Username:
B
I
U
S
"
url
img
#
code
sup
sub
font
size
color
smiley
embarassed
thumbsup
happy
Huh?
Angry
Roll Eyes
Undecided
Lips Sealed
Kiss
Cry
Grin
Wink
Tongue
Shocked
Cheesy
Smiley
Sad
1 page
--
--
List results:
Search options:
Use \ before commas in usernames
My feelings on The Demon Rush
Game Page: http://speeddemosarchive.com/ZeldaTwilightPrincess.html

Daniel 'Jiano' Hart's single-segment Gamecube run

Verifier Responses

Quote:
Accept.  It's a four-hour long single-segment run with lots of complicated glitches and sequence breaks, few time-consuming mistakes, and fifty minutes of improvement on the previous run.

Not really sure what else needs to be said.


Quote:
Well, Twilight Princess. I...really dunno what to say about this game. I'm expecting to see some interesting new shortcuts and sequence breaks, that's for sure, especially if it's got anything on the previous run.

Video and audio quality are excellent.

The initial round of village tasks goes just fine, as does pretty much everything else including the run up to breaking the kid and the monkey free.

One of the goats decides not to cooperate completely in the 2nd round, but it's hardly a loss.

The entire castle section looks good, as do fetching the sword and shield.

Tears collection looks good; skips a few, but looks to be intentional, probably coming back for them later.

First interesting shortcut: Runner charge-attacks through one of the portal guardian things, and ends up in some out of bounds territory. Navigates through it a ways and ends up right at the Sacred Grove entrance.

Lost Woods itself goes great. Grabs the sword, warps back to S. Faron Woods to finish up tear collection, then up to the dungeon.

Next shortcut, we'll remember this one from the previous run; after freeing the two monkeys to get on the left side of the wind room, uses some well-timed jumps and a bit of glitching through the guardrail of one to get over the rotating bridges without needing the boomerang. Mid-boss gets spanked, quite literally, and in record time; runner knocks him down and delivers four quick spin-slashes to dispatch. And oh yes, I remember the other awesome shortcut from the previous run, enabling the runner to get through the last room without needing all eight monkeys rescued: uses the pull from the boomerang returning to long jump (which I'm gonna abbreviate to BRLJ) over to the mushrooms the monkeys normally stand on. He climbs up to the top one, then BRLJ's over to the boss door. Oh, and don't blink, lest you miss the boss fight completely. Wink

'Cross the field, into the darkness we go. On over to Kakariko for some bug hunting, which goes without a hitch, of course.

Okay, now, that was bizarre. There're some crazy video issues during Epona's freak-out scene, likely triggered by Link being in wolf-form at the time. Doesn't appear to affect the game at all, though; luckily the on-screen control prompts are still visible.

Lalala, summon Eopna after getting the boots, back to the field, and skips through the locked gate heading to the west section by parking Epona adjacent and rolling through it. The game gets a tad bit confused, and dumps him onto the bridge upon hitting a black wall. Down to Lake Hylia we go. Up to melt the Zoras, then bug hunting, which goes just fine, including the fight with the really big one.

Mansion looks good, including the sequence of shortcuts in the ice room that we've seen in the previous run; bomb up to the top, BRLJ over to the cannon, then skip through the...Freezard? I think that's what that thing is called, into the ball'n'chain fight, which goes flawlessly. Spin slashes to the rear seem to suit most fights in this game. Tongue

Makes his way down to the Water Temple using some weird sort of exploit involving the ball'n'chain, water bombs, and the iron boots being used in a certain combination which restores his air for some odd reason.

Once into the main center room, he double BRLJ's to the lower east door. Another DBRLJ gets him across the rotating hanging platform room. Yet another BRLJ in the room following to jump over the edge to get to the mid-boss room. It dies really fast, of course. This dungeon is so ridiculously breakable, apparently. Tongue Next skip at the bottom of the center room, bomb while holding the vines on the wall to a timed release pushes him down through the floor, and the game basically glitches him down to the boss room from there. The boss itself is what I'd call the first major mistake of this run; it's very apparent how difficult this is in conjunction to having to reset the air repeatedly, however. Basically, four misses occur in trying to clawshot to the eye, resulting in about 1:30 of loss. There's also an obvious pause and break in the recording after Midna's done talking, though no inconsistencies are apparent from this.

2nd trip up to visit Zelda goes fine. A minor time loss in some jumping error occurs, ~10 seconds of loss.

