Ocarina of Time 100% Speedrun in
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- Опубліковано 11 вер 2024
- There's a small new route change in this run where Lens of Truth is moved from near the start of the run in the first BotW trip, to near the end of the run when adult goes to BotW. This is a small timesave that only saves ~15 seconds but affects a lot of splits so I had to make up a few "fake" splits and not use PB video for this.
This run lost 2 minutes to dampe (7th try). I was planning on just continuing for practice, and somehow ended up PBing.
There's a lot going on in this run and it can be really confusing if you don't know what's happening. To explain stuff, I have an FAQ here pastebin.com/9... as well as a fully commentated demonstration run of this route here • Ocarina of Time 100% N...
Leaderboard: www.speedrun.c...
Twitch vod with chat: / 946036234
No commentary version: • Ocarina of Time 100% S...
Follow me here:
Live at: / zfg1
Twitter: / zfg111
Editor: / dry4haz
As someone who has never seen an OoT speedrun before, I'm a fan of when Link turned blue, did a silly run, and then flew around for a while.
Should have seen the one where he first broke sub 4 hour mark, its completley diifferent
Huh, you weren't kidding lol
@@lovebattleforge RIP FrankerZ
Its good
The fact that I:
Clicked on this video
Fast forwarded to a completely random moment in the speedrun
Started laughing at how ridiculous it was
Then saw your comment describe exactly what I just watched
Proves we are in a simulation
It's time for bed
I love that in ZFG's hands, Link is a freak of adventuring efficiency; he performs strange dance rituals that allow him to teleport, fly, and summon objects from thin air. Truly the hero of space and time.
It's canon pretty much 🤣
Link remembers every reset and with it comes the glitches...
That would be Ciri
Me, going in: “Oh forest escape! I know that glitch!”
*3 hours of absolute nonsense*
ZFG when he gets sub 3: "Cool"
Exact same reaction as when he finally got sub4 haha
Love how the run becomes incomprehensible 18 minutes in, speedruns are fucking sick
bruh i was lost by the 2 minute mark
I made it to 11:30 before it stopped making sense. why are all these items being unlocked, pretty sure only Adult Link can use half of them lol
This man setting new records every week I swear
Pretty much the only name on the Speedrun Archives Ocarina 100% leaderboards lol
Ikr
Every hour :))))))
@@hugomartinez2374 guess not
This aged wel
After not seeing speedruns in OoT since the days of Cosmo and Skater, my main reaction that i have REPEATEDLY used throughout this run was "bro wHAT WAS THAT". Good stuff man!
Hey!! That's DEADNAMING!
He droppa da fish at 16:31
“Where We Droppin’?” at 2:28:09
Happy Mask Drop at 2:29:22
But most importantly, he droppa da time at 3:03:32
BONUS: Dampé at 1:01:11
Thank you, sir.
I love u
You are the true savior of time.
every time I see botw I have to do a quick contextual replacement to see if Best of the Worst, Breath of the Wild or Bottom of the Well fit. I conclude that that "Best of the Worst" is the intention here.
It means Breasts of the Women. Stop pretending like you think it doesn't
Lol, I always think "Best of the Worst" too, been watchin RLM way longer than Ive been watching ZFG
they actually joked abt that on one of their recent episodes, its finally come full circle
At the start of the run, someone in chat asks "Hows sub3 coming along?",. and ZFG says l should be able to get 3:01
And low and behold, with 1st try dampe this run wouldve been 3:01. Nice
This guys gonna be in the two's before 2022
Im a couple years behind OoT runs. This looks freaking weird and awesome. Such a new route, awesome time and glitches. Keep up the good work man!
2:29:30 "AAAAAAHHHH- um yes, I'd like to buy a mask please"
That little jump you did inside the windmill to get to the middle, I always knew that was possible because my dad told me about it as a kid (probably 15 years ago)
But I could never execute it myself, seeing you do it gave me some flashbacks.
I'm at 30:00
this ain't gaming, this is some art.
I can't imagen how much of this is just pure muscle memory...
Haven’t seen this category in years. So little of it made sense that I was expecting him to fight Twinmold at some point.
I didn't think sub 3 was 'that' possible but zfg is actually really close.
I didn't think it would happen for a bit but with this reroute, a first try with good execution would be within probably like 80-100 seconds. Which I guess is enough for an incredible fluke god run to barely break the barrier. I'm starting to get hyped
ZFG defo doesn't believe he can sub 3. But I may beg to differ (we'll see when he gets 3:01)
I have literally zero clue how you do any of this despite it being explained to me. It's a concept that just doesn't click in my brain so this is a fucking fever dream but I love it.
