Glitches0and0stuff
Snowhead OoB dives
updated
This video is a follow-up to: youtube.com/watch?v=TJT2rNifA8M
This video describes an effect where you can save then, after a short delay, re-load all your save data. I show the concept by saving with 10 sticks, breaking one to go down to 9. A few moments later that save data is re-written into the game and so my stick count gets written back to 10 again.
A non-comprehensive list of things that get 'saved' and 'restored' with this glitch:
- health
- rupees
- equips
- item counts
- current transformation (save data one only)
- scene Flags
- eventInf and weekEvent flags
- time of day
- current day
- cutscene index
- equipped mask
- minigame scores
I hadn't seen a video of this so I decided to make one.
I just made this quick and dirty setup where I shield turn 45 degrees up-right and jumpslash when I can see sakon's whole body in c-up. It's not precise but I'm sure better setups could be made down the line.
The trajectory we get from the clip isn't good enough to get into the loading zone normally, but if we target a chu we can turn link around in midair and jumpslash into the loading zone.
The position and speed values required for the clip are a bit complicated, to help anyone recreate this here are the relevant memory values for the three frames before the clip:
FRAME 1 (Holding right to decelerate link otherwise bomb wont boost me):
Y velocity = -8.5
Y position = 14.2549
Z position = 21
Linear velocity = 4.75
Movement angle = 1505 (signed, decimal)
FRAME 2:
Y velocity = -9.5
Y position = 0.0048 (must be close to 0 this frame to collide w/ step wall)
Z position = 21
Linear velocity = 3.75
Movement angle = 1505
FRAME 3 (Bomb hits me this frame)
Y velocity = -10.5
Y position = 0
Z position = 23.570
Linear velocity = 15
Movement angle = -10743
A more technical description:
When you're in the koume/swamp/town archery minigames, link is assigned some minigame ammo. When link has minigame ammo his B button will automatically be set to bow UNLESS a particular flag is set.
That particular flag is an eventInf flag which is also responsible for disabling your B and C buttons while you're on the poisoned swamp cruise boat (you may recognize this as one of the flags that you can affect with BA). Because it's eventInf, we can get rid of it by simply playing song of time.
For some reason currently unknown to me, starting the boat cruise in the air gives link some minigame ammo which means that when we get rid of the eventInf flag with SoT the criteria will be met for putting bow on B. It seems that when we land (if we are not targeting) the game will realise that link shouldn't have minigame ammo will remove it, causing link to lose his bow on B. Again, I'm not sure exactly how the logic around this minigame ammo works.
Anyway, if we use 0th day to technically be zora and then die, we can keep bow on zora B. I use it at the end of this video to get weird B but you could also in theory save the game with this and have it as an easy method to restore temp B through a moon crash onto zora's B button.
Also forgot to mention, but to get the zora text you need to break the pots and then do timestop before the zora can talk to you, that way you're able to make it all the way back to the owl. That's what I did just before the start of this video (also, the zora can't talk to you while your A button says "check"/"read"/"talk").
See the other method too: youtu.be/H5LUiJZqAK8
One way to set this flag to true without being locked into the text box is to read it normally and then close the text box while the owl is culled (i.e. off camera far enough that it disappears and its code stops running)
I demonstrate using goron missile to build up huge speed. When you target something readable like an owl it remains targeted and readable for a number of frames, no matter how far away the player gets in those frames. So by building up huge speed, targeting the owl and then immediately zooming away, I still have a few frames to talk to the owl even though I'm nowhere near it. Combine this with clever use of Z-targeting to snap the camera to link quickly and you can end up talking to the owl with your camera far enough away that the owl is culled.