Out to the desert we go. Run through is fine, as well as the approach up to the dungeon. Gets a bit messed up trying to light the torches before the main center room, gets poked by a few skeletons. ~10 seconds of loss. 'Nother BRLJ in the big sand room west of center gets him on top of the chandelier, and another on his way back through after the 3rd poe gets him across to the other side. Mid-boss fight for the spinner goes perfectly. Perfect run up to the big key as well. Boss phase 1, yeah, he's annoying and very random. He got a raw deal on getting stuck on one of the claws and having to run up the slope to the edge again, ~20 seconds of loss. I'm not at all disappointed with the first phase, though. 2nd is perfect, flawless approach and a string of spin-slashes to end it.

Back to Kakariko to skip through the owl statue, which only takes 12 attempts, spanning 2:35, so count about 2:30 of loss. Given that it's this late in the run, and how bloody precise this has to be to succeed, it's acceptable (Midna says some amusing things here, like "Things that aren't N", "Yup yup you need me", "We aren't people", and "What are you doing?" after several failed attempts, ironically enough. :P). Up to CitS we go.

I suspect we're going to be seeing a lot of BRLJs here, and he starts off with two of them in the first room north of the entrance. Three more in the rooms leading up to the tower down to the mid-boss, and of course the quick-drop down to the lower level of the tower itself. Mid-boss fight goes perfectly. 'Nother BRLJ in the ascending tower, and two more in the big room following. Yet another outside the upper center. And OMG, who figured you could get through the approach to the boss tower without having the blades rotating? The BRLJ involved freaked me out, seriously, and makes for 11 total. Then again, this entire dungeon didn't appeal well to my moderate fear of heights, so yeah...Boss tower climb goes without a hitch. Boss itself is again basically perfect, from what I can tell.

Into Zant's stupid dark castle thing we go. Thefts the first ball without a hitch, and runs it out like nothing. BRLJ over to the east section. This first room botches quite badly; it takes a harrowing 70 second to kill the stupid head thing to trigger the key, probably 45 of which could be considered loss. Steals the second ball easily, and the escape with it looks a lot better than the approach. Everything past that looks great.

Zant fight time. 51 hits later, he's done. All phases look good, the water one especially, considering that he has to reset his air meter several times.

Hyrule castle time. Outside fights go fine, despite the always-evident potential for lupine charge attacks to randomly screw up. Inside, same, wastes the mid-boss armor guy like there's no tomorrow, continues on. Inner castle, all fights again good. On up to Ganon we go.

24 hits to a meager 4 to Link, he goes down hard, just like this entire game.

Overall, this run is fantastic. It beats the pants off the previous one, through new shortcuts and skipping an additional dungeon entirely. Its overall impressiveness more than makes up for the meager few mistakes that can be noticed. I see no reason to not accept this run.


Quote:
Audio Quality - Good
Video Quality - Good

Gameplay Quality:

Ordon/Faron Area:

First herding was somewhat sloppy, and probably could have been at least 6 seconds faster; since it's in the beginning of the run I think it deserved a restart, but I can understand the difficulties of working so hard to get a reasonable SS run in the first place.

The cage opening took a lot longer than I think it should have for only being 10 minutes into the run. I noticed you tried to do the trick where you hit them both at the same time with the slingshot, but it didn't turn out well and as a result it looked very noticeable that you were having problems.

Second herding deserved a restart, no question. How someone who's done TP runs before can accept a herding like that is beyond me.


Twilight Castle:

Midna text skip didn't work, but it didn't lose that much time. Worth a try. The rest of this area is flawless, though.


Eldin Province Twilight:

A few mistakes here and there, and overall it was easy to tell that at this point you were being more careful about doing certain maneuvers. It's a good idea for a SS run, but it's very noticeable here and it makes watching a speed run feel more like watching a walkthrough or something else.


Hyrule Field:

I just wanted to point out how perfect the Early Lanayru Twilight skip went. That deserves mention for being an hour into the run and being executed so professionally.


Snowpeak Ruins:

Bomb boost skip didn't turn out too well, but for 1:40 into the run a 15 second mistake isn't worth as much. On the bright side, the Freezard skip and Ball and Chain battle go perfectly.


Outside Snowpeak Mansion:

What was so necessary about getting that last heart? Even after going to the map, you closed out the map to try to get it again. Just a bit of a nit-pick, but that was kinda tacky.


