azer67
TWW - Ganondorf Cutscene Skip
updated
Does not work with the switch unfortunately. Interesting though.
Explanation video: youtube.com/watch?v=NS479mHpksA
First, you need to activate the menu storage. Here are the steps :
- Pause and open the flag at the same time
- Go into attributes and close it
- Go into attributes again and spam close quickly (you should get a black screen here, if not try again)
- Open the flag and close it (you gain control of your character)
- Pause and open the flag at the same time (like the first step)
Now we can start glitching out stats :
- Go into attributes and put all your points into defense
- Go back twice to end up on the attributes menu again, but this time with control of your characters
*Here be very careful about how you put points in. If you do things wrong it can fail easily*
- Put all your points in luck (input left)
- Input left on defense to start going into the negative. Stop at around -100. Assign.
- If you're lvl 2 and have 6 points normally, put 3 points in vitality and 3 points in might. If you have more points, put points in these two stats such that the sum is lesser or equal to the amount of points you normally have. The higher numbers the better though. Assign.
- In any menu : Put 99 luck (input left), put 0 defense (input left), overflow might as much as you want (hold right), underflow vitality (hold left) until you have positive points remaining. Once you do, assign (don't assign with negative points remaining).
The autosave entering the manor is NOT necessary. However, and this is VERY important, you must reload the last autosave you get before entering the manor, in the flying waters. This will make the first autosave in the manor actually stick for this skip to work. I didn't realize all the correct steps when I found this.
That last autosave is either in the tunnel before entering the manor, or when entering the area with the demineur enemies. You cannot get both autosaves, so reload when you get one of them. Triggering the demineur into appearing might be needed too?
The trick here is to press X to leave the manor and WAIT A SECOND before opening the pause menu. Looks close to the other method, needs timing.
Neither the menu storage stuffs nor null warping is new, but maybe some of this is and I'm making a video for my own documentation.
By pressing Start and then interacting with the flag, you can have both menus open at once. Go into you attributes then back out completely, and you will have the pause menu stuck on screen forever (until a loadzone). This menu can be closed perpetually with b and opened infinitely with start. This is not necessary for the next step but it has some nice interactions.
If you interact with the flag, go into your attibutes, then fully back out with b as quickly as you can before the attribute menu comes out, you will get stuck on a black screen. In this state, interact with the flag again and back out, and you will have control of your character while the screen is stuck to be dark. In this state, you can *press start to open the flag menu remotely*, which could be useful to learn skills or improve attributes far away from a flag.
If you rest and press b during the resting fadeout, the fadeout disappears and the camera comes back to the character, but the flag menu stays open. This is pretty great to be able to move around while actually seeing things.
After activating the cutscene to enter the manor, you can skip the cutscene and mash b to exit the flag menu and trigger an autosave after the load started, which allows performing a null warp using the remote flag menu. Anyway being able to flag save anywhere could have some interesting applications. In this case for example, my savefile watched the cutscene to enter the manor but skipped the one inside the manor. Being able to save inbetween two cutscenes is interesting.
You can also open the pause menu and load other saves while the flag menu is up which could be interesting.
Open the menu and press X right after to activate the platform during the fadeout. The platform will still move while you are menuing. This is basically an absolutely free menu.
If you have one instance of a corrupted grappling hook (or boomerang), trying to grapple (or boomerang) an item towards you will instead make it teleport to the coordinates of the first instance of the grapple (boomerang) in GAME memory, which is the corrupted instance, instead of making the drop come to you.
This can even work through loading zones: if your corrupted grapple is at coordinates (x,y,z), then grappling a drop in any stage will make that drop teleport to (x,y,z).
A few weeks ago, LegendOfLinkk discovered that storing KoRL's auto-sailing away cutscene has some powerful attributes, particularly a very powerful cutscene cancel effect when it ends: youtube.com/watch?v=6qcTQYe5I10
We immediately assumed this meant this cutscene skip was possible, I'm just uploading it for reference. The good part about this cutscene is that the important flags set when the fadeout into the cutscene starts and not during the cutscene like most cutscenes. Only a handful of cutscenes have this property (deku tree cutscene, puppet ganon defeat cs, playing wga to makar cs, this cutscene).
The problem is getting this cutscene on a triangle island. The best way would be by not having farore's pearl yet, but farore's pearl needs to be placed to access TotG... So this doesn't really work unless you delete farore's pearl from your inventory somehow, which is what I've done with hacks.
You technically don't need to savewarp, you just need to reload the ocean after the correctly timed cutscene cancel. But since I got a dark screen savewarping is easier.
You should check out LegendOfLinkk's channel, he's an amazing glitch-hunter: youtube.com/@LegendofLinkkSR/videos
For reasons that are still being looked into right now, if you unplug and replug the gba while in ganon's tower *twice* then you're able to use the tingle tuner in Ganon's Tower. Only the tingle "hey", red/green/blue tings, tingle bombs and the knuckle shop work. This also only seem to work in Ganon's Tower areas, and not anywhere else. EDIT: It also works on ADMumi
This was brought to our attention by user avengah who dug up an old reddit thread. I knew about the reddit thread but never could figure out anything. Turns out the fact it only works in GT and only if you unplug twice made us miss this. CGF was the one who figured it out.
