1-Up!
Game Page: http://speeddemosarchive.com/ZeldaLinkToThePast.html
SS 100% run
Verifier Responses
Decision: Accept
Congratulations to James 'Reaif' Schurig!
SS 100% run
Verifier Responses
Quote:
I – Castle Hyrule I
Runs of this game start out rather ordinary. Navigation through the castle was near flawless: Link only got caught up once or twice, and was hit only once by a bat in the basement, and later by a rat. Heart container. Hooray. Moving along.
II – First endent
Got into the temple about as fast as humanly possible. Early temple navigation seems alright. I love the trick where Link manipulates the damage invincibility to get past the fire skulls and claim the trigger the switch without having to deal with all the malarkey, but the three seconds it took to open the chest I hafta say made me lol. Little accidents are little, however, including the incident with the red Cyclopes immediately before the boss door. Boss fight took exactly 10 seconds from first step to last swing, and based on the runners strategy, I can’t see that happening any faster.
III – Second Pendent
Finally! We have the Pegasus Boots, lets get this run actually running.
At 176 rupees, the runner is well on his way to being set when it comes time to purchase the Flippers later on.
The run of the temple displaces excellent memorization with very few flaws while running around the place. I clocked this boss fight at something like 27 seconds, and judging how much I hated these guys when I was younger, I am happy with that.
IV – Third Pendent
The journey to get Death Mountain was going really well, until the unfortunate incident with the purple turning buggers at the end of the Old Man tour, which caused upwards of five seconds of damage to the run time. Thankfully, the bomb glitch worked to open the big chest early, which is always pretty cool.
Everyone’s favorite boss took 25 seconds, but watching the fight, I feel some confidence could have taken him down a hell of a lot faster. Provided the circumstance, having but one heart and all, the hesitation is understandable, but overall the fight was a little slow and a little sloppy, sad to say. (I checked the TAS so I could gauge a maximum possible for this boss and found a 15 second fight.)
V – Journey to Mastersword and Castle Hyrule II
Watching the runner dip through the lost woods was pretty awesome, and again displayed impressive game memorization. Even managed to pick up that mushroom and a piece of heart while getting around. This part also features this first accidental running wall bump, right outside the castle. The runner makes up for it by whipping the floor with the mace knights in the first few rooms of the castle. Boss fight goes well, with a very effective strategy.
The first moment Link finds himself in the dark world is, by my clock, 32:11. Regardless of the little things, I do not believe there has been an accumulated two minutes of mistakes yet, so it would be interesting to see if this is an achievable point to reach in less than 30 minutes.
VI – First Temple, First Wench
Journey to the temple goes smooth. It was an interesting choice to collect everything in the room of blue rupees, but considering the little time it took, I think I understand it. Navigation here it spot on, especially for a temple confusing as the one. With all the switches and ledges, it’s not hard to ruin a run here. Boss killed in 25 seconds, which I would consider solid for taking down that behemoth.
VII – HAMMERTIME
Hammer glitch is delightfully OoT status. More cool memorization when the flute is found on the first dig, as well as cool luck with the Piece of Heart on the first game. During this time, the runner also gathers pretty much everything to get the 100% from the village, such as a couple bottles, the net, and other goodies. The early access to the bird warp should help out considerably. After buying the first bottle, the rupee count is 591, so everything is looking good for the last amount of money needed for the flippers. The medallion, ice rod, magic powder, and several piece of heart are gathered during this portion as well.
VIII – Second Temple, Fourth Wench
Everything goes pretty smooth here, except one incident where the runner fell off a ledge when escorting Ms. Tra La La, but whatever. All the pieces of heart collected should come in hand for this boss, who can be very nasty depending on what kind of mood she is in. This fight was extremely nerve-wracking for me to watch, I’ll have you know, especially the last five seconds. Clocked at 25 seconds.
IX – Third Temple, Second Wench
The hammer trick finally gets a brief moment to shine again. With new sword in hand, link steals a chest to take to the lock smith. I never knew the bird could help you carry that – something worth remembering. Interesting block glitch used to save about five seconds. Getting the tempered sword early pays off during this boss, who goes down in 22 seconds.
X – Fourth Temple, Third Wench
Using a glitch, this temple is completed very quickly. Actually, the whole thing is done fast, with the butterfly being taken down in 7 seconds. Damn.
XI – Fifth Temple, Fifth Wench
Like the last one, this temple happened in a matter of minutes. Couple of hits while sliding around the ice, but nothing note worthy. Boss defeated in 21 seconds.
XII – Sixth Temple
I was secretly hoping the little troll things would block the runner on the path at Death Mountain again, but luckily, that didn’t happen. There was a neat little high-speed glitch, and a piece of heart obtained. Getting hit by a wizard early in the temple cost the runner the sword beam, and added several seconds of combat to that room – that and entering the wrong room on accident right after. Using the rod to hit a blue switch was one of the more creative moves used this far.
