Uploaded August 2019 | Updated September 2026, 6 hours ago
Discovered by dragonbane0: youtube.com/watch?v=9RYJLl6lplQ
Example of application: youtube.com/watch?v=S_3v1ieMbC0
Duping the fishing rod using epona, a boar, or vines, can be used to lower the games memory such that actors can't load. Notice how laggy it is with this many fishing rods, and how it freezes for a few seconds when finally entering the area to unload. I don't understand it so much, go to dragonbane's video.
In the Wii version, GAME heap got the smallest buff, from 4513,792 KB to 7659,52 KB, which is a 3145,728 KB increase upping the number of dupes required from 18 to 72, so 4 times as long as GCN (estimated). As many worms as are visible in this video is as many dupes (ish) as it took to get this to work, idk how many that is exactly.
This would probably be useful in a Wii 100% speedrun, if it hadn't been made impossible in the Wii NTSC 1.0 version of the game, which does this if you reach the same memory level: youtube.com/watch?v=vUz2dn90S18
Happens because of a function that exists in Wind Waker called escapeRestart, commonly known as fadeout. This function isn't present in any version of Twilight Princess except NTSC 1.0.
Sad.
This is done on PAL 1.0.
Discovered by dragonbane0: youtube.com/watch?v=9RYJLl6lplQ
Example of application: youtube.com/watch?v=S_3v1ieMbC0
Duping the fishing rod using epona, a boar, or vines, can be used to lower the games memory such that actors can't load. Notice how laggy it is with this many fishing rods, and how it freezes for a few seconds when finally entering the area to unload. I don't understand it so much, go to dragonbane's video.
In the Wii version, GAME heap got the smallest buff, from 4513,792 KB to 7659,52 KB, which is a 3145,728 KB increase upping the number of dupes required from 18 to 72, so 4 times as long as GCN (estimated). As many worms as are visible in this video is as many dupes (ish) as it took to get this to work, idk how many that is exactly.
This would probably be useful in a Wii 100% speedrun, if it hadn't been made impossible in the Wii NTSC 1.0 version of the game, which does this if you reach the same memory level: youtube.com/watch?v=vUz2dn90S18
Happens because of a function that exists in Wind Waker called escapeRestart, commonly known as fadeout. This function isn't present in any version of Twilight Princess except NTSC 1.0.
Sad.
This is done on PAL 1.0.










![Twilight Princess: Argorok 2 cycle with rare chu jelly [Wii]
Using the double damage from Fairys tears or rare chu jelly, its possible to skip the third cycle of Argoroks second phase.
Used svas method: https://www.youtube.com/watch?v=oL2Nvn9sepA
This is very slightly different on Wii since to drink the jelly or tears you need to have the bottle on B, and so then need to equip clawshot back to B either with the d-pad equips or pause menu, before clawshotting. Drinking the jelly/tears doesnt make link put away the clawshots however, so you dont have to go through the animation of pulling out clawshot, which would waste a handful of frames making the 2-cycle much harder.
In this clip I timed flipping clawshots back to B with the d-pad, and pressed B immediately after to clawshot. This can be very quick, so I want to say ideally Wii would only lose 1 frame to gamecube, but in reality itd be a few frames to timing the equip, then a couple more to clawshotting. This makes the 2-cycle marginally more difficult on Wii than gamecube (not that Ive ever done it on gamecube).
I had the most success pause buffering to when Argorok just begins to shoot the flame.
Originally discovered by dragonbane0: https://www.youtube.com/watch?v=ASY_ooj1OxM
Dragonbanes improved method: https://www.youtube.com/watch?v=WGz2UgerQr4
Mainly made this video so if anyone else tries to learn it on Wii they dont have to mirror a gamecube video and get confused with which pillar to go to etc. Twilight Princess: Argorok 2 cycle with rare chu jelly [Wii]](https://i.ytimg.com/vi/LBPru7Av3vw/mqdefault.jpg)