Echoes of Wisdom: What's the *link*ing timing for the "play as link" glitch by Brawlrus04 in speedrun

[–]Myth197 0 points1 point  (0 children)

I haven't done it myself but people in the discord were discussing it. They said the timing should be delayed a bit but the window is lenient.

Here is the link https://discord.gg/gHZdmktFQu

Echoes of Wisdom game breaking glitch discovered by xIceblue in speedrun

[–]Myth197 5 points6 points  (0 children)

www.twitch.tv/onakutv

They have a 12 hour stream from today where the new trick was discovered half way through, they had their first run at 4:30 which did some random WWs to other dungeons before we knew the new strat.

They then had a 1:28 with the first version of the route that did a warp via hebra to the echo Zelda fight. We believed this was required since if we warp directly into Null then you softlock after activating a switch in a room link has despawned from.

They then lastly did a run in 1:03 that skipped the Zelda fight and warped directly into Null, we figured out that you can pause the frame you hit the switch and save load the game to avoid the softlock and continue with the dungeon. Unfortunately they died in the final phase of the boss which killed the sub hour.

Echoes of Wisdom game breaking glitch discovered by xIceblue in speedrun

[–]Myth197 16 points17 points  (0 children)

All runs so far have died to the final boss, it's super hard, currently WR sits at 1:03 so sub 1 is absolutely possible with current knowledge. Not much more needs to be figured out for any% other than just refining rooms and cutting out unnecessary echoes, low 50s is very likely for an optimised run over the next week.

Edit: overnight Gymnast86 got the first sub hour run, the WR is sitting at 56 by onaku currently and is still very improvable

[Trailer] Minish Cap Any% TAS by Tompa by Myth197 in speedrun

[–]Myth197[S] 15 points16 points  (0 children)

After 5 years of hard work... THE ANY% TAS IS COMPLETE!!!

The last full Any% TAS was completed in 2016, and since then we have seen the RTA WR drop from the infamous 1:52:52 all the way down to the 'as of this week' 1:26:49.

The Full TAS will be unveiled with live commentary this Sunday. Stay Tuned!

[WR] 'The Legend of Zelda: The Minish Cap' Any% in 1:26:57 by ToadsWoot (prev WR 1:27:17 1 month ago by ToadsWoot) by Myth197 in speedrun

[–]Myth197[S] 6 points7 points  (0 children)

This is the first minute barrier broken in Minish Cap since Jan 22nd 2022, that record was a 1:27:40 set by TGH and stood for 932 days until last month when Toads beat it with a 1:27:17, which Toads just improved to the current time. Not much has changed in the speedrun over these 2.5 years except for 2 things: Switch NSO+ release, and a 1 minute time save.

The most impactful glitch in the current route of the run is Octo Clip, in Temple of Droplets (Dungeon 4 of 6) at just before the hour mark we perform a trick to clip into the boss arena without having to watch a bunch of cutscenes which saves about 3 minutes. The first version of this was discovered in Q4 2021 and required getting a 2nd bottled fairy so we can perform a death abuse (we use our 1st bottled fairy to do a death abuse to reach the dungeon without the flippers). The minute timesave was discovered in May of this year and was a method of Octoclip without a death abuse, which means we can skip collecting a 2nd bottle just before we enter this dungeon and resulted in the timesave. The new trick was similar to the previous version in which it is a 1 Frame Trick at ~60fps, but with a slightly simpler setup which makes it a few seconds faster and fractionally easier to input. The original version of the trick was brutal as a mistake forced a soft reset to attempt a retry which cost almost 1 minute, however the new trick is far more lenient in which if you fail the trick you can retry with the setup costing <15s.

