proto&lt;br /&gt;
}}&lt;br /&gt;
This is a European version of The Legend of Zelda: Ocarina of Time that still retains its debug features. It was used by testers at Nintendo of Europe to test the GameCube version prior to its release.&lt;br /&gt;
==Notes==&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining its size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Limited Edition of The Legend of Zelda: The Wind Waker.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=da19ca4aac723c155d55ae371107b8462044e350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[https://twitter.com/forestillusion/status/1372019906049306626 Forest of Illusion&#039;s original tweet]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55303</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55303"/>
		<updated>2021-06-20T13:18:44Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998 23:05:00&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
&lt;br /&gt;
*Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
*The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
*Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
**There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
**If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
**If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
*When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
*When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
*If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
&lt;br /&gt;
*The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
*The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
**Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
**With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
*Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
*Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
*Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
*Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
*Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
&lt;br /&gt;
*The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
===Goron City===&lt;br /&gt;
&lt;br /&gt;
*The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
&lt;br /&gt;
*In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
&lt;br /&gt;
*There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
*The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
===Forest Temple===&lt;br /&gt;
&lt;br /&gt;
*The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
&lt;br /&gt;
===Water Temple===&lt;br /&gt;
&lt;br /&gt;
*The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
&lt;br /&gt;
*The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
&lt;br /&gt;
*It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
*The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
*Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
&lt;br /&gt;
*Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
*When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
*Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
&lt;br /&gt;
*The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
*The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
&lt;br /&gt;
*The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
*Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
&lt;br /&gt;
*Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
*The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
*Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
**There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
**If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
**If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
*When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
*When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
*If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
&lt;br /&gt;
*The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
*The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
**Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
**With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
*Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
*Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
*Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
*Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
*Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
&lt;br /&gt;
*The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
===Goron City===&lt;br /&gt;
&lt;br /&gt;
*The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
&lt;br /&gt;
*In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
&lt;br /&gt;
*There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
*The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
===Forest Temple===&lt;br /&gt;
&lt;br /&gt;
*The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
&lt;br /&gt;
===Water Temple===&lt;br /&gt;
&lt;br /&gt;
*The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
&lt;br /&gt;
*The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
&lt;br /&gt;
*It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
*The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
*Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
&lt;br /&gt;
*Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
*When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
*Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
&lt;br /&gt;
*The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
*The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
&lt;br /&gt;
*The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
*Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55181</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55181"/>
		<updated>2021-06-14T04:14:15Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: /* Uncategorized */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
&lt;br /&gt;
*Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
*The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
*Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
**There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
**If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
**If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
*When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
*When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
*If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
&lt;br /&gt;
*The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
*The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
**Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
**With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
*Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
*Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
*Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
*Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
*Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
&lt;br /&gt;
*The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
===Goron City===&lt;br /&gt;
&lt;br /&gt;
*The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
&lt;br /&gt;
*In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
&lt;br /&gt;
*There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
*The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
===Forest Temple===&lt;br /&gt;
&lt;br /&gt;
*The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
&lt;br /&gt;
===Water Temple===&lt;br /&gt;
&lt;br /&gt;
*The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
&lt;br /&gt;
*The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
&lt;br /&gt;
*It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
*The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
*Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
&lt;br /&gt;
*Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
*When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
*Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
&lt;br /&gt;
*The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
*The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
&lt;br /&gt;
*The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
*Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55180</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55180"/>
		<updated>2021-06-14T04:13:39Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: Undo revision 55179 by Dafukyouwantmetodo (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55179</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55179"/>
		<updated>2021-06-14T04:13:20Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55178</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55178"/>
		<updated>2021-06-14T04:12:21Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: Undo revision 55177 by Dafukyouwantmetodo (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55177</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55177"/>
		<updated>2021-06-14T04:11:27Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55176</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55176"/>
		<updated>2021-06-14T04:10:09Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55175</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55175"/>
		<updated>2021-06-14T04:08:19Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55174</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55174"/>
		<updated>2021-06-14T04:05:56Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55173</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55173"/>
		<updated>2021-06-14T04:04:02Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55172</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55172"/>
		<updated>2021-06-14T04:03:27Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in  the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55171</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55171"/>
		<updated>2021-06-14T04:01:33Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to the prototype===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in the prototype===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to 0.9===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in 0.9===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to 0.9===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in 0.9===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to 0.9===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in 0.9===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55170</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55170"/>
		<updated>2021-06-14T03:56:08Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to 0.9===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in 0.9===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to 0.9===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in 0.9===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55169</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55169"/>
		<updated>2021-06-14T03:53:57Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to 0.9===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in 0.9===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to 0.9===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in 0.9===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55168</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55168"/>
		<updated>2021-06-14T03:53:31Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to 0.9===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in 0.9===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOTProtoFront.jpg|Cart front.&lt;br /&gt;
File:EsGYM9eU0AUtEe1.jpg|Cart back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:EsGYM9eU0AUtEe1.jpg&amp;diff=55167</id>
		<title>File:EsGYM9eU0AUtEe1.jpg</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:EsGYM9eU0AUtEe1.jpg&amp;diff=55167"/>
		<updated>2021-06-14T03:52:29Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:OOTProtoFront.jpg&amp;diff=55166</id>
		<title>File:OOTProtoFront.jpg</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:OOTProtoFront.jpg&amp;diff=55166"/>
		<updated>2021-06-14T03:52:09Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55165</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55165"/>
		<updated>2021-06-14T03:43:27Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: weird gibberish Cheched out To: Information was blurred due to privacy reasons Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to 0.9===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in 0.9===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55164</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55164"/>
		<updated>2021-06-14T03:42:41Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S 256M+256K Title: Zelda 64 Date: 8-19-98 Version: [weird gibberish] Cheched out To: [Information was blurred due to privacy reasons] Propery of Nintendo of America NOA Engineering / Product Testing&lt;br /&gt;
|origin_files=OOT.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Action-Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 21, 1998}}  {{RegionDate|US|Oct 21, 1998}}  {{RegionDate|EU|Oct 10, 1998}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 21, 1998}}  {{RegionDate|US|Nov 21, 1998}}  {{RegionDate|EU|Nov 21, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://t.co/THLdYIaSem?amp=1&lt;br /&gt;
}}&lt;br /&gt;
On January 19, 2021, a build of The Legend of Zelda: Ocarina of Time that predated the 1.0 USA Rev 0 release by three days was distributed online by [https://twitter.com/forestillusion/status/1351528640824000514 Forest of Illusion.]&lt;br /&gt;
