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The Ocarina of Time is
the most hackable Zelda
game of the series. The
number of development
fragments that can
accessed via the use of
an Action Replay or
GameShark cheat
cartridge is unrivalled
by even the bigger Zelda
games like Majora's Mask
or The Wind Waker. The
most famous code-set has
effects on the game
dubbed the "Beta Quest",
though this name only
refers to its glitchy
nature. Another code,
with more limited usage
in a normal game, is the
Moon Jump code, which
assigns a levitation
command to the L button.
I'll first show you some
of the cool things you
can do in a normal game
with this Moon Jump
code, and then some of
my adventures through
the Beta Quest.
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The
Moon Jump code can
exploit some of the
inner-workings of
Ocarina of Time, without
needing to enter Beta
Quest codes. By
holding down L, Link
will float directly
upwards, and can be
directed (slowly) by
either running before
holding the button down,
or tapping L while
holding a direction. To
access the Moon Jump,
you need to enter one of
the following codes into
your Action Replay or GameShark cheat
cartridge, depending on
what version you have:
V1.0 (1998):
D01C84B5-0020
811DAA90-40CB
V1.1
(1999):
D01C8675-0020
811DAC50-40CB
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By using the Moon Jump,
you can jump over the
limits of the static
areas in the game that
use pre-rendered
backgrounds. In the
second before you are
taken back to the start
of the area (minus half
a heart), the
backgrounds disappear
and reveal the
untextured models that
turn the 2D images into
3D spaces with
perspective. Strangely,
not all pre-rendered
areas reveal these
structures using this
method; for instance,
shops and houses simply
fade out, while the same
happens in Hyrule Castle
Market (an area which
would have been
particularly interesting
to see without the
pre-rendered overlay).
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When
you're running around
Hyrule, feet firmly
stuck to the ground, the
world seems quite solid
and fleshed out. With
the game's original
320x240 resolution, it
can be a little hard to
tell whether that
mountain in the distance
is the real Death
Mountain, or a cardboard
cut-out. Of course, we
don't like to admit the
real answer to
ourselves, but by using
the Moon Jump, all
ability to suspend your
disbelief is shattered.
Here are some of the
more popular locations
in Hyrule, and how we
can see they're clever
illusions.
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When I thought of poking
around Hyrule using the
Moon Jump command, the
first place I that came
to mind was the gorgeous
waterfall in Gerudo
Valley. As a younger
gamer, I spent ages just
looking at it, wondering
what was beyond. As you
can see in the second
screenshot here, the
river tapers off to a
point, and the whole of
waterfall's top has no
collision detection,
meaning that Link will
just fall through. You
can't even swim in the
water and let it take
you over the edge.
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The entrance box for the
Gerudo Valley - Lake
Hylia shortcut is really
tall, so when I went
down the valley to
float over it, I found
myself being warped as
usual. When I floated
back to the waterfall I
realised that this warp
is, somewhat
predictably, only one
way. The river doesn't
give the appearance of
going off in the
distance like in Gerudo's Valley, but
rather just has this
wall blocking the way.
The water is shallow
enough to stand in, and
pushes Link with a
minimum of force. |
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On Hyrule Field, you can
float over the walls of
Lon Lon Ranch and walk
inside. As you can see,
there's no ground
texture but you can
still run around as if
there was. Nearer the
entrance, the collision
detection disappears and
you will fall through
the floor. |
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By floating over towards
Death Mountain, you can
tell that the great
mountain is actually a
cardboard cut-out |
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If you load the Death
Mountain model by going
to its trail, it's easy
enough to float your way
up to the top and
inside. However, this
pathway to Death
Mountain Crater is all
you'll find. |
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The last area of note is
Hyrule Castle, which
normally looks quite
solid and robust. By
using the Moon Jump to
raise your viewing angle
slightly, you can see
just how incomplete the
model is. It looks a
little like a pop-up
book. |
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Sure,
it's fun to use the Moon
Jump to push the
boundaries of Ocarina of
Time, but it can be
equally fun just to get
really, really high and
to enjoy the view from
way up "there".