You can see the code here, this "update" function runs every frame while the owl is not culled: github.com/zeldaret/mm/blob/ed4da0ecef698ad0112c7cdf575368ac3c61903b/src/overlays/actors/ovl_Obj_Warpstone/z_obj_warpstone.c#L134
This leads to a new owl save storage locations and new maps to try out title screen state (I haven't tried many, I did try mountain smithy but it crashed)
Video on on Goron missile: youtube.com/watch?v=Oji_TQOBag8
I can't find the original video of the original title screen state glitch, but it required voiding while talking to an owl as seen here: youtube.com/watch?v=Gkyx2F7BV5k
The crux of this trick is a new discovery called Ledge Down A which unlocks a new way to use items which shouldn't normally be usable (see youtu.be/OQ7lI3T-U18 )
In order to turn human, we need a mask and in order to use the mask we need lens of truth. Our goal is to get these two items in first cycle.
In first cycle the only masks we can get are the Keaton mask and (by extension) the postman's hat. In order to do so we need to bring a powder keg in from a second file so we can clip into the laundry pool. It's a complicated setup but it just barely works.
The lens of truth is slightly easier, we just need to escape clock town and backflip past the snow boulder into the mountains.
From here, we can get the lens of truth and perform Ledge Down A using the ice platforms in mountain village, allowing us to use the Keaton mask and turn human
Full unedited video: youtu.be/SZGdWqCZKL0
I haven't been able to get the platform to dip link far enough down in the water to start hopping but I noticed if I hack my coordinates horizontally so that he's no longer hanging on the ledge, I can get Ledge down A
Only problem is that I have to hack my coordinates quite far out in order for it to work...
I have a theory that being far away from the pivot point of the ice platform actually causes some weird collision behavior to pull link down more (because link is supposed to follow the motion of whatever he's standing on). I'm not sure about that though
However if the B button is disabled then the C button items are not specifically disabled. When like this, you can swap items around in the pause menu and the buttons retain their usability (providing you can find a way to use them)
This video shows a few new examples of how to achieve this effect.
However, there is another way to put whatever item is on stored B back into link's B button again (For human link) and that is to die without kokiri, razor or gilded sword on B (and without B being disabled).
I show two examples of this:
- In the first I have nuts on human link's B button and set stored B to empty bottle via Cremia. After doing this, dying restores the empty bottle onto link's B button
- In the second example I get takkuri to steal link's sword while he is wearing bremen mask to prevent the B button from being disabled. A death here restores the gilded sword on my temp B button even though takkuri stole it.
At the end I mention how this could be used to restore a stored B value from across a moon crash. There is already an older method to do this which you can find out about from SeedBorn's video: youtube.com/watch?v=F0IPzQLlg74&t=0s
Any item on this C button remains usable until Ledge Down A is cancelled.
Previous video on Ledge Down A: youtube.com/watch?v=bQRyFUydNM0
Sorry about the screen tearing / low quality! I need to work out a better recording setup.
Ledge Down A in MM3D: zeldaspeedruns.com/mm3d/tech/down-a
The "check" action on the telescope in PF is technically a "check" dialog (with no text) so you can break out of it with stored text (using this concept: youtube.com/watch?v=a4RRKv-Jc-Q)
Since the scene transition fadeout starts straight away, you can't control link or do anything that fun. I trigger the door opening cutscene here which is about as exciting as it gets (can't do that while using telescope normally)
Equipping the hylian shield forces links shield hitbox to change shape and position, therefore allowing link to take damage instead of just eternally shielding the explosion. Find a way to do this without the hylian shield to win an OoT nobel prize
If you want to play around with this yourself, here is the branch on github: github.com/AdamKiddle/gz/tree/uncull_region
In order to make ROMs and wads you'll need to check out the instructions at the bottom, under "BUILDING". This is quite a lengthy process though so if you want the game pre-patched, you can message me on discord and I'll see what I can do.
If you have any other questions feel free to ask!
Help me buy a new computer: ko-fi.com/glitchesandstuff
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Commentated Version: youtu.be/_WTw_p36GbI
Raw footage (no camera hack): youtu.be/7aMENsdPm98
Music: First To Last - Gunnar Olsen (from the YouTube Audio Library)
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Everything you see in this video is real movement in Ocarina of Time which is possible without any hacks or cheats. See the commentated version above.