&lt;br /&gt;
Some have nicknamed this build &#039;&#039;&#039;version 0.9&#039;&#039;&#039;. At the time of this writing, various members from the &#039;&#039;Ocarina of Time&#039;&#039; speedrunning community have been documenting their finds in this [https://docs.google.com/document/d/e/2PACX-1vTizv-7X5RBnQ7jWugE5_l9gkr14CKQJgGHvYawBuGJXK3G1AMbmHntspSGRJ_jd5wSpyMOa0riA3uD/pub Google doc.]&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
* Loading zones only trigger when Link is standing on solid ground. This means that falling down a grave in the Graveyard will not start the transition until Link has reached the invisible ground at the bottom of the hole, and similarly jumping over the fence in Lon Lon Ranch with Epona will only start the transition once Epona lands on the invisible ground behind the fence. In the final game, loading zones trigger if Link is either standing on solid ground or falling downward.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
===Exclusive to 0.9===&lt;br /&gt;
These bugs were fixed in later versions of &#039;&#039;Ocarina of Time&#039;&#039;.&lt;br /&gt;
* The Green Potion and Blue Potion do not check whether you have a Magic Meter before attempting to refill Link&#039;s magic. If you drink these potions without a Magic Meter, you will gain magic (equivalent to the upgraded Magic Meter) and can charge up a Spin Attack as well as use the Lens of Truth; quickspins and spells don&#039;t work however. The magic disappears after saving and quitting the game.&lt;br /&gt;
* The Gold Skulltula in Gerudo Valley above the pond is frozen in place and doesn&#039;t rotate.&lt;br /&gt;
* Several bugs are present in the cutscene for receiving the Deku Stick upgrade in the Forest Stage:&lt;br /&gt;
** There is no proximity check for the cutscene starting, which can lead to a very long cutscene as the Deku Scrub walks very slowly towards Link.&lt;br /&gt;
** If you pull out an explosive (a Bomb or Bombchu) right before the cutscene starts, the Deku Scrubs change to become hostile but the cutscene never ends, resulting in a softlock.&lt;br /&gt;
** If you pull out a bottle right before the cutscene starts, the Deku Scrubs become extremely glitchy and start moving through the ground, among other things.&lt;br /&gt;
* When opening the Royal Family&#039;s Grave in the Graveyard, the bright light from the cutscene persists even after it ends. This was fixed in the final.&lt;br /&gt;
* When Link holds a Bottle in his hand (from having caught something before), backflipping, pressing the button for the Bottle and then another item button right before Link touches the ground will overwrite the last button pressed with an Empty Bottle. This can be used to get a Bottle on B if done with the sword.&lt;br /&gt;
* If Link is hanging off a ledge when a cutscene starts, he will be teleported to the top of the ledge when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
===Not present in 0.9===&lt;br /&gt;
These bugs are present in later versions of &#039;&#039;Ocarina of Time&#039;&#039;, but not in version 0.9.&lt;br /&gt;
* The floor marker on the map subscreen will select itself when scrolling through the items in the item subscreen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Boomerang targeting was changed significantly between the prototype and the final:&lt;br /&gt;
** Without holding Z, Link&#039;s head rotates in accordance with the direction held on the Analog Stick. In the final, Link&#039;s head is fixed and the body rotates instead.&lt;br /&gt;
** With holding Z, holding Up/Down allows Link to run backward/forward. In the final, Link stays in place and bends up/down instead (like the Slingshot/Bow).&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
* Killing a Gold Skulltula plays a short cutscene, similar to the cutscenes that play when events such as hitting a switch occur, showing the Gold Skulltula dying and the token appearing in its place.&lt;br /&gt;
* Skullwalltulas drop three Deku Nut collectibles when killed (fifteen Deku Nuts in total).&lt;br /&gt;
* Flare Dancer lacks a check to prevent the player from hookshotting it at the same time as it is hit by an explosion. This can be used to create duplicate Flare Dancers.&lt;br /&gt;
* Gerudo fighters have an extra check for whether to turn off miniboss music. The additional check looks for other Gerudo fighters within an 8000 unit radius and will keep playing the music if it finds one. This suggests that at some point Link was supposed to battle multiple Gerudo fighters at the same time.&lt;br /&gt;
* Deadhand is missing a check that prevents its hitboxes and hurtboxes from activating before it is fully risen from the ground. The added check seems intended to prevent the player from killing it early but does not actually fix the problem.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
===Zora&#039;s Domain===&lt;br /&gt;
* The chest containing the piece of heart falls from above instead of materializing.&lt;br /&gt;
===Goron City===&lt;br /&gt;
* The final game added an easter egg where you void out if you attempt to jump into the large pot in Goron City. Nothing happens if you try the same in the prototype.&lt;br /&gt;
===Dodongo&#039;s Cavern===&lt;br /&gt;
* In the room with the Spike Traps, the silver block underneath the ladder leading further into the dungeon is fully pushed into the alcove, rather than slightly pulled out as in the final. The alcove also lacks the Recovery Heart that can be found in the final after pulling out the silver block all the way.&lt;br /&gt;
===Jabu Jabu&#039;s Belly===&lt;br /&gt;
* There are two Gold Skulltulas right next to each other in the room where you first encounter Ruto. The final game moved them to the room right below.&lt;br /&gt;
* The chest containing the Compass falls from above instead of materializing.&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
* The chest containing the Bow falls from above instead of materializing. This change introduced a bug in the final game where the chest is floating slightly above the ground.&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
* The pots before Dark Link&#039;s room that provide Magic Jars are missing.&lt;br /&gt;
===Spirit Temple===&lt;br /&gt;
* The chest containing the map falls from above instead of materializing.&lt;br /&gt;
&lt;br /&gt;
==Player Functions==&lt;br /&gt;
* It&#039;s possible to talk to Navi while still on the ground after being knocked down.&lt;br /&gt;
* The animation of pulling out an item can be interrupted by using C-Up to go into first person mode. The final game delays going into first person mode until the animation has finished.&lt;br /&gt;
* Pulling sword out and crouching is faster.&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