If you get high enough,
you can see the scenery
slowly draw back in -
first, the geometry,
then textures, fogging
decreases, until finally
certain models like
Epona draw in and you
slam, surprisingly
soberly, into the
ground. |
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You can also use the L
button to rise during
cut-scenes. As this
screenshot illustrates,
it even works during the
introductory trailer
before you load a game.
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The "Beta Quest" isn't
actually a beta version
of the game, but rather,
a set of codes that
muddle up the game in
varying ways. Using
different variations of
the Beta Quest code will
enable you to explore
what are basically
glitched versions of
Ocarina of Time. You
might be thinking,
"...why?" but the
answer's simple: it's
fun! You need to enter
one of these codes into
your cheat cartridge:
V1.0
(1998):
8011B9E3-00??
V1.1
(1999):
8011BBA3-00??
V1.2 (Post-1999):
8011C093-00??
Now, as unhelpful as
this comment may be;
these codes may not work
for your game. For
instance, on my
cartridge, the code
801197E3-00?? works, but
I don't know why. It
might take a bit of
Googling before you find
a code that works for
you. Now, you'll notice
the question marks at
the end of the codes -
you replace these with
numbers to gain
different "quests", as
it were. For instance,
00 will bring 00 quest
up, 01 for quest 01, and
so on. To give you an
example of the
differences between
quests, in 00 entering
Hyrule Castle Market (by
Moon Jumping over the
drawbridge) will freeze
the game, but doing the
same thing in 01 will
take you to the shop in
that town. In 00 Hyrule
Field is dark, but in 07
it's bright daylight
with rolling mists.
Because there are so
many possibilities with
exploring Beta quests,
the following is just
the adventure I had, but
by entering different
areas and using
different codes, you'll
run into a bunch of
crashes, but also a
bunch of weirdness.
Enjoy!
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When I loaded the game,
I was greeted with an
exceptionally dark
Hyrule Field. In the
pictured scene, the
night sky isn't visible
and the draw distance is
low. There's no music,
and everything eerily
echoes as if you were in
a cave. |
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Strangely, the first
sound effect on load is
Epona neighing, and then
you hear her footsteps
get gradually closer.
When I looked around, I
couldn't find her, so I
played Epona's Song
(notice the graphical
glitch) and she still
didn't arrive. |
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Checking the items
equipped to my invisible
C buttons, and I found I
had a Fairy Ocarina,
some bombs, and a bow.
When I took out my bow
and drew back an arrow,
the ammo was strangely
invisible. |
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I decided to first Moon
Jump over the
drawbridge, but the game
froze, so after a reload
I decided to check out
Kakariko Village. The
village was on fire, not
like when you first
enter the village as an
adult, though; we're
talking huge walls of
fire. |
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Strangely, my HUD had
reappeared, which I'd
read knocked you out of
Beta mode, which is true
to an extent. Doors
seemed to link together
slightly more
coherently, and the
start menu was
accessible again.
Anyway, I decided to
check whether the fire
was just a placeholder,
but as you can see by
this screenshot, it was
definitely in working
order. |
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I entered the house on
the right to see what
exotic location it would
take me. It turns out I
was just taken into this
house pictured on the
left, and when I took
the exit, I was placed
into Kakariko Village at
early dawn. |
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Bored, I reset the game
and decided to
investigate the Lost
Woods. I was taken to
this screen - I have no
idea where it is or what
the mysterious
flesh-coloured object is
on the left, but the
game had effectively
hung. |
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After another restart, I
played the Bolero of
Fire to warp me to Death
Mountain Crater, only it
warped me inside this
box instead. I was still
Adult Link, but it was
the section of the game
when Talon was still
asleep outside the
ranch. |
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I wanted to get into the
Castle and, completely
forgetting about the
Moon Jump, tried to move
Talon out of the way.