This is the first in a series of Ocarina of Time Parkour videos. I didn't know at the time of starting this that I would want to do more but honestly this has just been super fun and I have a million ideas about how to make this even better!
This type of content is traditionally called a "freerun TAS". In a TAS (Tool Assisted Speedrun / Tool Assisted Superplay) we use savestates, slowdowns and other tools which allows us to go over each section of our gameplay over and over again until we get the perfect movement that we want. Once we've worked out the perfect inputs to produce the perfect movement, we can play it back at full speed and watch the results of the TAS!
Normally, an emulator is used for this purpose and the vanilla game is used with no hacks. I decided I wanted to produce something a bit beyond the usual TAS video. I wanted to make something cinematic - that's where the OoT practice ROM comes in! The practice ROM is a regular vanilla OoT ROM patched with a really useful toolkit, one of the tools in that toolkit is the free camera. Other tools include the ability to turn off the game audio and ingame minimap.
You can download the practice rom here: practicerom.com
With these tools and some video editing software, I produced this movie. I hope you enjoy it!
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I learnt a lot while making this video. Unfortunately I wasn't able to use full uncompressed HD video due to my laptop not being very good. I'm taking donations toward a new PC to make better videos in the future, see the link at the top - but you should consider donating to BlackLivesMatter charities first blacklivesmatter.com/partners
I recorded this at 960x720. But I realise that I should've used a higher resolution and cropped out the cutscene bars at the top and bottom. There are so many ways to improve and make this video look better and If you have any specific feedback on what you liked or didn't like, please let me know!
Much Love ❤️
Subtitle: "Skip 99% of Desert Colossus!!!!"
Normally you can't megaflip or megasidehop off a bomb that you drop directly below link. By using a second bomb which is positioned slightly forward from link, we can get it to explode in just the right place allowing it to hit link's shield and give him -18 speed.
Unfortunately, if we're shielding after that, the explosion hits the shield a second time and turns it into a hover. And if we're not shielding after that, it instead hits link, knocking him out of the air. Luckily for us, if the explosion hits link down to 0 hearts, he retains his full -18 speed and continues flying backwards.
Setup is included however there are probably other frame combinations that work!
Another note: If you use NL you can do a normal megasidehop without dying (video coming soon) - above I mentioned that if you keep shielding at the end, the explosion hits your shield twice and turns it into a hover. with NL those two hits will both give him -18 and he'll continue to fly backwards normally.
Feel free to ask questions about this!
If you're hovering with the hover boots and link's also in his damage animation, pressing FW will lock him in that frame of animation until the hover boots run out. Note that this does not have to be a hoverslide, I just did that for fun
First, I store a ground jump. Then, I A-slide off a bomb to get -18 speed and turn that momentum into a hoverslide. At the end of the hoverslide I perform a ground jump, drop a chu midair and jumpslash. The combination of the ground jump, jumpslash and knockback gives me enough height to trigger the loading zone into the inner tower!
I'll make another video to test the questions I raised at the end. I'll try to remember to link it here.
Hopefully youtube doesn't muder the quality again but if it does then sorry.
Here's an example of this kind of GID: youtube.com/watch?v=USIoXmZRUI4
Remember, in order to successfully SRM something we need:
1. The actor link is carrying to de-allocate
2. The actor link is carrying to be culled while it's de-allocating.
We solve criteria 2 by using the GID glitch to pick up the bush but have it stay in it's initial position. Therefore we can cull it simply by having it off camera.
We solve criteria 1 by using the broken bush. Normally, held actors get a special property set that prevents them from de-allocating while link is holding them. A broken regrowable bush like this is special in that it never actually sets that variable.
This is very niche and most likely never useful, but I thought I would document it anyways!
The trick uses “Stale Reference Manipulation” (SRM), a trick which allows us to edit memory values that we normally wouldn’t be able to edit. Using this, we’re able to make the game jump to some code that we’ve written to take us to the credits.
