Version Differences

There are 3 versions of Ocarina of Time. While most changes made from version to version won't affect normal gameplay, there are some glitches exclusive to versions that do affect gameplay at the higher level. There are also a handful of censored graphical differences between the versions. Despite the common belief that the N64 versions were released over time, the debug screen build dates show that all 3 versions of Ocarina of Time for the N64 were made before the game's first retail release although this is still debatable. The build dates being inaccurate is a possibility, even if in proper order of currency.

What Version Do I Have?

For NTSC/NTSC-J (North American/Japanese respectively) N64 cartridges, the easiest way of determining your version is to check the small punch-code at the top-right side of the back label.

OoT Version Punch-Code

*The x's represent random numbers

xx = v1.0

xxA = v1.1

xxB = v1.2

If your back label's punch-code is illegible, or you feel the cart may have been tampered with, you can always check the debug screen (scroll down to the bottom), or check for version-unique glitches/content seen further down this page.

Beyond this, it's also a good idea to keep in mind that:

  1. NTSC gold cartridges are almost always v1.0, but v1.1's are known to exist
  2. The rare "Not for Resale"-labeled cartridge is always v1.0
  3. The standard grey NTSC cartridge usually contains v1.1 but can often contain v1.0 or v1.2 as well
  4. "Player's Choice"-labeled cartridges are always v1.2
  5. PAL cartridges are always v1.2
  6. The Gamecube and Virtual Console releases contain an edited version of v1.2 (see below for more info on this)

Version 1.0

NA v1.0 OoT carts

This is the first North American version of the game. v1.0 has many unique glitches that were corrected in the later versions.

Exclusive Content in v1.0:

  • The rotating N64 logo upon boot-up is very bright
  • You can quickly skip through Zelda's text boxes just before she gives you the Light Arrows

Exclusive Glitches in v1.0:

  • Can do the swordless Link glitch in the Ganon fight by saving & resetting after losing your sword
  • Can steal the fishing rod by casting while suspended in air via the hover boots, as well as by casting the moment before you jump off of a rock in the pond
  • You can cast the rod near the door in the fishing pond to crash the game
  • If a Deku stick is on B, it will never be replaced with the Master Sword by saving and resetting
  • If Link lets a bomb explode in his hands as he's walking forward, the next time you try to pull out a bomb it will be dropped automatically
  • The grave holes in Kakariko Graveyard force you to grab their edges/jump over them as Link tries to enter (whether you grab or jump over them depends on your approaching speed).

Version 1.1

NA v1.1 OoT Carts

v1.1 is the first update to Ocarina of Time. Many glitches were fixed along with some on-screen text issues and a very minor graphical change was made.

Changes in V1.1:

  • The rotating N64 logo upon boot-up has been darkened and looks glossier
  • The Ganon fight method of doing the swordless Link glitch is fixed
  • The hover boot and rock-jump methods of stealing the fishing rod are fixed
  • You can no longer cast the rod near the door inside of the fishing pond
  • You can only save and reset once, and still keep a Deku Stick on B. On the next reset it will be replaced with the Master Sword.
  • Zelda's text before the Light Arrows is no longer skippable
  • Various text-box spelling and punctuation errors have been corrected
  • The automatic bomb drop glitch is fixed
  • The edges of the grave holes in Kakariko Graveyard no longer force you to grab or jump over them as you try to enter.

Version 1.2 (N64)

NA v1.2 OoT Carts

Version 1.2 is the second revision to the game. This update corrects more text as well makes some notable graphical and sound changes to the game, censoring the blood as well as replacing a controversial song within one of its temples. It also fixes an item-receiving glitch.

Changes in V1.2 (N64):

All the changes that v1.1 made plus....

  • Ganondorf's and Ganon's blood have been changed from red to green
  • The Fire Temple theme song has been replaced with a remix of the Shadow Temple's theme
  • Various text-box spelling and punctuation errors have been corrected
  • A useful 100% speedrun glitch where you can get the eyeball frog from King Zora without trading anything to him has been fixed.

Version 1.2 (GCN/VC)

NA v1.2 GCN/VC OoT

This is the same as the 1.2 (N64) version aside from one of the game's controversial symbols being replaced. Due to emulation and the increase in hardware power however, some new tricks are available that once caused the game to crash on the N64. This version of the game can be found in the Collector's Edition disc, the Ocarina of Time/Master Quest disc, or the Virtual Console Shop Channel.

Changes in v1.2 (GCN/VC):

All the changes that v1.2 (N64) made plus....

  • The game resolution has doubled from 320 x 240 to 640 x 480
  • The dungeon block's, Gerudo sign's, and Mirror Shield's crescent moon & star symbols have been replaced with the Gerudo symbol that was used in Majora's Mask
  • Morpha's ball is now white & red and has a different pattern
  • You can hover while out-of-bounds without crashing the game (GCN only)
  • You can use Deku Sticks on the B button as adult without crashing the game
  • There is significantly less lag overall, especially during the Tower Escape and Ganon fight

Content Changes

Rotating N64 Logo

OoT - Rotating N64 Logo Change

In v1.1 and onward, the rotating N64 logo that appears when you boot the game has been made significantly darker and glossier. The background behind this one is a complete mystery, but the reasoning for its alteration is obvious... the v1.1 logo's colors are much truer to the commercialized N64 logo.

Ganondorf/Ganon's Blood

OoT Blood Change

In Version 1.2(N64) and onward, Ganondorf & Ganon's blood was changed from red to green. This was probably done to maintain an "E for Everyone" ESRB Rating.

Morpha's Ball

Morpha's Ball Rendering Change

On the N64 system, Morpha's ball is rendered in a aqua-blue & red color with a distinct pattern. On GCN/VC Morpha's ball is white & red with a completely different pattern. This is a graphical rendering difference most likely due to an unsupported shader graphic, NOT an edit to the game (if you play any version of the game on emulator Morpha's ball will be white & red). In the re-textured 3DS version the ball continues to use the white & red color scheme.

Fire Temple Song

In versions 1.0 & 1.1, the Fire Temple song contains religious-themed vocals from the Muslim faith. One line, translated into English, states: “I bear witness that there is no god but Allah”. In versions 1.2 (N64) and onward the song was replaced with what seems to be a remix of the Shadow Temple’s song. This new song contains no discernible lyrics, only Gregorian-style moans and a ghostly female chorus can be heard.

Symbol Change

OoT Symbol Change

In all N64 versions a crescent moon & star symbol is present on the mirror shield, dungeon blocks, floor switches, and Gerudo signs in the game. In version 1.2 (GCN) and onward, this symbol was replaced with the diamond-shaped Gerudo symbol that was used in Majora’s Mask. The symbol was most likely swapped-out because of its striking resemblance to the symbol of Islam. Obviously, having the bad-guys of the game represented by this symbol was in poor taste (as was having to physically step on the symbol countless times throughout the game). It's worth noting that the editors neglected to replace the old symbols in the beginning and ending rooms of the Dampe grave race until the 3DS release which substituted them with floral engravings.

Last updated 06/16/2013 – Jbop