The boss fight of this temple is, in short, fucking awesome, and even though 21 seconds seems to be the average at this point, the strategy implemented is keen, and effective.
XIII – Hearts, Bombs, & another Temple
I liked the way the runner went from Links house to the Pyramid, using the Mirror and nearby castle gate warp instead of mobbing all the way around. The Hammer Superslide is used when entering the seventh temple, for what its worth. The Blue Cane is shown its worthiness to bypass the cylinders of spiky death. Getting turned into a rabbit really didn’t cost but half a second, and I think adds some entertainment value to the run. The Red Cane is also used in numerous ways, more then expected, and I liked seeing it get more use then just to make dumb blocks and those little platform things.
Another fast boss fight, 29 seconds to take down the two heads and the resulting snake.
XIV – Final Temple
More fun with the Red Cane. An incredibly badass collision jump to avoid some fireballs, and the same trick used again to pass over a usually unskippable warp point – both very impressive maneuvers. The Silver Arrows is LttP’s Golden Gun, and takes all the previous bosses down in a single hit.
XV – Ganon
The battle begins with six and a half hearts for Link. Since the runner gets a hit in before Ganon even has a chance to open his big fat mouth, I am starting the time when Link hits the ground there. Hits begin quick and consistent, and the Hookshot provides an almost invincibility against the fire bats – as unusual as that sounds. The lamps never have a chance to go out, and at the 1:09 mark, the final blow is delivered, and Hyrule is saved once more.
XVI – Overall
For a 16-bit system, Lttp is still massive, and capturing every treasure in both the Light & Dark world is no simple task. Critical as I am of bumps and bruises, the amount of accidents doesn’t nearly overwhelm the amount of badassery displayed. I saw more glitches then expected, as any Zelda run should employ, and showed how much is really possible within Links boundaries.
Regardless of the text-skipping prior, I started my clock from when Links feet hit the floor, to the last arrow Ganon took to his face. That gives me a time of 1:52:28, which is an improvement of roughly eight minutes from the previous 100% set back in 2007.
Reaif, congratulations on a job well done. Accept.
Runs of this game start out rather ordinary. Navigation through the castle was near flawless: Link only got caught up once or twice, and was hit only once by a bat in the basement, and later by a rat. Heart container. Hooray. Moving along.
II – First endent
Got into the temple about as fast as humanly possible. Early temple navigation seems alright. I love the trick where Link manipulates the damage invincibility to get past the fire skulls and claim the trigger the switch without having to deal with all the malarkey, but the three seconds it took to open the chest I hafta say made me lol. Little accidents are little, however, including the incident with the red Cyclopes immediately before the boss door. Boss fight took exactly 10 seconds from first step to last swing, and based on the runners strategy, I can’t see that happening any faster.
III – Second Pendent
Finally! We have the Pegasus Boots, lets get this run actually running.
At 176 rupees, the runner is well on his way to being set when it comes time to purchase the Flippers later on.
The run of the temple displaces excellent memorization with very few flaws while running around the place. I clocked this boss fight at something like 27 seconds, and judging how much I hated these guys when I was younger, I am happy with that.
IV – Third Pendent
The journey to get Death Mountain was going really well, until the unfortunate incident with the purple turning buggers at the end of the Old Man tour, which caused upwards of five seconds of damage to the run time. Thankfully, the bomb glitch worked to open the big chest early, which is always pretty cool.
Everyone’s favorite boss took 25 seconds, but watching the fight, I feel some confidence could have taken him down a hell of a lot faster. Provided the circumstance, having but one heart and all, the hesitation is understandable, but overall the fight was a little slow and a little sloppy, sad to say. (I checked the TAS so I could gauge a maximum possible for this boss and found a 15 second fight.)
V – Journey to Mastersword and Castle Hyrule II
Watching the runner dip through the lost woods was pretty awesome, and again displayed impressive game memorization. Even managed to pick up that mushroom and a piece of heart while getting around. This part also features this first accidental running wall bump, right outside the castle. The runner makes up for it by whipping the floor with the mace knights in the first few rooms of the castle. Boss fight goes well, with a very effective strategy.
The first moment Link finds himself in the dark world is, by my clock, 32:11. Regardless of the little things, I do not believe there has been an accumulated two minutes of mistakes yet, so it would be interesting to see if this is an achievable point to reach in less than 30 minutes.
VI – First Temple, First Wench
Journey to the temple goes smooth. It was an interesting choice to collect everything in the room of blue rupees, but considering the little time it took, I think I understand it. Navigation here it spot on, especially for a temple confusing as the one. With all the switches and ledges, it’s not hard to ruin a run here. Boss killed in 25 seconds, which I would consider solid for taking down that behemoth.