Here is the original video of the trick by MrCheeze:
youtube.com/watch?v=lg5a2LfZDcM
Here is the current fastest speedrun at the time of typing this:
youtube.com/watch?v=XvX6AT-HjAg
Here's a video guide on how to perform the speedrun by Savestate:
youtube.com/watch?v=myRFyL9CxZs
Here is a reddit with an explanation by mzxrules:
reddit.com/r/speedrun/comments/ep0edw/rta_viable_credits_warp_in_kokiri_forest/fehg486
Here is a document outlining the route used in the speed run and how to perform it:
docs.google.com/document/d/17V-Z-Q6ilsdsU3UU4PXRlaQ7WYxLAbFF7wxAU1HpcYo
Fig02 made a video explaining another kind of ACE, in Goron City. The concept is similar, this video goes into a bit more technical detail if you’re interested in that: youtube.com/watch?v=RoEmGCNsbno
Here are my original videos where I discovered SRM:
youtube.com/watch?v=6Q2Goj6DYOE
youtube.com/watch?v=UZHK6B9G7S4
In the speedrun, there are a few extra things that are either different from the video, or that the video doesn’t mention. These are:
- The speedrun actually clips past the kokiri guard before getting the shield using a Triple-Slash Clip (TSC) instead of with the crouch stab method I showed.
- After slingshot you need to savewarp back to the start, otherwise the game won’t be able to load the cutscene correctly
- When heading from the deku tree to the kokiri forest area, you need to load the deku tree area again 3 times, firstly with your sword charged for a spin attack, and the next two times with a slingshot seed readied. This is so that the correct values in memory are in the correct places for the trick to work properly.
- When doing the walking while talking glitch, you need to break the two signs here in order to make sure the memory is set up correctly.
- After the SRM, you need to break some extra rocks so that the slingshot seed can occupy the area in memory that these rocks took up.
*Note from the video: In the clip with the chest in deku tree, I hack some values into the game to demonstrate this SRM in a way that normally wouldn’t be possible. The way we edit the chest contents here in reality is a bit more complicated, although I decided to do it this way for demonstration purposes.
Big thanks to everyone involved in this trick, the OoT glitch hunting community is as strong as ever and I can’t wait to see what crazy things we end up with next!
Be sure to ask questions!
- ESS + throw rang, then hold down on the shown frame and roll.
- Exit door on first frame possible (4th frame of boomerang curving)
- backflip 2nd frame of control after door
- Pull cutscene item on frame of landing
- Sidehop on the correct frame
(I pull and shield the chu here)
- Backflip on frame after landing
- Pull bean frame after landing
- Sidehop on correct frame
- Jumpslash and hold up on frame where y = -210
No audio - sorry. I've sped a lot of this video up slightly too.
Once you're in the scrub room, you need to drop a fish, then wait a while before dropping all the other necessary items. The idea is that the fish should despawn and the explosion from the chu a bit later should take it's place. - The timing for this is not strict at all.
Once you've spawned the heart, the setup requires you to throw the boomerang, drop 2 chus, drop 2 fish, drop bugs, then catch the boomerang. Then you should throw the boomerang again in an ESS shuffle and drop a bomb before exiting the room.
The room exit + jumping down hole setup is in danny's video youtube.com/watch?v=6rhl_VFo0xs However I do not know if there is a setup to find the initial standing position yet.
You should also drop a chu before going down the hole to B1.
There is potential to make this setup work without the bomb by using a chu instead. If we're able to make it explode quickly, that would work as a replacement for the bomb (requiring no bomb bag)
This is a heap setup which aligns the heart drop from the scrub with the chest in B1. This would allow zelda's letter chest SRM and not require moving a door at all.
I don't do the full trick in this video, this is just to show you how to set up the heap in a way that would make the trick work. For the full trick you would need to catch the boomerang at the same frame link loads B1, and be in the perfect position.
