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== Full speed runs ==
 
== Full speed runs ==
  
Speed runs of Ocarina are handled by the [[Speed Demos Archive]]. SDA's Ocarina page is [http://speeddemosarchive.com/OcarinaOfTime.html here].
+
Speed runs of Ocarina are handled by the [[Speed Demos Archive]]. SDA's Ocarina page is [http://speeddemosarchive.com/OcarinaOfTime.html here]. [[Twin Galaxies]] is also known to rank OoT speed runs.
 +
 
 +
===Timing a full run===
  
 
Speed runs are timed using a real clock. As the PAL N64 version of Ocarina runs at 5/6 the speed of NTSC, PAL is at a massive disadvantage on full speed runs, unless you scale your time to match.
 
Speed runs are timed using a real clock. As the PAL N64 version of Ocarina runs at 5/6 the speed of NTSC, PAL is at a massive disadvantage on full speed runs, unless you scale your time to match.
  
The current proven [[World Record]] for a complete-game single-segment Ocarina speed run is 4 hours, 57 minutes, achieved by [[Mike Damiani]] on July 17th, 2005. This is equivalent to a PAL run of roughly 5 hours 56 minutes.
+
It is not entirely obvious when one should start and finish timing. Here are your options:
 +
 
 +
====Start points====
 +
* Obviously the first point one could BEGIN timing at is the instant that the N64 is switched on. However, at this point, gameplay itself has not begun. It still remains to create a file and sit through the intro.
 +
* You could begin timing at the instant that the player presses Start after beginning a new game file. If a file is set up beforehand and the player just mashes A to get through the initial intro and menus, this can be about 11 or 12 seconds later. However, gameplay proper still doesn't begin yet, because there are 3 minutes and 34 seconds of introductory dialogue to page through as well.
 +
* Lastly, you can begin timing at the instant control is turned over to the player: the point when Link's house is first shown from above.
 +
 
 +
====End points====
 +
* Most people stop timing at the end of gameplay proper: this is the moment that control is lost when Link delivers the final blow to Ganon's head.
 +
* Dialogue, that is, player interaction, ceases when Zelda says "The way you are supposed to be", 3 minutes and 31 seconds later.
 +
* To be extra-thorough, the game itself finishes when the music stops another 7 minutes and 42 seconds after THAT. (I'll ignore the repetitions of the Scarecrow Song which play if you leave the game long enough.)
 +
 
 +
All in all that yields nine ways to time the game, more than half of which are utterly stupid.
 +
 
 +
[[Speed Demos Archive]] begins timing when Link jumps out of bed and stops timing when the final blow is delivered to Ganon.
 +
 
 +
Twin Galaxies begins timing when Start is pressed on a new file, and stops timing when the final blow is delivered to Ganon. It's unknown why the initial dialogue is included in the time, but the trailing dialogue is not.
 +
 
 +
No Tool-Assisted Speedrun (TAS) of OoT exists for the simple reason that no adequate tools exist yet. However, were one to be created, the traditional practice in TAS is to begin timing the instant the console (emulator in this case) is turned on, and stop timing as soon as the game ceases to be fed input, which would be after the final dialogue is completed.
 +
 
 +
===Existing runs===
 +
 
 +
All runs are completed with 0 deaths. All runs are single-segment unless otherwise stated. Under SDA rules, each segment of a segmented run must begin with the player at the exact location where the previous run left off; in Ocarina this restricts saving to a handful of locations, most of them at dungeon entrances.
 +
 
 +
====Vanilla runs====
 +
 
 +
It was once estimated that one of Ocarina's testers, knowing the game inside-out, could beat the whole game in 8 to 10 hours.
 +
 
 +
The first ''public'' full speed run attempt of Ocarina resulted in a time of 5 hours 45 minutes (NTSC) and was obtained by [[Mike Damiani]], probably in late 2003 or early 2004. This run was never fully converted to digital format as it was superseded in late March 2004 by Mike's first serious run, which gained him a time of [http://www.archive.org/details/ZeldaOoT_525 5 hours 25 minutes]. On April 21, 2004, this became the first Zelda run to be hosted by the [[Speed Demos Archive]], and brought Ocarina speed running to the attention of the speed-running community at large.
 +
 
