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.

1 2
11 12 13 14
Player (57)
Joined: 7/7/2008
Posts: 872
Location: Utah
Which Speedrun are you talking about, Guanobowl's or Bloobiebla's?
Joined: 7/26/2006
Posts: 1215
n_slash_a wrote:
I am personally in favor for a cutsceneless encode, as it definitely slows the game down and, for me, would be most welcome.
But that file lets you pick cutsceneless in the splitter options, so I don't know what you're asking for. For example, if you are using the haali media splitter in Media Player Classic, right click on the haali icon in your task bar, and pick "edition 2".
Active player (332)
Joined: 11/25/2004
Posts: 75
I haven't finished watching this run yet, but I have a question for any knowledgeable person. In the Fire Temple, when attacking those fire dancer guys, Link's attack pattern is: - Round 1: Jumpslash - Round 2: Jumpslash - Round 3: Jumpslash - Death Wouldn't it be faster to go: - Round 1: Slash, jumpslash - Round 2: Slash, jumpslash - Death If I remember correctly, they take at least 2 slashes worth of damage before jumping back into the flames and ending the round. Of course I could be completely wrong, having not played this game in ages. Other than that, an excellent run so far. I especially enjoyed the playing-around on the Shadow Temple boat and the daring time limits in several rooms of the Fire Temple. Most likely voting yes after I finish watching.
Currently working on: SNES Star Fox, Level 3 (100%, published) SNES Star Fox, Level 2 (33%, after Sector X) SNES Star Fox 2, Expert mode (100%, published)
Player (155)
Joined: 4/7/2008
Posts: 217
Those mini-bosses take 3 cycles to defeat. You can do more than one attack for each cycle, but the minimum number of cycles required is 3. This same thing happens with other bosses too, like Barinade/Phantom Ganon. Also, =] at my run getting accepted
Joined: 2/26/2007
Posts: 1360
Location: Minnesota
Congrats on the acceptance!
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Player (155)
Joined: 4/7/2008
Posts: 217
stickyman05 wrote:
Congrats on the acceptance!
Thank you :D
Joined: 9/9/2008
Posts: 20
Location: Texas, USA
bkDJ wrote:
n_slash_a wrote:
I am personally in favor for a cutsceneless encode, as it definitely slows the game down and, for me, would be most welcome.
But that file lets you pick cutsceneless in the splitter options, so I don't know what you're asking for. For example, if you are using the haali media splitter in Media Player Classic, right click on the haali icon in your task bar, and pick "edition 2".
Ok, it seemed I misunderstood your encode, sorry, rookie mistake. Now I see the edition 2. THANKS!!!
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
I liked this run. I am not a OoT expert or anything though, and cant quite remember the previous run, but this one looked good at least. One thing though, on a 2 hour+ movie, does it really matter to enter in the name of the player as fast as possible? you could have named him "Bloobiebla" instead of "A".
Former player
Joined: 12/5/2007
Posts: 716
I hardly know this game, but I guess that the player's name is printed quite often. Thus a short name might definitely save some seconds.
Joined: 4/29/2008
Posts: 71
Vatchern wrote:
I liked this run. I am not a OoT expert or anything though, and cant quite remember the previous run, but this one looked good at least. One thing though, on a 2 hour+ movie, does it really matter to enter in the name of the player as fast as possible? you could have named him "Bloobiebla" instead of "A".
Well since it's such a long run. Time should be saved in any way possible.
Joined: 7/26/2006
Posts: 1215
Every extra letter costs 3/60 of a second each time it's said. I'm gonna guess the name is said like 50 times, so 2.5 seconds per extra letter is added to the movie. So if he wanted it to be, say, "Link", the name entry screen would be about 1.5 seconds longer and the run would have 7.5 (2.5*3) seconds added. for a run ending up 9 seconds longer (an increase of 0.083%)
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Any updates in regard to publication?
Joined: 4/3/2005
Posts: 575
Location: Spain
mr_roberts_z wrote:
Any updates in regard to publication?
No.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
DrJones wrote:
mr_roberts_z wrote:
Any updates in regard to publication?
Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Not really?
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
It's a toughie. I really wanted to use bkDJ's final encode as the primary mkv with the celda encode as the secondary bonus mkv. Unfortunately I think there's a loss of motivation (much like there was for me on MiMa) since it requires alot of hours to make what's being done. I'll try and help out a bit later and see how it goes. I don't feel it's right to publish it without a good quality avi/mkv being used, and it's really hard to do that when the players don't use a plugin with the framebuffer enabled *cough*
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Active player (440)
Joined: 3/21/2006
Posts: 940
Location: Toronto, Canada
9.7/9.4 Will elaborate on this in a few hours when I have more than 5 minutes to type this :/
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
Joined: 1/17/2008
Posts: 133
Excellent. I have been looking forward to any new TAS of this game. All temples in sub 3 hours is a most interesting proposition and I am about to watch it :)
Joined: 4/30/2007
Posts: 151
wait, when was this changed from accepted to publication underway? and is someone messing with us and going to be JUST KIDDING or what
Joined: 7/2/2007
Posts: 3960
The problem is getting a good encode made, which is apparently fairly difficult. As the Happy Mask man says, "Just have faith..."
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Derakon wrote:
The problem is getting a good encode made, which is apparently fairly difficult.
Blame the authors :)
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Is there some place documenting exactly how to not make these sorts of complicating errors when making an N64 TAS? I skimmed through the FAQ and found nothing of particular interest on the subject. Perhaps I'm not looking in the correct spot? Basically what I'm saying is if I were doing an N64 TAS, which I may well be doing in the future, what things should I look out for to make your life easier. Feel free to link me to this information if it is hiding from me somewhere.
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
Kirkq wrote:
Is there some place documenting exactly how to not make these sorts of complicating errors when making an N64 TAS? I skimmed through the FAQ and found nothing of particular interest on the subject. Perhaps I'm not looking in the correct spot?
I think someone should make a page for this.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Encoding status: 3 passes done, 4 more to go Recorded this movie with Direct64 plugin or whatever, the one that does emulate fog. No further concerns. Movie did sync.
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
AngerFist wrote:
This is strange, after about 1 hour and 55 minutes, the run freezes no matter which program I play it with.
This is now not true. I think I have located the problem. While I was downloading the fine celda encoding, I remember bittorrent asked me during the download if I wanted to upgrade it, I clicked yes and somehow, the remaining part didn't download even though I had the exact same filesize and it said 100% done (go figure..). But anyway, the .mvk file works perfectly fine. I haven't been able to follow recent discussions about publishing this run but if there aint no problem with Raiscan's encoding, why not publish it? The encoding looks as I've stated before absolutely wonderful. It feels like a super high quality encoding (something I feel every run which gets published deserve) There was to my knowledge no blurriness at all during the whole movie, which says a lot.
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
1 2
11 12 13 14