![]() This allows us to skip the first 2 days of Ordon Village. In this instance we save the dummy title screen file as File 1 as it spawns us with a sword, shield, and several other useful flags already set in game. Using a rock, we clip through the Ordon Gate right at the beginning of the game to access a void and perform the first instance of BiT.In some situations, taking damage is necessary to reach slightly higher platforms or to interrupt Link during certain actions which cause desirable effects, such as stopping a CAD or clipping through a wall that Link is partially through already.This allows us to clip through some walls and reshape level geometry in our favor in a few situations. If Link grabs onto certain actors with the clawshot that he gets pulled to, and at the same time manages to do an L-slide and fall off a ledge, the actor will instead get pulled to Link.This is used for some clips and the Clawshot Actor Displacement glitch mentioned below. When Link shoots the clawshot, he can move around slightly while the clawshot is shooting out by holding a direction and targeting.If you call Midna with Z at the same time you bring up the map to warp away with, Midna will interrupt the warp cutscene and all loading zones and loading triggers will be disabled on the current map (however, loading that is triggered by cutscenes will be fine).If you let go of a water bomb underwater almost immediately (doing the described glitch above, but just sooner) Link will instead shoot to the surface of whatever water body he is swimming in.This allows us to skip collecting the Zora Armor. This is useful as releasing the bomb while swimming with it will replenish Link’s air meter while underwater. Using the iron boots, it is possible to swim underwater while holding a water bomb.ESS position refers to any input in a small region directly outside the controller’s deadzone. This sign switch on the speed value comes by targeting (while Link is moving) and holding what’s known as ESS position in the opposite direction that Link is facing. We can overcome such regions such as upward sloped hills and quicksand by switching Link’s speed value from positive to negative, as these terrains are programmed to limit positive speed, not negative speed. Brakesliding is a technique that allows us to preserve higher speed values across regions where speed would normally be hindered.If Link falls off an edge at the same time he collects a rupee (which has a cutscene associated with it), Link will fall during the rupee collection cutscene and clip through walls or floors in some situations.This is used to cross large gaps or get onto higher ledges that normally should not be accessible. Wolf Link will attempt to jump directly to the enemy no matter how ridiculous the distance is between him and the enemy. As wolf Link, it is possible to target enemies with Midna’s B attack charge and then jump to them while they are far away.This effect is most notably achieved with the Gale Boomerang and is the reason the Gamecube version is chosen over the Wii version (as the Wii version cannot perform LJAs with the Gale Boomerang). This is used to cross wide gaps or jump over triggers that attempt to limit progression at certain points. When Link targets a faraway object (any object that link can “lock-on” to with the L button) his jump attack speed can increase dramatically based on how far away the object is.This can alter Link’s position and be used to cut out backtracking in many situations. A common technique used in some Zelda games, savewarping involves saving the current file, resetting the game and reopening the file. ![]() This allows us to mess with save files in various ways and even save the dummy file used on the title screen. ![]() By voiding out in an area and resetting the game on a specific frame (using the Start+B+X button combination), we respawn Link onto the title screen map.All the inputs in this run were solely recorded by me, but I did have help in theorizing and routing from the rest of the Twilight Princess community. The original TAS that I made was rather sloppy but gave me necessary experience in TASing Twilight Princess that ultimately led to the run that we have now. I originally started this TAS in March of 2016 after finishing a previous attempt at TASing Twilight Princess which had a final (RTA) time of 2:42:42. The goal of this run is simply to get from the beginning to the end as quickly as possible (Any%) using the fastest known methods. This run is done on the PAL GameCube version of Twilight Princess and uses the German language for the fastest available text speed.
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