I really think this is something that will be possible in RTA. Not only can the coordinates here get us Ocarina of Time, Megaton Hammer and Longshot in the chest, but we can get Zelda's Letter too, which unlocks a lot of GIM potential (see my last video).
Here is a pastebin with some useful info about setting up the trick:
pastebin.com/jV4sBqAn
At this point we need people to help find this setup to make it RTA viable. We think the best way to get the rang to catch up to us while we're going down the hole is by using a jumpslash midway down the hole so that the boomerang has time to catch up.
Enjoy the setup finding! I'll work on a gamecube heap setup too
This means we can GIM multiple different items using the same chest. And what's great is that using a certain GIM techinque (youtu.be/vyDLafct1NY?t=92) we can keep receiving our items over and over again in quick succession! Here are the list of things we can get with GIM (http://bombch.us/DE4I), see "resulting slot (version)" for the items you get from this GIM.
Another thing to note is that this same setup can also be used to make the chest contain longshot, lens of truth, ocarina of time, hammer, cojiro or empty bottle.
This took weeks of my life to figure out and plan, a huge chunk of that time went into developing a python simulation tool to help find setups for the kinds of manipulations we're doing here. It's all very precise and difficult, but feels great to pull it off.
One thing to note is that on GC, the way actors load in is slightly different (the "nodes" between actors are smaller) so this setup wont' work on gamecube. But next I'll put my simulator to work on a gamecube setup.
I'm going to make a couple of quality-of-life improvements to the simulator and then I'll release it to the public.
In general, due to the technicalities of the trick, it seemed for a while that in order to edit the spawn parameter, there had to be at least 2 of that actor in the current room. I recently discovered that we can bypass this check by loading the room with the actors we're editing on the same frame we catch the boomerang. So here I'm doing exactly that.
This actually opens up a lot more possibilities. The coordinates in this tunnel line up nicely so that the items we can get from the chest here are:
-Red potion
-Green potion
-Blue potion
-Bottled fairy
-Lon Lon milk
-Ruto's Letter
-Magic bean
-Skull Mask
-Spooky Mask
This also means we can perform GIM on those chest items, since luckily for us there is water in ice cavern. From GIM, we can get:
-Deku Stick
-Fire arrow
-Zelda's Letter
-Pocket Egg
Here is a slightly outdated document about using SRM to move stuff around (rather than change chest contents) by Fig, it's gonna get updated later tonight (or soonish at some point) to include the new stuff
docs.google.com/document/d/1qHHEqH26KxNC3HIYztA1SeP0ReDK24hnX8oP-DmtkSE/edit
In the first main room of ice cavern, there's a loading plane pretty high up which leads into another small room with an underwater door. That underwater door leads to the iron boots room.
The idea here was to use SRM to move the load plane down to ground level so that I could load that small room from ground level. I then proceed to use SRM a second time to grab the underwater door itself which loads once you go through that load plane. Succeeding this, I tried entering the door expecting it to load the Iron boots room...
And it actually does! for about 3 frames... and then unloads again and all the doors and loading planes pop back into their proper place. I have no idea why. It's a bit weird
Ah well, worth a try.
(SRM = Stale Reference Manipulation)
Video about spectrum: youtube.com/watch?v=yJ9AyvPMcIw
List of memory sizes for these actors: pastebin.com/B2S9Ztxz
Feel free to ask about questions!
Huge thanks to a bunch of people for getting involved with this. Thanks to mzx for spectrum. Thanks to Fig for his wisdom, teaching me how to use these tools and finding out important info about actor culling, pointers and more. Also thanks to Exodus, Spinout, Tharo, Natalyahasdied and a bunch of more people, without whom this trick wouldn't be possible.
The details are pretty complicated to get your head around, here's a video attempting to explain things: youtube.com/watch?v=_7E4dFD8Bmw The basics are the following:
When link carries an object, the game updates the X,Y,Z position of that object to be just above link's head every frame. That XYZ data however can be written to other places, such as the X,Y,Z floats of other objects (for example: here I'm updating the X,Y,Z of a door, making it look like link is carrying it youtube.com/watch?v=UZHK6B9G7S4).
