Emulator: mupen64 re-recording edition V0.5.0
Graphics plugin: glN64 v0.4.1
Sound plugin: Jabo's DirectSound 1.6
Input plugin: TAS Input Plugin 0.6 (make sure mempack is turned on, or the movie will not synch)
RSP plugin: RSP emulation Plugin
Note: If the game does not look correct with the gln video plugin, use Direct64. Not all video cards work correctly with gln.
Note: Loading the run from a savestate will result in a desynch during the Twinrova battle. The cause of this is unknown.

Comments

This run aims to complete all dungeons/temples/Ganon trials as quickly as possible. I originally had the idea of TASing this run to see what kind of time could be achieved in an all temples/trials run which implements the recently discovered "TAS-only" tricks that wouldn't be seen in a modern any% run. One key element in this run is the use of sidehopping over backwalking, which has been proven faster in most cases. Supersliding is also one method of travel used over the current published run and is the fastest form of travel over long distances. The initial goal was to achieve sub-3:30, but with more tricks being discovered throughout the run I was able to achieve sub-3:00. A lot of hard work was put into this project, so overall, I'm very happy with the outcome of this run.

Common tricks and glitches used throughout the run

Superflipping

  • By shielding damage during a roll you can achieve a much longer distance with a precisely-timed backflip.

Supersliding

  • By rolling into a bomb and grabbing it/shielding the explosion, you can slide at a very fast speed. This is the fastest method of travel over long distances.

Infinite Sword Glitch

  • Interacting with an object while crouchstabbing will cause the sword to attack infinitely.

Bomb(chu) Hovering

  • If an explosive (or any damage) is shielded after a backflip/sidehop while the Infinite Sword Glitch is activated, you can gain distances in the air.
Note: Sidehopping as an adult is still fastest in most cases. Although the maximum speed of backwalking as an adult is faster than sidehopping, the slow acceleration of backwalking makes sidehopping faster in almost every case.

General Notes on the Run

Rupee Route

  • The main improvement over the previous rupee route is manipulating rupees from the plants outside of the sword maze. This allowed for a more direct path to the shop.

Inside the Deku Tree

  • A skulltulla boost through the vine wall made it possible to skip the first basement level and fall down to the room right before Queen Gohma. This trick skipped about half of the Deku Tree.

Spirit Temple as a Child

  • Superflips were used off of the enemies in the bridge room which skipped having to lower the bridge.

Dodongo's Cavern

  • Using bombchus allows for being able to complete Dodongo's Cavern without the Goron Bracelet. This has been proven faster than getting the Silver Gauntlets from the Spirit Temple in order to pick up bomb flowers.
  • A bombchu superflip was used instead of bombchu hovering to get the bombs early. This saved about 15 seconds.
  • Bomb hovering was used to skip to the block early and skip a large portion of the dungeon.

On the way to Hyrule Castle

  • A bottle is required for later in the game, and the cucco collecting is the fastest way to obtain one. Lots of manipulation was used on the cuccos to do this optimally.
  • A superslide was used to skip the owl outside of Kakariko instead of the standard slingshot/stick trick. This also allowed for a quick, straight path to the Market.
  • Zelda's Lullaby was learned at Hyrule Castle because it was required to complete most of the temples.

Pre- Inside Jabu Jabu's Belly

  • Picking up a cucco at Zora's River made it possible to skip playing Zelda's Lullaby at the waterfall.
  • By using a superflip off of a bombchu, it is possible to skip bomb hovering over King Zora. This trick saves about 20 seconds.
Note: A faster strategy was recently discovered in Zora's River that involved superflipping past the waterfall. This would save time by not needing to carry the cucco.

Inside Jabu Jabu's Belly

Note: The main path through the dungeon remained the same as the currently-published run, but a couple of tricks were used which resulted in it being much faster.
  • A superflip was used in the elevator room instead of using bombchus/bomb hovering. This saved a couple of seconds in the room, and also allowed for use of those explosives elsewhere.
  • In the room before Barinade, a bombchu was placed precisely to quickly activate the switch without having to climb the wall.

Pre- Temple of Time

  • After warping to the Desert Collosus, I plant the bean for use later in the game and use a deathwarp to return to Kokiri Forest.