VII – HAMMERTIME
Hammer glitch is delightfully OoT status. More cool memorization when the flute is found on the first dig, as well as cool luck with the Piece of Heart on the first game. During this time, the runner also gathers pretty much everything to get the 100% from the village, such as a couple bottles, the net, and other goodies. The early access to the bird warp should help out considerably. After buying the first bottle, the rupee count is 591, so everything is looking good for the last amount of money needed for the flippers. The medallion, ice rod, magic powder, and several piece of heart are gathered during this portion as well.
VIII – Second Temple, Fourth Wench
Everything goes pretty smooth here, except one incident where the runner fell off a ledge when escorting Ms. Tra La La, but whatever. All the pieces of heart collected should come in hand for this boss, who can be very nasty depending on what kind of mood she is in. This fight was extremely nerve-wracking for me to watch, I’ll have you know, especially the last five seconds. Clocked at 25 seconds.
IX – Third Temple, Second Wench
The hammer trick finally gets a brief moment to shine again. With new sword in hand, link steals a chest to take to the lock smith. I never knew the bird could help you carry that – something worth remembering. Interesting block glitch used to save about five seconds. Getting the tempered sword early pays off during this boss, who goes down in 22 seconds.
X – Fourth Temple, Third Wench
Using a glitch, this temple is completed very quickly. Actually, the whole thing is done fast, with the butterfly being taken down in 7 seconds. Damn.
XI – Fifth Temple, Fifth Wench
Like the last one, this temple happened in a matter of minutes. Couple of hits while sliding around the ice, but nothing note worthy. Boss defeated in 21 seconds.
XII – Sixth Temple
I was secretly hoping the little troll things would block the runner on the path at Death Mountain again, but luckily, that didn’t happen. There was a neat little high-speed glitch, and a piece of heart obtained. Getting hit by a wizard early in the temple cost the runner the sword beam, and added several seconds of combat to that room – that and entering the wrong room on accident right after. Using the rod to hit a blue switch was one of the more creative moves used this far.
The boss fight of this temple is, in short, fucking awesome, and even though 21 seconds seems to be the average at this point, the strategy implemented is keen, and effective.
XIII – Hearts, Bombs, & another Temple
I liked the way the runner went from Links house to the Pyramid, using the Mirror and nearby castle gate warp instead of mobbing all the way around. The Hammer Superslide is used when entering the seventh temple, for what its worth. The Blue Cane is shown its worthiness to bypass the cylinders of spiky death. Getting turned into a rabbit really didn’t cost but half a second, and I think adds some entertainment value to the run. The Red Cane is also used in numerous ways, more then expected, and I liked seeing it get more use then just to make dumb blocks and those little platform things.
Another fast boss fight, 29 seconds to take down the two heads and the resulting snake.
XIV – Final Temple
More fun with the Red Cane. An incredibly badass collision jump to avoid some fireballs, and the same trick used again to pass over a usually unskippable warp point – both very impressive maneuvers. The Silver Arrows is LttP’s Golden Gun, and takes all the previous bosses down in a single hit.
XV – Ganon
The battle begins with six and a half hearts for Link. Since the runner gets a hit in before Ganon even has a chance to open his big fat mouth, I am starting the time when Link hits the ground there. Hits begin quick and consistent, and the Hookshot provides an almost invincibility against the fire bats – as unusual as that sounds. The lamps never have a chance to go out, and at the 1:09 mark, the final blow is delivered, and Hyrule is saved once more.
XVI – Overall
For a 16-bit system, Lttp is still massive, and capturing every treasure in both the Light & Dark world is no simple task. Critical as I am of bumps and bruises, the amount of accidents doesn’t nearly overwhelm the amount of badassery displayed. I saw more glitches then expected, as any Zelda run should employ, and showed how much is really possible within Links boundaries.
Regardless of the text-skipping prior, I started my clock from when Links feet hit the floor, to the last arrow Ganon took to his face. That gives me a time of 1:52:28, which is an improvement of roughly eight minutes from the previous 100% set back in 2007.
Reaif, congratulations on a job well done. Accept.
Quote:
There were no problems with video, audio, syncing, or cheating.
One of the other versifiers does a good job of covering specifics so I won't get redundant. At a few points the errors do get a little frustrating, but really they don't amount to a whole lot. What does stand out is the runner getting a one-shot on both the digging and chest game heart pieces (awesome frame-perfect timing guaranteeing that heart on the chest game). Also, the boss fights in general but particularly the Ganon fight were extremely impressive. Overall, its an outstanding run!
Recommendation: Accept
One of the other versifiers does a good job of covering specifics so I won't get redundant. At a few points the errors do get a little frustrating, but really they don't amount to a whole lot. What does stand out is the runner getting a one-shot on both the digging and chest game heart pieces (awesome frame-perfect timing guaranteeing that heart on the chest game). Also, the boss fights in general but particularly the Ganon fight were extremely impressive. Overall, its an outstanding run!