There is an invisible wall around the entrance to FCP which is counterintuitive. This is to prevent you from going around using a tingle balloon. You have to fly under it.
This does not work with Makar. This was found by someone playing the randomizer apparently (and just learnt about this myself).
Here is my first (not great) setup at skipping the scales room.
Bomb Push Clip n°1 :
X = 596.77209472656
Z = -1378.4049072266
Angle = between 36256 and 36271
Animation Frame = 5
Bomb Push Clip n°2 :
X = 596.3369140625
Z = -1468.4851074219
Angle = between 23568 and 23583
Animation Frame = 12
How to:
- While inside King of Red Lions, pull out the wind waker on the same frame forest water expires (forest water storage).
- Play the Ballad of Gales and warp to anywhere
- Due to the forest water storage, you will be able to jump out of the boat after choosing your warp destination.
- Once out of the boat, get storage quickly and store talking to KoRL. It has to be KoRL specifically otherwise the loading will occur normally, and talking to KoRL must also be done precisely on a frame that will allow KoRL to rise (not all frames work).
If done correctly, KoRL will perpetually rise while you still have control of Link, and the warp won't take you away. Then it's time for part 2 which is to warp back to KoRL's location.
- Pull out the wind waker to open KoRL's text, clear the text and remove storage.
- Perform a wind waker dive, get dry storage and play the ballad of gales when you land.
- Because of the previously cancelled warp, the warp screen will open despite not being inside KoRL. Cancel the warp screen to warp to KoRL, who will be very high in the air if you've waited long enough.
I use this to get on top of Tower of the Gods because it's fun. This doesn't really seem super useful, it's also quite difficult.
This is the absolute final boss of Skyward Sword glitches. The first spin jump to clip on the ledge took me 30 minutes to get, and the last one into the loading zone took me a whole hour (both with savestates). They're just crazy precise.
There is one splice after I clip up the ledge, then a (very) noticeable splice before the last spin jump. I took a very long time to find the correct position to get into in order to spin jump into the loading zone, so I just cut all of that out.
No sound because. When playing at normal speed, DME doesn't update every frame but this is good enough.
This requires storing the first goddess cube cutscene (by striking it and looking away before the cutscene starts).
Both lava hops are frame perfect, the mid-air jumpslashes seem to be frame perfect as well. Triggering the second goddess cube cutscene from afar here is also very precise, we're lucky it's even possible.
My angle was -22063 here, in case someone wants to try this by themselves.
The vine swing to get on top of this branch is stupidely hard. You can't swing straight towards the branch because there's the pillar on the way. So I have to change my swing direction on my way back. Watching this and trying this you definitely learn things about how vines work in Skyward Sword.
This is not useful, and definitely the hardest way to get OoB in Faron Woods found so far.
This was where I found the information initially, but nobody knew about it in the speedrunning community. This is actually a glitch with the french language : palaiszelda.com/twilightprincess/ta_encore.php
This also works on PAL Wii and NTSC-U Wii 1.2, but not on the HD version (thank you the TP speedrunning community for checking!)
- Get the angle from the ledge.
- Sidehop into the corner. You can get two initial positions out of that sidehop, it depends against which railing you're against before sidehopping. I think it does not matter, but just in case I would be against the left railing when facing the corner.
- Backflip. Your position should be X = 120400.906250 and Z = 117678.695313
- C-up and turn the camera and pause buffer until you get the same frame I do. Angle should be 49655.
- Sidehop left.
- Same thing, C-up and turn the camera. Angle should be 5698.
- Pull bomb and drop it on animation frame 39. Just try to copy the video I guess.
X = 120373.0703125
Z = 117958.390625
Animation frame = 39
Angle = between 5696 and 5711 (should be 5698 with this setup)
- Jumpslash up the ledge near the wall (consistent position)
- Targetted slash and hold shield
- Sidehop left
- Get an angle between 41440 and 41455
- Pull bomb and press B on the correct frame
X = -80421.6015625
Z = 320278.4375
Animation frame = 35
Setup :
- Double target the fence (or climb it) for the angle
- Dry roll in the corner (for consistent initial position)
- ESS turn left
- 2 target slash combo
- ESS turn left
- 1 target slash, 2 dry rolls
Your position should be this :
x = 120363.7578125
z = 117967.8203125
- Get an angle between 6276 and 6291
- Pull a bomb, and press B on animation frame 14
- Jumpslash or leaf into the loading zone
A better setup should be possible.
If you are saved in Deep Woods, simply selecting your file will start the thunderhead cutscene, which is annoying for this RBM.
If you commit your storys flag when you start BiT (the same way as FFB, to load the tunic), and then collect a rupee with a file that has the goddess sword, you unlock the ability to call Fi in BiT.