* Getting lost in the Haunted Wasteland plays both the sound for voiding out (when the sandstorm transition starts due to getting lost) and the sound for respawning at the entrance. The final game omits the first sound and only plays the second.&lt;br /&gt;
* When the Deku Tree Sprout pops out of the ground in the cutscene after beating the Forest Temple, the Kokiri Forest music does not fade in; it immediately starts at the looping part.&lt;br /&gt;
* Nabooru doesn&#039;t make the &amp;quot;hmm?&amp;quot; sound when approaching her in Spirit Temple as Child Link.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* The Hylian beggar uses a different function for taking Link&#039;s item compared to the final. The function used in 0.9 can cause the beggar to take contents from the wrong bottle if several bottles have the same contents.&lt;br /&gt;
* The trigger area for receiving the Piece of Heart from the man on the roof in Kakariko Village is smaller. The result is that it&#039;s possible to talk to him but still be too far away to actually receive the Piece of Heart after the text box closes.&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
* The X that appears when failing to repeat a song during the song learning cutscene is white instead of red.&lt;br /&gt;
* Masanori Sato is credited for Package Design in the prototype only. His name was removed from the final game&#039;s credits.&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55163</id>
		<title>The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Oct_18,_1998_prototype)&amp;diff=55163"/>
		<updated>2021-06-14T03:28:47Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: Created page with &amp;quot;{{Prototype |Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype) |titlescreen=TheLegendofZeldaOcarinaofTimeproto.png |builddate=Oct 18, 1998 |status=Releas...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Oct 18, 1998 prototype)&lt;br /&gt;
|titlescreen=TheLegendofZeldaOcarinaofTimeproto.png&lt;br /&gt;
|builddate=Oct 18, 1998&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=January 19, 2021&lt;br /&gt;
|origin_type=Development cartridge&lt;br /&gt;
|origin_labels=NUS-16F32S&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:TheLegendofZeldaOcarinaofTimeproto.png&amp;diff=55162</id>
		<title>File:TheLegendofZeldaOcarinaofTimeproto.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:TheLegendofZeldaOcarinaofTimeproto.png&amp;diff=55162"/>
		<updated>2021-06-14T03:21:16Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: The title screen of The Legend of Zelda: Ocarina of Time prototype for the Nintendo 64.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The title screen of The Legend of Zelda: Ocarina of Time prototype for the Nintendo 64.&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:TLOZ_OCARINA_DEBUG.png&amp;diff=55161</id>
		<title>File:TLOZ OCARINA DEBUG.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:TLOZ_OCARINA_DEBUG.png&amp;diff=55161"/>
		<updated>2021-06-14T03:19:29Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo Gamecube.&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=54663</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=54663"/>
		<updated>2021-05-25T10:58:21Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Martin&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B512M+256K FB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/ocarina-of-time-proto&lt;br /&gt;
}}&lt;br /&gt;
This is a European version of The Legend of Zelda: Ocarina of Time that still retains its debug features. It was used by testers at Nintendo of Europe to test the GameCube version prior to its release.&lt;br /&gt;
==Notes==&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining its size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Limited Edition of The Legend of Zelda: The Wind Waker.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=DA19CA4AAC723C155D55AE371107B8462044E350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=47095</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=47095"/>
		<updated>2021-03-28T18:02:12Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Martin&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B512M+256KFB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/ocarina-of-time-proto&lt;br /&gt;
}}&lt;br /&gt;
This is a European version of The Legend of Zelda: Ocarina of Time that still retains its debug features. It was used by testers at Nintendo of Europe to test the GameCube version prior to its release.&lt;br /&gt;
==Notes==&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Limited Edition of The Legend of Zelda: The Wind Waker.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=DA19CA4AAC723C155D55AE371107B8462044E350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_21,_2003_Debug)&amp;diff=47094</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_21,_2003_Debug)&amp;diff=47094"/>
		<updated>2021-03-28T18:01:04Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 21, 2003 00:49:18&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Unknown&lt;br /&gt;
|releasedby=Zelda Reverse Engineering Team&lt;br /&gt;
|filereleasedate=March 27, 2020&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B 512M+256K FB-0453&lt;br /&gt;
|origin_files=ZELOOTD.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/ZELOOTD&lt;br /&gt;
}}&lt;br /&gt;
This is a European version of The Legend of Zelda: Ocarina of Time that still retains its debug features. It was used by testers at Nintendo of Europe to test the GameCube version prior to its release.&lt;br /&gt;
==Notes==&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Limited Edition of The Legend of Zelda: The Wind Waker.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ZELOOTD.z64|type=File|date=2020-03-22 17:54|size=67108864|sha1=CEE6BC3C2A634B41728F2AF8DA54D9BF8CC14099|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT Proto2.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_Master_Quest_(Feb_21,_2003_Debug)&amp;diff=47093</id>
		<title>The Legend of Zelda: Ocarina of Time Master Quest (Feb 21, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_Master_Quest_(Feb_21,_2003_Debug)&amp;diff=47093"/>
		<updated>2021-03-28T17:46:39Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|page_name=The Legend of Zelda: Ocarina of Time Master Quest (Feb 21, 2003 Debug)&lt;br /&gt;
|titlescreen=OoTDebugTitle.png&lt;br /&gt;
|builddate=Feb 21, 2003 00:16:31&lt;br /&gt;
|buildname=ZELOOTMA&lt;br /&gt;
|status=Released&lt;br /&gt;