 +
On September 5, 2004, after extensive research and radical route-restructuring, Mike reduced his record to [http://www.archive.org/details/ZeldaOoT_504 5 hours 4 minutes], coming within an ace of breaking the barely-reachable five hour barrier. Mike said (lied) that he would never speed-run Ocarina again.
 +
 
 +
On July 17, 2005, after even further research micro-optimisation, Mike again broke his own record and obtained the current [[world record]] of [http://www.archive.org/details/ZeldaOoT_SS_457 4 hours 57 minutes]. Mike again announced that he was done forever with speed running OoT, although he is currently working on a segmented run.
 +
 
 +
====Glitch runs====
 +
 
 +
The discovery of several immensely valuable new tricks has opened up the serious possibility that this time could at some point in the future be reduced to below 4 hours 30 minutes, or even below 4 hours dead. However, some of these tricks are of extremely dubious legality - they cross the line between "trick" and "glitch" and often involve passing outside the nominal "bounds of the game", something which is against SDA's (admittedly flexible) [http://speeddemosarchive.com/rules.html rules]. Pending the definitive classification of each trick into "allowed" and "not allowed" by SDA's administrator, [[Radix]], there will probably arise a second variety of OoT runs which does allow all the questionable glitches. As yet no such run has been attempted as more tricks are still being found at a startling rate.
 +
 
 +
====Mask & Skulltula runs====
 +
 
 +
[[Twin Galaxies]] offered a bounty of $100 for the fastest complete run (received by the end of 2005) of Ocarina in which the player also collected all 100 Gold Skulltula tokens and the Mask of Truth. This bounty was won by [[Sam Hughes]] with a time of 8 hours 17 minutes (PAL; that's slightly under 7 hours on NTSC).
 +
 
 +
====100% runs====
 +
 
 +
A 100% run of Ocarina would be much longer than the Mask & Skulltula run described above and hence almost definitely exceed SDA's soft upper limit of 7 hours on acceptable runs. It's therefore quite unlikely that one will be attempted, even segmented.
  
 
== Sub-games ==
 
== Sub-games ==

Revision as of 12:20, 26 June 2006

File:OcarinaOfTime.jpg
Ocarina of Time

The Legend of Zelda: Ocarina of Time is an action/RPG for the Nintendo 64, released in November of 1998 by Nintendo. It is the fifth game in the Legend of Zelda series. It spawned a sequel, The Legend of Zelda: Majora's Mask.

Timing differences

The PAL N64 version of OoT runs roughly 5/6 as fast as the NTSC N64 version and all GCN versions. This discrepancy was discovered by Sam Hughes who found that the controls on his PAL N64 version of OoT felt extremely sluggish compared to the GCN version. As further evidence:

  • The Zora diving game nominally runs for 50 in-game seconds. Timing on the GCN version, the game lasts 50 real-time seconds and the ticking of the game clock matches up precisely with the ticking of a real clock. On the N64, the game lasts 60 seconds, and the ticking of the game clock quite obviously runs much slower than any real clock, losing a little time every second.
  • A complete day/night cycle, starting at the cock crow at dawn and finishing at the cock crow the following dawn, takes 298 seconds (4:58) on a PAL N64 and 250 seconds (4:10) on the GameCube.

In both cases the ratio is very close to 5:6. That is, the game runs roughly 17% slower on PAL N64s. This is a disadvantage which cuts both ways. Read on:

Full speed runs

Speed runs of Ocarina are handled by the Speed Demos Archive. SDA's Ocarina page is here. Twin Galaxies is also known to rank OoT speed runs.

Timing a full run

Speed runs are timed using a real clock. As the PAL N64 version of Ocarina runs at 5/6 the speed of NTSC, PAL is at a massive disadvantage on full speed runs, unless you scale your time to match.

It is not entirely obvious when one should start and finish timing. Here are your options:

Start points

  • Obviously the first point one could BEGIN timing at is the instant that the N64 is switched on. However, at this point, gameplay itself has not begun. It still remains to create a file and sit through the intro.
  • You could begin timing at the instant that the player presses Start after beginning a new game file. If a file is set up beforehand and the player just mashes A to get through the initial intro and menus, this can be about 11 or 12 seconds later. However, gameplay proper still doesn't begin yet, because there are 3 minutes and 34 seconds of introductory dialogue to page through as well.
  • Lastly, you can begin timing at the instant control is turned over to the player: the point when Link's house is first shown from above.

