Uploaded July 2019 | Updated September 2026, 10 hours ago
Timing (from power on to last input): 2:05:19.280
This TAS aims to beat The Legend of Zelda Ocarina of Time while beating each boss in the reverse order. For more information about TAS or specifics about Reverse Boss Order, see below.
This TAS was made for the Wii VC release of the game using gz (The Practice Rom). For more information on how this was made, see below.
For more information on the practice rom, go to practicerom.com
Thanks to the Speedrunning and TAS communities for all the glitches and strategies used in this run.
Thanks to N3rdsWithGame for the original LOTAD of this run, upon which the majority of this route was based and what inspired me to make this TAS upon re-watching it a few weeks ago.
Thanks to Glank and all the contributors to gz for making this possible.
See the LOTAD (Low Optimization Tool Assisted Demonstration), it has commentary explaining a lot of the tricks used: youtube.com/watch?v=xJUXKm5QXj4
What is a TAS?
A Tool Assisted Speedrun/Superplay is a sequence of inputs effectively allowing a game to be played "automatically" after creating the inputs. The inputs are created using tools such as frame advance, memory watching and savestates to achieve a "perfect" run to overcome human limitations. As such, they are not intended to be demonstrations of skill in any way and this one is no different.
For more information on TAS in general visit tasvideos.org
What is Reverse Boss Order?
Reverse Boss Order aims to beat the game (reach The End screen) from a new save file with the restriction that all bosses must be beaten in the reverse order. This order is: Ganon, Ganondorf, Twinrova, Bongo Bongo, Morpha, Volvagia, Phantom Ganon, Barinade, King Dodongo and Gohma. This order was chosen based on the reverse order in which Navi tells you to do the dungeons in. It is also the order in which the LOTAD of this category used.
What game version does this use?
This uses the Japanese Wii Virtual Console version of the game, primarily for Deku Sticks as adult and less lag in certain areas of the game. This does make the start of the game slower than a run performed on a 1.0 version of the game, however it is my hope that the rest of the run makes up for it.
How was this made?
This particular TAS was made on gz (The Practice Rom) emulated on Dolphin 5.0-9569, making use of both emulator savestates and gz savestates, but only gz frame advancement and recording. All inputs were done using a gamecube controller. This TAS is spliced at each reset, as gz macros cannot continue over resets at the time of making this, however each individual segment is replayable. The "You Will Need The Classic Controller" and N64 Logo was edited in as well, taking care to match frames and have a Virtual Console realistic reset time. Due to all of this, it is not eligible for TASVideos.
Why was this made?
I think reverse boss order is an interesting category with a few unique challenges (for example, traditional blue warp wrong warps are not possible without first beating a boss, which must follow the order) and the LOTAD had a lot of route changes that caused the run to end up a lot longer than it could have. That is not to say that this TAS is completely optimized, it is far from it being my first full-game TAS in any capacity.
Another motivation for making this was to demonstrate what is possible with gz macro recording in a meaningful setting. It is my hope that this goal has been met.
How did you get X/Y Item/Song, I didn't see it get collected?
In all likelihood, it was a glitch called Reverse Bottle Adventure (RBA). For more information on this glitch or other glitches used visit zelda.speedrun.com/oot or join the OoT Speedrunning Discord: discord.gg/7FYGh3d
Timing (from power on to last input): 2:05:19.280
This TAS aims to beat The Legend of Zelda Ocarina of Time while beating each boss in the reverse order. For more information about TAS or specifics about Reverse Boss Order, see below.
This TAS was made for the Wii VC release of the game using gz (The Practice Rom). For more information on how this was made, see below.
For more information on the practice rom, go to practicerom.com
Thanks to the Speedrunning and TAS communities for all the glitches and strategies used in this run.
Thanks to N3rdsWithGame for the original LOTAD of this run, upon which the majority of this route was based and what inspired me to make this TAS upon re-watching it a few weeks ago.
Thanks to Glank and all the contributors to gz for making this possible.
See the LOTAD (Low Optimization Tool Assisted Demonstration), it has commentary explaining a lot of the tricks used: youtube.com/watch?v=xJUXKm5QXj4
What is a TAS?
A Tool Assisted Speedrun/Superplay is a sequence of inputs effectively allowing a game to be played "automatically" after creating the inputs. The inputs are created using tools such as frame advance, memory watching and savestates to achieve a "perfect" run to overcome human limitations. As such, they are not intended to be demonstrations of skill in any way and this one is no different.
For more information on TAS in general visit tasvideos.org
What is Reverse Boss Order?
Reverse Boss Order aims to beat the game (reach The End screen) from a new save file with the restriction that all bosses must be beaten in the reverse order. This order is: Ganon, Ganondorf, Twinrova, Bongo Bongo, Morpha, Volvagia, Phantom Ganon, Barinade, King Dodongo and Gohma. This order was chosen based on the reverse order in which Navi tells you to do the dungeons in. It is also the order in which the LOTAD of this category used.
What game version does this use?
This uses the Japanese Wii Virtual Console version of the game, primarily for Deku Sticks as adult and less lag in certain areas of the game. This does make the start of the game slower than a run performed on a 1.0 version of the game, however it is my hope that the rest of the run makes up for it.
How was this made?
This particular TAS was made on gz (The Practice Rom) emulated on Dolphin 5.0-9569, making use of both emulator savestates and gz savestates, but only gz frame advancement and recording. All inputs were done using a gamecube controller. This TAS is spliced at each reset, as gz macros cannot continue over resets at the time of making this, however each individual segment is replayable. The "You Will Need The Classic Controller" and N64 Logo was edited in as well, taking care to match frames and have a Virtual Console realistic reset time. Due to all of this, it is not eligible for TASVideos.
Why was this made?
I think reverse boss order is an interesting category with a few unique challenges (for example, traditional blue warp wrong warps are not possible without first beating a boss, which must follow the order) and the LOTAD had a lot of route changes that caused the run to end up a lot longer than it could have. That is not to say that this TAS is completely optimized, it is far from it being my first full-game TAS in any capacity.
Another motivation for making this was to demonstrate what is possible with gz macro recording in a meaningful setting. It is my hope that this goal has been met.
How did you get X/Y Item/Song, I didn't see it get collected?
In all likelihood, it was a glitch called Reverse Bottle Adventure (RBA). For more information on this glitch or other glitches used visit zelda.speedrun.com/oot or join the OoT Speedrunning Discord: 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)