This is insane. Around 7 or 8 years ago he finally managed sub 5 hours. Then it took almost 6 years to get to sub 4. Then SRM changed everything and 2 years later he's 3 minutes from sub 3
You go from learning a route to perfect gameplay in just a couple months. Insane. All you have left is luck - enough consistency to beat Dampe et al
It’s far from perfect 8 minutes worth of errors
@@thefloormattetris5260 Assuming what you mean by 8 mins of errors is the difference between the time and SoB: first, you can play perfectly and still lose time to SoB as a result of RNG, and second, that's only 8 mins of time loss in an 180 min run, which works out as time loss being under 5% of the perfect run. That's closer to perfect than most people could hope to achieve, especially for such a long run.
Edit: I hadn't seen the latter part of the run when I posted this, considering 2 mins of the time loss was to Dampe RNG, he only dropped at most 2 mins per hour of the run to execution errors
@@lucarr1041 Also I think it's important to account for the fact that a human will likely never get that "perfect run", ESPECIALLY in a three hour runtime. It's almost impossible to maintain absolute consistency for that long, no matter how good you are. Regardless, I agree, ZFG really is pushing the boundaries of this game.
@@lucarr1041 I think he knows that, he’s just pointing out to op that the run isn’t perfect so there’s no reason to call it perfect??
@@trentthen642 I realise that calling the run "perfect" is definitely hyperbole, but I don't believe the use of "perfect" is unwarranted. No one short of a TAS is going to ever reach the definitive perfect run (except maybe in games with very little RNG), but people can get within very small margins of error of that target. I personally would be willing to call something within a sufficiently small margin for error "perfect".
Sub 3 seems more and more possible each record.
Each new routing change
I think it's pretty possible with this route. 1st try Dampe without any big mistakes would do it.
@@andrewhighley1468 Ok
ZFG you are just an unbelievably respectable runner. The way you continue to grind and study this game, and consistently top the leaderboard... it's really admirable. It's always a pleasure watching you. Truly inspiring - you show what real dedication looks like.
Using the iron boots to get the iron boots is just perfect
Kaepora must be so confused by the 100% route, he sees Sheik jump down and teach requiem to a pair of boots sticking out of the ground
15:30 has to be the funniest sequence of events I've ever seen
I do that sequence in casual playthroughs all the time. Just sort of fits, you know?
Navi 30 minutes after waking up Link: “WTF is going on?! What have I unleashed on the world?”
Man calls WR his PB like its a normal event 😂. God i love zfg
Tbf, saying pb is quicker than wr. Saving the irl frames
I remember watching live ZFG getting his first sub-4 hour time. It's just absolutely incredible that he's tickling the 3-hour mark at this point.
I remember watching him get 3:51 🤣
Sometimes, I just like coming back to this run to remembered that moment my soul turned as sideways as shadow temple. Its a nice feeling. Thank you, zfg.
Okay, this is my first Ocarina speed run. My boyfriend turned me onto it, knowing how much I love the game and how some parts frustrated the hell out of me. But he also knew if I saw the moment in Zora’s River that you basically got EVERYTHING (boots, scale, hammer, bracelet, reflective shield…) that I would be even more annoyed…and he was right 🤣🤣🤣 holy hell, that was INSANE. Okay, back to the rest of the video lol
Video length is Pi Day this year. Nice.
the year isnt 2032 though?
@@zunderdod24 3:14:21
@@raydarable It's only 3:14:20, though.
My birfday
@@AloeEmporium On the subscription feed, it says 3:14:21, sometimes the time is rounded down.
i have apparently missed a lot, when the heck did "pick up invisible rock and collect half the items in the game" become a thing
I was hoping someone else in the comments had the answer
It’s because of a bug called stale reference manipulation (or SRM for short)
There’s an explanation vid out there somewhere I believe
Alright, at the risk of saying shit you've learned by now, here's the short version of what "pick up invisible rock and collect half the items in the game" is and how it works.
This trick is called Stale Reference Manipulation, often shortened to SRM.
When Link picks up an object, like a rock, the game targets that actor's data in a specific spot in memory and applies Link's positional and rotational values to it. This is what the 'Reference' in 'Stale Reference Manipulation' refers to.
Normally, when an object Link is holding is unloaded, the game ends Link's carrying state and lets him walk around as normal. However, if you buffer picking up the item until after the item has already been culled or unloaded, Link can run around with nothing in his hand. You'd think this wouldn't change much, but this bit is incredibly significant.
