Emulator Information

This run was made on a specific version of Mupen64 which allows resets to be recorded in an m64. Download the .zip here and extract the .exe and place it in your Mupen folder, then run it. It's crucial that you run the movie on this version of Mupen.
Plugin settings:
Video: Jabo's Direct3D8 1.6.1 IMPORTANT!!! You MUST have "Copy framebuffer to RDRAM" enabled. This is what removes the imfamous pause lag in Ocarina of Time. To do this, go to Options -> Settings -> Config (under video plugin while Jabo 1.6 is selected) -> Advanced (if there is no Advanced tab, then under Settings, uncheck "Hide Advanced Settings" and hit Apply first). Note: Although I used Jabo 1.6.1 while making the run, Jabo 1.6 works as well (and looks identical to 1.6.1 as far as I can tell).
Input: TAS Input Plugin 0.6
Sound: Jabo's DirectSound 1.6
RSP: RSP emulation Plugin. IMPORTANT!!! This plugin must be the one listed. There is another RSP plugin, and having it selected instead WILL desynch the movie. If you do not have RSP emulation plugin, download it here (extract it from the .zip) and put it in your plugins folder: [dead link removed]

Introduction

I made this run in roughly a week. A massive new break in the game was found just before I started, which made me want to TAS it. The break involved a "wrong warp" (explained below) which takes Link directly from the Deku Tree to Ganon's Castle. Specifically, it takes him to the tower escape section, meaning that Light Arrows (as well as the entire adult section of the game) can be completely skipped. The final time of the run is 22:59 by TASVideos timing standards, but 19:52 by console timing standards. It's important to note this because otherwise, the console runs will appear faster than the TAS at first glance.

Why did you play on the Japanese ROM when the previous run was played on the English ROM?

Quoted from the submission notes of my MST TAS: "The Zelda community has long since accepted that the Japanese ROM is better for speedrunning. We feel that the point of a speedrun is to see the game done as quickly as possible, and while I understand preferring the English version to play, using it for a speedrun when there's an alternative which is this much faster is just asinine. Everyone knows the Zelda story by now, and chances are, if you're watching this TAS, you already know Ocarina of Time decently well, too, and don't need to read what's being said in the game. In short, the Japanese version removes a lot of unavoidable waiting time during cutscenes and text, and lets the run get back to the action much sooner."
It's also worth noting that it is no longer against TASVideos site rules at all to use the Japanese version of a game for no reason other than text.