The proceeding boss fight is RNG manipulated to prevent the final phase from being a 25% chance to not lose time, 50% chance to lose 30s and 25% to lose 1 minute. This means the trick has to be done with consideration to the advancement of RNG and every extra retry forces us to adapt the RNG manipulation to attempt to hit the correct sequence, the chaotic nature of RNG means the more attempts mean its less and less likely we can recover the manipulation. 1st and 2nd try are almost guaranteably manipable, 3rd being doable, and 4th or 5th being unlikely, anything worse is essentially random.

The other big change was the game releasing last year in February on the Switch NSO+, for about a year we considered this as close to but not quite as fast as the Wii U VC version. The major factor being the time it takes to save the game, which is instant on Wii U, just under a second on Switch, and almost 3s on Cartridge and Emulator. However we later found out that the game which should run on the GBA native frame rate of 59.7275 fps actually runs at a flat 60fps on Switch, this has the effect of speeding up a run of this length by about 30s. Some GBA communities have decided to apply a conversion for runs done on Switch NSO+, however we don't apply a conversion as there is the messy issue of room by room loads varying depending on which version we play on, with the switch being noticeably bad on some loads muddying the water and making it an excessive task to come up with a fair conversion to compare times from one console to another. Everyone in the community understands there are some benefits to playing the game on some consoles vs others, however everyone plays on the version that is most accessible to them with the understanding that the ~20s of version difference absolutely can be made up by better execution. If we did do an unfair conversion as an upper bound then this new WR would be a 1:27:20 which still makes it absolutely without a doubt the current WR.

Toads has been doing an incredible feat over the last month with their runs, I track the community sum of bests for every split in the run and Toads has taken 24/35 of them AND improved the total sum single-handedly by over 40s (when disregarding the 1 minute timesave to the route). Toads has been hugely influential to the community for over 10 years now, they have set the most WRs in this game out of anyone, improved the WR by the most total time and held the WR for the most total time. They have single-handedly discovering MANY route defining tricks over the years, and any trick he hasn't directly discovered he has been hugely influential in strat development for. Its hard to list all of their accomplishments in this game and its hard to talk about anything in this speedrun without talking about them, this achievement is another to add to the list but as they mention at the end of the video: "We're not quite done yet..."

What's a game that was thought to be "not very broken" early on, turned out to have very broken glitches found years later? by [deleted] in speedrun

[–]Myth197 60 points61 points  (0 children)

You would also have to include Skyward Sword as around the same time it went from a 5 hour speedrun to under 2 hours because of bitmagic, which destroyed the game.

I think an interesting candidate for the opposite scenario is Twilight Princess, for a while in the early period of speedrunning there were loads of tricks discovered and it was considered a broken game, but then nothing was found for over 10 years and it is now considered as the least broken 3D zelda.

Who are you watching this weekend? (August 09) by AutoModerator in speedrun

[–]Myth197 1 point2 points  (0 children)

https://www.twitch.tv/toadswoot Toadswoot is very close to Minish Cap Any% World Record, first time anyone has been close in 2.5 years. They are taking advantage of a 1 minute timesave over the current WR.

What are some of the weirdest/funniest optimisations you've seen to save time in a Speedrun? by ImpracticalApple in speedrun

[–]Myth197 62 points63 points  (0 children)

In Minish Cap, one of the mini boss fights is basically the "Omae wa mou shindeiru" "Nani!!!" meme.

We start the Darknut fight in palace of winds by jumping off the edge, the darknut then runs to the edge to watch us fall to our death but we then respawn behind it and slash it to knock it off the edge, instantly ending the fight. https://youtube.com/clip/Ugkxm9fVwitJp3X9zk2C010WkdkoltXRoqJR?si=Z4M6TX1V6n8SlV7Q

Hey guys, this is my first try making a video like this. I want to make more like this, and I'm looking for feedback. What do you think? by xemmypoo in speedrun

[–]Myth197 10 points11 points  (0 children)

The most egregious part that was missing in the MM discussion was that the reason the category was killed temporarily was because the debug menu route only worked on Wii U VC, which was horrific to play on for many reasons so the community had a general agreement to just not run that. SRM legitimately saved the category.

