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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nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
once i also wanted to do a TAS of this game, but i've lost track of all the glitches like shadow early, cute angles, infinite sword flipping, bombchu warping, backwards hover boosting etc. when i watched this run i thought it started desyncing when you entered shadow early because i didn't know wtf you were doing. a few funny moments in the run: -blind/deaf guards at zelda's castle -everybody in town has turned into zombies *link just sidehops past them like it was nothing special* -in phantom ganon, did you just backflip and hit ganon while in the air? -the forest medallion is a swastica
Satyrium wrote:
Ice Cavern
ice cavern is so betaish, because it doesn't even melt zora's domain. i heard there was supposed to be an ice medallion in the game but then they realized that ice is almost the same as water so they thought it was unnecessary.
n_slash_a wrote:
any%
any% category is pretty weird. can you choose any percent you want? like 59% or even 100%.
Joined: 7/26/2006
Posts: 1215
nfq wrote:
it doesn't even melt zora's domain
thaw?
nfq wrote:
any% category is pretty weird. can you choose any percent you want? like 59% or even 100%.
any% = fastest possible, period.
Skilled player (1534)
Joined: 7/25/2007
Posts: 299
Location: UK
Desynchs for me at Spirit Temple boss, cant get it any further right now. It's still further that the average Zelda run gets to on Mupen though :). Although there were new glitches and many improvements to the current run, it didnt stop me from feeling somewhat disappointed. The problem with the current any% run is that it skips too much of the game, so there goes all the fun. Great news when this run was accounced, or so you'd think. Granted you collected all the stones and medallians, but you used too many glitches in order to do so. It still skips too much of the game, and makes me wonder why you bothered in the first place. Water temple especially. I was looking forward to seeing how fast you could defeat Dark link, but disappointed to realise all of the water temple could be skipped anyway. This seems more like a helpful glitch video, a demonstration of how broken each dungeon can be, rather than a meaningful run intended for submission. Basically I prefer the 120 star run over the 0 star one, and dont see why there should be a 70 star version. But then again, thinking about it now I cant imagine what actually would satisfy me. I'd like to see all rooms of the temples get TAS'd, so each puzzle or group of mobs getting done quickly, and then completing each room of a temple in the intended order. But then trying to define such a run will cause even more problems. There's debates about dungeon map, compass, skultula rooms, and which glitches are allowed. Collecting the boss key in the spirit temple for example, it may be a minor glitch but it still renders all the puzzles in the room pointless. So a confused status on this run really
Joined: 7/16/2006
Posts: 635
nfq wrote:
ice cavern is so betaish, because it doesn't even melt zora's domain. i heard there was supposed to be an ice medallion in the game but then they realized that ice is almost the same as water so they thought it was unnecessary.
Actually, beating the Water temple was supposed to thaw Zora's Domain. Of course, that doesn't change the fact that they probably cut the unfrozen ZD for time (much like a possible Ice/Light Temple).
Joined: 8/23/2008
Posts: 417
Flip wrote:
But then again, thinking about it now I cant imagine what actually would satisfy me. I'd like to see all rooms of the temples get TAS'd, so each puzzle or group of mobs getting done quickly, and then completing each room of a temple in the intended order. But then trying to define such a run will cause even more problems. There's debates about dungeon map, compass, skultula rooms, and which glitches are allowed. Collecting the boss key in the spirit temple for example, it may be a minor glitch but it still renders all the puzzles in the room pointless. So a confused status on this run really
It sounds like you're wanting to see a really quick run of OoT. I'm not sure this would be entertaining enough to warrant publishing, just because it would be boring for anyone who isn't already completely fascinated with every little facet of OoT. I just don't feel it'd bring enough new entertainment to the table to justify the greatly extended length... not if you're still just pushing blocks or wearing heavy boots half the time (which is what a no-cheating-on-puzzles-run would be doing, I assure you). I'd be in favor of an "all bosses, all items" run, I think. No BA/RBA, presumably. No need for a special category for BA/RBA 100%, because anyone who wants to see all items collected probably doesn't want to see you do it with bugs and a fishing rod a bunch of times. I can't imagine a 100%, all bosses, all items run that doesn't use RBA getting obsoleted by one that does. So 100% could be defined as "defeats all bosses, collects all items" run, and this run fits a niche between the totally broken any% run and that. We're still only looking at three categories, and given the game and the variety of tricks available in it I don't think this is really a problem.
I will not use self-reference in my signature.
Joined: 9/10/2008
Posts: 8
this run was so... awesome. I like how you keep it entertaining during times when there's nothing to do but wait around (i.e. Jabu Jabu, Shadow Temple). Despite being a fan of the SS no major skips run i was surprised over and over with new tricks i had no idea about. VERY entertaining and fast, it kept me watching from start to finish, definite yes vote.
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
bkDJ wrote:
thaw?
