benstephens56
OoT3D Child 231 Skip
updated
This is probably slower in most cases than doing the floormaster hookshot jump but it's way easier.
This works by attempting to backwalk throughout the triple slashes. IF you time the sword swings correctly, Link will walk backwards a little bit between each swing. This prevents Link from getting too far from the corner so that the final slash pushes him into the corner completely. The angle is still not completely. Unfortunately, the angle required to make this work puts you pretty far outside of the TSC sweet spot angle, which means you only ever have anywhere from 1-3 frames to put the sword away. the window varies depending on the specific angle being used.
This setup has a 2 frame window to put the sword away. I have found some angles that have 3 frame windows but I have not found a good setup with 3 frames. There's probably something better than this, but for the time being, I think this is decent.
This setup will likely be used in 100%. This location is actually very ideal because we want to get bottle on B after fighting Dead Hand but before beginning the GIM sequence. Luckily the only other thing we will be doing between those two sequences is collecting the key from this chest.
Ocarina of Time 3D Any% TAS - 2:00
No Commentary Version: youtu.be/U4FwQFLPZaY
Commentary by benstephens56 and zfg1
Streamed live on http://twitch.tv/zfg1 on 2/21/22
Tool Assisted Speedrun
TAS Timing (system power on): 23:31.286
RTA Timing (Pressing "Start" on the file select screen): 23:19.055
Rerecords: 18959
Author: benstephens56
Intro Editing: benstephens56
Intro Cast: benstephens56 and Kaztalek
Creation Emulator: Citra Canary 2007
Playback Emulator: Citra Nightly 1747
Author Notes: tasvideos.org/7342S
TASVideos Discussion and Voting: tasvideos.org/Forum/Topics/23102
This is a tool assisted speedrun (TAS) of The Legend of Zelda: Ocarina of Time 3D that aims to be the game as fast as possible with no restrictions. Unlike a real-time attack (RTA) speedrun where a player sits down to complete a game in one sitting, this run utilizes an emulator with specialized tools to such as savestates and frame by frame pausing to complete what is essentially a perfect speedrun, or at least as close as someone can theoretically get. As such, this speedrun in its final form took somewhere between 3 or 4 months to create. This not only because it is the first full game TAS of Ocarina of Time 3D, but also because it is the first full game 3DS TAS in general to my knowledge, which means lot a lot of time was devoted to research and documentation of what Citra TAS tools are capable of. A comprehensive breakdown of my documentation as well as an in-depth explanation of this TAS can be found in TASVideos author notes linked above.
Intro Music:
- Variations on Sun's Song - Rebecca Tripp
- Requiem, Dies Irae - Giuseppe Verdi (Performance by Orchestralis)
Ocarina of Time 3D Any% TAS - 2:00
Commentated Version: youtu.be/BSPvt7XQF14
Tool Assisted Speedrun
TAS Timing (system power on): 23:31.286
RTA Timing (Pressing "Start" on the file select screen): 23:19.055
Rerecords: 18959
Author: benstephens56
Intro Editing: benstephens56
Intro Cast: benstephens56 and Kaztalek
Creation Emulator: Citra Canary 2007
Playback Emulator: Citra Nightly 1747
Author Notes: tasvideos.org/7342S
TASVideos Discussion and Voting: tasvideos.org/Forum/Topics/23102
This is a tool assisted speedrun (TAS) of The Legend of Zelda: Ocarina of Time 3D that aims to be the game as fast as possible with no restrictions. Unlike a real-time attack (RTA) speedrun where a player sits down to complete a game in one sitting, this run utilizes an emulator with specialized tools to such as savestates and frame by frame pausing to complete what is essentially a perfect speedrun, or at least as close as someone can theoretically get. As such, this speedrun in its final form took somewhere between 3 or 4 months to create. This not only because it is the first full game TAS of Ocarina of Time 3D, but also because it is the first full game 3DS TAS in general to my knowledge, which means lot a lot of time was devoted to research and documentation of what Citra TAS tools are capable of. A comprehensive breakdown of my documentation as well as an in-depth explanation of this TAS can be found in TASVideos author notes linked above.