Lakebed Temple:

Morpheel seemed to give you a lot of problems, and at one point I thought you'd run out of water bombs. I suppose most of the battle is luck, though, and I can imagine how annoying it must be to keep having to do the air glitch. Also, what was with the "pause" after getting the heart? Somewhat tacky similarly to getting the heart outside the Snowpeak Mansion.


Arbiter's Grounds:

Very messy run of the temple. There were mistakes in nearly every other room, and they add up quite a bit. Regardless of being SS, this went pretty bad and ruins the run a bit. Stallord was just awful.


CitS Early:

I got it on my first try faster than this when the glitch was first discovered... I think at this point, having had such a rough start and having just gone through a terrible Arbiter's Grounds run, that I would have restarted the run and called it a day. All these attempts make it look like a big joke, although I'm pretty sure you took the run seriously.


Palace of Twilight:

The Zant head in the east wing should have been a sign that you should have restarted at the CitS Early issue. That whole thing ended up wasting about a minute, which is ridiculous. If that couldn't have said "Restart" any clearer, then the clawshot issue immediately following should have. However, I guess that considering you were at the closing of the run you decided that you may as well finish and see the results. Zant went well, so that's a plus.


Overall Decision: Decline

It was a good run and it's a great improvement, but some of the mistakes in the run are just too time depriving and make the run look bad. In addition, having had such a rough start in the first 10 minutes makes one question why you didn't restart then instead of having to go through the trouble of making future mistakes knowing that the start was bad too. Considering the mistakes throughout this run, I'm guessing you could easily get 3:53 (maybe even 3:52) if you did the beginning clean and didn't run into any issues during Arbiter's Grounds, CitS early, or the Palace of Twilight. Aside from the first 10 minutes and those three areas, the run went very well for a SS run; however, again, the  mistakes within these areas were bad enough to make the run look bad and lose significant time.


I told the runner most people are accepting the run because it's such a big improvement.

Quote:
So I'm the odd one out of the pack, eh? x_x I realized it was a great improvement but that was mostly thanks to the time savers that were found. Based on the run alone, not comparing it to the old run, it's got some major mistakes in it, SS or not. Not that is matters though, majority vote.


Quote:
Audio and video are fine.

The 4 major mistakes, morpheel, stallord, CitS early and the first room in the east wing of palace of twilight look pretty bad and cost about 5 minutes total, but outside of those there are few mistakes that cost more than 5-10 seconds.  The tears are all done well and the dungeons are all great, exept for arbiters grounds which was just ok.  Morpheel and stallord sucked but they're heavily luck based.  He got really lucky in other places though like sumoing and getting rupees, and the hard tricks like EMS and the lake hylia gate clip are pulled off first try.  Overall the run is great.  Accept.


Quote:
My comments towards the run:


Audio and Video quality were excellent

No signs of cheating whatsoever

Now the run quality is quite good itself. I was laughing a lot when Morpheel just kept on going upwards and denying Jiano from attacking him, it was just all bad luck for that part. Sad Worst part of the run was obviously city in the sky early trick, but that is hardly anything compared to the 51 minute improvement of the previous run. Overall the first half of the game was great, and the temples overall were pretty solid. I could not reject this run simply because the pros heavily outweigh the cons.

Accept Smiley


Decision: Accept

Reason: It's a 50+ minute improvement.
Thread title:  
Q(O_o)Q
Lol at the verifier who said his first goats were bad. Only 2 seconds off from the WR. :/

Btw he brought up the map again after swinging his sword(after snowpeak) because you cannot warp when swinging your sword.

And he paused after getting the heart in LBT to change DVD's. >_>
tl;dr, run was awesome?
its Jiano is there any doubt it was awesome?
Doin Good
Lol BRLJ and the EMS being surprising. Although he did put work into making a story of sorts out of verifying. But yeah, the time alone shows how awesome this run is. Pleanty of new breaks, but in the end they only make the run a lot harder...
Edit history:
Jiano: 2009-05-24 10:48:53 am
As soon as I saw first herding could have been 6 seconds faster, I knew it was going to be harsh. You don't understand how much luck is involved if you think 3:53 can easily be gotten. Gate glitch, sumoing, early lanayru, fishing, vine glitch, etc. all went extremely well when they all usually cost me time. Also I'd like to point out that my last run had 11 minutes of mistakes to this ones 6 minutes, so that's guaranteed better play right there.

The first 10 minutes has: Random blue rupee, 2 goat herding, glitching through the gate, fishing, and cage opening. All of those can go bad if you get unlucky, and I'm an incredibly unlucky person(considering probably 90% of my restarts did happen in the first 10 minutes).