Pre- Shadow Temple

  • The newly discovered superslide warp glitch was used to enter the Shadow Temple. With the infinite sword glitch activated, it was made possible to reach the graveyard boundaries and enter the temple.

Shadow Temple

  • The Dead Hand was quickly defeated. This had to do with what frame he was last hit on. Had it been any earlier or later, he would've began a second cycle.
  • Instead of equipping the Hover Boots to clear the void, a bomb damage boost was used, which saved pausing twice to equip/unequip the Hover Boots.
  • A jumpslash through the fence skipped the majority of the Shadow Temple. This method is faster than using a superslide because it avoided pausing twice.
Note: Implementing a superflip would have saved a second or two over the damage boost.

Forest Temple

  • Instead of using a damage boost to skip the block room, it was possible, with precise angling, to use only the Hover Boots. This was much faster than the previous method, as it skipped two pause screens and a bomb.
  • A recently-discovered method to skip the Boss Key was used to reach Phantom Ganon without entering the basement or defeating any Poes. A superflip was implemented here to enter the boss room's loading zone, instead of the original superslide hover, which overall, saved two pauses.

Pre- Fire Temple

  • A much faster method to climb Death Mountain was used, instead of the old method of climbing the wall or going around the back side of the mountain. This saved around 15 seconds.
  • The Fairy Fountain is visited before the Fire Temple, because it is faster than going out of the way as a child to get to it, and it was on the way to the Fire Temple, anyway.
  • A superflip was used to just barely clear the lava pit in Death Mountain Crater. This saved two pauses over the other method for skipping the Beloro of Fire, which involved either a rock boost or a superslide hover.

Fire Temple

  • An issue in the Fire Temple was being able to get enough hearts when/where to be able to complete each room successfully without the Fire Tunic. Manipulating a bat to drop hearts in the lobby allowed the following room to barely be completed.
  • In the boulder maze, bomb hovering was used to reach the level above. This trick allowed for skipping multiple keys and rooms.
  • After obtaining the megaton hammer, it was possible to jump down and hit the switch directly with a precise time/angle. This was faster than jumping across to hit the switch, and it also looks much cooler.
  • By shooting Volvagia with just enough arrows, it was possible to quickly defeat Volvagia without the time running out due to not having the Fire Tunic. After the fight, the last bit of health was lost 6 frames before the portal cut scene activated. This allowed for a very fast deathwarp after the Fire Temple, as all health was gone upon being teleported back to Death Mountain Crater.

Pre-Water Temple

  • A lot of methods were considered to enter the Water Temple without the Iron Boots. The original hookshot/ocarina method ended up being the fastest.

Water Temple

  • Even though it was assumed possible to bomb hover through the boss door, a method was never actually discovered. After a lot of testing, a method was found, which saved around 90% of the temple. The method was to use short enough bomb hovers with the hover boots on, to stay close enough to the door to be able to jumpslash through it.

Pre-Spirit Temple

  • Getting the Fire Arrows after the Water Temple was necessary for completing the Forest and Shadow Ganon Trials. This was a much faster route than getting Din's Fire, and also saved a lot of time in the trials.
  • The bean planted in Desert Collosus as a child was used to go straight to the mirror shield. With a specifically-angled superslide, and correct timing of removing the Hover Boots, it was possible to land right on the top of the last seam.

Spirit Temple

  • Intensive manipulation was used during the Koume/Kotake battle, which forced one of them to stay in position for the entire duration of the first part of the battle. This allowed for her to continue attacking at the fastest possible rate while the other one could continue being attacked.
  • During the boss fight, bombs were used to slowly drain health. A final bomb is used while entering the portal to lose the last bit of health and use a deathwarp, just like the one after the Fire Temple.

Ganon's Castle

Note: Although there are a lot of pauses in the trials, it is still the minimum number of required pauses.
  • A superslide hover from the Torch Slug on the far platform in the Fire Trial allowed me to get to the exit in a much faster time. This allowed me to skip having to get a fairy to survive without the Fire Tunic.
  • During the castle escape some areas are very laggy but the amount of lag was minimized by various inputs such as holding Z and/or standing still.
  • By supersliding into the Ganon cut scene, the Master Sword was still useable. With the Master Sword, the first cycle is completable in three hits.

With thanks to...

Swordless Link, for constantly watching WIPs and looking for improvements. Also, for being a huge inspiration to do this run in the first place.

