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No the Quail is not riding the Q
While that boss was hard at first it ended up being a very fun fight. I recommend that you guys atleast make an attempt.
Quote:
what's with the king of red linos head inplanted in the island though? Is that a gameshark code or something like that Huh?


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Ah right! This still has cheats on cause you have the hookshot with 3 hearts!
No the Quail is not riding the Q
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Ah right! This still has cheats on cause you have the hookshot with 3 hearts!

rofl..I didn't get any heart containers.
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rofl..I didn't get any heart containers.


ok now things are clear. Wink
Edit history:
Kazooie: 2007-01-16 05:45:47 pm
Zelda Rulez!
Fierce that was realy funny video and btw you always do best videos Grin
I wish everyone wasn't so caught up in TP right now. Angry
the run has been done at about 6:30, but since the game is apparently shorter than Oot and MM, it should only take about 3 hours, but for some reason, that is not doable.
torch slug since 2006
So whos gonna do the new run
No the Quail is not riding the Q
A strange floormaster trick...it's useless for a speedrun but still cool.
Video
HAHA, you are hilarious man :D:D. Grin
Edit history:
DRybes: 2007-02-12 02:33:24 pm
O Zlda?
I just got a GC in December and I borrowed this game, as some of you may know, late January from a friend. I haven't even completed it yet (95% done mind you) and just watching TSA's first dozen segments I want to speedrun it soooooo bad. Which gives me a precarious list of games I've expressed interest in (4 now!) but I do intend to actually do them all, in some sort of order. This run looks... easier than the others. Maybe I never appreciated segmenting until now.

My burst of inspiration came about an hour ago. TSA is... well, he's TSA, but I really look up to him, and I downloaded this run expecting to see his normal quality and dedication. Apparently I like the game more than him, since he didn't even bother to redo a 10 minute segment which contains less than 5 minutes of actual gameplay, just to smooth out his walking and rolls and save several seconds... I'm not particularly fond of his camera usage either, so perhaps he hates the camera because he doesn't always use it in ways I've found make play easier. I can't fault him since it's still a very good run... it's just funny that it's probably his lowest quality run on this site.

I could definitely segment the hell out of this run and make it relatively easy to optimize. I'm wondering what you mean by savewarping, since this is the first Zelda game I've played that sort of lets you stay where you are on the overworld when you save+quit. I have to read up the old thread and watch all those tricks videos. Kazooie is amazing at tearing these games apart...

Some immediate thoughts: Starting a new game from a completed save file. - What all does this do? You get to keep your blue shirt, you can read Hylian, and you begin with a deluxe picto box. Are there any other advantages? Some points in the current run I _think_ I saw some text skipped that you normally have to sit through slowly, but I could be wrong (first time talking to Zunari to get the sail?). Also, when sailing, the quick equip of the sail surprised me... I assume thats the fastest method? Also, quickspins are hellishly difficult to do in this game compared to OoT, but I think considerable time could be saved hitting multiple enemies if they were done reliably. The floormasters have a very odd behavior that is very dependent upon where you first set foot on the earth they reside on (enter room normally or fall from a higher surface)... I love that trick you posted with them. But I can't seem to make the music start playing...  Roll Eyes You can hold Down while using the wind waker to lower its painfully familiar sound to a whisper. This is how I keep my sanity, along with zooming the camera out enough to elevate it. After pressing L to enter... well, the mode where you face in one direction and can sidehop lightning fast, even with iron boots on... you can then rotate the camera and thus navigate even complicated areas with sidehops! Probably nothing you don't know already, though... I have a lot of reading to do still, and I haven't watched more than a quarter of TSA's run so far. Another huge timesaver I thought of but need confirmation on is whether you can salvage a treasure without collecting its chart. You'd basically have to memorize exactly where on the map the treasure was (cheating? nah. taking notes is allowed, so is drawing pictures.), but I mean, if you could pull those up without charts, your money problems are solved, since half of them contain a silver rupee. Also would need to memorize which of the existing light ring sunken treasures contain the purple and orange rupees (one of the ships grouped with the Gold Ship you sink for a triforce chart yields a sunken orange rupee).

With the tuner, Tingle can go up high and get out of reach things for you, but I'm not sure if that includes anything other than TingleTuner-specific items. If for some reason it's not limited to that, you could probably sequence break a couple of the dungeons. I doubt it would be sub 5 though... I think he just likes that phrase, sub 5 :p

Ready for this? I'd aim for sub 6 on this game. Set thy sights high, waker of the winds. Find a few more timesavers than we currently know and execute everything perfectly, and it has to be possible.
Zelda Rulez!
Good luck with your run and what I can say TWW is very hard game to SB Sad

So I can think some little SB but those are not possible yet. Fierce have tried those too, I think.