|origin_type=ROM&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time Master Quest&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 30, 2002 00:15:15}} {{RegionDate|US|Dec 19, 2002 14:05:42}} {{RegionDate|EU|Feb 21, 2003 20:37:19}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 28, 2002}} {{RegionDate|US|Feb 17, 2003}} {{RegionDate|EU|May 3, 2003}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time Master Quest for the Nintendo 64.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link| Proto:The Legend of Zelda: Ocarina of Time Master Quest}}&lt;br /&gt;
* This version of the game wasn&#039;t compressed yet explaining it&#039;s size.&lt;br /&gt;
* The game was built about a day prior to the European version.&lt;br /&gt;
* The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
* The original ROM contains problems that were fixed in subsequent ROM hacks.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
OoTDebugTitle.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
OOTMQ-Debug-Map-Select.png|Map Select&lt;br /&gt;
OOTMQ-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
OOTMQ-Debug-Camera-Debugger.png|Camera Debugger&lt;br /&gt;
OOTMQ-Debug-Audio-Debugger.png|Audio Debugger&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
OOTMQ-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
OOTMQ-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
OOTMQ-Debug-Test01.png|Test Map (Map 118)&lt;br /&gt;
OOTMQ-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
OOTMQ-Debug-Syotes.png|Stalfos Room (Map 120)&lt;br /&gt;
OOTMQ-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
OOTMQ-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ZELOOTMA.z64|type=File|date=2006-07-27 ‏‎22:27:21|size=67108864|crc32=62f92704|md5=8ca71e87de4ce5e9f6ec916202a623e9|sha1=50bebedad9e0f10746a52b07239e47fa6c284d03|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
&amp;lt;span class=&amp;quot;hex-snippet&amp;quot;&amp;gt;00000000  &amp;lt;span class=&amp;quot;hover-link link-rom-format&amp;quot; data-title=&amp;quot;Format&amp;quot; title=&amp;quot;Big Endian (z64)&amp;quot;&amp;gt;80 37 12 40&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-rom-clock-override&amp;quot; data-title=&amp;quot;Clock Rate Override&amp;quot; title=&amp;quot;0x0000000F&amp;quot;&amp;gt;00 00 00 0F&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-program-counter&amp;quot; data-title=&amp;quot;Program Counter&amp;quot; title=&amp;quot;0x80000400&amp;quot;&amp;gt;80 00 04 00&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-rom-release&amp;quot; data-title=&amp;quot;Release Address&amp;quot; title=&amp;quot;0x0000144C&amp;quot;&amp;gt;00 00 14 4C&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-format&amp;quot; data-title=&amp;quot;Format&amp;quot; title=&amp;quot;Big Endian (z64)&amp;quot;&amp;gt;€7.@&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-clock-override&amp;quot; data-title=&amp;quot;Clock Rate Override&amp;quot; title=&amp;quot;0x0000000F&amp;quot;&amp;gt;....&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-program-counter&amp;quot; data-title=&amp;quot;Program Counter&amp;quot; title=&amp;quot;0x80000400&amp;quot;&amp;gt;€...&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-release&amp;quot; data-title=&amp;quot;Release Address&amp;quot; title=&amp;quot;0x0000144C&amp;quot;&amp;gt;...L&amp;lt;/span&amp;gt;&lt;br /&gt;
00000010  &amp;lt;span class=&amp;quot;hover-link link-rom-crc-1&amp;quot; data-title=&amp;quot;CRC 1&amp;quot; title=&amp;quot;0x917D18F6&amp;quot;&amp;gt;91 7D 18 F6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-rom-crc-2&amp;quot; data-title=&amp;quot;CRC 2&amp;quot; title=&amp;quot;0x69BC5453&amp;quot;&amp;gt;69 BC 54 53&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-blank-1&amp;quot; data-title=&amp;quot;Blank 1&amp;quot; title=&amp;quot;&amp;quot;&amp;gt;00 00 00 00 00 00 00 00&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-crc-1&amp;quot; data-title=&amp;quot;CRC 1&amp;quot; title=&amp;quot;0x917D18F6&amp;quot;&amp;gt;‘}.ö&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-crc-2&amp;quot; data-title=&amp;quot;CRC 2&amp;quot; title=&amp;quot;0x69BC5453&amp;quot;&amp;gt;i¼TS&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-blank-1&amp;quot; data-title=&amp;quot;Blank 1&amp;quot; title=&amp;quot;&amp;quot;&amp;gt;........&amp;lt;/span&amp;gt;&lt;br /&gt;
00000020  &amp;lt;span class=&amp;quot;hover-link link-rom-name&amp;quot; data-title=&amp;quot;Title&amp;quot; title=&amp;quot;THE LEGEND OF ZELDA&amp;quot;&amp;gt;54 48 45 20 4C 50 47 45&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-name&amp;quot; data-title=&amp;quot;Title&amp;quot; title=&amp;quot;THE LEGEND OF ZELDA&amp;quot;&amp;gt;4E 44 20 4F 46 20 5A 45&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-name&amp;quot; data-title=&amp;quot;Title&amp;quot; title=&amp;quot;THE LEGEND OF ZELDA&amp;quot;&amp;gt;THE LEGEND OF ZE&amp;lt;/span&amp;gt;&lt;br /&gt;
00000030  &amp;lt;span class=&amp;quot;hover-link link-rom-name&amp;quot; data-title=&amp;quot;Title&amp;quot; title=&amp;quot;THE LEGEND OF ZELDA&amp;quot;&amp;gt;4C 44 41 20&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-blank-2&amp;quot; data-title=&amp;quot;Blank 2&amp;quot; title=&amp;quot;&amp;quot;&amp;gt;00 00 00 00  00 00 00&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-rom-cart-id&amp;quot; data-title=&amp;quot;Cartridge ID&amp;quot; title=&amp;quot;NZLP&amp;quot;&amp;gt;4E 5A 4C 50&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-rom-version&amp;quot; data-title=&amp;quot;Version&amp;quot; title=&amp;quot;1.15&amp;quot;&amp;gt;0F&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-name&amp;quot; data-title=&amp;quot;Title&amp;quot; title=&amp;quot;THE LEGEND OF ZELDA&amp;quot;&amp;gt;LDA &amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-blank-2&amp;quot; data-title=&amp;quot;Blank 2&amp;quot; title=&amp;quot;&amp;quot;&amp;gt;.......&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-cart-id&amp;quot; data-title=&amp;quot;Cartridge ID&amp;quot; title=&amp;quot;NZLP&amp;quot;&amp;gt;NZLP&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-version&amp;quot; data-title=&amp;quot;Version&amp;quot; title=&amp;quot;1.15&amp;quot;&amp;gt;.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time Master Quest}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_Master_Quest_(Feb_21,_2003_Debug)&amp;diff=47092</id>
		<title>The Legend of Zelda: Ocarina of Time Master Quest (Feb 21, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_Master_Quest_(Feb_21,_2003_Debug)&amp;diff=47092"/>
		<updated>2021-03-28T17:45:46Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: Before the ROM was distributed, the game ID in the header was changed from NZLP to NZLE to have emulators detect the ROM as being American and thus running it at 60Hz speed rather than 50Hz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|page_name=The Legend of Zelda: Ocarina of Time Master Quest (Feb 21, 2003 Debug)&lt;br /&gt;