Any glitch-finders that helped find glitches used throughout the run.


mmbossman: Despite it's length, this run has received some very positive feedback from the viewers, and looks to be well done. The goals seem to be a little arbitrary, but they were discussed beforehand in the Ocarina of Time discussion thread, and they are easy enough to define, so I believe they warrant a new category.
However, the main question that has popped up is whether this should obsolete Guanobowl's run. After reviewing the thread a couple of times, and asking for various opinions on IRC, I still cannot find a significantly convincing argument to promote obsoletion. This run has entirely different goals than an 'any%' completion, and while it does contain an amount of similar material to the published run, there are enough differences present to warrant publication alongside the current run. Many of the arguments have centered around excuses to try and circumvent our current rule that prevents movies from being "unpublished", which I do not support.
Perhaps this decision will provide motivation to make a true 'any%' run update sooner rather than later. As for this run, I'm accepting it as an new "All temples and trials" category, to be published alongside the current any% run.

Bisqwit: Encoding… (It will take several days.) I'm not hereby deciding the obsoletion matter, though.


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Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Comicalflop wrote:
perhaps a very strict no Out of Bounds rule could be made
No... just no. Restiction of particular glitches, while allowing others leads nowhere. There need to be clear goals. I thought the goals of this TAS were kinda arbitrary, but seeing that a new any% run will skip virtually everything, it seems like a good option, without having to do 100%. An any% run and this run are enough... and maybe a 100% run... but that could also obsolete this run (if it turns out more entertaining than this one).
XIF
Joined: 2/7/2006
Posts: 58
Comicalflop wrote:
If some people are miffed about the dungeons being beaten too quickly (I am looking at you water temple) perhaps a very strict no Out of Bounds rule could be made (in a future run, nothing wrong with this run)? Just about every major skip in the temples is due to OoB, so not allowing going through walls in any way would ensure that the temples are beaten even closer to "as intended" than what this run accomplished. Of course, that would eliminate the Shadow Temple Early trick.
eliminate shadow early trick? eliminate shadow temple! you gotta be walking through walls all over the place!!! <_< >_> <_< >_> *runs*
<3 time attacks
Joined: 3/11/2008
Posts: 583
Location: USA
No, then you'd just have to get and use the Lens of Truth. Unless you had to go through a fake wall first to get that, I've forgotten. FTRecord, I enjoyed the way it skipped most of the temples.
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Baxter wrote:
Comicalflop wrote:
perhaps a very strict no Out of Bounds rule could be made
No... just no. Restriction of particular glitches, while allowing others leads nowhere. There need to be clear goals. I thought the goals of this TAS were kinda arbitrary, but seeing that a new any% run will skip virtually everything, it seems like a good option, without having to do 100%. An any% run and this run are enough... and maybe a 100% run... but that could also obsolete this run (if it turns out more entertaining than this one).
I completely agree with Baxter
Living Well Is The Best Revenge My Personal Page
Joined: 7/1/2008
Posts: 272
Satyrium wrote:
The Run's major goal was to get all 3 gems, and 6 medallions, not to clear all of the temples.
objection.
NesVideoAgent wrote:
This run aims to complete all dungeons/temples/Ganon trials as quickly as possible.
Joined: 8/24/2007
Posts: 1
Location: USA
To those who are having desync problems, I managed to find the right combination of Mupen64 versions and plugins that made it sync up for me. The 7zip version of Mupen64 from the mirror linked in the Mupen64 thread didn't sync for me, despite having all of the plugins required. Link got as far as getting the Kokiri Sword, and then started slashing a fence repeatedly. The link for the installer version doesn't work. However, I found the installer version linked on the SDA boards (http://www.bluetoaster.net/emu/app/Mupen64%20v8.zip). Oddly enough, despite both of them technically being Mupen64 v0.5 Rerecording v8, they're different builds. The installer version seems to be the "right" one, since a) it has movie playback and record options listed in the menus while the 7zip version does not and b) it syncs the movie fine for me. But, since the installer version doesn't have the TAS Input Plugin required to play this movie (at least, I think it's required), you'll need both versions--the 7zip download does have it. So, copy over the plugins you need (should only be the TAS Input Plugin) from the 7zip version to the installer version. Make sure you check the "MemPak" option in the Input Settings for Controller 1 and you should be good to go.
Player (156)
Joined: 4/7/2008
Posts: 217