I will follw this topic if you are gonna run this game, looking forward for this run Grin
Stand: Devil's Call in your Heart
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the run has been done at about 6:30, but since the game is apparently shorter than Oot and MM, it should only take about 3 hours, but for some reason, that is not doable.


the reason?

Sequence Breaking

and the damn big sea.
Food goes in here
I think there is actually more text in the second playthrough than the first, so you might just want to start from a completely new file, as there are no real advantages in the second one, except for the fact that link looks kinda stylish in that blue sweater and you can read the stupid hylian text. About the quick spins, for some reason it seems a lot easier if you jumpslash and then start doing quick spins, rather than just doing them from a standing position, so even though it's slightly slower, you might want to consider this.
I was once a treehouse
I was writing a route with all time-savers in it but I never got further than the tower of gods. I'll post what I got and you guys can see if it's of any use.

Segment 1:
-intro movie
-backflip off lookout and swim to land
-get 100 rupees below grandma's house
-talk to grandma for clothes
-save and quit

Segment 2:
-Talk to Aryll
-Get Telescope
-Bird Cutscene
-Backflip off lookout and swim to land
-Get Sword from orca
-Get to Woods
-Skip First Enemy and kill the next two
-Sisterkidnap Cutscene
-Get shield and board ship
-Save and quit

Segment 3:
-Miko mini-game to get spoilsbag
-fly to forsake fortress
-save & quit

Segment 4:
-TSA's jump through window trick
-Disable light
-Get to your sword
-Cutscene
-get sail
-save and quit

Segment 5:
-fastsail to dragonroost
-learn wind's reqium
-get Delivery Bag from Quill
-get letter and bring it to Komali
-get bottle from Medli and flood pool
-Damage boost over lava
-enter dragonroost cavern
-save and quit

Segment 6:
-DRC like TSA upto room before boss key
-swing forward and jump off to the platform in the wall and then jump to the other platform to save time
-get boss key
-save and quit

Segment 7:
-warp to boss
-beat boss
-cutscene
-fast sail to forest haven
-save quit

Segment 8:
-help DT
-get leaf
-set wind to west and enter forbidden woods
-save quit

Segment 9:
-forbidden woods like TSA uptill mainroom with boomerang
-go to boss room open warp
-get boss key
-save quit

Segment 10:
-Warp to boss
-beat boss
-get pearl
-fastsail to Farore's Pearl island and place the pearl
-fastsail to GFI
-fastsail untill you get to the windfall square
-save and quit

Segment 11:
-Use small shortcut to the back of the bombshop
-get password
-get bombs
-save quit

Segment 12:
-fastsail to Din's Island and place pearl
-warp to windfall using cyclone
-break the stone wall with bombs
-jabun cutscene
-save quit

Segment 13:
-fastsail to nayru's island and place pearl
-enter tower of gods
-save quit
Edit history:
DRybes: 2007-02-13 05:25:57 am
O Zlda?
For improvement what needs work the most is the dungeon navigation strategies. There are a bunch of little things that really add up if you do them flawlessly. In the description, TSA mentions places where he lost time, but in general he's losing seconds everywhere... at least 15 during a single sequence in forbidden woods (in which 5 vines are cut to drop a large flower down to a lower floor)... it goes faster if you're on the flower when you cut the vines (i believe), and then all the bad luck he had with the angle the flower propelled at. That's just an example... you mentioned at least one other one, so there you go. I also need to see how much time the sidehopping saves, because it is extremely quick (even with iron boots on, i believe it is faster than the normal run). TSA uses it in some places so I assume there's no way it could be slower. Careful angles theoretically allow every room with a straight path section to be navigated this way (imagine the thorn maze in Forbidden Woods). While I understand that doing it absolutely everywhere is something only practical for a TAS, that doesn't mean it can't be used liberally (like backwalking in the famous OoT run).

The other area to be improved is the overall route. I don't think very much can be done about it though. I still must check if it is possible to collect Treasure Chart chests without possessing the Treasure Chart in question. I haven't watched the run past Temple of the Gods yet (am going to tonight), but I am currently wondering a) whether Triforce Charts can be nabbed before the point in the game when you're 'supposed to' start looking for them, b) if those sunken triforce chests, like the treasure chart chests, could be collected without a map, (failing that) c) if the triforce pieces can be collected as long as you have the map, but without requiring it to be deciphered by tingle, and failing that, d) if it is necessary to pay 201 rupees for the IN-credible chart at all. Any one of those could be considered a major sequence break / route change.

