Posts for NEVERDOORS


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Tangent wrote:
And to clarify, I fully expect and have no issue with this being accepted, but I strongly disagree with the reasons given for why a lesser difficulty was chosen (fewer enemies, easier to TAS, faster) and believe that a slower run on a harder difficulty should obsolete this, regardless of speed. I'd also hate to see games on harder difficulties obsoleted because of the reasons given here.
lmao mate do you know how absurd this sounds sick TAS. easy yes vote
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Thank you all for your kind words. I did not make this movie with TASVideos in mind at all, if anything it was to continue a long running joke that I outline the history of in the description:
In 2012, Keeta uploaded a video titled "what happens when i play oot" in which it was discussed between The Onion Bros what exactly a category called "any% no doors", which Keeta had just completely made up, would look like in theory. This got me thinking if it was actually possible to beat Ocarina of Time without pressing 'A' to open any doors, and with the help of some other speedrunners, a theoretical route emerged. In 2013, armed with Mupen, Windows Movie Maker, and people who knew a fuckton more about OoT than I do, I uploaded the very first 'Ocarina of Time No Doors' TAS completed in 49:16 which you can watch here (https://www.youtube.com/watch?v=aGeLcnaudnI). It was 480p, widescreen, had multiple editing splices and did the wrong kind of bomb OI, but it was incredible. In 2015, 3 weeks before this video was uploaded, Tekyla completed an RTA run of No Doors in 47:55 thanks to various route improvements. I had promised myself and others that if anything like this every happened, I would re-TAS No Doors with a brand new route and do it right. This time, armed with bizhawk, barely any actual proper TAS skill, people who know a fuckton more about OoT than me, and an actual proper video encoder, I present to you the final and premier Doorless Ocarina of Time experience. Enjoy.
I figured I would submit it anyway because why not. I understand the category is extremely arbitrary, it would be cool if it was published but I understand there are plenty of legitimate reasons against it. My goal was to entertain and it looks like I more or less achieved that.
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Going to have to give this one a No vote. Way too arbitrary mate, just not the sort of content we want to have on our website. Still a very cool TAS though nice job (not that I watched it)
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Pokota wrote:
I have questions. I don't speedrun the Zeldas, nor do I pretend to, but I don't see the purpose of the bombchus that you set on the ground (there are two three of them, one of which visibly runs down the wall) when trying to Ganondoor. What precisely do they accomplish? Chu #3 when Ganondooring, why the delay?
Regarding the third chu I used in the hover: the hard thing about doing this hover with no bombs is that I am unable to 'staircase hover', which means putting multiple bombs down by the wall and doing 2 or 3 consecutive backflips off of them to get enough height. If you are familiar with hovering in 3D zelda games, you know that doing only one hover off the ground will NOT give you enough height to stay in midair and will simply place you back onto the ground again after 'sticking' you in midair for a second or two. In this case, I am able to backflip off of the 'lip' of the ground right by the wall and then briefly 'stick' myself over the LOWER ground directly next to it. However, this still would not give me enough height to fully stick in the air without being pulled down. As I mentioned earlier, you are 'stuck' in the air for a couple of seconds, and during this brief time frame, you can backflip directly backwards (you do NOT have enough time to do 'twisty backflips' as I did during the rest of the hover) and get 1 more hover in. however, since this backflip is actually going back, it puts me next to the wall again. For whatever reason which I still do not know why, if I held down while 'stuck' in midair after this second hover, it did not put me back onto the ground (but it did if I let go of the control stick). Also, because I am near a wall, if I were to just backflip and release a chu, it would simply stick to the wall and start running up it and not actually explode. Thus, my only option in this case was to hold down to continue sticking myself in place while I waited for the explosive to ready. Only in this case would it be possible for me to get enough height to TRULY stick in midair and start the rest of the hover. Regarding those 2 chus which I seemingly wasted running down the wall: that was a very important part of the glitch which allowed me to actually get out of bounds here. The thing is, the top of the stone slab (which was what I grabbed to get out of bounds) is grabbable from inbounds. However, the only way to actually grab it from in bounds is with the use of a ground jump (read here https://www.zeldaspeedruns.com/oot/tech/ground-jump). Normally, ground jumps are stored and used on the ground (not mid-hover) with a bomb. However, the recent discovery which made this route possible was that it is possible to store a ground jump mid-hover. This is where the two chus come into play. From the desciption of 'nathanisbored's video on the subject: (https://www.youtube.com/watch?v=n3uWFYZBZKU)
There is a limit of 3 explosives that can be loaded at a time. Explosions also count toward this limit, but they do not obey the limit themselves. So if you begin to pull a new explosive just before a 3rd explosion appears, it will cancel the draw and you will quick draw the chu. Combine this with an action swap from charged hookshot to chu, and you can store a ground jump.
So essentially, this is how to get a ground jump midhover: 1. Pull a chu, wait for it to almost explode and then drop it along with another chu 2. Pull out hookshot so you have it in your hand 3. On the frame before/after (can't remember exactly) they both explode, pull a third chu. The game thinks it has enough room for a third chu and STARTS TO PULL IT since the first two haven't exploded yet, but quickly realizes there is actually no room and CANCELS the chu pull. 4. Hold Hookshot and thus, you have stored a ground jump.
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Here is an encode I already did of the movie. It is not in proper TAS Videos required form but if you want to watch it without loading up BizHawk then here you go. Link to video
Experienced Forum User, Published Author, Experienced player (507)
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urboykyle wrote:
daily wrote:
Yashichi wrote:
FaschZ wrote:
Kurabupengin wrote:
New RTA WR:
Thanks
yeah, thanks
hey thanks
me too thanks
yes, thank you
Experienced Forum User, Published Author, Experienced player (507)
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Added a lot more explanation to the submission text explaining most of the important facts about the run.