General Tricks and Glitches

Sidehopping: This is by far the overall most useful form of "normal" movement that you can do in the game. As a child, it's the fastest form of movement period, and as an adult, it's the fastest movement over shorter distances (backwalking is faster over longer ones).
Backwalking: This has its uses as a child (like when carrying a bomb), but it usually is slower than sidehopping. As an adult, it's the fastest form of movement, but its slow acceleration makes it slower to sidehopping in a lot of cases. Over long distances, backwalking will almost always be faster as an adult.
Rolling: Generally useless next to sidehopping, but still helpful in some places, for example, if a sidehop chain doesn't quite reach the door you're going to, it might save a few frames to do a roll instead of the last sidehop.
Infinite Sword Glitch (ISG): This occurs when a crouchstab is interrupted by something (excluding a damage source). This can be reading Navi text, reading a sign, or grabbing an object. It causes your sword to be in a perpetual state of attacking, so anything you touch while it's active will be hurt by your sword. It is what allows hovering to be done.
Infinite Superslide (ISS): Also sometimes incorrectly referred to as "extended superslide", this is a reduced-speed kind of slide in which you can actually change angles. It's done by tilting the analogue stick very slightly to the left or right, then holding Z after Link begins to move. It can be done with any kind of speed, so speed that you get from damage sources can lead to what is called a "damage ISS". The way it's used in this run is in the form of an "aquaslide", that is, an ISS started from entering water at a high speed.
Gainer: This is essentially a forward backflip. It's done by having Link face a wall while being completely against it, holding Z, doing a backflip, and immediately releasing and re-pressing Z. It causes his momentum to be shifted in the direction of the wall, and thus he does a forward backflip.
Twisty Sidehops/Backflips: This is done by holding ISS position and Z, and then tilting the control stick in one direction and performing a sidehop/backflip, all the while still holding Z. This causes Link to perform a sidehop/backflip at a certain angle, but because Z is still being held, the camera doesn't change and he rotates back to the direction he was facing previously while he's in the air. This allows some angle changes to be avoided.
Z-slide: This is the act of maintaining whatever speed Link has with constant Z presses. No matter what speed you have, pressing Z will maintain it for an additional 3 frames (1 visual frame), so holding Z for 3 frames, releasing for 3 frames, holding again for 3, etc. allows you to keep whatever speed you have for as long as you want. The obvious use of this is to effectively "superslide" from damage sources without the need of a grabbable object. This is started the same way a superflip is started, but instead of backflipping, you simply allow Link to be propelled backwards on the ground for 3 frames, and then begin the Z presses.
Superswim: This is essentially an Z-slide while Link is in the water. The only difference is that the movements here do not have to be frame perfect in order to maintain speed. This will also be cancelled if Link performs his resurfacing animation, meaning that in order to do a truly infinite superswim, he must be hit by a damage source with his shield out after he's already resurfaced.
Power Crouch Stabbing: In Ocarina of Time, the crouchstab move (B while holding R to crouch) retains the same source of damage as the last attack you did. This means that if the last attack you did was a jumpslash, then all of your crouchstabs will have the same power as a jumpslash. This is incredibly useful when fighting almost any enemy in the game, particularly bosses.
Ocarina Items: This is a glitch which lets Link play almost any item as if it were an ocarina. It's done by emptying the contents of a bottle (which contains bugs or a fish), recatching them, and while Link is holding the full bottle in his hand, performing a jump/sidehop/backflip, and while in the air, pressing the button for the bottle followed by the button for the item that you want him to play. In this run, the sword is used for this, although many items work.
Wrong Warping: This is a glitch which allows Link to warp to a different location than expected by exiting a room in some way while a timer is ticking down for the warp in that room. It's done by performing the ocarina items glitch at the very edge of a blue warp at the end of a dungeon. Doing this allows the player to actually control Link during the cutscene where, normally, he would be floating up towards the ceiling. When the duration of that cutscene is up, the screen will simply fade to white (even though Link is on the ground) and the normal cutscene will begin. However, if the room is left in some way at a very precise moment, the game will warp you to a certain location, which is determined by the last cutscene viewed prior to doing the trick. Fortunately, the cutscene required to warp to Ganon's Castle is the Deku Tree opening cutscene, which is directly on our path in this run.

Area-by-Area Information

Kokiri Forest

- A gainer and twisty backflips are used to navigate the start of the forest very quickly.
- 3 rupees are manipulated from a plant which is directly on our path. This will help us afford a shield later on.

Lost Woods

- The aquascape is performed here to leave the forest early and get to Zora's River. It's done by jumpslashing very precisely into the corner of the stone structure in the water.

Zora's River

- Twisty sidehops followed by aquaslides allow this area to be completed very quickly. Several rupees are collected on the way down the river because it doesn't cost any time to grab them. A superswim and Z-slide are done at the end to quickly reach the exit.

Hyrule Field

- A twisty sidehop at the riverbank allows an aquaslide to be started almost immediately. This means we can ISS all the way to Kakariko Village, skipping the owl.

Kakariko Village

- The goal here is just to collect all the cuccos so we can get a bottle. The first cucco is manipulated to be directly in Link's sidehopping path. After this, the other cuccos are carefully collected and manipulated in a way which minimises the time taken to get all of them in the coop. Throwing them and slashing them with the sword causes them to run in the opposite direction from where Link is in relation to the cucco.
- After the bottle is obtained, a nearby rock is lifted so that we can collect bugs from under it. As an adult, this rock can drop a blue rupee, but this is not the case as a child, so it couldn't be worked into the route.
- The first and last reset is done here to quickly warp us back to Kokiri Forest.

Kokiri Forest

- The rest of the money we need to afford a shield is collected on the way to the shop.
- Despite the fact that we got a shield, Mido is still skipped because it's faster to skip him than to talk to him (the shield is still required later). This is done by superswimming out of bounds at the nearby acute angle, using the speed generated from a jumpslash. The jumpslash to resurface behind Mido is incredibly precise.
- A deku stick is obtained from the deku baba. These have the same strength as the Master Sword, which will come in handy in every enemy battle til the end of the run. Damage is taken from the deku baba as well, because we need to die shortly after this point and it costs no time whatsoever to take damage from him.
- A jumpslash is done immediately before the cutscene with the Deku Tree starts. For some reason, this causes Link to speed up and run further into the area than he normally would, at the start of the cutscene.