To clear up the confusion, the goals are all dungeons/temples/trials. The Ice Cavern and BotW aren't considered dungeons because of the reasons stated by Satyrium. The goal is called what it is and not all stones/medallions because it would be argued that RBA could have been used, which would then ultimately turn the run into an any%. The goal originated from the "no major skips" category which has been used by SDA. The term "no major skips" was defined as all dungeons/temples/trials. This term was not used for obvious reasons and therefore changed to all dungeons/temples/trials. Also, the trials seem like they have some connection with the temples, as you complete the temples so that you can obtain such items needed to complete the trials. Skipping the trials would ruin the strength of the goals in mind and therefore completing the trials makes for a more stable category This run aims to complete all dungeons/temples/Ganon trials as quickly as possible. I originally had the idea of TASing this run to see what kind of time could be achieved in an all temples/trials run which implements the recently discovered "TAS-only" tricks that wouldn't be seen in a modern any% run.
Joined: 4/29/2008
Posts: 71
Satoryu wrote:
Satyrium wrote:
The Run's major goal was to get all 3 gems, and 6 medallions, not to clear all of the temples.
objection.
NesVideoAgent wrote:
This run aims to complete all dungeons/temples/Ganon trials as quickly as possible.
I don't understand why it says dungeons/temples. If "temples" means any area that's not a medallion dungeon, it's simply just wrong.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Baxter wrote:
I thought the goals of this TAS were kinda arbitrary, but seeing that a new any% run will skip virtually everything, it seems like a good option, without having to do 100%. An any% run and this run are enough...
This. Also, it seems like a conventient excuse to obsolete the published OoT run, even though it's in another category (since temporarily having a single category is better than having a tremendously outdated run that doesn't offer any additional content). Win-win solution?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 4/29/2008
Posts: 71
moozooh wrote:
Baxter wrote:
I thought the goals of this TAS were kinda arbitrary, but seeing that a new any% run will skip virtually everything, it seems like a good option, without having to do 100%. An any% run and this run are enough...
This. Also, it seems like a conventient excuse to obsolete the published OoT run, even though it's in another category (since temporarily having a single category is better than having a tremendously outdated run that doesn't offer any additional content). Win-win solution?
I agree. I don't think that run offers anything that this run doesn't.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
looks like OoT will never ever have any other runs published XD!!!
Active player (348)
Joined: 3/21/2006
Posts: 940
Location: Toronto, Canada
Let me step in by saying that I don't think a 100% should obsolete this run, especially since some of the coolest tricks involve skipping "essential" dungeon items. Plus I'm not sure how much of it can be done out of order when you consider that quite a few items are obtained in specific cutscenes. I'll also be a naive bastard and ask why the Deku Tree can't be put off until after the Forest Temple is completed. Or is it simply too much to ISG bomb hover up to the top of the Deku Tree and drop down?
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Bloobiebla wrote:
The Ice Cavern and BotW aren't considered dungeons because of the reasons stated by Satyrium.
i would consider them to be minidungeons. they're not true dungeons because they don't have a boss, but they both have important items that you (normally) need to complete the game.
Joined: 4/29/2008
Posts: 71
nfq wrote:
Bloobiebla wrote:
The Ice Cavern and BotW aren't considered dungeons because of the reasons stated by Satyrium.
i would consider them to be mini dungeons. they're not true dungeons because they don't have a boss, but they both have important items that you (normally) need to complete the game.
Right. Like I said before, saying that BotW and Ice Cavern are mini dungeons is technically correct. when bloob or I or anyone else say Dungeon. We're referring to the dungeons that contain bosses that ultimately give you the medallions. If the run's goal is to get all 6 medallions and 3 gems, and BotW and IC can be skipped to get the medallions and gems faster, why do them?
Joined: 4/30/2007
Posts: 150
this whole thing about the ice cavern and botw is beginning to seem very arbitrary with a lot of luck and persistence, you could complete the game without the lens, but how is it that someone playing normally could complete the game without the iron boots? i will have to check that out otherwise it seems like a "dungeons that i felt like doing" tas (edit: ok, right, the final scale, of course; i am embarrassed; i wonder how the water temple is done without the iron boots though, this will be interesting to see) also i think the couple of people who havent played this game and are giving the author a hard time need to chill he deserves props regardless