Recommendation: Accept
Quote:
Fliperoo,
LttP coming at ya. Audio/visual checks out. None of that cheating here. This is one of my favorite games, so here goes:
One of the first things to note. The incumbent 100% run had a lot of little execution/movement errors in it. While the run is good, these things were very distracting overall. This run rectifies that point right away. Moving on to bigger and better things... The dungeons are just numbered because they are not exactly "in order" and I'm too lazy to put the names.
P1 - Pretty straight forward
P2 - Good run through. The boss fight seemed to start a bit rough, but ended well.
Near death on the way up death mountain, suspense!
P3 - Clutch bomb skip to the pearl. A mess up would have been a reset for sure. Well done. Strong finish
C4 - Blazing speed to getting sucked into the dark world.
D1 - Excellent
First round heart find on the dig game plus lots of monies, epic. Major item collection section in general. And a first round heart piece chest game guess pick. You kidding me?!
D2 - One skull mis-tossed, meh. Got owned by the Red Jelly, fugly. Boss fight was very dramatic though.
D3 - Good dungeon, but a costly error in the final pool room. But the boss fight... Holy God.
D4 - Absolutely smokin'.
D5 - Probably the worst part of the run. Must be the cold. Fairly ghastly as a lot of movements are botched, the boss even gets away. Oh well, not every run is perfect...
D6 - Back to awesomeness, good run through. And a very creative boss win.
D7 - This is one of the more demanding dungeons. The runner manages well throughout.
D8 - Now that was impressive, minus a couple rooms on the 4th floor. The evil wizard is slayed quickly.
Ganon is defeated rather well. Some good use of invulnerability.
Overall, this is a great improvement, the few bad things are greatly overshadowed by feats of glory. Well done good runner.
ACCEPT.
LttP coming at ya. Audio/visual checks out. None of that cheating here. This is one of my favorite games, so here goes:
One of the first things to note. The incumbent 100% run had a lot of little execution/movement errors in it. While the run is good, these things were very distracting overall. This run rectifies that point right away. Moving on to bigger and better things... The dungeons are just numbered because they are not exactly "in order" and I'm too lazy to put the names.
P1 - Pretty straight forward
P2 - Good run through. The boss fight seemed to start a bit rough, but ended well.
Near death on the way up death mountain, suspense!
P3 - Clutch bomb skip to the pearl. A mess up would have been a reset for sure. Well done. Strong finish
C4 - Blazing speed to getting sucked into the dark world.
D1 - Excellent
First round heart find on the dig game plus lots of monies, epic. Major item collection section in general. And a first round heart piece chest game guess pick. You kidding me?!
D2 - One skull mis-tossed, meh. Got owned by the Red Jelly, fugly. Boss fight was very dramatic though.
D3 - Good dungeon, but a costly error in the final pool room. But the boss fight... Holy God.
D4 - Absolutely smokin'.
D5 - Probably the worst part of the run. Must be the cold. Fairly ghastly as a lot of movements are botched, the boss even gets away. Oh well, not every run is perfect...
D6 - Back to awesomeness, good run through. And a very creative boss win.
D7 - This is one of the more demanding dungeons. The runner manages well throughout.
D8 - Now that was impressive, minus a couple rooms on the 4th floor. The evil wizard is slayed quickly.
Ganon is defeated rather well. Some good use of invulnerability.
Overall, this is a great improvement, the few bad things are greatly overshadowed by feats of glory. Well done good runner.
ACCEPT.
Quote:
Despite the run being a great run, i would like to encourage the runner to give it some more tries before this run actually gets submitted. Not trying to be an asshole or something, it's just that i think some more time could be shaved off from some mistakes like the little enemies in the mountain (light world) and bomb miss in ice temple. These costed arround 15 seconds were lost here plus some other little mistakes i can't remember.
In the other hand, im really impressed about the new tricks and tactics used in this run, like how you bombed the 2 skeletons really quickly with one bomb. Overall, i'd say you should give it some more tries before declaring this your final version, though, that's just a personal opinion. ACCEPT
In the other hand, im really impressed about the new tricks and tactics used in this run, like how you bombed the 2 skeletons really quickly with one bomb. Overall, i'd say you should give it some more tries before declaring this your final version, though, that's just a personal opinion. ACCEPT
Quote:
Alright, thanks for clearing that up, I didn't know. Seeing that it was french, I thought it was the PAL version.
Also, next time, you could try being slightly more polite about it.
Comments:
Audio from right channel is noticeably quieter than the left channel.
Sanctuary Basement: Surprised that this wasn't reset, as the runner had several minor movement gaffes, got hit 2 times and missed pulling the switch at the end.
Road to Eastern Palace: Missing 3 times on the Octorock would definitely have been a reset for me combined with the prior dungeon, but meh.
Eastern Palace: Epic fail on the Big Key chest. A bit more fail in the two rooms prior to the boss.