Other than that we're looking for other, less obvious sequence breaks, such as minor ones in sub-areas of the world (dungeons, island grottos), other than those we know already (many courtesy Kazooie).

One other crazy idea I had to chop a minute or two off the run was to skip collecting the boss heart containers, or at least some of them. Savage Labryinth (sp?) would be the only applicable purpose for more than 5-6 hearts (well, it's segmented, so we could take 3 through the game, as a bit of a craps shoot). Even then, it only gets difficult past the floor with the triforce chart, which would be a waste of our time (albeit the 40th floor has 400 rupees, you must have mirror shield to get in).
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Some immediate thoughts: Starting a new game from a completed save file. - What all does this do? You get to keep your blue shirt, you can read Hylian, and you begin with a deluxe picto box. Are there any other advantages? Some points in the current run I _think_ I saw some text skipped that you normally have to sit through slowly, but I could be wrong (first time talking to Zunari to get the sail?)

The only point in the game where the text runs faster is when you get your clothes at the beginning of the game from grandma. English scrolls slower the Hylian so the first quest is faster.
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Also, when sailing, the quick equip of the sail surprised me... I assume thats the fastest method?

Yes I timed this some time ago. I'm not sure the best rate to re equip the sail though maybe a 1 second gap.

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I was writing a route with all time-savers in it but I never got further than the tower of gods. I'll post what I got and you guys can see if it's of any use.

Segment 1:
-intro movie
-backflip off lookout and swim to land
-get 100 rupees below grandma's house
-talk to grandma for clothes
-save and quit

Why don't you just sidehop off the ledge. I'm surprised no one seemed to pick this up.
Quote:
Segment 2:
-Talk to Aryll
-Get Telescope
-Bird Cutscene
-Backflip off lookout and swim to land
-Get Sword from orca
-Get to Woods
-Skip First Enemy and kill the next two
-Sisterkidnap Cutscene
-Get shield and board ship
-Save and quit

If you are good you can hit both of the enemies at the same time with good positioning.
Quote:
Segment 4:
-TSA's jump through window trick
-Disable light
-Get to your sword
-Cutscene
____________
-get sail
-save and quit

Don't forget the final moblin skip. Also, it would be wise to split this segment up because the Forsaken fortress can be annoying to pull off well.


Quote:
Segment 5:
-fastsail to dragonroost
-learn wind's reqium
-get Delivery Bag from Quill
-get letter and bring it to Komali
-get bottle from Medli and flood pool
-Damage boost over lava
-enter dragonroost cavern
-save and quit

I don't think it would be wise to put this trick here because it saves about one second and is tricky and is at the end of the segment.


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I also need to see how much time the sidehopping saves, because it is extremely quick (even with iron boots on, i believe it is faster than the normal run). TSA uses it in some places so I assume there's no way it could be slower. Careful angles theoretically allow every room with a straight path section to be navigated this way (imagine the thorn maze in Forbidden Woods). While I understand that doing it absolutely everywhere is something only practical for a TAS, that doesn't mean it can't be used liberally (like backwalking in the famous OoT run).

I did some timing a while ago and this is what I found.
Rolling > Sidehop > Walk = Backflip > Iron sidehop > Backwalk > First person walk > Sidewalk = Diagonal backwalk = Diagonal frontwalk > Continued jumpslash > Iron boots > Spin attack crouch.
The hurricane spin would be faster than rolling if there was no downtime.
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I still must check if it is possible to collect Treasure Chart chests without possessing the Treasure Chart in question.

I'm not exactly sure if normal treasure can be collected like this but I know the location of the triforce chests changes for each game. I would assume the same is true for normal chests. In any event, the location would probably be too difficult to memorize as there aren't many points of reference in the sea.

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One other crazy idea I had to chop a minute or two off the run was to skip collecting the boss heart containers

There are only six to collect if memory serves. The text for each is unskippable and lasts approximately five seconds. It really just depends on how good you are at this game to see whether you should skip them or not.

Good luck with the run (not that it is needed for an easy game like this).
I was once a treehouse
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Don't forget the final moblin skip.

How do you skip the final moblin?
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Also, it would be wise to split this segment up because the Forsaken fortress can be annoying to pull off well.