But how? Crazily, I had
two eggs in my
inventory, one useable,
one unusable. I played
the Sun's Song until the
eggs hatched and tried
to use one to wake
Talon, but it didn't
work. |
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So I Moon Jumped my way
over the guards to
Hyrule Castle Market.
The owl spoke to me as
if I had never been here
before - another
indication that this was
the map set for Link's
first visit. |
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However, when I reached
the Market, I was most
definitely in Adult
Link's world. I went
back to the Castle to
see where I arrived, and
the game played the
cut-scene where Link
sees Ganon's Castle for
the first time. There
was nothing much to see,
so I went to the Temple
of Time. |
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It was peculiar, but the
Temple of Time was in
the state just before
Link takes the Master
Sword and becomes an
adult. I played the Song
of Time (with my Fairy
Ocarina). The door
opened as expected, and
I went to take the
Master Sword (though of
course, it was on my
back). |
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When I walked through
the door towards the
sword, a scene played
automatically. The
lighting was strange,
but it was the scene
where Link first travels
through time, and then
when that had played,
Navi flew up to Sheik
and circled around the
pedestal speaking about
the Master Sword, as if
this was the first time
we'd walked through the
Door of Time (which I
guess it was, only with
a bizarre intermission).
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When I reloaded and
tried to visit Gerudo's
Valley, it hung on this
screen. |
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I visited Lake Hylia and
found myself immediately
transported to Jabu
Jabu's resting place. A
quick look around
revealed Princess Ruto
standing on a cliffside.
You can lock on to her,
but your target reticule
isn't visible and you
can't talk to her. Just
underneath the water is
Zora's Sapphire, just
spinning around. |
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If you look underwater
where the Sapphire is,
the whole area fogs up,
and here you can see the
contrast between the
same scene when the fog
has yet to recede and
when it has cleared. |
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By Moon Jumping a little
over Jabu Jabu's face,
you enter him with the
same panorama as you
normally would entering
a dungeon for the first
time, but you emerge in
the Big Octorok's room.
Leaving this room
produces predictable
results, so I restarted
and went back to Jabu
Jabu's resting place.
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This time, I Moon Jumped
towards the Ice Cavern
and found myself firmly
in real beta territory.
Graphics from this "Ice
Dungeon" were seen in
Ocarina of Time
development screenshots,
and it was cool to
actually visit. The wall
textures here are
actually multi-layered,
giving them a strange
feeling of depth.
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Behind the red ice in
this first room was a
peculiar hole full of
water. You could dive
down, but the alcove
pictured was a dead end.
Strangely, going into
this hole produced a
thick red mist that
slowly disappeared when
I returned to the
surface. |
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Exiting the first room
via the pictured door, I
ran through a rocky,
snowy tunnel until I
reached this strange
room. It looked normal
enough from afar, but as
you got close to the
edge of the tunnel the
graphics became washed
out with turquoise blue,
and the fog receded to
reveal an abyss around
the floor that had
patchy collision
detection. Coming off
this room were
half-finished tunnels
that didn't lead
anywhere, so I reset the
game. |
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The last place I visited
was Lake Hylia, and the
game produced this
interesting scene
transition. A huge
cut-out of a Triforce
span into the screen,
covering up the field of
vision before fading
into the next scene.
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I ended up in the Forest
Temple with my back to
the boss door. I had no
other place to go, so I
entered the boss room...
and ended up in the
Water Temple. It was a
bit tricky to navigate
without my full
inventory, so I exited
the temple, only to
emerge back in Jabu
Jabu's resting place.
Seeing a pattern
emerging, I decided to
turn off the game and
finish my Beta Quest.
This adventure is
representative of only a
small range of
possibilities. By using
different codes, warp
songs and exits lead to
different locations, and
its fun just to explore
and see what weird
things you can find. |
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