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: 7/26/2006
Posts: 1215
Bloobiebla wrote:
EDIT: Also, I noticed you used gln, which is good, because it makes the fire during the Ganon fight look WAY more awesome =]
Holy shit, that looks so much cooler than it did on the console. gln64 likes to do crazy stuff with fire apparently because at 2h05m into the video there are like a billion suns, too.
Joined: 3/1/2005
Posts: 46
Bloobiebla wrote:
Thanks a lot for encoding this. It goes out of 1-2 seconds out of sync during the cut scene where Child Link meets Zelda, and goes back in synchhalf-way through the Shadow Temple - no biggy though since the rest of it is perfectly in sync.
Sonuva!!!! I knew I should've watched it first. Well, sorry 'bout that, everyone. I think there's something weird about how Mupen splits the AVIs that requires them to be merged in a certain way. I'll have to do some experimenting. In any case, you're all welcome...
Joined: 9/9/2008
Posts: 20
Location: Texas, USA
petrie911 wrote:
Satoryu wrote:
n_slash_a wrote:
I'm a bit confused by your third and fourth categories. I think a 100% and a best time run are both good, though I wonder if the next best time run will figure out a way to skip the spirit and shadow temples. But I don't know what your mean by "nonglitched any%" as that depends on what you mean by a "glitch". If you mean the no major skips category from SDA, then that is what this run is based on, but with trials added per request. Or are you asking for a purely natural, no passing through walls or superflips or seamwalking ect... type of run?
by glitched, i mean use of Bottle Adventure. that's the one thing in this game that can skip important goals. namely, beating and even entering temples. a future best time run would of course skip Shadow and Spirit. the only temple/dungeon it would complete is Ganon's Castle.
BA doesn't let you skip the Child dungeons (clipping through the DoT does), so a no-BA run could still skip them. And you could hardly say that's not an important goal. and to n/a, the trials are part of the no major skips category of SDA. So they weren't just added to it.
Ok, thanks for clearing that up. And I agree, that a fourth category using the BA might be feasible, though it will probably depend on who wants to take the time to produce another run.
Joined: 7/16/2006
Posts: 635
^the general idea is for there to be 3 categories--no major skips, any% (ie, skip all dungeons and temples), and 100% if anyone were willing to do it. The only other category would be no major skips MQ.
Joined: 4/30/2007
Posts: 150
there still needs to be the random no vote from someone who hates zelda because a cartridge fell on him when he was a kid and scarred him for life
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
The gameplay to cutscene ratio for this game is absurdly low. If it weren't for the fact that I skipped them while watching the AVI, I would have been bored out of my skull. The gameplay itself was actually pretty entertaining, with lots of surprising skips and such. I vote yes.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
RT-55J wrote:
The gameplay to cutscene ratio for this game is absurdly low.
I think you meant for this run. The game itself doesn't have too much of that, it's just that since the run attempts to complete the game as quickly as possible, many unskippable dialogues are triggered as they are required to complete the game. Or, you could say that since the run is so absurbdly fast, it just feels like there are a lot of them. :p
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
the cutscene to gameplay ratio wasn't so bad in this one, just wait for the any%
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
nfq wrote:
the cutscene to gameplay ratio wasn't so bad in this one, just wait for the any%
six minutes of sidehopping, a few deathwarps, a bombjump here and there, and an hour and a half of talking. The amount of actual GAMEPLAY in this was actually kind of refreshing, although I'm so spoiled by that Super Metroid lua script that it's hard watching anything else now!
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I just watched the Koume and Kotake battle again, this time in slow motion... It's a bit disturbing during the last few hits. =]
Joined: 7/16/2006
Posts: 635
ElectroSpecter wrote:
I just watched the Koume and Kotake battle again, this time in slow motion... It's a bit disturbing during the last few hits. =]
I completely forgot about that somehow. Darn you, bloob, for finding a way to make the Twinrova fight more suggestive than mine... http://www.youtube.com/watch?v=UQm-u9WjoJE
Player (156)
Joined: 4/7/2008
Posts: 217
Heh. On top of that, there's one more sort-of suggestive thing in the run that nobody has mentioned yet =O can anybody guess it?!?!
Former player
Joined: 12/1/2007
Posts: 425
Desynchs for me at the death warp outside Spirit Temple :/
Andy Olivera wrote:
Here's a new, perfectly synced AVI(449MB) to tide everyone over until the run gets published... Update: Wow. I was expecting a dozen or two downloads, but 80+?! Unfortunately, that puts me within reach of my bandwidth limit for the month, so I'm going to have to remove the link. With any luck it should be published shortly, anyway, and we'll have a version that is TOTALLY synced up...
Can you please reupload it? I suggest Megaupload, using split archives.
Joined: 5/17/2008
Posts: 212
Location: Virginia
petrie911 wrote:
http://www.youtube.com/watch?v=UQm-u9WjoJE
I don't think I've ever laughed so hard.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Bloobiebla wrote:
Heh. On top of that, there's one more sort-of suggestive thing in the run that nobody has mentioned yet =O can anybody guess it?!?!