FF should be done in one segment and when you get to windfall, there is no way you could mess up. If you saved after FF you would get a segment of 30 seconds because of the save-warp after the sail.
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I don't think it would be wise to put this trick here because it saves about one second and is tricky and is at the end of the segment.

It is quite easy, the runner should be able to bomb-boost without to much trouble. There's some skips later in the run that use bomb-boost too.
torch slug since 2006
Good luck with the run! Also shadowgame189 that route looked nice to me!
Edit history:
Sorcerer88: 2007-02-13 06:26:29 pm
I have no solution, but i admire the problem.
Quote:
I still must check if it is possible to collect Treasure Chart chests without possessing the Treasure Chart in question.

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I'm not exactly sure if normal treasure can be collected like this but I know the location of the triforce chests changes for each game. I would assume the same is true for normal chests. In any event, the location would probably be too difficult to memorize as there aren't many points of reference in the sea.


I'm not really sure if this works, and if it works for all chests in the game, but i once tried to find a triforce chart without using the map at all, just remembering the position of the big spark ( it disappears quite early ). And with a bit of training, that wasn't much of a problem anymore, you have to learn the "rythm" of the white "water lines"... but when you don't even have the treasure chart, you don't see the spark, so this could be a bit harder... if it's possible at all. btw: to see more water lines and have a better overview, raise the camera to the highest possible angle.

Anyways, take a look at the time savers we found, and good luck!
He's back!
I seriously doubt that you'd be able to collect a treasure chest without a map becuase area becomes illumitated in the sea once the maps are deciphered so I'd expect the programmers to do some kind of check on it.
Edit history:
DRybes: 2007-02-13 07:53:17 pm
O Zlda?
Quote:
In any event, the location would probably be too difficult to memorize as there aren't many points of reference in the sea.

Other than a variety of incredibly accurate 200x200 and 100x100 maps.

anyway, looks like this doesn't apply to triforce charts. oh well. we probably won't be talking to fishman at any point, either (his 200 rupee game is tempting to me, but can be only successfully won once per 1000x1000 map square).

i really appreciate the speed information of walking.

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I'm not really sure if this works, and if it works for all chests in the game, but i once tried to find a triforce chart without using the map at all, just remembering the position of the big spark ( it disappears quite early ). And with a bit of training, that wasn't much of a problem anymore, you have to learn the "rythm" of the white "water lines"... but when you don't even have the treasure chart, you don't see the spark, so this could be a bit harder... if it's possible at all. btw: to see more water lines and have a better overview, raise the camera to the highest possible angle.

If you're talking about collecting a map and then getting a treasure without using the map for close-up accuracy, it's pretty easy. A giant pillar of white light shoots out of the sea where the treasure is. It disappears when you get even remotely near, but all you need to do is judge your distance by momentum, and know how fast the boat slows down depending on different things you do, and you'll stop where you need to be every time. I think a certain sound effect can be heard when you're in the right spot, too, as if it wasn't simple enough.

To get a chest without a treasure / triforce chart at all would require that the chest is in the same place all the time. I guess I gotta see if chest position varies by individual game. It would be miraculous if any chest was always in the same place (haha... maybe the positions change just for the 2nd quest). But if such conditions are met for any chest, all that's required is having a 100x100 chart in another saved game file (plus a 200x200 chart of the area for comparison), copying that 200x200 chart with the X on it to paper... then when you start playing the other file, all you need is a 200x200 chart of the area from fishman, for all the precision you need.

As far as the triforce pieces go, are they always by the same islands, with just some random variation in the placement around the island, or do they move around the map?
Everybody loves Hypnotoad!
Triforce pieces are always near the same islands, but I believe they do move around.  It would be worth checking if there are a set collection of locations they can be in around each island, and how large that collection might be.
Zelda Rulez!
All treasure chest always swap place on each save file and I think in new game+ treasures are more away from island than in first play thought. I not sure about it Tongue

Could it be possible to use this in segmented run. check that treasure place from chart and then load same file again and don't get that chart and try get that treasure from same place Roll Eyes
O Zlda?
Quote:
All treasure chest always swap place on each save file and I think in new game+ treasures are more away from island than in first play thought. I not sure about it Tongue

Could it be possible to use this in segmented run. check that treasure place from chart and then load same file again and don't get that chart and try get that treasure from same place Roll Eyes

Yeah that would work. Assuming treasure placement is determined when you start a new game, and not at the moment you get a chart. This is probably the case... the save files for WW take up 12 blocks on the memory card (pretty big for GCN). I shall do this in a minute and report back :p