Death Mountain: Epic epic fail luck!
Tower of Hera: Low health makes runner play more cautiously than I'd have liked to see, costs a fairly significant amount of time.
I would like to say that at this point, I think the runner should have reset the game. Further sections of the game are going to come under much more scrutiny from me.
Death Mountain: ... and the runner immediately runs into a flame pillar!
Road to Hyrule Castle: Runs into a fence.
Blind's Hideout: A couple of nasty mistakes here.
Swamp Palace: Some more nasty stuff.
Ice Palace: Bit more nastiness.
Misery Mire Palace: A few more mistakes.
Path to Turtle Rock: Loses the speed bonus from hookshot trick.
Post Turtle Rock: Having to go back for the bombs is very unfortunate.
Ganon's Tower: Those conveyor rooms always were a bitch. That Lanmola refight was amazing.
Ganon Fight: Pretty much perfect.
Alright, so pretty good boss fights (especially Lanmola 2 and Ganon) sort of save this run. I feel like the execution wasn't as clean as in Wak's run, and much of the time saved was with better strategies. Still, it's an 8 minute improvement, so that's an accept from me.. but I hope a better version is submitted in the future.
Also, next time, you could try being slightly more polite about it.
Comments:
Audio from right channel is noticeably quieter than the left channel.
Sanctuary Basement: Surprised that this wasn't reset, as the runner had several minor movement gaffes, got hit 2 times and missed pulling the switch at the end.
Road to Eastern Palace: Missing 3 times on the Octorock would definitely have been a reset for me combined with the prior dungeon, but meh.
Eastern Palace: Epic fail on the Big Key chest. A bit more fail in the two rooms prior to the boss.
Death Mountain: Epic epic fail luck!
Tower of Hera: Low health makes runner play more cautiously than I'd have liked to see, costs a fairly significant amount of time.
I would like to say that at this point, I think the runner should have reset the game. Further sections of the game are going to come under much more scrutiny from me.
Death Mountain: ... and the runner immediately runs into a flame pillar!
Road to Hyrule Castle: Runs into a fence.
Blind's Hideout: A couple of nasty mistakes here.
Swamp Palace: Some more nasty stuff.
Ice Palace: Bit more nastiness.
Misery Mire Palace: A few more mistakes.
Path to Turtle Rock: Loses the speed bonus from hookshot trick.
Post Turtle Rock: Having to go back for the bombs is very unfortunate.
Ganon's Tower: Those conveyor rooms always were a bitch. That Lanmola refight was amazing.
Ganon Fight: Pretty much perfect.
Alright, so pretty good boss fights (especially Lanmola 2 and Ganon) sort of save this run. I feel like the execution wasn't as clean as in Wak's run, and much of the time saved was with better strategies. Still, it's an 8 minute improvement, so that's an accept from me.. but I hope a better version is submitted in the future.
Quote:
Better late than never. Here goes:
- Goes left in castle, known to be slower than going right
- Key guard in boomerang room can be killed faster with spin attack from below-right; this not only kills the guard faster, but pushes him toward the door, allowing you to collect the key and exit the room faster
- Horribly unoptimized Armos Knights fight, using a strategy that is both outdated and horrible
- Terrible Deadrock moment on Death Mountain heading to Tower of Hera, completely avoidable, cost probably 7-10 seconds
- Wastes time switching to Bow in Tower of Hera to shoot a switch (faster to walk left and hit left crystal switch, then dash north) ~5 seconds lost
- Terrible Moldorm. Can't say much more about that. Lots of spin attacks for no reason and wasted opportunities to dash and kill him faster.
- Uses suboptimal, outdated heart piece route in regard to Spectacle Rock/Santuary heart pieces; the new(er) route is to grab the Sanctuary heart piece when you're headed to the Tower of Hera and the Spectacle Rock heart piece when you are acquiring Ether and the Cane of Byrna later in the game. The reason for this is that you have to warp one less time than you would if you grabbed the Sanctuary heart piece where the runner does, which is when you're heading to Skull Woods. You warp to LWorld, grab the heart piece, then warp back, costing at least ~5 seconds.
- Doesn't dash in the dark room maze in Agahnim's Tower for some unknown reason, costing ~5 seconds
- Pretty good Agahnim 1 (lucky!)
- Very suboptimal Helmasaur King; arrows are by far the slowest method of killing him, with Hammer being the currently accepted strat (you hit him 4 times on the side of his face)
- Grabs heart piece near flute after grabbing flute, costing an unknown amount of time (supposed to grab before flute)
- Places several bombs in places that block him from dashing into a bombed hole earlier, costing an unknown amount of time throughout the run. You can place bombs to the side of bomb holes in order to be able to dash through without getting hit by the bomb, allowing you to enter the holes faster.
- Warps after dropping off the Magic Mushroom with the witch, coming back later to get it via Flute, known to be slower. Ideally you go left a screen, then head back and grab it before grabbing Quake + Flippers.