End points

  • Most people stop timing at the end of gameplay proper: this is the moment that control is lost when Link delivers the final blow to Ganon's head.
  • Dialogue, that is, player interaction, ceases when Zelda says "The way you are supposed to be", 3 minutes and 31 seconds later.
  • To be extra-thorough, the game itself finishes when the music stops another 7 minutes and 42 seconds after THAT. (I'll ignore the repetitions of the Scarecrow Song which play if you leave the game long enough.)

All in all that yields nine ways to time the game, more than half of which are utterly stupid.

Speed Demos Archive begins timing when Link jumps out of bed and stops timing when the final blow is delivered to Ganon.

Twin Galaxies begins timing when Start is pressed on a new file, and stops timing when the final blow is delivered to Ganon. It's unknown why the initial dialogue is included in the time, but the trailing dialogue is not.

No Tool-Assisted Speedrun (TAS) of OoT exists for the simple reason that no adequate tools exist yet. However, were one to be created, the traditional practice in TAS is to begin timing the instant the console (emulator in this case) is turned on, and stop timing as soon as the game ceases to be fed input, which would be after the final dialogue is completed.

Existing runs

All runs are completed with 0 deaths. All runs are single-segment unless otherwise stated. Under SDA rules, each segment of a segmented run must begin with the player at the exact location where the previous run left off; in Ocarina this restricts saving to a handful of locations, most of them at dungeon entrances.

Vanilla runs

It was once estimated that one of Ocarina's testers, knowing the game inside-out, could beat the whole game in 8 to 10 hours.

The first public full speed run attempt of Ocarina resulted in a time of 5 hours 45 minutes (NTSC) and was obtained by Mike Damiani, probably in late 2003 or early 2004. This run was never fully converted to digital format as it was superseded in late March 2004 by Mike's first serious run, which gained him a time of 5 hours 25 minutes. On April 21, 2004, this became the first Zelda run to be hosted by the Speed Demos Archive, and brought Ocarina speed running to the attention of the speed-running community at large.

On September 5, 2004, after extensive research and radical route-restructuring, Mike reduced his record to 5 hours 4 minutes, coming within an ace of breaking the barely-reachable five hour barrier. Mike said (lied) that he would never speed-run Ocarina again.

On July 17, 2005, after even further research micro-optimisation, Mike again broke his own record and obtained the current world record of 4 hours 57 minutes. Mike again announced that he was done forever with speed running OoT, although he is currently working on a segmented run.

Glitch runs

The discovery of several immensely valuable new tricks has opened up the serious possibility that this time could at some point in the future be reduced to below 4 hours 30 minutes, or even below 4 hours dead. However, some of these tricks are of extremely dubious legality - they cross the line between "trick" and "glitch" and often involve passing outside the nominal "bounds of the game", something which is against SDA's (admittedly flexible) rules. Pending the definitive classification of each trick into "allowed" and "not allowed" by SDA's administrator, Radix, there will probably arise a second variety of OoT runs which does allow all the questionable glitches. As yet no such run has been attempted as more tricks are still being found at a startling rate.

Mask & Skulltula runs

Twin Galaxies offered a bounty of $100 for the fastest complete run (received by the end of 2005) of Ocarina in which the player also collected all 100 Gold Skulltula tokens and the Mask of Truth. This bounty was won by Sam Hughes with a time of 8 hours 17 minutes (PAL; that's slightly under 7 hours on NTSC).

100% runs

A 100% run of Ocarina would be much longer than the Mask & Skulltula run described above and hence almost definitely exceed SDA's soft upper limit of 7 hours on acceptable runs. It's therefore quite unlikely that one will be attempted, even segmented.

Sub-games

Every sub-game of Ocarina has seen competition of some kind. Sub-game records are hosted by N64HS at [1].

Ocarina sub-games are generally ranked by points or some kind of in-game timer. As the in-game timer runs just as slowly as the game itself, PAL players are actually at a slight advantage for these sub-games, as their records can be put on the same rankings, but they play in a very mild form of slow motion. Indeed, PAL players generally seem to dominate the rankings for these games.

N64HS also hosts rankings for some extremely easily maxed records like "Gold Skulltulas found", "Heart Containers found" and "Game Overs to finish game" (maxed at 100, 20 and 0 respectively).

Template:Legend of Zelda Series