Link is *still* applying his positional and rotational data to that reference in memory; the reference is stale and the data is being applied arbitrarily to an actor that doesn't exist. Better yet, if you clog up memory in a certain way, you can push other pieces of data into that reference and arbitrarily apply Link's positional, and more importantly *rotational* values to whatever's been pushed into that slot. This is the 'Manipulation' part of 'Stale Reference Manipulation.'
The reason ZFG drops a fish on the ground, drops bombchus, et cetera in the Lost Woods is to do just that: Clog up memory in a specific way so that he can arbitrarily apply Link's rotational data to, for example, his Equipment screen. The value "f" is applied to his boots, for example. These "f" boots have no gravity value assigned to them. Link's walking animation is sped up dramatically, but this is an unintended side effect of having glitched data applied. Side note on f-boots: 0 Gravity means that if Link gets hit by something that would launch him, he's completely inactionable until he hits the ground, which in this case is never, so the end result is a softlock. The reason jump slashing allows you to go down is because jump slash has a gravity value hard-coded onto it.
Anyway, here's why this allows Link to get like half of the items in the game:
When you run into a rupee or a Heart Container, you pick it up. The game looks at the data of that actor and gives the corresponding item of that data to Link on the same frame. So far so good, right?
Well, by using Stale Reference Manipulation in Zora's River, you can change the properties of one of the nearby actors loaded in memory, like a Butterfly, to match the sort of actor type that Link can pick up and interact with, like a bush or a rock. Runners use this to pick up this butterfly and bring it to a specific place in Zora's River and set it down to modify even more data in that Butterfly. This time, they turn the butterfly into the same kind of actor type as a rupee or a Heart Container. This is the complicated part.
On its own, applying this actor type to a butterfly either wouldn't do anything or would crash the game, I can't remember which one of the two. Neither is the desired result, regardless. Instead, runners figured out a way to have it so that the game takes the value corresponding to the position of an active bombchu running across the wall in relation to the screen or camera and applies that to our new item-giving actor. Because the butterfly isn't scripted to disappear after giving Link an item, it continues to happen several times in a row, every single frame possible. That bombchu running across the wall has a completely different positional value every single frame. For this sequence of events, the values being applied to the butterfly's item data happen to line up with "half the items in the game."
In summary: If the item Link is carrying doesn't actually exist, Link can arbitrarily apply his rotational data to literally anything else currently loaded into memory if it's pushed into that place in memory. This includes actors, and if you can modify an actor, you can make it give you items.
Edit: Typo of "applies"
@@crackedmateria4991 very informative!
This was so insane that I got lost sometimes confused or even I was thinking that I fell asleep with all those wrap keep up the good work dude !
I stopped watching your streams after SRM was found and now I have no idea whats going on... Where's Bismuth with the 15 hour long explanation video?
Had this on background while playing Fable.. Looked over to see you jump over giant pot in geruldo and see a bombachu turnt to heart container. Was expecting you to land on it. Love watching you play :)
That's actually an srm. Look for his highlight when they found that. The heart is bouncy and shit
Oh damn, I was watching this run live but thought it was over after dampe and went to bed, grats on the new record, 3:02 soon!
How much do you want to break Zelda?
Runner: yes
Just realized that OOT got remade 13 years after the original, and it has been 13 years since that remake now. This game is 26 years old....wow. I just got snapped back into reality.
I've never seen a speedrun of this game, but I figured out that ZFG is not a mortal being
lol welcome. I've been watching him since 2014
... but yeah they don't call him Zelda freak glitcha for nothing lol
Hello everyone I hope you are having a good day or night and are trying to have some fun
He'll yeah bay bey
Thanks
I'm sick :(
@@Schwanzboxa hope you get well soon my friend
Okay first time seeing a with glitches OoT speedrun and all I gotta say is... someone needs to shooting star meme at about 28:45
I'm not even sure what 100% means anymore, but it's definitely funny. Link just kinda shimmies around a bit and throws some bombchus in random directions, then the game just says "Haha okay, I give up" and gives Link every item in the game.
still is very lengthy because of all hp, containers, skulltulas and last tier upgrades so that's something
This poor video game
As someone who loves retro games, I think a good indicator of when ps3, x360, and Wii become retro is when stuff like 4k and 8k displays become the norm.