- Excellent "Hellway" in Thieves' Town, only followed by super suboptimal crystal switch room. Current strat is to hit the key pot with hammer, which hits the crystal switch simultaneously.
- Falls off the conveyor platform after Titan's Mitt...
- Decent Blind, though suboptimal; he should review Cyghfer's method of killing Blind
- After giving his sword to the blacksmiths, he switches to hammer and hammers the peg; this is not only unnecessary, but costs time. Ideally, you warp back to the Dark World, grab the bottle chest, head right, warp back, jump down in the hole, get the Magic upgrade, and then grab the upgraded sword. This makes it so you only have to switch items once rather than twice (to the Magic Powder).
- You can dash on the screen that Link's house is on with the bottle chest after jumping down from the ledge. This is negligible, but it's noteworthy that it's the only screen in the game you can dash with the bottle chest on, for some unknown reason.
- Opens the map by mistake in the Swamp Palace
- Several mistakes attempting to grab the key in the "river room" of the Swamp Palace
- Excellent Arrghus
- Grabs the Hylia heart piece suboptimally; you can warp in on the bush, which grabs the heart piece and instantly warps you back (unknown amount of time lost)
- Takes a suboptimal route after grabbing the heart piece; swimming east to the ladder and dashing along the land saves several seconds
- Suboptimal routing after grabbing the graveyard heart piece. You can simply dash west instead of dashing south, then west
- Grabs Sanctuary heart piece at an inappropriate time, as detailed earlier
- Does a fancy boost off the balloon for the heart piece before the Tree heart piece. Never thought to do that! Wonder if it saves time, since you have to un-cape, then re-cape to avoid getting hit by the bird
- Not so great "mummy room" (first room) of Skull Woods. Definitely several seconds slower than it could be.
- Switches to mirror and warps out after grabbing Fire Rod, costing several seconds (you can opt to not switch to Mirror and instead fall into one of the holes, saving time)
- Gets the keydash entering the second part of Skull Woods, which I always fuck up
- Decent Mothula (fuck that "bug" with the spikes)
- I have no idea what he was doing in "penguin room" where you hit the switch. For some odd reason he started randomly killing the penguins (?) when you can simply dash between the pots, hit the switch, and dash out.
- Falls off of the edge attempting to do the bombjump in Ice Palace several times
- Neglects to walk through the giant spike ball thing when you can swing your sword as soon as you get hit by it to walk through it instead of waiting for it (zzz)
- Terrible Kholdstare fight. Ideally, you spin attack the eyes when they're stacked after destroying the ice shell, sending them to the corner. At that point, you start slashing them, hitting all 3 at once, until they're dead (6 slashes). Fire Rod is unnecessary here, as it just messes up the stacking in the corner.
- Uses a somewhat odd method of traversing the spikes on the way to the Cane of Byrna; the generally accepted strategy is to either a.) use the Hookshot to pull yourself to the torches as you go, speeding you up and making you take less damage, or b.) dashing every time Link gets hurt, allowing you to dash a short distance while invincible, speeding up the overall trip (fastest). Also, using the Cane of Byrna costs you a menu to get back, but I guess it's a moot point since you have to switch to cape if you're using the more commonly accepted method anyway. However, I have heard that the Cane causes CPU lag, costing you some odd amount of frames, though probably negligible in this case due to there being no other animated sprites in that room
- Terribly suboptimal, outdated method of clearing the first "real" room of Misery Mire. You can kill all of the enemies in one Wizzrobe "wave" by: sword beam right, dash left, dash north, fire rod right, sword beam left, sword beam right, sword beam south.
- Enters the wrong room in Misery Mire (?)
- Outdated routing in several places in Misery Mire
- Uses the cape to fight Vitreous, wasting time switching to it. It is faster to simply take damage and spin attack the inner eyes
- Strange route after exiting Misery Mire, costing probably close to 7 seconds or so
- Uses Cane of Byrna again in roller room in Turtle Rock, causing some CPU lag and some frames, though probably negligible
- Spin attacks the pokey on the way to Chain Chomp room, when you can simply slash it twice and save time walking up to it
- Uses Fire Rod on the pokey in the "rabbit room" in Turtle Rock, wasting time switching to the Fire Rod (terribly outdated strat). Can just slash the pokey twice.
- Wastes time switching to the Bow before grabbing the TRock heart piece, when you can simply manipulate the Mimics into coming into range of your sword, making them very easy to kill without having to waste time.
- Horribly suboptimal, outdated Trinexx. The generally accepted strategy is to dash behind Trinexx, 'Rodding the head, slashing twice, switching to the next Rod, slashing once more, doing the same to the other, then walking out in front of Trinexx while he's exploding, standing a certain distance away from him, and charging the sword. When the next form appears, you spin attack the head, then simply slash it once more to kill it very quickly. Using this strategy would have saved at least 10 seconds.
