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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Joined: 3/29/2008
Posts: 21
Swordless Link wrote:
Words cannot describe how unbelievably awesome this run is. It's actually overtaken Mukki's MM run as my favourite TAS to date. So optimal, and so entertaining. It makes me really happy to see how quickly you've "grown" as a TASer, as I remember your early WIPs that you sent from YouTube just a few months ago, and they were nothing compared to this. I couldn't possibly vote anything other than yes.
Wow... To make swordlesslink say that... Anyway, my opinion, this run was amazing. Just the time is almost an hour faster than a single segmented regular speedrun should be of this category. Long story short, the voting should only have the votes "yes", "yes", and "yes"
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Hmm. I started off entering this run as a meh (which is my typical stance for OoT). I then moved swiftly to a no during all the Young Link stuff. Apart from it being largely unchanged from the old run, I think Upthorn summed up my feelings why:
(23:57:47) (Upthorn) Raaah hun bleep hun raah bleep hoow raaah bleep hoow bleep
The Adult Link part, however, was awesome. Over the course of it I went all the way from being terribly unentertained from laughing during some points which is kinda rare for me when watching a run. The exit from fire temple made me laugh the most :) So yeah, despite the annoying/boring start to the run I felt it really pulled through towards the end, which surprised me. Yes vote. For the people who are requesting an encode, I'll get back to you about that later today. I have some... ideas. Edit1: Also I'm kinda annoyed with seeing runs that don't have framebuffer effects enabled. This can easily be turned on with Rice and is already enabled with Glide64. This is the primary reason why this run desyncs for some people. Failing to render the framebuffer causes frame differences, making it impossible to sync with other plugins that render the framebuffer correctly. Please, for anyone who wants to TAS OoT, use a plugin that renders the game properly. Edit2: If you want to fix the pause bug (I mean REALLY fix it) with this version of mupen, the solution is to use one of 2 plugins; Napalm or Jabo 1.6. I'd go with Napalm personally, despite it's horrible instability initially. Fix for Napalm: Turn on "Read every frame (Slow!)" and "Get frame buffer info". Fix for Jabo 1.6: Turn on "Copy framebuffer to RDRAM" in Advanced tab. This is extremely slow (you won't get the game running realtime at high res) but it works flawlessly. Both of these will of course desync this run. Terrible shame, that.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Joined: 6/26/2007
Posts: 147
I've gotten used to the slow menus. But hopefully Mupen64Plus should resolve this soon. What I really want is a Zelda rom that zeroes out the beeping sound for near death. EDIT: One question though, would it be possible to manipulate bombs from the Stalfos aboard the Shadow Temple ship? This would save a bit of time cutting grass after the temple itself, maybe a second.
Joined: 3/14/2008
Posts: 152
Location: United Kingdom
I have made an encode of the run, which I am currently uploading. It has audio desynch but that is the fault of mupen. Should be up in about 3 hrs. Edit: The upload failed..... but, we currently have a torrent going: http://www.megaupload.com/?d=AP0EO5J4 Sorry about it being on megaupload but filedropper refused to let me upload it there. Edit2: Dowload link, provided by bkDJ: http://snipurl.com/3o1a2
Active player (356)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
*cant wait* :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced player (584)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Just from reading the comments so far, it sounds great. I'll wait for an encode before my yes vote.
Post subject: Legend of Celda
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
I'm a bit behind on duksandfish, but I'm trying things a little different. Here's a teaser of what I'm trying: http://www.filedropper.com/lozoot-tas-bloobiebla-celtest I'll probably do the whole thing at 640x480, since it looks a bit lame so small. I will of course be encoding a "normal" run too if and when it's accepted.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I thought that this could be beaten a lot quicker. (not criticizing the movie, I haven't watched it yet) Am I wrong? I can't seem to remember that last (rejected) oot submission's time.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
This is a "no major skips" run. Unfortunately our any% is so slow it's actually slower than this run :(
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Player (156)
Joined: 4/7/2008
Posts: 217
zdude255 wrote:
I've gotten used to the slow menus. But hopefully Mupen64Plus should resolve this soon. What I really want is a Zelda rom that zeroes out the beeping sound for near death. EDIT: One question though, would it be possible to manipulate bombs from the Stalfos aboard the Shadow Temple ship? This would save a bit of time cutting grass after the temple itself, maybe a second.
Tried for quite some time and i'm pretty sure stalfos can't drop bombs. Most of the time it's rupees or deku nuts Unfortunately our any% is so slow it's actually slower than this run :( Well actually 20 minutes faster
Post subject: Re: Legend of Celda
Joined: 4/29/2008
Posts: 71
Raiscan wrote:
I'm a bit behind on duksandfish, but I'm trying things a little different. Here's a teaser of what I'm trying: http://www.filedropper.com/lozoot-tas-bloobiebla-celtest I'll probably do the whole thing at 640x480, since it looks a bit lame so small. I will of course be encoding a "normal" run too if and when it's accepted.
Not to sound mean, but what was the point to this avi? Was it intentional to make the graphics different?
Post subject: Re: Legend of Celda
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Satyrium wrote:
Not to sound mean, but what was the point to this avi? Was it intentional to make the graphics different?
The point of the teaser is to show what to expect from my AVI once it is finished. In this particular case, I am using a celshaded texture pack to replace those in-game. So yes, it was intentional. Trust me, it will look better at 640x480.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Post subject: Re: Legend of Celda
Joined: 4/29/2008
Posts: 71
Raiscan wrote:
Satyrium wrote:
Not to sound mean, but what was the point to this avi? Was it intentional to make the graphics different?