"thaw"?! oh, you americanos use a different word for melt if we talking about ice that melts? in swedish and finnish we just use the word melt for everything that melts.
Flip wrote:
The problem with the current any% run is that it skips too much of the game, so there goes all the fun.
i think the "any%" might be more interesting than this. it's fun to see how fast the game can actually be beaten.
But then trying to define such a run will cause even more problems.
you could call it a "fun" run. you do everything that is fun, cool and interesting, like defeating dark link.
Joined: 8/10/2004
Posts: 173
Location: Bethel, VT
nfq wrote:
bkDJ wrote:
thaw?
"thaw"?! oh, you americanos use a different word for melt if we talking about ice that melts? in swedish and finnish we just use the word melt for everything that melts.
Here in America, "thaw" is more used to describe the process of the melting of ice when the ice is a part of something (for example, you thaw the frozen chicken from you freezer before cooking it); it's not really used to describe the entirety of something melting, just the ice within it melting while the rest stays in its current state. That silly note aside, I am too lazy to set up the emulator to watch this, so I am going to wait anxiously for an avi (and wonder if this will receive the most "yes" votes before being accepted for publication).
Joined: 3/11/2008
Posts: 583
Location: USA
No, SM64 movies get far more votes if I recall correctly. There's already an encode (sound is rather badly out of sync though), peruse the thread to find it.
Joined: 7/1/2008
Posts: 272
i've had a change of heart about the categories for OoT. while a low% glitched and a 100% are still okay, i don't think the third category, nonglitched any%, should complete all the temples. (i still don't agree with any% being synonymous with best time.) i'd prefer to see another run that only does Shadow and Spirit, as no glitch is used to bypass the other three temples. it's just a programming oversight. and i don't think all temples can qualify as a fourth category. while my Yes still stands, i'm not sure if this run should be published and/or if the current run should be taken down.
Player (120)
Joined: 2/11/2007
Posts: 1522
47th vote and 47th consecutive Yes vote. I think that the currently published run offers enough difference to warrant keeping it around, at least until a modern any% is complete. If it had truly been slower than this run, that might be a different story... So "when" this is published, I would ask that perhaps a shortened AVI exist as well -- one that skips the majority of the cutscenes. Turboing through Mupen is not fun :) Dear Bloobiebla: Thank you for producing such an entertaining and groundbreaking movie. This is or is close to what so many of us have been envisioning but sadly have also have been too lacking in motivation or ability to make reality. Or more succinctly, you rock. Thanks dude, alden
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Player (155)
Joined: 4/7/2008
Posts: 217
alden wrote:
Dear Bloobiebla: Thank you for producing such an entertaining and groundbreaking movie. This is or is close to what so many of us have been envisioning but sadly have also have been too lacking in motivation or ability to make reality. Or more succinctly, you rock. Thanks dude, alden
My friend you are completely welcome
Joined: 9/9/2008
Posts: 20
Location: Texas, USA
Satoryu wrote:
i've had a change of heart about the categories for OoT. while a low% glitched and a 100% are still okay, i don't think the third category, nonglitched any%, should complete all the temples. (i still don't agree with any% being synonymous with best time.) i'd prefer to see another run that only does Shadow and Spirit, as no glitch is used to bypass the other three temples. it's just a programming oversight. and i don't think all temples can qualify as a fourth category. while my Yes still stands, i'm not sure if this run should be published and/or if the current run should be taken down.
I'm a bit confused by your third and fourth categories. I think a 100% and a best time run are both good, though I wonder if the next best time run will figure out a way to skip the spirit and shadow temples. But I don't know what your mean by "nonglitched any%" as that depends on what you mean by a "glitch". If you mean the no major skips category from SDA, then that is what this run is based on, but with trials added per request. Or are you asking for a purely natural, no passing through walls or superflips or seamwalking ect... type of run?
Joined: 9/9/2008
Posts: 20
Location: Texas, USA
Bloobiebla wrote:
alden wrote:
Dear Bloobiebla: Thank you for producing such an entertaining and groundbreaking movie. This is or is close to what so many of us have been envisioning but sadly have also have been too lacking in motivation or ability to make reality. Or more succinctly, you rock. Thanks dude, alden
My friend you are completely welcome
I ditto alden
Joined: 10/15/2007
Posts: 685
Despite it taking me three days to watch - which was of no fault to the entertainment value of the movie, I've just been that busy - I did make it through to the end, and while it starts a little slow for someone who's already seen the Deku Tree tricks and so forth, there's a lot more substance to hold your attention once you pass that hump. There's a plethora of new material showcased here that brought a smile to my face on many occasions. This improvement was perhaps overdue, but also likely worth the wait to fans of the game that enjoy seeing it broken apart while still keeping a semblance of proper gameplay intact. I'm for it.