- Has to re-enter Turtle Rock 3 times to pick up bombs due to not picking up bombs earlier in several spots that he should have (Darkness Palace disappearing bridge, for instance)
- Uses a few outdated routing methods in Ganon's Tower, such as not using hookshot to enter a certain portal
- Decent Armos 2
- Wastes several seconds' worth of mistakes in Wizzrobe room 2
- Goes around the "fire stick" twice for some odd reason in the torch room, wasting time
- Decent Agahnim 2
- Decent Ganon
- Dashes in several places where you shouldn't, and, strangely, doesn't dash in several places you should, costing time throughout the run
- Poor menus in several places
- Several embarrassing "WTF" mistakes (seeming inability to grab chests, for example)
- Doesn't know about stairwell lag
- Several suboptimal screens in various places
- Doesn't know about quickwarping
Honestly, if Wak's run didn't really need to be taken down, for several reasons (not the least of which is that Wak is a disgrace on the community, etc.), this would be an auto reject for me. It displays a clear lack of knowledge of the game, current strategies, and overall sloppy play in several areas. That being said, I really do want Wak's runs gone, and it is an acceptable run (hey, what run doesn't have mistakes) in the sense that it certainly does beat the previous time by 7 minutes...however, I think the runner can do better.
Vote: Accept (would reject if Wak's run wasn't so terrible)
- Goes left in castle, known to be slower than going right
- Key guard in boomerang room can be killed faster with spin attack from below-right; this not only kills the guard faster, but pushes him toward the door, allowing you to collect the key and exit the room faster
- Horribly unoptimized Armos Knights fight, using a strategy that is both outdated and horrible
- Terrible Deadrock moment on Death Mountain heading to Tower of Hera, completely avoidable, cost probably 7-10 seconds
- Wastes time switching to Bow in Tower of Hera to shoot a switch (faster to walk left and hit left crystal switch, then dash north) ~5 seconds lost
- Terrible Moldorm. Can't say much more about that. Lots of spin attacks for no reason and wasted opportunities to dash and kill him faster.
- Uses suboptimal, outdated heart piece route in regard to Spectacle Rock/Santuary heart pieces; the new(er) route is to grab the Sanctuary heart piece when you're headed to the Tower of Hera and the Spectacle Rock heart piece when you are acquiring Ether and the Cane of Byrna later in the game. The reason for this is that you have to warp one less time than you would if you grabbed the Sanctuary heart piece where the runner does, which is when you're heading to Skull Woods. You warp to LWorld, grab the heart piece, then warp back, costing at least ~5 seconds.
- Doesn't dash in the dark room maze in Agahnim's Tower for some unknown reason, costing ~5 seconds
- Pretty good Agahnim 1 (lucky!)
- Very suboptimal Helmasaur King; arrows are by far the slowest method of killing him, with Hammer being the currently accepted strat (you hit him 4 times on the side of his face)
- Grabs heart piece near flute after grabbing flute, costing an unknown amount of time (supposed to grab before flute)
- Places several bombs in places that block him from dashing into a bombed hole earlier, costing an unknown amount of time throughout the run. You can place bombs to the side of bomb holes in order to be able to dash through without getting hit by the bomb, allowing you to enter the holes faster.
- Warps after dropping off the Magic Mushroom with the witch, coming back later to get it via Flute, known to be slower. Ideally you go left a screen, then head back and grab it before grabbing Quake + Flippers.
- Excellent "Hellway" in Thieves' Town, only followed by super suboptimal crystal switch room. Current strat is to hit the key pot with hammer, which hits the crystal switch simultaneously.
- Falls off the conveyor platform after Titan's Mitt...
- Decent Blind, though suboptimal; he should review Cyghfer's method of killing Blind
- After giving his sword to the blacksmiths, he switches to hammer and hammers the peg; this is not only unnecessary, but costs time. Ideally, you warp back to the Dark World, grab the bottle chest, head right, warp back, jump down in the hole, get the Magic upgrade, and then grab the upgraded sword. This makes it so you only have to switch items once rather than twice (to the Magic Powder).
- You can dash on the screen that Link's house is on with the bottle chest after jumping down from the ledge. This is negligible, but it's noteworthy that it's the only screen in the game you can dash with the bottle chest on, for some unknown reason.
- Opens the map by mistake in the Swamp Palace
- Several mistakes attempting to grab the key in the "river room" of the Swamp Palace
- Excellent Arrghus
- Grabs the Hylia heart piece suboptimally; you can warp in on the bush, which grabs the heart piece and instantly warps you back (unknown amount of time lost)
- Takes a suboptimal route after grabbing the heart piece; swimming east to the ladder and dashing along the land saves several seconds
- Suboptimal routing after grabbing the graveyard heart piece. You can simply dash west instead of dashing south, then west
- Grabs Sanctuary heart piece at an inappropriate time, as detailed earlier
- Does a fancy boost off the balloon for the heart piece before the Tree heart piece. Never thought to do that! Wonder if it saves time, since you have to un-cape, then re-cape to avoid getting hit by the bird
- Not so great "mummy room" (first room) of Skull Woods. Definitely several seconds slower than it could be.
