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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.
 
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.
  
{{Template:Ocarina sub-games}}
+
* [[Fishing]]
 +
* [[Marathon Run]]
 +
* [[Obstacle Course]]
 +
* [[Dampé the Gravekeeper's Race]]
 +
* [[Horseback Archery]]
 +
 
 
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).
 
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).
  

Revision as of 06:16, 27 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 usually handled by the Speed Demos Archive (although Twin Galaxies is also known to rank OoT Speed runs). SDA's Ocarina page is here. Speed Demos Archive begins timing when Link jumps out of bed and stops timing when the final blow is delivered to Ganon. See Timing OoT for more on this.

All OoT 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 segment 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 and 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 and Skulltula runs

Main article: Mask and Skulltula run

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 6 hours 54 minutes.

100% runs

Radix gave his criteria for a 100% run of Ocarina as follows:[1]

  • all 8 Heart Containers, all 36 Heart Pieces, plus the double heart fairy,
  • all bomb/arrow/sword/magic/scale/deku stick/seed/nut upgrades,
  • all 4 bottles,
  • all 100 Gold Skulltula tokens (note that it is permissible to use the Skulltula-duplication trick to increase your Skulltula total ahead of time, if this helps, as long as you still collect all 100 unique Skulltulas eventually)
  • all 13 Ocarina songs (including the Scarecrow's Song).

Notably absent are Farore's Wind, Nayru's Love, any requirement for Magic Beans, Dungeon Maps, Compasses, Masks and Biggoron's Sword, as well as the Hylian Shield, Zora Tunic and Lens of Truth, which are nominally required to beat the game but can actually be skipped.

Despite this, 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.

Minimal runs

As a formal definition of your "percentage" in OoT has yet to be formally defined, it remains to be seen how, exactly, this percentage can best be minimised. Three-heart runs, for example, may or may not prove to be good examples of minimal runs.

See also

Sub-games

Every sub-game of Ocarina has seen competition of some kind. Sub-game records are hosted by N64HS at [2].

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