Inside the Deku Tree

- Deku Nuts are collected right away because we need these to stun Gohma later on.
- The text where Navi tells us how to climb vines is skipped, first by pulling out the sword right before she talks, and secondly by jumping on the chest to avoid it.
- The skulltula on the wall smacks Link to the upper area, which is much faster than climbing up there manually. It also damages him which helps because we have to die soon.
- The web is broken, and a carefully-timed jumpslash is performed while falling to activate the "anti-gravity" glitch on the ceiling. This is simply where Link becomes "stuck" to the ceiling for a short while, and allows much greater distances to be covered. We make it onto the ledge using this.
- Because of the way the camera is facing, the next web (which normally would have to be burned) hasn't fully loaded, meaning that a sidehop and jumpslash is all that it takes to pass through it.
- Damage is taken again here so that Link has half of a heart remaining. This will allow us to die from one hit from Gohma.
- The scrubs are manipulated so that the nuts can be reflected back as quickly as possible. The final scrub is targeted afterwards in a way which puts the camera behind him (instead of behind Link), which means that it only takes him 3 hops to get off of the screen, as opposed to 4-5 (as would be the case if the camera was behind Link).
- A jumpslash is done right before the battle with Gohma starts. This means that we now have the power of a deku stick in our power crouchstab, which means that Gohma doesn't stand a chance.
- The final hit on Gohma is done in such a way that the battle ends while Link takes damage from her. This means that after the death cutscene finishes, Link dies and respawns at the start of the dungeon.

Wrong Warp to Ganon's Castle

- The reason a deathwarp is done instead of a savewarp is so that the last cutscene viewed in the run doesn't change. If a savewarp was done, the last cutscene viewed would be the title screen (which counts as a cutscene), so in order to avoid that and keep it as the Deku Tree opening scene, a deathwarp is done. It has to be the Deku Tree opening scene in order for the wrong warp to take us to Ganon's Castle and not another location.
- The web which didn't load the last time we were in the basement (which Link jumpslashed through) is now loaded. The reason it didn't load before was because we came from the very top of the dungeon, so it didn't have a chance to load in time. Unfortunately, since the web in the main room is now broken, the web below will load before we can glitch through it. This means a clip through the vine in the basement is required to quickly get back to the boss room. It's done by grabbing the vine at a specific place at the same time the gold skulltula hits Link. From here, we can swim in the out-of-bounds water and navigate to the hole, where a jumpslash aquaslide is performed.
- Ocarina items is used to gain control of Link while the blue warp cutscene is playing, and the room is left at a very precise moment during the blue warp's timer which results in a wrong warp to Ganon's Castle. The camera angle chosen while moving to the door is so that the timer will tick down during Link's entire journey towards the door - if the camera is pointed to the left or right (as it normally would be while sidehopping), then the timer will halt once Link reaches the narrow corridor by the door, unless it's readjusted to point either directly away from the warp, or directly towards it.
- The wrong warp puts us in one of the rooms from the tower escape sequence. Sadly, leaving this room puts us at the start of the sequence and not at the part after this room.

Castle Escape

- The main goal during this is to keep Zelda moving. There are various points where she stops, and as long as she starts moving as soon as possible again after each one, then the area is optimal. Another large concern during this sequence is lag, so the camera is specifically manipulated to minimise this.
- The motorboat (formerly known as "the kiss" - it had to be renamed because Link isn't tall enough to reach Zelda's face when he's a kid) is performed at every set of bars, except for the first one (where it isn't possible because he is forced out to the side whenever it's attempted). This causes him to be pushed back slightly as Zelda passes through him, and thus puts him closer to the loading zone for each section.
- The stalfos are quickly killed with power crouchstabs from a deku stick jumpslash.
- The final motorboat puts Link directly in the loading zone for the end of the tower escape sequence.

Ganon

- A deku stick jumpslash is stored at the start of the cutscene so that Ganon can be quickly brought down with ISG. ISG is done because doing power crouchstabs with the deku stick cause it to break, but for some reason, attacking with ISG doesn't. Backflips are done to reach his tail each time sooner than normal, and the final backflip is angled so that Link appears to Ganon's side during the cutscene.
- After picking up the Master Sword, there's no need for deku stick ISG anymore. Although Link is a child, and he still appears to hold the Kokiri Sword, he actually has the Master Sword, and it has the full range of the Master Sword as well, meaning that it can reach things from further away than the Kokiri Sword can. Jumpslashes are done on Ganon's tail while it's in the air to bring him down very quickly.
- The final hit is delivered and at this exact moment, Link's journey is complete and he becomes a man (as can be heard in his voice).
- The final hit on Ganon occurs at frame 71173 (19 minutes 46.22 seconds). This is important to note because real time runs are timed this way, so it's good to have this number in mind when comparing runs.
- The final input required for the ending to play occurs at frame 82216 (22 minutes 50.27 seconds).