However, the real powerful thing is that you can write this X,Y,Z stuff to other variables in the actor too. That's exactly what I'm doing here. By making link's held object pointer point to 16 bytes before where the chest is loaded in memory, the Z position data gets written to the variable which decides chest contents instead.
Since it's based on position, there are only a few items you can get from the chest in this area (due to the fact that you're limited in how far link can explore his Z coordinate in the tunnel). The items you can get from this are towards the late trade sequence. You can get prescription, poachers saw, bgs, and a few others.
Pretty neat! Please feel free to ask questions as always :)
If the thing link is grabbing is culled (off camera/unloaded sorta) as the room unloads, link is able to still keep grabbing this object that no longer exists. (The thing he's "grabbing" is just stale data.)
Then, when he enters into another room, new stuff gets loaded into the place of the stale data link is holding. In this case, a door loaded in it's place so link ended up carrying a door.
Big props to ProbablyButter who technically found this first in MM without any of us really realising what happened. youtube.com/watch?v=yHOo4DKjeUs
By the way, if you're wondering how I got that grass to grow there on the bridge, there's a trick where you can reposition grass by picking it up as it's breaking.
Any questions please feel free to ask!
This is what happens if you get the door low enough to enter (see previous video youtube.com/watch?v=6Q2Goj6DYOE)
Edit: it seems like you have to watch the main room cutscene for this to work?? Doing more science right now
This competition was previously headed up by Eumeus14 at youtube.com/user/Eumeus14, props to him!
The goal of this task was to reach 0 hearts with the following rules:
- No taking more than 1 hit from anything dealing 1/2 a heart or more
- You may take up to 1 heart of damage from things that deal less than 1/2 a heart
- Goron mask is banned.
For the record, this task was set by Eumeus and I submitted both my solutions before I had seen any other solution - Keeta and I genuinely both just had the same idea.
The results:
1st: Kaztalek (0.200 seconds)
2nd: GlitchesAndStuff (22.3377 seconds and 1.118 seconds)
3rd: Eumeus (30.948 seconds)
4th: Chabo (33.950 seconds)
5th: Olayer1 (51.251 seconds)
Be sure to join the next task!
Music was:
- Pokemon Gold/Silver - Lucky Number Show (youtube.com/watch?v=epwA8VIbEFo)
- Oracle of Seasons - Dancing Dragon Dungeon (youtube.com/watch?v=2OdHygmiJqk)
- Twilight Princess - Goat Herding (youtube.com/watch?v=wqhKc01xyBs)
- Majora's Mask - Milk Bar (youtube.com/watch?v=Pvf3gGkdVnU)
In this video I go through a well-known glitch which is exclusive to the N64 NTSC-U version of the game (and it's VC re-release) called "Unrestricted Items on Epona". I also then go through a concept which is less well-known, but in my opinion is a lot more interesting, called "Epona Hovering" - Epona Hovering was found by Kaztalek (youtube.com/channel/UCYn8nFCOsUZ3edRDCsbakAw)
I will be referencing this video in an upcoming video series where I introduce and explain all the B button glitches in MM.
If you have any feedback about this video, I'd be very grateful if you let me know. I'm trying to work out how to be as clear as possible for these videos.
Also, if you have any questions, feel free to ask in the comments!
Stand facing the rock and then go to the next day, then do 2 neutral rolls while the camera is still locked up in the air (You can only target an start rolling after the HUD appears)
See in the comments of Rocmox's video, Notwa (Connor) already knew this, however until now there has been no video, so I thought I'd make one.
Thanks Notwa!!!