|titlescreen=OoTDebugTitle.png&lt;br /&gt;
|builddate=Feb 21, 2003 00:16:31&lt;br /&gt;
|buildname=ZELOOTMA&lt;br /&gt;
|status=Released&lt;br /&gt;
|origin_type=ROM&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time Master Quest&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 30, 2002 00:15:15}} {{RegionDate|US|Dec 19, 2002 14:05:42}} {{RegionDate|EU|Feb 21, 2003 20:37:19}}&lt;br /&gt;
|release_date={{RegionDate|JP|Nov 28, 2002}} {{RegionDate|US|Feb 17, 2003}} {{RegionDate|EU|May 3, 2003}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time Master Quest for the Nintendo 64.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link| Proto:The Legend of Zelda: Ocarina of Time Master Quest}}&lt;br /&gt;
* This version of the game wasn&#039;t compressed yet explaining it&#039;s size.&lt;br /&gt;
* The game was built about a day prior to the European version.&lt;br /&gt;
* The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
* The original ROM contains problems that were fixed in subsequent ROM hacks.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
OoTDebugTitle.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
OOTMQ-Debug-Map-Select.png|Map Select&lt;br /&gt;
OOTMQ-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
OOTMQ-Debug-Camera-Debugger.png|Camera Debugger&lt;br /&gt;
OOTMQ-Debug-Audio-Debugger.png|Audio Debugger&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
OOTMQ-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
OOTMQ-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
OOTMQ-Debug-Test01.png|Test Map (Map 118)&lt;br /&gt;
OOTMQ-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
OOTMQ-Debug-Syotes.png|Stalfos Room (Map 120)&lt;br /&gt;
OOTMQ-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
OOTMQ-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ZELOOTMA.z64|type=File|date=2006-07-27 ‏‎22:27:21|size=67108864|crc32=62f92704|md5=8ca71e87de4ce5e9f6ec916202a623e9|sha1=50bebedad9e0f10746a52b07239e47fa6c284d03|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
&amp;lt;span class=&amp;quot;hex-snippet&amp;quot;&amp;gt;00000000  &amp;lt;span class=&amp;quot;hover-link link-rom-format&amp;quot; data-title=&amp;quot;Format&amp;quot; title=&amp;quot;Big Endian (z64)&amp;quot;&amp;gt;80 37 12 40&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-rom-clock-override&amp;quot; data-title=&amp;quot;Clock Rate Override&amp;quot; title=&amp;quot;0x0000000F&amp;quot;&amp;gt;00 00 00 0F&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-program-counter&amp;quot; data-title=&amp;quot;Program Counter&amp;quot; title=&amp;quot;0x80000400&amp;quot;&amp;gt;80 00 04 00&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-rom-release&amp;quot; data-title=&amp;quot;Release Address&amp;quot; title=&amp;quot;0x0000144C&amp;quot;&amp;gt;00 00 14 4C&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-format&amp;quot; data-title=&amp;quot;Format&amp;quot; title=&amp;quot;Big Endian (z64)&amp;quot;&amp;gt;€7.@&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-clock-override&amp;quot; data-title=&amp;quot;Clock Rate Override&amp;quot; title=&amp;quot;0x0000000F&amp;quot;&amp;gt;....&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-program-counter&amp;quot; data-title=&amp;quot;Program Counter&amp;quot; title=&amp;quot;0x80000400&amp;quot;&amp;gt;€...&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-release&amp;quot; data-title=&amp;quot;Release Address&amp;quot; title=&amp;quot;0x0000144C&amp;quot;&amp;gt;...L&amp;lt;/span&amp;gt;&lt;br /&gt;
00000010  &amp;lt;span class=&amp;quot;hover-link link-rom-crc-1&amp;quot; data-title=&amp;quot;CRC 1&amp;quot; title=&amp;quot;0x917D18F6&amp;quot;&amp;gt;91 7D 18 F6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-rom-crc-2&amp;quot; data-title=&amp;quot;CRC 2&amp;quot; title=&amp;quot;0x69BC5453&amp;quot;&amp;gt;69 BC 54 53&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-blank-1&amp;quot; data-title=&amp;quot;Blank 1&amp;quot; title=&amp;quot;&amp;quot;&amp;gt;00 00 00 00 00 00 00 00&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-crc-1&amp;quot; data-title=&amp;quot;CRC 1&amp;quot; title=&amp;quot;0x917D18F6&amp;quot;&amp;gt;‘}.ö&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-crc-2&amp;quot; data-title=&amp;quot;CRC 2&amp;quot; title=&amp;quot;0x69BC5453&amp;quot;&amp;gt;i¼TS&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-blank-1&amp;quot; data-title=&amp;quot;Blank 1&amp;quot; title=&amp;quot;&amp;quot;&amp;gt;........&amp;lt;/span&amp;gt;&lt;br /&gt;
00000020  &amp;lt;span class=&amp;quot;hover-link link-rom-name&amp;quot; data-title=&amp;quot;Title&amp;quot; title=&amp;quot;THE LEGEND OF ZELDA&amp;quot;&amp;gt;54 48 45 20 4C 45 47 45&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-name&amp;quot; data-title=&amp;quot;Title&amp;quot; title=&amp;quot;THE LEGEND OF ZELDA&amp;quot;&amp;gt;4E 44 20 4F 46 20 5A 45&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-name&amp;quot; data-title=&amp;quot;Title&amp;quot; title=&amp;quot;THE LEGEND OF ZELDA&amp;quot;&amp;gt;THE LEGEND OF ZE&amp;lt;/span&amp;gt;&lt;br /&gt;
00000030  &amp;lt;span class=&amp;quot;hover-link link-rom-name&amp;quot; data-title=&amp;quot;Title&amp;quot; title=&amp;quot;THE LEGEND OF ZELDA&amp;quot;&amp;gt;4C 44 41 20&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-blank-2&amp;quot; data-title=&amp;quot;Blank 2&amp;quot; title=&amp;quot;&amp;quot;&amp;gt;00 00 00 00  00 00 00&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-rom-cart-id&amp;quot; data-title=&amp;quot;Cartridge ID&amp;quot; title=&amp;quot;NZLP&amp;quot;&amp;gt;4E 5A 4C 45&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-rom-version&amp;quot; data-title=&amp;quot;Version&amp;quot; title=&amp;quot;1.15&amp;quot;&amp;gt;0F&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-name&amp;quot; data-title=&amp;quot;Title&amp;quot; title=&amp;quot;THE LEGEND OF ZELDA&amp;quot;&amp;gt;LDA &amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-blank-2&amp;quot; data-title=&amp;quot;Blank 2&amp;quot; title=&amp;quot;&amp;quot;&amp;gt;.......&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-cart-id&amp;quot; data-title=&amp;quot;Cartridge ID&amp;quot; title=&amp;quot;NZLP&amp;quot;&amp;gt;NZLP&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-version&amp;quot; data-title=&amp;quot;Version&amp;quot; title=&amp;quot;1.15&amp;quot;&amp;gt;.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time Master Quest}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46923</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46923"/>
		<updated>2021-03-26T18:15:30Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Martin&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B512M+256KFB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/ocarina-of-time-proto&lt;br /&gt;