Intro Music:
- Variations on Sun's Song - Rebecca Tripp
- Requiem, Dies Irae - Giuseppe Verdi (Performance by Orchestralis)
DISCORD SERVER: discord.gg/WdNb3wnvZb
Check out the changelog for a full list of changes since the 2.0 release: pastebin.com/CnsgRkXp
Capture Card (Cartridge) - Baseline
Capture Card (Digital) - 4.28 frames/load
NTR (Cartridge) - 17.32 frames/load
NTR (Digital) - 19.46 frames/load
Citra Emulator - 25.49 frames/load
Just for extra context with the Citra timings, here are my computer specs
Ryzen 5800X
GTX 1080 Ti
Samsung 970 Evo Plus NVMe M.2
32 GB 3200 MHz DDR4
neolink - youtube.com/user/neolink102593
erinexplosives - youtube.com/channel/UCpSdSSMQJv7AIzqNrJ4-T8A
Hylian Freddy - youtube.com/channel/UCMAMVWNZ7k2Su50Q6EHFojg
gamestabled - youtube.com/user/gamestabled
gymnast86 - youtube.com/user/zeldafreak943
pal 62 - youtube.com/channel/UCpxiZpkncM5qJqWLVPLm6kw
DOWNLOAD THE OCARINA OF TIME 3D RANDOMIZER NOW: github.com/gamestabled/OoT3D_Randomizer/releases/latest
JOIN THE RANDOMIZER DISCORD: discord.com/invite/WdNb3wnvZb
Timestamps:
00:00:00 - Introduction
00:01:19 - Triple Slash Clipping and Triple Slash Navi Dives
00:14:36 - Deku Tree Tricks
00:21:10 - Entering Jabu Jabu's Belly
00:23:24 - Super Stabbing
00:28:12 - Clear First Room of Jabu Jabu's Belly
00:30:24 - Ocarina Items
00:38:20 - Restricted Items
00:42:50 - Hookshot Clipping
00:45:27 - Fire Temple Hookshot Clips
00:47:52 - Shadow Temple Hookshot Clips
00:49:12 - Shadow Temple Shortcut
00:50:55 - Shadow Temple Early (Hookshot Jumping)
00:57:41 - Forest Temple Small Key Skip/Shortcut
00:59:12 - Spirit Temple Boss Key Skip
01:02:27 - Forest Temple Boss Key Skip
01:04:38 - Fire Temple Boss Key Skip
01:08:13 - Ledge Clipping
01:08:37 - Water Temple Early
01:10:20 - Adult King Zora Skip
01:12:11 - Gerudo Training Grounds Early
01:13:30 - ISG & Bomb Hovering (Light Trial Without Golden Gauntlets)
01:19:46 - Trials Skip
01:22:43 - Ganon's Castle Early
01:24:13 - Zora's Domain Without Zelda's Lullaby
01:27:57 - Hammerslides
01:31:33 - Megaflipping
01:36:02 - Big Octo Skip
01:38:09 - Outro
DISCORD SERVER: discord.gg/WdNb3wnvZb
This has been a long time coming. Gamestabled and Gymnast are absolute legends for all of the work they’ve put into this project. None of this would have been possible without the work of the following people:
Gamestabled: Lead Developer
Gymnast86: Lead Developer
Lioncache: Developer
Phlex Plexico: Developer
Leoetlino: Developer
RicBent: Developer
nerdswithgame: Developer
Gabyelnuevo: Translator
Bigfoot1919: Translator
Pal62: Beta Tester
Erinexplosives: Beta Tester
Diamond: Beta Tester
Me: Made the video and some art
Enjoy Playing!
All timing was done on a 3DS as opposed to Wii U VC. This timing would likely be different on Wii U, but I do not expect it will reverse the verdict.
This video is to demonstrate my setup for the trick as getting into the proper position before drawing the bombchu route is very precise. In order to get into this position I run against the post in a specific way. My stylus is not directly in the corner of the screen. Instead, it is positioned at the top of the screen just above the very right side of the eye switch. This is very important. If the stylus is in the corner of the screen or any further to the left, you will not end up close enough to the ledge.
Once you are running at the correct angle, pause the game with the start button. In the pause menu, hold the stylus at the top of the screen on the right hand edge of the platform with the switch directly in front of you. Once again, this stylus position is very important. Upon unpausing, hit the select button on the first frame of jumping. If you do not jump before opening the menu, you hit select too early. If you fall off the ledge, you hit select too late.
Once you are in the correct position, draw the bombchu route I use by clipping it up on the wall by the stairs. It is important that you ready the bombchu by holding the L or R button instead of touching the item icon on the touchscreen. The path on the wall is very easy to draw just by just by keeping you stylus on the edge of the screen. Finally, hold down the "OK" button and release both the touch screen input and the L or R button on the same frame. I make this consistent but entering the VC savestate menu to buffer the releases. Switch to the grappling hook, and very quickly tap the post. Holding and releasing the stylus over the post will not work, it must be a tap.
Overall, this is not as hard as it looks, and in my opinion, very consistent.
Obb (pink) - benstephens56
This run utilizes a series of glitches which involves the use of the pause menu. Any time you see "Yashi Cam" at the top of the screen, that means I have the game paused and you are seeing the game from Yashi's perspective. One option in the menu labeled "Return to Limbo" which normally resets both players in the level select area at the start of the game has some odd properties when selecting it. When selecting this option, the player in the pause menu will essentially freeze in time on their end. However, on their partner's end, that players in game character will continue functioning normally and can be influenced by forced such as gravity and pushing. However, when the player exits the pause menu, they resume playing like normal on their screen but seemingly teleport on the other player's end. This can be used in several ways to skip large portions of the game.