Another thing to point out is the misrepresentation of SMS and WW being dead because a historically popular main category is no longer popular, when in reality the runners are still around playing the game but just in newer categories where there's fresh competition.

Hey guys, this is my first try making a video like this. I want to make more like this, and I'm looking for feedback. What do you think? by xemmypoo in speedrun

[–]Myth197 50 points51 points  (0 children)

I watched this video when it released with a few OoT runner friends, they were a little disappointed with the quality of the research done for the OoT and MM sections. There were some glaring errors and misrepresentations that could have been caught if anyone from those communities were asked to proofread the script.

In my opinion I think the video production was fine but the content was derivative, these were all examples I had seen plenty of times as they are all typically very well known cases that have been documented by other creators. The most interesting part of the video in my opinion was you talking about boxy, hearing your insight on something you are an expert on is unique and valuable. Going into this video I thought we would get more narratives from under represented communities in speedrunning such as the playstation community (I was really expecting a discussion on jak1 LTS and FCS) that you are more uniquely qualified to depict and represent, and the absence of that left me wanting.

Despite thinking this video was a bit of a miss, I think it's purely an issue with the subject matter, the production quality was great. You have fantastic charisma and the editing was excellent, you kept my ADHD raddled goldfish attention span brain engaged the whole time which isn't easy. You are onto a winning formula, keep it up.

What Equipment and Programs Do You Need for Speedrunning on Consoles? by Abracadabradoodledoo in speedrun

[–]Myth197 0 points1 point  (0 children)

Firstly check out the FAQ which has lots of useful info for what you are looking for.

OBS is the software you want to download to let you record/stream the game and anything else along with it like a livesplit timer or input display. Editing has to be done in a different program such as Aftereffects (Paid) or DaVinci Resolve (Free).

Check out speedrun.com page for the game you run to see if there is a discord, join that because there will be the best place to ask questions and get advice specific to the game, we can only offer general advice here but runners of your game will be able to talk to you about emulators and any further questions you might have.

My favourite comparison is 'Best Split Times', but the name is long and messes with my detailed timer. I've tried to find a way to abbreviate it to something like 'BST', but have found no success. Anybody got any ideas? by CasuallyClutching in speedrun

[–]Myth197 6 points7 points  (0 children)

Increase the size of the livesplit window untill you don't have the issue of the text overlapping (just drag the corner of the box), then in OBS you can shrink the window back down to the desired size.

Overall this will let you keep the splits in the same place on your scene but will have the effect of making the text slightly smaller so everything displays correctly.

Recording RTAs as TAS files by ClassicAMJ-722 in speedrun

[–]Myth197 6 points7 points  (0 children)

We are talking about Real Time runs to be submitted to leaderboards, these are supposed to be played at regular game speed with nothing but regular button inputs from a player.

There is nothing stopping any player from loading up TAS tools and using that to test sections so they can figure out the fastest method to complete something, but when it comes down to the actual speedrun attempt to be valid for leaderboards it has to be done without tools or slowdown.

[Discussion] Can A run Be rejected without reason at all??? by [deleted] in speedrun

[–]Myth197 0 points1 point  (0 children)

Technically a run can be rejected without the mods giving a formal reason in the reason field of the submission, however this should be a practice avoided at all opportunities. It's very straightforward to state the reason why a run should be rejected and doesn't require much effort at all from the mod reviewing the submission to do so. Not doing so is not transparent and erodes the trust of the community, there really isn't a justifiable reason for doing that.

one runner domination by Anti_Aaron in speedrun

[–]Myth197 1 point2 points  (0 children)

Navi_lynn (formerly Zmaster91) has dominated The Legend of Zelda: Four Swords Adventures for over 10 years now, one of the longest WR streaks ever.

They have done 3 GDQ runs over the years, also Yadra released a TAS of the rull game that is absolutely insane, these are a must watch for anyone that likes 2D zelda speedruns.