If you skyward strike the log with a diagonal slash, and call fi precisely as the skyward strike hits the log, you can open your file without the thunderhead cutscene starting, and then closing the fi text with give you both early thunderhead and the logs flag. This allows for performing this RBM from deep woods instead of having to do it in the main Faron area.
This video is TAS.
I found the krabble jump on console, but it was thanks to the moonjump cheat that I realized getting OoB was realistic.
This is actually pretty easy minus the RNG aspect of the krabble jump.
This seems pretty much useless. If you can block with Shulk or Fiora, you could do this to reach Junks before meeting with Reyn and co, but the Junks door is closed, and Linada has no text (it's pretty funny) so you can't make progress.
Sorry about my movement being sloppy. This one is a bit annoying to setup. To get WWT, simply perform Pot Skip.
By cuing up a day/night transition right before entering an interior, you can get the cutscene to play as soon as you leave. When it overlaps with the cutscene of leaving the treasure room after exiting Rao's tunnel, this gives you a state where the next dialogue gives you WWT.
Cutscenes that have the properties of giving HLNC are the cutscene where you see Ammy sit down on a bed of flower. Usually, we use feeding animals for it, but learning brush powers also works. I use Deluge here, because it's a lot easier to get to than Thunder Bolt, and it doesn't have more textbox to go through. By getting WWT with Benkei then triggering the Deluge cutscene, I will be kicked out of the deluge cutscene early and put into fishing. This allows me to keep the state during the deluge cutscene, which is HLNC.
Because Deluge is only available after defeating Ninetails, doing this requires avoiding the cutscene leaving the treasure room before Evil Rao, which I can do using a known interior clip.
Nothing new here, but I guess making a public video for posterity does not hurt anyone, because this is always the number one question when it comes to NG speedruns.
The game crashes at the end in this video, but you can instead get HLNC by advancing one more textbox to be on Issun's Text and wait for a day transition. Then feed some animals to get HLNC. On Wii you can instead hug the wall with Kokari's text all the way to the Tsuta Door and feed the deers for HLNC.
This was already possible, but this method is quite a lot easier.
Still, landing in the hallway without being pushed off out of bounds is annoying. I show 4 different attempts that succeed in this video. I'm hopeful we can make something consistent with this.
0:00 Attempt 1
0:41 Attempt 2
1:21 Attempt 3
1:54 Attempt 4
I'm going much higher than necessary for most of these.
(If you were wondering, there is no loading zone to Orochi in the ceiling, otherwise you would be able to reach it with this technique)
From the moment you talk to Samickle up to watching Kai leave for Yoshpet, Issun prevents you from using Mist Warp to leave Wep'keer.
For some reason that I do not know, if you examine the Wep'keer Gate and then try to Mist Warp away, you are able to skip the Mist Warp Cutscene, which is normally not possible. This gives WWT. You can trigger a day/night transition to regain control. Maybe you can also regain control by checking the sign near the Origin Mirror, but I'm not sure.
Strangely enough, examining the Wep'keer gate works, but most signs don't. I'm not sure what makes one work but not the other.
This method was originally found by Raku in this video, using the Inner Yoshpet Origin Mirror: youtube.com/watch?v=yc0HFaNZQ1s
This new method can be done much earlier in Kamui however. Hopefully we can find a way to trigger HLNC in Wep'keer.
I found a way around this problem using this vine clip from the kitchen.
I show how to get ICB with this WWT: examine the well to get a different text. That text can gives you type 2 WWT by advancing it (making you lose control over Ammy). Draw Sunrise/Crescent, then advance that text to lose control before the day transition happens. Close the textbox to get ICB.
Feeding dogs with ICB crashes after the feeding cutscene.
Trying to leave Kusa with ICB seems to give some sort of WWT back, but I don't know if you can avoid the loading from happening.
Sadly there are no animals in that cave, otherwise we would have a much more efficient HLNC method in Kamui (HLNC = Height Lock No Clip glitch).
Once OoB, you can run towards the dojo where you can jump below the map. Every interior in Kamui is reachable, but landing in a hut seems to be very precise (you might need to land directly in the loading zone?). If you miss the interior, you softlock because you're stuck in a box (like failing Dojo Clip in Ryoshima).
Bad news: CB2 allows you to put 2 bombs on the ground at once. But it does not allow you to use cherry bombs!! So you still need to learn CB1 from Tama to be able to use CB at all. But if you were to learn them out of order, you would be able to use CB2 as soon as you learn CB1.
Can't really be done in NG because lilypad clip requires galestorm, which can't be learnt without CB1 anyway. So this is useless in NG categories. Still fun though.
This is not a good run: I'm losing minutes on every split. But this run is also very trick-heavy, with a lot of very difficult platforming sequences. Overall, I'm quite happy of this run, especially since this was only my second completed attempt. First try fire tablet skip and a second try wawku catwalk skip definitely carried this run.
I'm sorry about my bad english in this video. My comprehension and writing skills are pretty good, but I rarely get to actually speak english in my everyday life, so streaming in english is quite a challenge.
Also, if you've never played this game before: play this game.
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