The point of the teaser is to show what to expect from my AVI once it is finished. In this particular case, I am using a celshaded texture pack to replace those in-game. So yes, it was intentional. Trust me, it will look better at 640x480.
Oh I see. Thanks for answering.
Player (25)
Joined: 4/23/2005
Posts: 435
Location: Germany
Duksandfish wrote:
Edit: The upload failed..... but, we currently have a torrent going: http://www.megaupload.com/?d=AP0EO5J4 Sorry about it being on megaupload but filedropper refused to let me upload it there.
I get only error messages: Unfortunately, the link you have clicked is not available. or The file you are trying to access is temporarily unavailable. I hope it will work later. EDIT: Worked now.
Last TAS finished: Final Fantasy Adventure (4.0 Warp Glitch Run) WIP in the moment: Tail Gator (GB) Matty
Joined: 8/3/2004
Posts: 325
I'm voting yes but I was tempted to vote meh. Explanation : I don't think this category is important. Either fastest possible (skipping temples) or 100% are the categories that appeal more to me. Also : The young link part was painful to watch; camera angles made it hard to follow what was going on for large parts and you had a very large part where you had low health thus the beeping sound. This is one of those parts where I think sacrificing a few seconds to get a heart (and lose it again to die later) would of been a good choice, as it's annoying for the viewer. In a long run like this, I don't think anyone would mind. Adult Link part was better, a few nice tricks I didn't expect to say the least. I'm voting yes because I know I am a bit biased, because this game had a few runs prior to this and I think it's boring to watch the same game several times even with some improvements (I'm looking at you Super Metroid runners).
Joined: 7/1/2008
Posts: 272
Mlandry wrote:
Explanation : I don't think this category is important. Either fastest possible (skipping temples) or 100% are the categories that appeal more to me.
i disagree. i believe a low% run, a natural route run such as this and a 100% run can coexist. it's what Super Metroid is (currently) employing. in Castlevania: Aria of Sorrow, an all souls run wouldn't obsolete the current non-glitched run. and there's also the three categories of Super Mario 64 runs: 0 Star, 70 Star (natural route), and 120 Star. this is all based on theory. i'll have my verdict for this particular case once the torrent finishes.
Joined: 4/29/2008
Posts: 71
Satoryu wrote:
Mlandry wrote:
Explanation : I don't think this category is important. Either fastest possible (skipping temples) or 100% are the categories that appeal more to me.
i disagree. i believe a low% run, a natural route run such as this and a 100% run can coexist. it's what Super Metroid is (currently) employing. in Castlevania: Aria of Sorrow, an all souls run wouldn't obsolete the current non-glitched run. and there's also the three categories of Super Mario 64 runs: 0 Star, 70 Star (natural route), and 120 Star. this is all based on theory. i'll have my verdict for this particular case once the torrent finishes.
I agree. Why bother being limited to one criteria when you can easily contain 3 that fits the tastes of all viewers.
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
Or let's have like 10 different categories as Super Metroid...... The download is soon done so I can at last watch this run, yay.
Joined: 4/29/2008
Posts: 71
Tompa wrote:
Or let's have like 10 different categories as Super Metroid...... The download is soon done so I can at last watch this run, yay.
Yes. 84% here
Active player (315)
Joined: 8/25/2006
Posts: 287
and there's also the three categories of Super Mario 64 runs: 0 Star, 70 Star (natural route), and 120 Star. That's only on SDA AFAIK.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Voting yes, the category more than stands on it's own. I think it would be best in the mean time if this obseletes the current any% purely because the comparable parts are significantly faster both in terms of using up to date tricks and general optimization. When the new any% run gets submitted, it can be published seperately from this run. EDIT: There were some improvements I noticed throughout the run, I'll post them in the main thread at a later date, once I've got them properly summarized.
Joined: 7/16/2006
Posts: 635
Silent_Slayers wrote:
and there's also the three categories of Super Mario 64 runs: 0 Star, 70 Star (natural route), and 120 Star. That's only on SDA AFAIK.
Well, no one's tried to submit a 70-star (ie, no BLJ) run yet, so it may still end up as a category.
Active player (315)
Joined: 8/25/2006
Posts: 287
^ True. Got around to watching (most of) the run. I liked it alot, even though Zelda isn't really my thing. Big time yes vote. :)
Joined: 11/29/2005
Posts: 317
Location: Sao Paulo - Brazil
too bad the AVI desyncs the sound badly =/
Joined: 7/1/2008
Posts: 272
Link's yelping from sidehopping throught the entire run did get very annoying. couple that with the audio desync, i was watching the run with very low volume. actually, sidehopping has an advantage in that it shows different camera angles than we're accustomed to. and screwing around with the Z-Targeting camera was cool too. the Deku Tree, Child Spirit, and Jabu Jabu were a little ho hum. but on the whole, the run was a blast to watch. i liked the King Dodongo fight, and the entire adult section was fantastic. i was highly entertained. i give it a big Yes. i also agree with AKA in that this should for now obsolete the current run. correct me if i'm wrong, but this run did not use any BA/RBA. therefore, it could be considered a non-glitch category, while a no temple run (heavily BAd) would be considered a glitched category. that better solidifies this run's validity. i do have some things to bring up, though. - was the Door of Time Skip put into consideration? using that would eliminate the time it takes to play the Song of Time and open the door. - if the DoT skip is applicable, could one of the child temples have been put off till you were an adult? - what was the bottle for? i must have missed the point it was used for. - i don't think it's necessary to do the Trials.
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