Joined: 7/2/2007
Posts: 3960
For my own part, I think the ice cave is an awesome dungeon and it's a shame that it's skipped. Of course, given how the Water Temple is completed, it seems a bit silly to get an item that will never be used (and if you're never going to use it, why get it? And if you aren't going to get it, why run through the dungeon?). However, that won't stop me from voting...as soon as I can watch the thing, which will be after it's published. Oh, well.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 5/17/2007
Posts: 393
Location: Sweden
Save the ice cavern for the 100% version. More simple that way
"No love for the game gear"
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
At first I was kinda disappointed about skipping the ice cave and the well. Then I got to thinking... How would you define them as being "completed"? The obtainment of an item that's not going to be used anyway? If anything seems arbitrary, that does to me. These places don't have any point that, when reached, will kick you back out as being, "Done!" That means they are little more than caves wherein some items lie. Doing them is akin to getting the ice arrows. Seeing how they lack a clearly defined endpoint (I know there be those among you who will argue this point) without being useless and arbitrary, I support the decision. "But, Ferret, what of Ganon's trials? Those are pretty useless, aren't they" Do those not have a clearly defined endpoint? Get to the back and shoot the orb? That's the difference.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Player (156)
Joined: 4/7/2008
Posts: 217
theenglishman wrote:
Let me step in by saying that I don't think a 100% should obsolete this run, especially since some of the coolest tricks involve skipping "essential" dungeon items. Plus I'm not sure how much of it can be done out of order when you consider that quite a few items are obtained in specific cutscenes. I'll also be a naive bastard and ask why the Deku Tree can't be put off until after the Forest Temple is completed. Or is it simply too much to ISG bomb hover up to the top of the Deku Tree and drop down?
Escaping Kokiri Forest if you are going to eventually come back and take the time to complete the tree would essentially waste a lot of time. Also, the slingshot is used in a lot of parts and would slow the run down by a longshot if it was skipped
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
To my best guess, I'm sure Ganon's trials are a part of the dungeon Ganondorf's Castle. Thats just my guess though, I'm not so sure.
Joined: 4/29/2008
Posts: 71
Captain Forehead wrote:
To my best guess, I'm sure Ganon's trials are a part of the dungeon Ganondorf's Castle. Thats just my guess though, I'm not so sure.
They are. It was decided to do the trials when the run was being made, it might disobey logic with the term "no major skip" and may contradict the skipping in the water temple. But it was decided to do the trials as it is considered a major skip to skip them.
Joined: 7/26/2006
Posts: 1215
Since there's this special category anyway, it might as well have a neat part of the game that will never be shown in an any% or 100% run. Plus, it give the movie a higher gameplay-cutscene ratio which is always a good thing for OoT. ...Terrible reasons by themselves but to me the trials TAS'ed were really entertaining!
Joined: 9/9/2008
Posts: 20
Location: Texas, USA
I have been using this site for about 3 years but never posted before, however I thought I could add to the discussion about the goals. I think the best way to define "all temples/dungeons" would be dungeons which have a boss which drops a heart piece and transports you out of the dungeon. The "all trials" goal is an additional goal, and one could make the argument that since you are transported out of the trial, there is a definitive completion point. There can still be three distinct categories: any% (can use the RBA to skip all dungeons), all temples/dungeons/trials (this run), and a 100% (same standards as SDA). I personally think there can be unique entertainment value in all three categories.
Joined: 4/29/2008
Posts: 71
n_slash_a wrote:
I have been using this site for about 3 years but never posted before, however I thought I could add to the discussion about the goals. I think the best way to define "all temples/dungeons" would be dungeons which have a boss which drops a heart piece and transports you out of the dungeon. The "all trials" goal is an additional goal, and one could make the argument that since you are transported out of the trial, there is a definitive completion point. There can still be three distinct categories: any% (can use the RBA to skip all dungeons), all temples/dungeons/trials (this run), and a 100% (same standards as SDA). I personally think there can be unique entertainment value in all three categories.
This. Good choice for a first post. [=
Emulator Coder
Joined: 1/12/2007
Posts: 95
Can't use the emulator files for most N64 speedruns, so I watched the desynched sound AVI. It's a 'yes' vote just because it has the value of wondering where the next goal is, and how it's going to be reached.
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