Kirby said so, so it must be true. ( >'.')>
Joined: 3/1/2005
Posts: 46
Here's a new, perfectly synced AVI(449MB) to tide everyone over until the run gets published... Update: Wow. I was expecting a dozen or two downloads, but 80+?! Unfortunately, that puts me within reach of my bandwidth limit for the month, so I'm going to have to remove the link. With any luck it should be published shortly, anyway, and we'll have a version that is TOTALLY synced up...
Joined: 7/26/2006
Posts: 1215
alden wrote:
So "when" this is published, I would ask that perhaps a shortened AVI exist as well -- one that skips the majority of the cutscenes. Turboing through Mupen is not fun :)
I'm trying to encode it... My direct64 doesn't render fog though so it's a lot of cutting and pasting that will be invisible in the final video. Hopefully that won't make it counts as a video edit, because it's really not, I'm just trying to provide the best presentation by splicing in glide64's rendering when I don't think that direct64's is adequate. As for shortended avi, won't be necessary, the mkv will have two editions. first (default) edition will play the movie back and have chapters at certain points of interest. Edition 2 (selectable through your mkv splitter of choice) will cut out all the cutscenes. At least that's my plan. EDIT: to be clear, that's 2 "editions" in one chapter file in one video file.
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Andy Olivera wrote:
Here's a new, perfectly synced AVI(449MB) to tide everyone over until the run gets published...
Thank you very much sir. I couldn't ruin the run for myself by watching it with a sound desync.
Joined: 7/1/2008
Posts: 272
n_slash_a wrote:
I'm a bit confused by your third and fourth categories. I think a 100% and a best time run are both good, though I wonder if the next best time run will figure out a way to skip the spirit and shadow temples. But I don't know what your mean by "nonglitched any%" as that depends on what you mean by a "glitch". If you mean the no major skips category from SDA, then that is what this run is based on, but with trials added per request. Or are you asking for a purely natural, no passing through walls or superflips or seamwalking ect... type of run?
by glitched, i mean use of Bottle Adventure. that's the one thing in this game that can skip important goals. namely, beating and even entering temples. a future best time run would of course skip Shadow and Spirit. the only temple/dungeon it would complete is Ganon's Castle.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Andy Olivera wrote:
Here's a new, perfectly synced AVI(449MB) to tide everyone over until the run gets published...
Thanks for that encode. OHMYGOD that was awesome. I'm not exactly an OoT connoisseur, but the whole run looked and felt ridiculously clean and well played. I actually laughed at the Ganon battle. My only complaint would be the assload of cutscenes, but that hardly matters. Awesome job; easy Yes vote.
Player (120)
Joined: 2/11/2007
Posts: 1522
bkDJ wrote:
As for shortended avi, won't be necessary, the mkv will have two editions. first (default) edition will play the movie back and have chapters at certain points of interest. Edition 2 (selectable through your mkv splitter of choice) will cut out all the cutscenes. At least that's my plan.
Whoah! That's even better :D
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Player (155)
Joined: 4/7/2008
Posts: 217
Andy Olivera wrote:
Here's a new, perfectly synced AVI(449MB) to tide everyone over until the run gets published...
Thanks a lot for encoding this. It goes out of 1-2 seconds out of sync during the cut scene where Child Link meets Zelda, and goes back in synchhalf-way through the Shadow Temple - no biggy though since the rest of it is perfectly in sync. This should allow for a less annoying experience while watching the run for those who have only seen it on the out of sync AVI EDIT: Also, I noticed you used gln, which is good, because it makes the fire during the Ganon fight look WAY more awesome =]
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
For those interested, the Celda capture is done, but requires heavy splicing. I'm waiting to talk to bkDJ about how to do this effectively. Edit1: Thanks to bkDJ, I've finished splicing and have begun the lengthy encoding process. Edit2: http://tasvideos.org/forum/viewtopic.php?p=178550#178550
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Joined: 7/16/2006
Posts: 635
Satoryu wrote:
n_slash_a wrote:
I'm a bit confused by your third and fourth categories. I think a 100% and a best time run are both good, though I wonder if the next best time run will figure out a way to skip the spirit and shadow temples. But I don't know what your mean by "nonglitched any%" as that depends on what you mean by a "glitch". If you mean the no major skips category from SDA, then that is what this run is based on, but with trials added per request. Or are you asking for a purely natural, no passing through walls or superflips or seamwalking ect... type of run?
by glitched, i mean use of Bottle Adventure. that's the one thing in this game that can skip important goals. namely, beating and even entering temples. a future best time run would of course skip Shadow and Spirit. the only temple/dungeon it would complete is Ganon's Castle.
BA doesn't let you skip the Child dungeons (clipping through the DoT does), so a no-BA run could still skip them. And you could hardly say that's not an important goal. and to n/a, the trials are part of the no major skips category of SDA. So they weren't just added to it.
Player (155)
Joined: 4/7/2008
Posts: 217
petrie911 wrote:
and to n/a, the trials are part of the no major skips category of SDA. So they weren't just added to it.
Yeah that
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