}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Collector&#039;s edition.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=DA19CA4AAC723C155D55AE371107B8462044E350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_21,_2003_Debug)&amp;diff=46922</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_21,_2003_Debug)&amp;diff=46922"/>
		<updated>2021-03-26T18:13:15Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 21, 2003 00:49:18&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Unknown&lt;br /&gt;
|releasedby=Zelda Reverse Engineering Team&lt;br /&gt;
|filereleasedate=March 27, 2020&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B 512M+256K FB-0453&lt;br /&gt;
|origin_files=ZELOOTD.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/ZELOOTD&lt;br /&gt;
}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Collector&#039;s edition.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ZELOOTD.z64|type=File|date=2020-03-22 17:54|size=67108864|sha1=CEE6BC3C2A634B41728F2AF8DA54D9BF8CC14099|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT Proto2.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_21,_2003_Debug)&amp;diff=46921</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_21,_2003_Debug)&amp;diff=46921"/>
		<updated>2021-03-26T17:54:23Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 21, 2003 00:49:18&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Unknown&lt;br /&gt;
|releasedby=Zelda Reverse Engineering Team&lt;br /&gt;
|filereleasedate=March 27, 2020&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B 512M+256K FB-0453&lt;br /&gt;
|origin_files=ZELOOTD.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Collector&#039;s edition.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ZELOOTD.z64|type=File|date=2020-03-22 17:54|size=67108864|sha1=CEE6BC3C2A634B41728F2AF8DA54D9BF8CC14099|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT Proto2.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_21,_2003_Debug)&amp;diff=46920</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_21,_2003_Debug)&amp;diff=46920"/>
		<updated>2021-03-26T17:49:36Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 21, 2003 00:49:18&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Unknown&lt;br /&gt;
|releasedby=Zelda 64 Reverse Engineering Team&lt;br /&gt;
|filereleasedate=March 27, 2020&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B 512M+256K FB-0453&lt;br /&gt;
|origin_files=ZELOOTD.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Collector&#039;s edition.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ZELOOTD.z64|type=File|date=2020-03-22 17:54|size=67108864|sha1=CEE6BC3C2A634B41728F2AF8DA54D9BF8CC14099|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT Proto2.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_21,_2003_Debug)&amp;diff=46919</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_21,_2003_Debug)&amp;diff=46919"/>
		<updated>2021-03-26T17:47:40Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: Created page with &amp;quot;{{Prototype |Page name=The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug) |titlescreen=TLOZ OCARINA DEBUG.png |builddate=Feb 21, 2003 00:49:18 |status=Released |dumper=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 21, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 21, 2003 00:49:18&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Unknown&lt;br /&gt;
|releasedby=Zelda 64 Reverse Engineering Team&lt;br /&gt;
|filereleasedate=March 27, 2020&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B 512M+256K FB-0453&lt;br /&gt;
|origin_files=ZELOOTD.z64&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Collector&#039;s edition.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ZELOOTD.z64|type=File|date=2020-03-22 17:54|size=67108864|sha1=CEE6BC3C2A634B41728F2AF8DA54D9BF8CC14099|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT Proto2.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:OOT_Proto2.jpg&amp;diff=46918</id>
		<title>File:OOT Proto2.jpg</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:OOT_Proto2.jpg&amp;diff=46918"/>
		<updated>2021-03-26T17:46:57Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: OOT Debug cartridge.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
OOT Debug cartridge.&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46917</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46917"/>
		<updated>2021-03-26T15:44:24Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Martin&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B&lt;br /&gt;
512M+256K&lt;br /&gt;
&lt;br /&gt;
FB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Collector&#039;s edition.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=DA19CA4AAC723C155D55AE371107B8462044E350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46916</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46916"/>
		<updated>2021-03-26T15:43:58Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Martin&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B&lt;br /&gt;
512M+256K&lt;br /&gt;
FB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Collector&#039;s edition.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=DA19CA4AAC723C155D55AE371107B8462044E350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46914</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46914"/>
		<updated>2021-03-26T15:43:22Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Martin&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B&lt;br /&gt;
 512M+256K&lt;br /&gt;
&lt;br /&gt;
    FB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Collector&#039;s edition.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=DA19CA4AAC723C155D55AE371107B8462044E350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46913</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46913"/>
		<updated>2021-03-26T15:42:34Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Martin&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B&lt;br /&gt;
  512M+256K&lt;br /&gt;
    FB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Collector&#039;s edition.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=DA19CA4AAC723C155D55AE371107B8462044E350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46912</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46912"/>
		<updated>2021-03-26T15:40:44Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Martin&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B 512M+256K FB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*This version was built to test new German and French localizations for the Collector&#039;s edition.&lt;br /&gt;
