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In the case of Majora's Mask, there already exists separate "No Major Glitches" and "Bug Limit" categories. Both of these categories are much less restrictive than the rules abided in this run. The glitchless ruleset in Majora's Mask aims to list every single banned technique. This list can be seen near the start of the submission notes.
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eien86 wrote:
Hi Eumeus14,
I'll be judging this movie and think it'd be interesting if you could provide an answer to these questions/comments by Slowking.
Slowking wrote:
[...] glitchless allows such an obvious glitch as power crouch stab... just because it's easy to do?
Slowking wrote:
[...] there actually is a version that has this glitch fixed, yet you chose to not use that version, in large parts specifically so you could use this glitch, in your glitchless run.
Slowking wrote:
[...] Don't the rules state "no out of bounds"? Yet you went out of bounds two times in Pinnacle Rock.
Thanks
Yeah. So I went with the standardized rules on speedrun.com which do allow for the use of power crouch stabbing. I want to make it clear that these rules are not decided by any one person. The rules are collectively decided by the community. There may be things in this run such as power crouch stab that some people disagree with. There are things in this run that I myself disagree with being allowed. For instance, I don't agree with allowing glitchless to skip Goron Lullaby. But that doesn't matter because again, no one person decides these rules. That being said, if you asked me how I personally would justify power crouch stab, I would argue that it doesn't make sense ban one of Link's built-in attacks on the principle that it doesn't work correctly. If it was instead the regular slash that had this behavior, I think people would agree it would be very strange to ban it. And I do differentiate this from being "easy". There is a glitch that used to be allowed on the principle that it was easy, but is now banned, this being anti-gravity (Fall speed being reset to 0 mid-air when falling past ceilings in a certain way). It may sound absurd, but it's actually incredibly easy to do this by accident just falling past a lower ceiling, and I had to actively avoid doing it in many cases. A good example of this in RTA runs is the jumpslash recoil to the 2nd floor on the first trip to Woodfall Temple; runners actually follow a particular motion to specifically avoid getting anti-gravity doing this trick.
I want to point out that power crouch stabbing is not the main reason for the choice of version; the main reason is that I can hit the beehive in the hookshot room in Pirate's Fortress from below on the Japanese version, whereas I cannot do this on the English version. On English, I would need to climb the huge ladder in the center of Pirate's Fortress to access the beehive without getting caught, and this would take a lot of time. If I were to do this run on the English version, I would just need a few more deku sticks (and deku nuts for Gomess) to accommodate not having access to power crouch stab, which is a much smaller loss than Pirate's Fortress.
As for the comment about out of bounds in Pinnacle Rock, I could be wrong, but I believe Slowking was actually being facetious here. In order to keep the player from going infinitely far out into the water in the Great Bay areas, there are void triggers in the water. It was just faster to swim out to the edge of the swimmable area to be taken back to the entrance rather than swimming all the way back. Another reason I believe this comment to be in jest is that there is a true out of bounds way to get back to the entrance of Pinnacle Rock, which I did not use. Omgatree and I did use this trick in our low% TAS; linked here w/ timestamp https://youtu.be/pLUxcAcq2FQ?t=5225
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CoolHandMike wrote:
Going to have to watch this in pieces when I can! Got a couple questions. In the banned list of actions some of them I don't understand like Down A or Delay Collection. Could you link a resource that explains the banned techs? Also noticed that Bizhawk version used is pretty old at this point. Was there any particular reason why such an older version was used?
Many techniques are explained under the "techniques" tab here: https://www.zeldaspeedruns.com/mm/
I'll add this to the submission text.
As for the version, when I use any series 2 version of bizhawk, clicking into any of the tools windows such as the virtual pad defocuses the emulator. This makes my hotkeys not work unless I click back into the main emulator. I find this incredibly aggravating to work with and I have a lot less patience to push sections to their limit when I need to deal with that.
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I don't know what these plugins are like across the board, but I can say that specifically for MM, jabo is the most visually similar to actual hardware. Admittedly, jabo isn't great, but the rest of them aren't exactly amazing either. Every one of them has several visual bugs with MM. But at least in my experience, the visual bugs from jabo tend to be pretty minor and infrequent while others have given me severe bugs in situations that are seen frequently.
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Pokota wrote:
Is there no legal way to screw with the blast mask recharge timer?
I do not believe there is currently any known glitch that can reduce the blast mask cooldown. The most probable thing to lead to something like that is BA, but that has a very high chance of not being helpful at all.
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ais523, it's explained what they're used for in the route as it becomes relevent. Deku stick itself is not required to beat the game, but getting it helps to result in the lowest possible item count as it helps us skip a bottle and fire arrows.