The other major glitch used frequently is the highway glitch. If the host player dies (green) while the other player is further ahead, the respawn point can get unloaded depending on the area. This causes the x coordinate of the spawn point to also be used as the y coordinate. In other words, both players spawn way below the map. Your x coordinate is the distance traveled from your initial spawn which does not include death respawns. Therefore, the further from the beginning of the game the characters are, the longer you fall back down and the more can be skipped. This is why highway skips get progressively longer throughout the run. This is also why we reset twice during the run. These resets ensure that we do not dramatically overshoot key areas i.e. the final enemy which triggers the end credits.
Twitter:
http://twitter.com/benstephens56
http://twitter.com/yashichidsf
A few things are a bit preliminary. For example, getting the heart piece in Impa's house during the DHWW fills your health to 6 hearts with the currently proposed route which slows down the death warp. It may be worth it to save an earlier heart piece for later so that it's only 5 hearts or perhaps even save the cow heart piece for adult. Setting FW here may also be slow for buffering damage due to magic restraints. This details will be ironed out soon.
Obb (pink) - benstephens56
Grinded this run for about a week. Still very rough around the edges, probably gonna take it lower. This run utilizes a series of glitches which involves the use of the pause menu. One option in the menu labeled "Return to Limbo" which normally resets both players in the level select area at the start of the game has some odd properties when selecting it. When selecting this option, the player in the pause menu will essentially freeze in time on their end. However, on their partner's end, that players in game character will continue functioning normally and can be influenced by forced such as gravity and pushing. However, when the player exits the pause menu, they resume playing like normal on their screen but seemingly teleport on the other player's end. This can be used in several ways to skip large portions of the game.
The other major glitch used frequently is the highway glitch. If the host player dies (green) while the other player is further ahead, the respawn point can get unloaded depending on the area. This causes the x coordinate of the spawn point to also be used as the y coordinate. In other words, both players spawn way below the map. Your x coordinate is the distance traveled from your initial spawn which does not include death respawns. Therefore, the further from the beginning of the game the characters are, the longer you fall back down and the more can be skipped. This is why highway skips get progressively longer throughout the run. This is also why we reset twice during the run. These resets ensure that we do not dramatically overshoot key areas i.e. the final enemy which triggers the end credits.
Twitter:
http://twitter.com/benstephens56
http://twitter.com/yashichidsf
- Hold are to crouch shield, and hold down the item menu button.
- Enter the home menu when the rocks are very close to Link
- Upon reentering the game, continue holding R, and buffer a stick input to crouch stab.
- Remove deku stick from your equips.
http://twitch.tv/benstephens56
http://twitter.com/benstephens56
http://twitch.tv/benstephens56
http://twitter.com/benstephens56
http://twitch.tv/benstephens56
http://twitter.com/benstephens56
This revolutionary speedrun of Ocarina of Time 3D will beat all of the dungeons without opening a single door. This special speedrun has been done in entirely real time but utilizes savestates in order to achieve the highest level of optimization possible. This will perhaps be the most unique 3DS speedrun to date. Don't miss it. This run will premiere at twitch.tv/zfg1 in early November of 2019. Follow him on twitch and me on twitter for updates.
http://twitch.tv/zfg1
http://twitter.com/benstephens56
This can be chained with a Odd Mushroom Void Warp to give yourself a ton of void warping options. So this discovery is kind of a big deal I think
1.) Clip into Kakariko Talon House and set FW
2.) DHWW and play Bolero
3.) Open the SoS grotto and DHWW again
4.) Continue and leave the grotto
5.) Perform a glitchless groundjump to get past the guards and catch a fairy to from the gossip stone
6.) Do an invincibility glitch hookshot jump in the guard house to get on the seam
7.) Void warp to Jabu Jabu Boss
8.) aftering voiding out enough to reach 0 HP, zombie sidehop left after about 2-2.5 seconds from spawning in (when you hear the audio cue)
9.) Navigate on the out of bounds collision without falling and voiding out and without clipping back in. Follow my movement in the video
10.) Megaflip into the Jabu Jabu loading zone
11.) Beat King Dodongo Like normal and enter the Blue Warp
The Goron Ruby CS will play like normal. King Dodongo was already dead on this file which is why I didn't fight him. Coincidentally, this entrance takes you to Hyrule Castle again, so this can be chained to market for other DHWW possibilities if the route permits it.
Get in the spot I showed in the video with the correct angle. Set up the restricted items for the Goron missile by taking the picture. Once you save the picture, hold up and pound almost immediately. Make sure you begin holding L at some point. Hit A to cancel the pound as soon as you hit the ground, and then immediately begin holding B. Release B when you get close to the loading zone (look at minimap) and the hit ocarina to gain control. Navigate to the loading zone.
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