*There is an overdump for PAL version of Conker&#039;s Bad Fur Day at the end of the data.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=DA19CA4AAC723C155D55AE371107B8462044E350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46911</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46911"/>
		<updated>2021-03-26T15:26:42Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Unknown&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B 512M+256K FB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*The game was built much later than the original release date of Ocarina of Time.&lt;br /&gt;
*There appears to be an overdump for Conker&#039;s Bad Fur Day at the end of the data, however it is the same as the final release.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=DA19CA4AAC723C155D55AE371107B8462044E350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46888</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46888"/>
		<updated>2021-03-25T20:57:08Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Unknown&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B 512M+256K FB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=oot-proto.zip&lt;br /&gt;
}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
*The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
*The game was built much later than the original release date of Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
File:OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
File:OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
File:Map 118.png|Test Map (Map 118)&lt;br /&gt;
File:OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
File:OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
File:OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=DA19CA4AAC723C155D55AE371107B8462044E350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46887</id>
		<title>The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=The_Legend_of_Zelda:_Ocarina_of_Time_(Feb_13,_2003_Debug)&amp;diff=46887"/>
		<updated>2021-03-25T20:56:25Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: Created page with &amp;quot;{{Prototype |Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug) |titlescreen=TLOZ OCARINA DEBUG.png |builddate=Feb 13, 2003 19:46:49 |status=Released |dumper=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=The Legend of Zelda: Ocarina of Time (Feb 13, 2003 Debug)&lt;br /&gt;
|titlescreen=TLOZ OCARINA DEBUG.png&lt;br /&gt;
|builddate=Feb 13, 2003 19:46:49&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Forest of Illusion&lt;br /&gt;
|releasedby=Forest of Illusion&lt;br /&gt;
|filereleasedate=March 17, 2021&lt;br /&gt;
|origin_type=Developer cartridge&lt;br /&gt;
|origin_labels=NUS-16F32SB-B 512M+256K FB-0515&lt;br /&gt;
|origin_files=ocarina_proto.bin&lt;br /&gt;
|game=The Legend of Zelda: Ocarina of Time&lt;br /&gt;
|system=Nintendo 64&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=oot-proto.zip&lt;br /&gt;
}}&lt;br /&gt;
A debug build of the European version of The Legend of Zelda: Ocarina of Time for the Nintendo 64.&lt;br /&gt;
==Notes==&lt;br /&gt;
* This version of the game wasn&#039;t compressed, explaining it&#039;s size.&lt;br /&gt;
* The game needs 8Mb of RAM instead of 4Mb to run properly.&lt;br /&gt;
* The game was built much later than the original release date of Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
TLOZ OCARINA DEBUG.png|Title Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Debug Features===&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
OOT-Debug-Map-Select.png|Map Select&lt;br /&gt;
OOT-Debug-Inventory-Editor.png|Inventory Editor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Testing Areas===&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
OOT-Debug-Besitu.png|Besitu Test (Map 116)&lt;br /&gt;
OOT-Debug-SasaTest.png|Sasa Test (Map 117)&lt;br /&gt;
Map 118.png|Test Map (Map 118)&lt;br /&gt;
OOT-Debug-TestRoom.png|Test Room (Map 119)&lt;br /&gt;
OOT-Debug-Syotes2.png|Stalfos Room 2 (Map 121)&lt;br /&gt;
OOT-Debug-Sutaru.png|Sutaru Test (Map 122)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry|i=1|icon=file|indent=0|filename=ocarina_proto.bin|type=File|date=2014-06-18 06:15|size=67108864|sha1=DA19CA4AAC723C155D55AE371107B8462044E350|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
OOT-Debug-Cart.jpg|Cart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|The Legend of Zelda: Ocarina of Time}}}}&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:OOT-Debug-SasaTest.png&amp;diff=46886</id>
		<title>File:OOT-Debug-SasaTest.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:OOT-Debug-SasaTest.png&amp;diff=46886"/>
		<updated>2021-03-25T20:55:22Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: OOT Debug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
OOT Debug&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:OOT-Debug-Cart.jpg&amp;diff=46885</id>
		<title>File:OOT-Debug-Cart.jpg</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:OOT-Debug-Cart.jpg&amp;diff=46885"/>
		<updated>2021-03-25T20:50:37Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: OOT Debug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
OOT Debug&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:OOT-Debug-Sutaru.png&amp;diff=46884</id>
		<title>File:OOT-Debug-Sutaru.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:OOT-Debug-Sutaru.png&amp;diff=46884"/>
		<updated>2021-03-25T20:41:00Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: OOT Debug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
OOT Debug&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:OOT-Debug-Syotes2.png&amp;diff=46883</id>
		<title>File:OOT-Debug-Syotes2.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:OOT-Debug-Syotes2.png&amp;diff=46883"/>
		<updated>2021-03-25T20:40:49Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: OOT Debug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
OOT Debug&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:OOT-Debug-TestRoom.png&amp;diff=46882</id>
		<title>File:OOT-Debug-TestRoom.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:OOT-Debug-TestRoom.png&amp;diff=46882"/>
		<updated>2021-03-25T20:40:24Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: OOT Debug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
OOT Debug&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Map_118.png&amp;diff=46881</id>
		<title>File:Map 118.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Map_118.png&amp;diff=46881"/>
		<updated>2021-03-25T20:39:56Z</updated>

		<summary type="html">&lt;p&gt;Dafukyouwantmetodo: OOT Debug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
OOT Debug&lt;/div&gt;</summary>
		<author><name>Dafukyouwantmetodo</name></author>
	</entry>
</feed>