With thanks to...

- Aktan: He provided me with yet another flawless encode, for which I'm always grateful.
- Bloobiebla: Author of the previous any% TAS and good friend of mine. He helped motivate me to make this run and checked my WIPs towards the end of it.
- bluemarth: He was the one who originally encouraged me to make this run (by giving me some motivational quotes, such as "Even if the morrow is barren of promises, nothing shall forestall... your making of this TAS" and was also the one who explained wrong warping to me, and continually motivated me to make progress while I was making the run.
- GhostNinja: For advising me to "just molest him" when nothing else worked against Ganon.
- MrGrunz: Before the wrong warp glitch was found, he and I were coauthoring the any% TAS (which, at the time, was the "Ganonless" run, where the game ended at Dodongo's Cavern). Although we didn't get very far, he still taught me various things about the game that I didn't previously know (mostly about camera manipulation during sidehops).
- r0bd0g & sockfolder: For discovering the wrong warp which made this run possible. sockfolder also helped me understand how to perform the wrong warp, and gave me an MHS address which saved me a lot of trouble.
- TylerArtrip: For showing me the fastest way to perform the trick where Link runs into the Deku Tree cutscene at a high speed. He pointed out that Link runs much further if his sword is sheathed before pressing B to jumpslash, and this ended up saving half a second.
- Everyone from #zelda who watched my unlisted YouTube WIPs and provided constructive feedback.

adelikat: Accepting for publication as an improvement to the Published movie
Aktan: Finally doing this one...


