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User:Porcino/Early Rooms

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Early Rooms

Boss Rooms

Inside The Deku Tree

Prototype Final
OoT-DKT bossearly.png OoT-DKT bossfinal.png
  • The mist in the early version is denser.

Inside The Jabu Jabu

Prototype Final
OoT-JJ bossearly.png OoT-JJ bossfinal.png
  • UV mapping of ground textures is different.
  • The platforms that are in each corner of the room are also missing.

Water Temple

Prototype Final
OoT-WT bossearly.png OoT-WT bossfinal.png

Pre Boss Rooms

Aside from the Deku Tree and Dodongo's Cavern Boss rooms, you cannot turn around and head back into the main dungeon. However, every boss room has a fully functional exit leading back to the main dungeon, as well as a mockup map (room 0 for every boss room scene) for returning back to the dungeon.

With the Debug Rom, these can be viewed by using GameShark code 8115E662 ???? 80223E0A 0003, where "????" corresponds to one of the following.

Inside the Deku Tree

Prototype Final
OoT-DKT prebossearly.png OoT-DKT prebossfinal.png

The preboss room contains a few different things from the final version. You can see a texture fix to boss room and a different texture of water.

Inside Jabu-Jabu's Belly

Prototype Final
OoT-JJ prebossearly.png OoT-JJ prebossfinal.png

The design of this room seems to be similar to the Deku Tree's, where the player would start in a short hallway, and on entering the main area of the boss room the door would close behind them, rather than having the fight start immediately like in the final version. At the back end of the hallway is a sliding wooden door, but it is not level with the floor. Just behind this is an exit that puts you in the middle of the dungeon, suggesting that the level design was significantly altered.

It is similar to room #4 after the middle boss.

  • Jabu-Jabu's Belly: 0301

Interestingly, this room's layout matches up perfectly with one of the unused scenes! That scene features electric sponges in the pre-boss room, which combined with this layout would have been the way for Link to reach the boss room in this version of the dungeon.

Forest Temple

Prototype Final
OoT-FT prebossearly.png OoT-FT prebossfinal.png
  • Forest Temple: 000C

Contains nothing very special, but the walls seem slightly different. However, it should be visible from the boss room simply by opening the door to return to the previous room, except that it allows more in the final version.

Fire Temple

Prototype Final
OoT-FireT prebossearly.png OoT-FireT prebossfinal.png
  • Fire Temple: 0305

This layout is simpler than the one in the final game, featuring just a bunch of blocks you have to jump across to get to the boss door.

Water Temple

OOT PreBoss Water.png

  • Water Temple: 0417

As for the Forest Temple, it is like the final version, but is not visible because the door into the boss room does not open.

Shadow Temple

OOT PreBoss Shadow.png

The mockup map for this room is different from the final game. There are two lines of skull torches down the path towards the entrance of the opposing room, which make for a pretty scary pre-boss room. Possibly, there would be invisible platforms between them.. Also, while there is an exit index that places you on the other side of the boss door back in the Shadow Temple, the boss room uses a different exit index, which results in a crash.

  • Shadow Temple: 0413

Spirit Temple

OOT ST bossroom Early.png

  • Spirit Temple: 05EC

This is visible in-game, but only briefly because of loading the next room. Between the throne is two small pillars that are not used in the final version of the normal room.

In this video, it is possible to see the two small pillars during the scene of the encounter with Koume and Kotake.

Early Patches in Current Rooms

Fire Temple

Early Door Frame

Visiting the room where there is a platform that you can only make it fall using the megaton hammer (Room #11). Below this room there is a slightly older copy of the room where you meet Darunia (Room #3). The only difference this room is the door frame which sticks out more in the early version. This same frame appears on the map of the boss.

Prototype Final
OoT-FT EarlyDoorFrame.png OoT-FT EarlyDoorFrameFinal.png
Removed Door

A door was removed inside the chimney on the right side of the fire temple (Room #07). You can see going to the room on the top floor where there is a chest with 200 Rupees (Room #09).

Prototype Final
OoT-FT-cutted-door2.png OoT-FT-cutted-door.png

The door would lead to the place where it is marked in the image.

OoT-FT-cutted-door3.png

Spirit Temple

Early Statue Room

As a way of conserving memory, not all rooms that are visible to the player are completely loaded until either getting closer to them or entering the area itself. A low-polygon copy of the room-to-be is created in the room the player is currently in to create the illusion. In the Spirit Temple, the room with the giant statue is visible from the room above it — the room from which a platform descends from the ceiling that allows the face to be burned away for access to the boss room. The actual statue room (Room 06) and the statue room as seen from the room above it (Room 26) are slightly different.

Prototype Final
OoT-ST-Room26.png OoT-ST-Room6.png

There are several differences between the preview version of the room and the normal version:

  • The hands of the statue are further from the platform.
  • There are no handrails on the stairs.
  • The floor texture is slightly strange.
  • The pad where the chest containing the map is normally located does not appear.
  • The snake's tail was stretched in the final version.
  • There is no Triforce symbol on the statue's left hand.

Inside Ganon's Castle (Collapsing)

Misplaced Doors
Nothing to see here, go away.
Oh, apparently some level designer wasn't paying attention!

Near the end of the game, while escaping the collapsing Ganon's Castle, you cross a short bridge with a single ReDead on it in the castle's second to last room. As the room is a modified version of the one which contained the barrier protecting Ganon's Tower, you'll be able to see the doorways leading to the castle's mini-temples in the distance, but missing the actual doors. However, if you let Zelda open the gate to the final hallway and then manage to leave it without letting the game reload the previous one (for example, by means of the Debug ROM's free-movement mode), you'll find the missing doors floating in the void.

The positions of these non-interactive doors match up perfectly with the door frames in the previous room, making it likely to have been a goof by one of the level designers.

Removed Entrance
OoT-unusedentranceganonscastle.png

This entry was removed from the game for unknown reasons, found in the central area where the castle is crumbling. You can only see the collision model, it has not been modified.

Other Oddities

Entrance to the outside of the castle is different in collapse version. There was a huge entry into see a simple door.

Prototype Final
OOT early ganon door.png OOT final ganon door.png

The area of the collision contains many differences, there is no area of doors in the walls and ceiling decoration is very different from the final version.

Prototype Final
OOT early ganon castle collision.png OOT final ganon castle collision.png

Water Temple

1F - Room With Whirlpools

In the room looks like a cave and has several swirls, there is an older copy in the room where a dragon statue. If it were possible to go back in the room where a chest with a key, you can see the swirl.

Prototype Final
OoT-WT9.png OoT-WT22.png
2F - Southern Room

The earlier version of Room 2F is missing a side wall and appears to lead to a dead-end, in contrast with the final version, which expands into additional areas.

Prototype Final
OoT-WT Room1.png OoT-WT Room21.png