This makes me feel old lol
ZFG:”It just hit me that I can actually PB with this... that’s bad”
ZFG saying how speedrunning is not just skill resonates with me. And reminds me how idiotic our current Smash Ultimate pro community is in just allowing the same 4 levels instead of using ALL the FD and Battlefield variations. We need a much better and vastly different Smash pro community…
Working with these runs playing in the background is so pleasant
Sub 3 soon! C'MON FEET MAN
this man made bombchu’s 80% more useful than they are while playing the game normally
I like how Young Link uses a reverse grip with the Biggoron Sword
Does zfg have a sister? Asking for a friend
Congratulation for this World Record ans Yes very confuse run ! - Dampe Stop try to not make us reach Sub 3 ! You can do it Dampe, it's all yours now ! :D
0:36 notice when missing an intire step, i can agree :D ahahah. true, to be watching you so much, and for having playing the game so much, i now understand so much more about angles, and about so much more
This was a great run to watch
You were a great run to watch, my man
Hold on can you actually change your tunic color as child with SRM?! Looks like his run animation was sped up as well. Crazy glitch!
Also I just watched and noticed at the end of the run: why is Child’s tunic black now?
it’s a glitched tunic and boots called “f boots” due to their name in memory, they allow you to have no gravity and you run faster
@@93sofubi interesting!
Black Tunic in credits is a bug because the game doesn't know how to reset the tunic back to green when you have the glitched tunic
ZFG PLEASE!!!! Another WR 💪🏻😤
Congrats Zelda Fortnite Gamer, you're the best ❤️
I don't understand this run what so ever. Great job!
This went up so quick! I just watched this live
man, i knew this game had some weird speedrunning, but god damn i didnt realize just how much it could be broken
7th try Dampe? yeah thats cool, still PB. What a beast!
WE ARE GETTING THERE BOYS, almost
I haven’t seen an OoT 100% run in a long time. So the “random bullshit go” SRM section at the beginning of the run was confusing but expected.
I’m very new to the speed running world (spectator) and am I tripping balls right now? What did I just watch?🤯
11:00 I've never seen one of these runs before. Look at all that stuff!
Wth is going on??
@@Lollemaster Hoh, boy, am I glad you asked. Cue the Kaepora Gaebora music.
This trick is called Stale Reference Manipulation, often shortened to SRM.
When Link picks up an object, like a rock, the game targets that actor's data in a specific spot in memory and apply's Link's positional and rotational values to it. This is what the 'Reference' in 'Stale Reference Manipulation' refers to.
Normally, when an object Link is holding is unloaded, the game ends Link's carrying state and lets him walk around as normal. However, if you buffer picking up the item until after the item has already been culled or unloaded, Link can run around with nothing in his hand. You'd think this wouldn't change much, but this bit is incredibly significant.
Link is still applying his positional and rotational data to that reference in memory; the reference is stale and the data is being applied arbitrarily to an actor that doesn't exist. Better yet, if you clog up memory in a certain way, you can push other pieces of data into that reference and arbitrarily apply Link's positional, and more importantly rotational values to whatever's been pushed into that slot. This is the 'Manipulation' part of 'Stale Reference Manipulation.'
The reason ZFG drops a fish on the ground, drops bombchus, et cetera in the Lost Woods is to do just that: Clog up memory in a specific way so that he can arbitrarily apply Link's rotational data to, for example, his Equipment screen. The value "f" is applied to his boots, for example. These f-boots have no gravity value assigned to them. Link's walking animation is sped up dramatically, but this is an unintended side effect of having glitched data applied. Side note on f-boots: 0 Gravity means that if Link gets hit by something that would launch him, he's completely inactionable until he hits the ground, which in this case is never, so the end result is a softlock. The reason jump slashing allows you to go down is because jump slash has a gravity value hard-coded onto it.
Anyway, here's why this allows Link to get like half of the items in the game:
When you run into a rupee or a Heart Container, you pick it up. The game looks at the data of that actor and gives the corresponding item of that data to Link on the same frame. So far so good, right?
Well, by using Stale Reference Manipulation in Zora's River, you can change the properties of one of the nearby actors loaded in memory, like a Butterfly, to match the sort of actor type that Link can pick up and interact with, like a bush or a rock. Runners use this to pick up this butterfly and bring it to a specific place in Zora's River and set it down to modify even more data in that Butterfly. This time, they turn the butterfly into the same kind of actor type as a rupee or a Heart Container. This is the complicated part.
On its own, applying this actor type to a butterfly either wouldn't do anything or would crash the game, I can't remember which one of the two. Neither is the desired result, regardless. Instead, runners figured out a way to have it so that the game takes the value corresponding to the position of an active bombchu running across the wall in relation to the screen or camera and applies that to our new item-giving actor. Because the butterfly isn't scripted to disappear after giving Link an item, it continues to happen several times in a row, every single frame possible. That bombchu running across the wall has a completely different positional value every single frame. For this sequence of events, the values being applied to the butterfly's item data happen to line up with half the shit in the game.