- Switches to mirror and warps out after grabbing Fire Rod, costing several seconds (you can opt to not switch to Mirror and instead fall into one of the holes, saving time)
- Gets the keydash entering the second part of Skull Woods, which I always fuck up
- Decent Mothula (fuck that "bug" with the spikes)
- I have no idea what he was doing in "penguin room" where you hit the switch. For some odd reason he started randomly killing the penguins (?) when you can simply dash between the pots, hit the switch, and dash out.
- Falls off of the edge attempting to do the bombjump in Ice Palace several times
- Neglects to walk through the giant spike ball thing when you can swing your sword as soon as you get hit by it to walk through it instead of waiting for it (zzz)
- Terrible Kholdstare fight. Ideally, you spin attack the eyes when they're stacked after destroying the ice shell, sending them to the corner. At that point, you start slashing them, hitting all 3 at once, until they're dead (6 slashes). Fire Rod is unnecessary here, as it just messes up the stacking in the corner.
- Uses a somewhat odd method of traversing the spikes on the way to the Cane of Byrna; the generally accepted strategy is to either a.) use the Hookshot to pull yourself to the torches as you go, speeding you up and making you take less damage, or b.) dashing every time Link gets hurt, allowing you to dash a short distance while invincible, speeding up the overall trip (fastest). Also, using the Cane of Byrna costs you a menu to get back, but I guess it's a moot point since you have to switch to cape if you're using the more commonly accepted method anyway. However, I have heard that the Cane causes CPU lag, costing you some odd amount of frames, though probably negligible in this case due to there being no other animated sprites in that room
- Terribly suboptimal, outdated method of clearing the first "real" room of Misery Mire. You can kill all of the enemies in one Wizzrobe "wave" by: sword beam right, dash left, dash north, fire rod right, sword beam left, sword beam right, sword beam south.
- Enters the wrong room in Misery Mire (?)
- Outdated routing in several places in Misery Mire
- Uses the cape to fight Vitreous, wasting time switching to it. It is faster to simply take damage and spin attack the inner eyes
- Strange route after exiting Misery Mire, costing probably close to 7 seconds or so
- Uses Cane of Byrna again in roller room in Turtle Rock, causing some CPU lag and some frames, though probably negligible
- Spin attacks the pokey on the way to Chain Chomp room, when you can simply slash it twice and save time walking up to it
- Uses Fire Rod on the pokey in the "rabbit room" in Turtle Rock, wasting time switching to the Fire Rod (terribly outdated strat). Can just slash the pokey twice.
- Wastes time switching to the Bow before grabbing the TRock heart piece, when you can simply manipulate the Mimics into coming into range of your sword, making them very easy to kill without having to waste time.
- Horribly suboptimal, outdated Trinexx. The generally accepted strategy is to dash behind Trinexx, 'Rodding the head, slashing twice, switching to the next Rod, slashing once more, doing the same to the other, then walking out in front of Trinexx while he's exploding, standing a certain distance away from him, and charging the sword. When the next form appears, you spin attack the head, then simply slash it once more to kill it very quickly. Using this strategy would have saved at least 10 seconds.
- Has to re-enter Turtle Rock 3 times to pick up bombs due to not picking up bombs earlier in several spots that he should have (Darkness Palace disappearing bridge, for instance)
- Uses a few outdated routing methods in Ganon's Tower, such as not using hookshot to enter a certain portal
- Decent Armos 2
- Wastes several seconds' worth of mistakes in Wizzrobe room 2
- Goes around the "fire stick" twice for some odd reason in the torch room, wasting time
- Decent Agahnim 2
- Decent Ganon
- Dashes in several places where you shouldn't, and, strangely, doesn't dash in several places you should, costing time throughout the run
- Poor menus in several places
- Several embarrassing "WTF" mistakes (seeming inability to grab chests, for example)
- Doesn't know about stairwell lag
- Several suboptimal screens in various places
- Doesn't know about quickwarping
Honestly, if Wak's run didn't really need to be taken down, for several reasons (not the least of which is that Wak is a disgrace on the community, etc.), this would be an auto reject for me. It displays a clear lack of knowledge of the game, current strategies, and overall sloppy play in several areas. That being said, I really do want Wak's runs gone, and it is an acceptable run (hey, what run doesn't have mistakes) in the sense that it certainly does beat the previous time by 7 minutes...however, I think the runner can do better.
Vote: Accept (would reject if Wak's run wasn't so terrible)
Decision: Accept
Congratulations to James 'Reaif' Schurig!
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