Turn left
sidehop
sideroll + retarget
Backflip
Sidehop *3
When you land, backwalk and pull stick (you have like 5 frames)
turn left
backwalk to bridge
Nimpize Adventure was made by Ostrealava02. It's a ROM hack which takes the original dungeons from Ocarina of Time, remixes the puzzles inside and adds an extra level of challenge. Outside of the main dungeons, the game features new story and extra custom side-dungeons and areas. It is an excellent Romhack and I recommend it to everyone. More information about Nimpize Adventure can be found here: youtube.com/watch?v=sotmg3OiVfI
A Tool-Assisted Speedrun (TAS) is a speedrun which has been prepared on an emulator, using slowdowns, savestates, frame advance and precision input control. The idea is to plan carefully the inputs at each section in order to create an extremely fast speedrun with perfect or near-perfect inputs which would not be humanly possible in real time.
In this TAS I aim to beat the game as fast as possible with no other restrictions (known as any%). To achieve this I make use of many glitches and sequence breaks in order to skip the majority of the dungeons and head straight to the end of the game.
If you're interested in Nimpize Adventure Speedruns, check out the discord server: discord.gg/C2YHdse
Unfortunately, it has only been possible to produce this TAS using the 'Jabo' graphics plugin due to crashing issues. As a result, some of the maps (most notably the Majora's Mask imported maps) don't look as crisp as they would using other graphical settings. Apologies for this.
This TAS was created over about three weeks and the goal was to reach as high optimisation as possible in a short period of time without spending multiple days on any one area. As a result, there is definitely room for more optimisation in this TAS. I chose to do this for three reasons. First, the TAS is of a Romhack, so it's a 'just for fun' TAS for which I don't feel the need to be as purist about optimisation. Second, a TAS optimised in this way is far more likely to be finished than a TAS which requires weeks of work on any one section - finishing this TAS was a major priority. Finally, I have another TAS project that I will be working on increasingly more soon, which will be my true call to complete optimisation.
Feel free to ask any questions in the comments and enjoy!
Owl save voidwarp: youtube.com/watch?v=ldNd5RJGhew
Powder Keg across files: youtube.com/watch?v=VRdS_RekXpg
The concept is to take a powder keg to a 1st cycle file using the above concepts, and then use it to indextrick into kafei's hideout.
Once inside, you need to pause through the prompt to kick link out at 10pm on day 2. The most optimal is 10 pauses but it depends when you start pausing.
Note that this trick is english only because it requires owl saves. If we found a way to use the masks on English, we could turn human in 1st cyce. Currently there is no way to do this on the English version of the game however.
Here I show that you can use ledges to interrupt link's roll instead of a damage source, thereby allowing HESSes with just a single damage source.
This concept has been kinda known for a while (I use it in my Goron race TAS and for a blast mask weirdshot), but never properly documented until now.
Note that we can also use this for megaflips, Aslides, Zslides, etc.
If instead, link has an item in his hands and you pick up the cucco just before it starts running, it will enter a strange state where instead of it flapping around in link's hands, it will be completely motionless. If you throw the cucco like this it will reach very high speeds, thus becoming a HYPERSPEED CUCCO!!!!!! (see the clip on the right.)
This video shows a comparison of the two cucco speeds. Kick back with some snacks and enjoy the show!
To clip OoB with the vines like this you need ISG, and then you need to vinegrab and shield at the right timing. If your shield gets hit by some damage source then you'll be hovering OoB. It's kinda precise actually.
To do the jumpslash you'll need to have blank B otherwise the stick won't be usable and to actually hit the loading zone you need to be pretty high up on the vines unfortunately so we can't skip those 4 seconds of climbing
Note that in this video I'm targeting a different direction than just straight against the vines. I'm not entirely sure but that may be what makes this possible with a chu
youtube.com/watch?v=yKaT7hI9IlQ
Requires collection delay of the mask and the hookshot
I think either this or the thing that I do at the end of the 'Carnival Court Route' video causes messed up flags btw. After these attempts the next time I came into the level the cat lady was gone and the level end was already up -- Watch live at twitch.tv/glitchesandstuff
This was on one of my streams -- Watch live at twitch.tv/glitchesandstuff