I know the run has some bad mistakes in it, so thanks for accepting despite that.
This is probably a stupid question, but why is the GC version more speedrun friendly?

I'd look it up in the Twilight Princess thread, but, well, it's 656 fucking pages. The sheer size is frightening.
Edit history:
Greenalink: 2009-06-28 04:41:42 am
DS Dictator
Quote:
This is probably a stupid question, but why is the GC version more speedrun friendly?


It's mainly because there is a trick you can only do on the GC version which is the Long Jump Attack (LJA for short).



You can use it to skip loads of things and it's one of the most effective time savers/trick in the entire game


Early Heart Piece on Lakebed temple.

Another reason is that on the Wii version you shake the nunchuck to perform a Spin attack but you need to wait for it to charge up again. The GC version you can rotate the stick 360 followed by B to perform the Spin Attack, however there is no wait to charge it up as you can do it again straight afterwards.

So the GC version also has the advantage of dealing heavy damage very quickly!

Lastly the recent map glitch (which is used to get to Early Snowpeak Ruins) is faster (and easier) on the Gamecube as you don't need to use a bottle or to read/speak to a sign/person  for it to work like the Wii version does.

GC Map Glitch


Wii Map Glitch
Thank you! Smiley
Currently occupying the grey area.
Considering that the GCN version is a single segment and the Wii segmented, is there 1 and a half hours difference betwwen the two versions? as I.S.T said, 656 pages is too much to plow through to work it out.
Edit history:
Greenalink: 2009-06-29 02:53:25 am
DS Dictator
The Wii segmented version is really out of date and it was made before huge tricks were discovered like

*the Long Jump attack nearly anywhere (GCN only)
*skipping the Temple of Time (to enter City of the Sky early too)!!.

The previous Single Segment record did not use the Early Master Sword trick because at the time we didn't work out a way to get around the dead end at Goron Mines (and we also didn't know that Morpheel the water boss can be defeated without the Zora suit) until mzxrules found the Map glitch to enter Snowpoint Early so that we could get around the dead end when doing the 'Early Master Sword' route.

So the new tricks that saved a whopping 51 minutes were:
*Skipping the Zora Suit quest (It's possible to clear Lakebed without needing the Zora Suit)
*Skipping 2 Temples (Goron mines is the new skip)
*Getting Master Sword very early as we can abuse the warp too.
*The Map glitch is also a highlight as we don't need to go fishing to find that rare fish = enter Snowpoint Early.
*Stealing a Bomb Bag
Currently occupying the grey area.
So would the Wii version be taken down, or is there enough differences between the 2 versions to warrant leving it up?
Edit history:
Greenalink: 2009-06-29 05:59:55 am
DS Dictator
Quote:
There enough differences between the 2 versions to warrant leaving it up?


For now that's mainly for the runner to decide if the outdated run should stay.
The Wii version does have some timesavers but they're not as effective as the GCN version such as skipping the first encounter of the Postman & the Iron Boots glitch in Goron Mines (only useful in 100% since Any% skips this temple now).

Although it's a bit unfair for many people who bought this game when the Wii was launched (like me) and now got advised to buy the Speed run friendly GCN version just to submit a speed run.

It's best to think that:
GCN Twilight Princess = Metroid Prime 1 Original NTSC
Wii Twilight Princess = Metroid Prime 1 PAL
Twilight Princess (with Map glitch fixed) = Metroid Prime 1 Player's Choice NTSC.

No Map glitch means no way to get around the dead end of the 'Early Master Sword' route (which also means the Any% route segmented or not will be over 4 hours long).
Yes, a cucco riding the ground.
I just finished watching the run. You did a great job almost everywhere; mistakes are bound to happen in a run this long, but most of them here weren't too bad. Don't beat yourself up over CitS early; like you said in your comments, a lot of things that could have went wrong didn't, and you definitely didn't slack off trying to get the best time you could. Overall, I was very impressed by the level of play and applaud you for sticking with TP long enough to get such a great run.

A side note: I kept thinking you were going the wrong way because of the Wii/GC mirroring. <_<
ow
Amazing run, especially since if you look away for just a few seconds you probably missed an awesome glitch. I applaud you sir!
Awesome run. Good shit man, good shit.
Jiano, this run is amazing... I watched and still watch some parts several times because I like them so much...
Concerning the City in the Sky early glitch: Well, I'd call that the "grudge of a single-segment". But I still admired you for not losing patience/hope and keeping on trying until you made it! Respect!