Is it the "hugging" when escaping the castle? that's been mentioned a few times on IRC.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Player (156)
Joined: 4/7/2008
Posts: 217
Raiscan wrote:
Bloobiebla wrote:
Heh. On top of that, there's one more sort-of suggestive thing in the run that nobody has mentioned yet =O can anybody guess it?!?!
Is it the "hugging" when escaping the castle? that's been mentioned a few times on IRC.
Haha nope :]
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Right. Cel-textured encode (torrent) This encode uses HE-AACv2 for audio and chapters. This may cause some players to tell you the audio stream is mono and/or 22.5kHz. This is not the case, they are just misinformed. I had trouble finding the link to the texture pack (Djipi has 2 versions, one of which hasn't been released yet) so for now I'll just post what it's called: Djipi's Cel-Zelda Mod. Enjoy. Note: This will not be the version that's published along with the normal mkv. I still have alot of audio sync stuff to sort out (though it syncs fine in VLC on my end, it may deviate a bit slightly in other players) Edit: Some people are having problems with playing the mkv in VLC (hey it rhymes!). Apparently it dies somewhere around the Water Temple. I'm not sure what causes it, but I'm just giving you guys a heads up. It works fine in VLC for me but hey...
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Active player (315)
Joined: 8/25/2006
Posts: 287
Bloobiebla wrote: Heh. On top of that, there's one more sort-of suggestive thing in the run that nobody has mentioned yet =O can anybody guess it?!?! The witch fight or whatever. (I am very unfamiliar with LoZ OoT) The last couple stabs, hehe.
Joined: 3/1/2005
Posts: 46
z0MG wrote:
Andy Olivera wrote:
Here's a new, perfectly synced AVI(449MB) to tide everyone over until the run gets published... Update: Wow. I was expecting a dozen or two downloads, but 80+?! Unfortunately, that puts me within reach of my bandwidth limit for the month, so I'm going to have to remove the link. With any luck it should be published shortly, anyway, and we'll have a version that is TOTALLY synced up...
Can you please reupload it? I suggest Megaupload, using split archives.
Unfortunately, no. I removed it from the server already and I didn't keep a local copy. If someone still has a copy and would like to do so, that would be fine, of course.
Post subject: Re: Legend of Celda: Timewaker
Skilled player (1417)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Raiscan wrote:
Cel-textured encode (torrent)
Woo, that's sure funky looking... I approve! :D *is of the camp that absolutely loves Wind Waker's style*
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Post subject: Re: Legend of Celda: Timewaker
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Ferret Warlord wrote:
Raiscan wrote:
Cel-textured encode (torrent)
Woo, that's sure funky looking... I approve! :D *is of the camp that absolutely loves Wind Waker's style*
I agree! It looks 100 times better. I hope all future Ocarina of Time runs gets this special treatment. Can this also be applied to Majora's ´Mask? Also, Raiscan, nice encoding! (but vlc freezes when you try to pick a chapter and I don't know where the chapter selection thingy is on Windows Media Player).
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: 3/11/2008
Posts: 583
Location: USA
The Legend of Punctuation! Witness as our hero collects the Kokiri Emerald Comma, the Goron Ruby Apostrophe, and the Zora Sapphire(s) Therefore [you must marry me]. Then, after adolescence, witness as he collects six Fullstops!
Silent_Slayers wrote:
Bloobiebla wrote: Heh. On top of that, there's one more sort-of suggestive thing in the run that nobody has mentioned yet =O can anybody guess it?!?! The witch fight or whatever. (I am very unfamiliar with LoZ OoT) The last couple stabs, hehe.
No, that's the one he mentioned. And...only one other? Yeah, right.
Tom Lehrer wrote:
When correctly viewed Everything is lewd
...That when you're stabbing Twinrova, the sword actually protrudes from the front of her(?) crotch for a frame each thrust? I'd think it was the way LinkA gapes at Darunia's crotch. Or handling nude Zora girl. Or the Kokiri who seems to be humping a rock. The ridiculously oversexed Great Fairy? The way Gorons want a hug? No, wait, those're usually in this game. Bongo Bongo kill perhaps as you repeatedly stab him/her/hir/it from behind? You seem to be stabbing Phantom Ganon in the crotch too. As well as a jumpslash that doesn't look like a crotch-shot on closer inspection. The lizard/link/lizard sandwich in Ganon's Tower? the way you return the ball of light straight to Ganon's crotch? You already disclaimed the Zelda-hugging. The way Ganon appears to be exulting and quivering with Link in front of his crotch? The way you jump-slash his butt? How could I choose only one? And the flames around the end battle, at least, looked better on Andy's encoding, which I am uploading to filedropper. . . Slowly. I'll post the link when I wake up, probably. I'm also seeding Raiscan's encode.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
This is strange, after about 1 hour and 55 minutes, the run freezes no matter which program I play it with.
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: 7/26/2006
Posts: 1215
eternaljwh wrote:
And the flames around the end battle, at least, looked better on Andy's encoding
Yeah I wish that visual glitch was in the real game and rendered by plugins that do all of the effects. In other news, between the beginning of the run and end of the forest temple, 45 minutes have been cut. And to Angerfist: get the haali splitter, and play the video in media player classic.
Former player
Joined: 12/1/2007
Posts: 425
That was ridiculously awesome. I was constantly in awe during the action. Obvious yes vote.
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