The Majora's Mask SS run just posted was pretty nuts. Not expecting it, the Great Bay Temple boss skip was ridiculous. It's amazing how everything was able to be pulled off in a SS, quite an improvement over the former.
nice run sir! glad to see you submit it and improve the zelda speedrunning community by proving all this theoretical stuff can be put together by a human into a full run.
I just watched the run. It was very well done overall. I was especially impressed by all the superslides, but almost every glitch was performed pretty quickly. Congratulations.
If you look on the left half of the page you get to see the techniques (like explosive hovering) to sequence breaking (like Wrong Warps from the Fairy Fountain). The techniques Jiano did not used were: * Bottle Adventure (unlike Ocarina of Time, the glitch isn't useful on the Any% run)
* Broken Deku Stick (The run very rarely/hardly use the deku stick)
* Collection Delay (This trick was discovered after the run was made but it makes Bottle Duplication a bit easier in Single Segment runs as you got more than 3 frames reaction to pause the game).
* Goron Bomb Jump (Goron Mask has been skipped :D)
* Ground Jump (Can't really remember but it's an obsoleted trick now)
* Recoil Jump (A harder variant of a very effective damage boosting jump that requires a roll and a ledge).
* Extended Superslide (Not sure if he used this)
* Flying Zora (There was a easier method to reach to Great Bay's Fairy Fountain but a bit slower)
* Gainer (I think this trick was discovered after the run was made, a faster variant of the Ground Jump).
i watched the run 2 days ago and it was quite good. my favorite moment was the Twinmold battle. lots of hard tricks pulled off in SS conditions make it a big accomplishment. it is also fun seeing other people's reactions when they see parts of the run.
It's used in a few places, such as the Great Bay and some of the field sections.
Quote from UchihaSasuke:
it is also fun seeing other people's reactions when they see parts of the run.
As a dedicated player of the game, I'm still having trouble finding the words to describe most of what I just saw, so this reaction image of what my expression was like most of the time will have to do:
Thanks for all the feedback. MM is truly underrated, so I do what I can to get it more exposure. Hopefully I can get my hands on a Wii(VC version is better than 64) and do some more MM runs.
If you look on the left half of the page you get to see the techniques (like explosive hovering) to sequence breaking (like Wrong Warps from the Fairy Fountain). The techniques Jiano did not used were: * Bottle Adventure (unlike Ocarina of Time, the glitch isn't useful on the Any% run)
* Broken Deku Stick (The run very rarely/hardly use the deku stick)
* Collection Delay (This trick was discovered after the run was made but it makes Bottle Duplication a bit easier in Single Segment runs as you got more than 3 frames reaction to pause the game).
* Goron Bomb Jump (Goron Mask has been skipped :D)
* Ground Jump (Can't really remember but it's an obsoleted trick now)
* Recoil Jump (A harder variant of a very effective damage boosting jump that requires a roll and a ledge).
* Extended Superslide (Not sure if he used this)
* Flying Zora (There was a easier method to reach to Great Bay's Fairy Fountain but a bit slower)
* Gainer (I think this trick was discovered after the run was made, a faster variant of the Ground Jump).
Hope this helps
Thanks so much. It was a great run, and now I can figure out how some of those glitches worked!
That's hard to say whether it should be allowed. You are technically filling out your inventory, although you are not collecting the items that are suppose to fill in those slots. (i.e. you can still collect the other available bottles) Just for the sake of simplicity though, I'd allow it.
That bottle duping thing seems about as legal as duping skulltula tokens or anything else. Though I'm not part of SDA's staff, by precedent, it's allowed, but you still have to get the rest of the bottles normally.
I just watched the 100% run again and thought I'd share some thoughts on how to improve it. I'll say now that I haven't played the game in years, so I'm by no means an expert on it, but I was still able to find some things that could have been done better and hope this could help someone who wants to improve that run.
Two major things stuck out to me about the way the run was done. First, it wasn't very efficient with money. He often withdrew a lot of money from the bank, which hinders progress toward the 5k rupee heart piece and necessitates more grinding later on. He also bought things that he could have gotten for free. The worst example of this is buying milk to give to a mummy, then on the next cycle getting a free bottle of milk for saving the cows, which goes unused.
This brings up the second major thing to be improved: the ranch quests should be done on the second cycle. This would give earlier access to infinite magic and the bunny hood for the time spent running around as a human. With that, I have come up with a very skeletal route for the second cycle. This can be fleshed out by someone who knows the game better.
First Day Learn Song of Healing. Help witches, get first bottle. Deku Palace: get beans for well. Go to Woodfall, Get bow. Complete Snowhead ASAP, get powder keg. Remove boulder from Milk Road. Agree to help Romani. Get Hookshot and first Zora Egg. Get Bermen Mask. Give sword to blacksmith right before defending ranch. Get Bunny Hood at first opportunity
Second Day Retrieve Razor Sword. Goron race, unless its faster to do this on Day 1. Protect wagon from bandits, then do graveyard stuff. Go to Ikana, get Gibdo Mask, go through well. Upgrade to Gilded Sword. With three empty bottles, finish up Pirate Fort and Pinnacle Rock.
The second cycle would probably be the best time to beat the other 3 temples and do the Don Gero quest, as the current run does. Again, I'm not an expert at this game, so this route is rather bare-bones. This is also not meant to be a strict order, since doing things another way may well be faster. The trick is finding out how to save more real time on a run so dependent on game time events.
The 100% run is extremely outdated. I'm not even sure it is used as a baseline for the current route. Great to see people trying to improve routes though.
I actually thought about doing a 100% MM run but I'd like to try a few other games before I even think about doing this one. Not to mention the countless glitches I'd have to practice It would be a veeeerrrry long project.
Yeah, I'm pretty sure that isn't the most updated either. Even our current route is still under the process of being updated. Your best bet to find out information on this is through the irc: server irc.metroid2002.com and channel #zelda.
After re-watching the much more recent any% run, I realize i had forgotten just how little barriers like the Milk Road boulder and Ikana sun blocks mean anymore, and all the crazy glitches that can affect the order things are done. Looks like Well items don't even need to be considered. That's what I get for posting with an almost 5-year-old run fresh in mind :P. It seems like it's going to be a while before anyone attempts a new 100% run, but it should be great when it eventually arrives.
After re-watching the much more recent any% run, I realize i had forgotten just how little barriers like the Milk Road boulder and Ikana sun blocks mean anymore, and all the crazy glitches that can affect the order things are done. Looks like Well items don't even need to be considered. That's what I get for posting with an almost 5-year-old run fresh in mind :P. It seems like it's going to be a while before anyone attempts a new 100% run, but it should be great when it eventually arrives.
Siglemic is currently in the process of planning and practicing for a 100% Single Segment run. So it will be sooner than you think.