Uploaded March 2020 | Updated September 2026, 1 hour ago
TAS Timing (Power on to Last Input): 29:11
RTA Timing (File Select to Credits): 29:04
This Tool Assisted Speedrun (TAS) aims to beat The Legend of Zelda Ocarina of Time (Reach "The End" Screen) without defeating the final boss, Ganon. This involves finding an alternative path to the Credits, in the form of a Wrong Warp.
Special thanks to NAM, Siruox and others in the Zelda TAS Discord for their work on Blue Potion GIM in Bottom of the Well, originally intended for a previous idea for an Any% route.
Also shoutouts to Sam who had previously made the original Ganonless TAS back in 2013, which can be found here: youtube.com/watch?v=EBUIjv2T2Ls
What is a TAS?
en.wikipedia.org/wiki/Tool-assisted_speedrun
Why are the resets so fast and what's with the third file?
This was made on an earlier version of the practice rom (gz), which has instant resets on emulator and the reset command desynced me on this version + the version of Bizhawk I ran it on.
Thanks glank for the practice rom practicerom.com
Why no SRM?
I made this TAS several months ago and finished it around the same time we first properly identified SRM (around September 2019) but refrained from posting it at the time.
Why post it now if you made this months ago?
I figured I might as well post it anyway since I lack the motivation to improve it further (since finishing this a few improvements were found, such as a faster way to skip Darunia's cutscene in Fire Temple, and some parts like the Volvagia fight are sloppy on my part) and this category has since become a legacy category ever since the Any% Credits Warp was realised. Even so, I feel like this still has some interesting moments that make it worth uploading.
Check out zeldaspeedruns.com/oot for information on many glitches seen in this TAS and many more not seen here.
Also check out the Ocarina of Time Speedrunning Discord if you want to follow the progress of Ocarina of Time speedruns and maybe even get involved yourself if you are so inclined/have not already done so discord.gg/7FYGh3d
TAS Timing (Power on to Last Input): 29:11
RTA Timing (File Select to Credits): 29:04
This Tool Assisted Speedrun (TAS) aims to beat The Legend of Zelda Ocarina of Time (Reach "The End" Screen) without defeating the final boss, Ganon. This involves finding an alternative path to the Credits, in the form of a Wrong Warp.
Special thanks to NAM, Siruox and others in the Zelda TAS Discord for their work on Blue Potion GIM in Bottom of the Well, originally intended for a previous idea for an Any% route.
Also shoutouts to Sam who had previously made the original Ganonless TAS back in 2013, which can be found here: youtube.com/watch?v=EBUIjv2T2Ls
What is a TAS?
en.wikipedia.org/wiki/Tool-assisted_speedrun
Why are the resets so fast and what's with the third file?
This was made on an earlier version of the practice rom (gz), which has instant resets on emulator and the reset command desynced me on this version + the version of Bizhawk I ran it on.
Thanks glank for the practice rom practicerom.com
Why no SRM?
I made this TAS several months ago and finished it around the same time we first properly identified SRM (around September 2019) but refrained from posting it at the time.
Why post it now if you made this months ago?
I figured I might as well post it anyway since I lack the motivation to improve it further (since finishing this a few improvements were found, such as a faster way to skip Darunia's cutscene in Fire Temple, and some parts like the Volvagia fight are sloppy on my part) and this category has since become a legacy category ever since the Any% Credits Warp was realised. Even so, I feel like this still has some interesting moments that make it worth uploading.
Check out zeldaspeedruns.com/oot for information on many glitches seen in this TAS and many more not seen here.
Also check out the Ocarina of Time Speedrunning Discord if you want to follow the progress of Ocarina of Time speedruns and maybe even get involved yourself if you are so inclined/have not already done so discord.gg/7FYGh3d



![[Proof of Concept] ACE Void Warps
Here I show it is possible in the restricted setting of Darunia ACE that it is possible to warp to unintended scenes with very simple ACE. This takes advantage of the Zoneout variables in the games Save Context, the same values used by Void Warp.
The variable I modified here is the Zoneout Respawn Entrance Index (8011B948 on NTSC-1.0), a 2-byte value that stores the index into the entrance table of the scene to return you to when you void out. The value I set it to was 008D, a value for Twinrovas room, so when I void out it took me to Twinrovas room with the room number and coordinates of where I entered Goron City.
Since this makes use of Void Warp related values, similar restrictions apply. That is, void warping to a scene with a room number higher than one available on that scene will crash, and coordinates being bad may end up with you voiding out indefinitely upon arrival or getting stuck.
This is significantly easier than triggering a Wrong Warp, as the only value I strictly must edit is the Zoneout Respawn Entrance Index (but could also possibly modify the Room Number with some additional work) while for an ACE Wrong Warp you would have to modify the Next Entrance Index and the Warp Flag, and to play a Cutscene at your destination you must also modify the Cutscene Setter, which takes specific values FFF0 to FFFC to denote cutscenes 0-C.
As for the ACE process leading up to this, it is much the same as in Figs ACE video, however I shot a second deku seed to store the entrance I want to load as its y-rotation for ease of access. [Proof of Concept] ACE Void Warps](https://i.ytimg.com/vi/p736Py3W41E/mqdefault.jpg)