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Post subject: Second verse, same as the first
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Warp wrote:
The TASing community fought for years to get rid of the label of TASes being "fake" and "hoaxes", and stupid accusations that the games were hacked and the videos sped up or edited. After many years the TASing community slowly and painfully got the widespread acceptance that it deserved as a legitimate form of speedrunning and entertainment. When we start editing the video footage, cutting out parts of it, we just open ourselves to be accused of cheating by making the runs look faster than they really are via editing the video footage. And as I already commented, if we start cutting the "boring" cutscenes, why stop there? Who decides what's boring and what isn't? Why don't we start cutting also other "boring" parts of the run that "disrupt fluidity"?
You have brought up these points before, but I feel they are not as applicable as they were when TASing is in its earlier years. Whether removing cutscenes, showing only the highlights of a run, maybe removing lag, adding in other effects (Mega Man magnet beam solidification is a good example) - if it makes for an entertaining movie, and there's demand for it, then why not? There will always be people who cry foul no matter what the video is doing. Why are these people's opinions so important to change, or worry about? As long as the intent is displayed in the video, I don't see why this is a problem.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Cutsceneless encodes have been posted numerous times for several games, including Super Metroid, Metroid Fusion, Kirby's Dream Course, Resident Evil, and probably others I don't remember. At no point they were official publication encodes. I don't see how this is going to be any different.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 4/23/2012
Posts: 78
Location: Italia
I don't understand why some people want to do this. You do not like a part of a video? Then skip it! Just one click! I don't see the problem...
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Because that requires knowing exactly how much to skip, otherwise it's by no means "just one click".
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 7/26/2006
Posts: 1215
I haven't deleted the raw video source from the other day when I did the AutoZoom experiment. So it would be trivial to make a cutsceneless encode from tha... The emulator and ram addresses wouldn't be much help. Afaik, there's no lua fanciness in mupen. It won't take long (EDIT: done cutting it up... Final hit to Ganon without cutscenes at around 13m08s), but I won't have enough upload bandwidth until tomorrow. So I guess expect a YouTube link in 24 hours from this post if cutsceneless is your thing. :)
C13
Joined: 3/10/2011
Posts: 21
Awesome run as usual. Yes vote.
Joined: 7/26/2006
Posts: 1215
Cutsceneless Link to video
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Great run man! It's so nice to see this game cut down to nothing. Yes vote of course. I noticed that the music during the credits runs horribly out of sync with what occurs on the actual console. When the sages appear it is most notable. I guess this would just be the result of inaccurate timing in mupen? Is wrong warping possible on the N64 console itself? I only ask because I see the speedrunning community seems to mostly uses the VC version when making runs. Would it be possible to skip the bottle if you could trigger text when landing on the blue exit warp in Gohma's room? For example if you were to get deku nuts for the first time and the nuts were right on the blue part, would it trigger both an information box and the warp scene at the same time? Just throwing out ideas. It would be awesome to see the whole bottle sequence removed from future runs.
They're off to find the hero of the day...
Joined: 2/26/2012
Posts: 15
hero of the day wrote:
Is wrong warping possible on the N64 console itself? I only ask because I see the speedrunning community seems to mostly uses the VC version when making runs.
Yes it's possible. When the warp was first found I personally did it on 1.0 U and 1.2 J to try it out, and a few other people have done it also. The reason you really don't see anyone running it on n64 is because it just cannot compare to VC because of the atrocious castle escape lag on the n64.
Joined: 2/28/2012
Posts: 160
Location: Philadelphia
Everything in the current console any% route is possible on N64. The Ganonless route was different because it required using a Deku Stick on B, which runs on VC/GC due to an emulation bug but crashes on N64.
RachelB
She/Her
Player (129)
Joined: 12/3/2011
Posts: 1579
hero of the day wrote:
Would it be possible to skip the bottle if you could trigger text when landing on the blue exit warp in Gohma's room? For example if you were to get deku nuts for the first time and the nuts were right on the blue part, would it trigger both an information box and the warp scene at the same time? Just throwing out ideas. It would be awesome to see the whole bottle sequence removed from future runs.
Magic bean (and some other things) can be used to move during the warp. Unfortunately it does not pause the timer though, so you can't make it to the door in time. You could also do ocarina items using bomb and beans, but obviously that's slower than just getting a bottle. Unfortunately, bottle is indeed the fastest way.
Player (68)
Joined: 5/5/2007
Posts: 65
hero of the day wrote:
I noticed that the music during the credits runs horribly out of sync with what occurs on the actual console. When the sages appear it is most notable. I guess this would just be the result of inaccurate timing in mupen?
It's probably a matter of ever-increasing processing power or lessened lag. It happens on the official Gamecube version as well. See my video: http://www.youtube.com/watch?v=gipUHKOYKgE
Joined: 4/6/2012
Posts: 44
Location: Lawn, PA
This is a well-played run. I didn't think it was possible to fight against Ganon (or even get into his tower) as young Link, but yet again a TAS has proven conventional sense to be incorrect. I say Yes to this video because: * It uses different sequence break tactics from the US version TAS currently published. * It weasels into Ganon's Tower as young Link, and kicks Ganon's ass. * It does it in roughly half the time.
1/60 of a second is important; every frame matters.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
I also voted yes. Can we get subtitles like we had for Swordless all dungeons run?
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 4/3/2006
Posts: 269
Wow! That was fast! A clear yes vote!
Joined: 1/2/2010
Posts: 6
Hmm, isn't Zfg's record at 21:46 ? It would go against the rules to vote yes for this, no ?
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
Althos wrote:
Hmm, isn't Zfg's record at 21:46 ? It would go against the rules to vote yes for this, no ?
I believe that uses a different timing method. TASes only have to beat realtime runs when both are timed the same way; if this run is timed using the realtime timing method, it comes to 19:46.22.
RachelB
She/Her
Player (129)
Joined: 12/3/2011
Posts: 1579
It's actually 19:30 by the way zfg timed it.
Joined: 1/2/2010
Posts: 6
Thank you guys <3 Btw, watching this and giving it the "Yes" it deserves :3
Joined: 4/23/2012
Posts: 78
Location: Italia
Sorry for asking this here, but does anyone know if there is a Speedrun or a TAS of Skyward Sword? I'm looking for it, but I don't find anything... Thank's.
RachelB
She/Her
Player (129)
Joined: 12/3/2011
Posts: 1579
Meshidaru wrote:
Sorry for asking this here, but does anyone know if there is a Speedrun or a TAS of Skyward Sword? I'm looking for it, but I don't find anything... Thank's.
http://www.youtube.com/watch?v=G7N6wqDetZc 5:39 rta speedrun.
Joined: 4/23/2012
Posts: 78
Location: Italia
Thank you :)
Guga
He/Him
Joined: 1/17/2012
Posts: 838
Location: Chile
Well, that was quite off-topic, I have to say. Anyway...
Joined: 7/22/2010
Posts: 53
A yes vote from me! I really enjoyed this run! I thought the Cucco collecting segment was pretty entertaining. And of course, the complete nonsense that happens after Gohma... I made a subtitle file for those interested. http://www.mediafire.com/?7tjvum3jvp8kr7x It's an .srt file (soft subs). It's timed to sync with the current Youtube encode.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
crap i posted no instead of yes :<!!! +1 yes sorry
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