In summary: If the item Link is carrying doesn't actually exist, Link can arbitrarily apply his rotational data to literally anything else currently loaded into memory if it's pushed into that place in memory. This includes actors, and if you can modify an actor, you can make it give you items.
man I loved watching the route... bring back this kind of SRM route!
At the beginning, where you got all items i was like "yo, what ?"
ZFG brakes OoT for 3:14:20. Incredible!
I've never seen an OoT speedrun before and might i say, this is the most cursed shit I've ever witnessed.
Dude how/ why did he turn blue? That entire segment was insane. I'm out the loop for OoT Speedruns and THIS is the new standard?? Jeez
Check the description for stuff about those glitches.
I'm sure I'm not the only one, but when he starts a speed run, and then gets to his first chest, I'm waiting in anticipation "what is he gonna get" and when it's kokiri sword, I remember it's not randomizer, because he has a block of time stamps where the item checker is
This guy is gonna get Dampe 1st try and get 3:00:12
Stopped watching OOT runs for a while and I come back to witness this. I'm completely mindblown! How does he run like that? Is that a new glitch? Is it SRM?
Yes it is! There's an FAQ in the description that explains it way better than i can. Also he made a commentated LOTAD that explains the route that you should check out if you want more information!
@@raindance_ssbm wow thanks man! Have a great night
@@antoinechabot3113 no problem man, glad you are enjoying the OOT, hope you have a great night as well! ❤️
this speedrun is like a feverdream xD
I left the stream when you were likr 2 minutes behind. I cannt believe you still PB'd this!
No srm hundo runs are their own boards if you wanna go watch those
@@disfiguringthegoddess1102 was your response maybe meant for someone else?
I'd just like to say, what kind of sociopath sets a new World Record and immediately says "oh no"
“Nintendo barely cares about Zelda lore”- the truth
This is crazy, how did all these glitches even get discover? I always wonder this. Nice job with this run.
SRM, code is inspected and in order to get glitches you have to match values in code
Team Twinrova is blasting off agaaaaaaaaaaaain!!!~
I miss these runs 😢
If I were under this much pressure to Be Fast I would absolutely fuck up the ocarina game every time no question
I cant just imagine the time you will save with a good dampe next time :o wp wp !
i have never said “i have no idea what is going on” so many times in my life
Your Zelda split here was two minutes ahead of the LOTAD (and the segment right before Zelda was about 7 seconds faster). I know BotW got moved and there have been some route improvements, but that beginning was scary good and... dare I say it... very much sub-three pace. I really wonder how low you could take it with just the current route if you were willing to grind for long enough to get good RNG (not saying you should do that, but demonstrably you're able to run close to your best splits a lot more often than you expected, so that changes the calculation about how unlikely it is).
*Edit:* It seems like you basically lost 1 minute in the first hour and 1.5 minutes as adult... so you were just about on sub-3 pace for more than two thirds of the run. You lost about 4.5 minutes in the middle 50 minutes, 2 to Dampe and 2.5 to other stuff (fishing, burning shield, and various other mistakes). So if you did the middle at somewhere between the pace of adult and child, and got first try Dampe... it would be really close.
Can anybody recommend a tutorial video or text guide on the glitch he uses to get all those items around 10:30
Involving the bombchu at zora river
Or simply the name of the glitch?
People first getting into OoT speedrunning when they see people talking about BotW in the game.
I really don't have a clue of what's happening but I've watched the whole run lol
Imagine Dampe first try on this run... That's what you get for jinxing it earlier :(
What even happened at 11:30? That glitch is insane. You launch a bombchu and get tons of random items?
Stale reference manipulation
.... modded Skyrim ?
I spent so many hours on dungeons you literally fly through..... idk how to feel about this 😆
Never seen an ocarina run before. I look away for like 2 minutes while he talks to saria and boom. Soggy link crawling out of a blue well.
just.. what in the fuck is even happening?? im just sitting here giggling like a madman, brain melting into a puddle
Halfway through watching the last record run and I find this 😁
RIGHT!
Watching again for lack of new oot content
You sound noticeably more satisfied with this PB than the previous ones. Congratulations on your cleanest run despite the mediocre middle section.
I'm going to make a bold and also probably really not true prediction. On 22/02/2022 zfg will get a 2:XX:XX wr in 100%
This probably would have happened if he wasn't routing again.
@@ashonyx6452 damn I forgot about this comment but you came back. Thank you.
ZFG breaking the game for 3:03:32
How does he know what painting Phantom Ganon comes out of?
The real one is brighter and makes sound.
Getting close to sub 3 👀
He's probably the only person on earth capable of it
This runs have become so cursed and i love it