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| '''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]]. | | '''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]]. |
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− | The [[N64]] [[PAL version]] of OoT runs roughly 5/6 as fast as the [[NTSC]] N64 version and all [[GCN]] versions. This is a disadvantage which cuts both ways. Read on: | + | The [[N64]] [[PAL version]] of OoT runs roughly 5/6 as fast as the [[NTSC]] N64 version and all [[GCN]] versions. |
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| == Full speed runs == | | == Full speed runs == |
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| Speed runs of Ocarina are usually handled by the [[Speed Demos Archive]] (although [[Twin Galaxies]] is also known to rank them). SDA's Ocarina page is [http://speeddemosarchive.com/OcarinaOfTime.html here]. | | Speed runs of Ocarina are usually handled by the [[Speed Demos Archive]] (although [[Twin Galaxies]] is also known to rank them). SDA's Ocarina page is [http://speeddemosarchive.com/OcarinaOfTime.html here]. |
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− | ===Conditions=== | + | ===Timing=== |
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| [[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. | | [[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. |
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− | 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.
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| ===Vanilla runs=== | | ===Vanilla runs=== |
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| On July 17, 2005, after even further research and micro-optimisation, Mike again broke his own record and obtained a new 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. | | On July 17, 2005, after even further research and micro-optimisation, Mike again broke his own record and obtained a new 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. |
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− | On November 15, 2006, [[Mauri Mustonen]], with a PAL system and utilizing several new tricks found since, broke Mike's record, obtaining the current [[world record]] of [http://www.archive.org/details/ZeldaOoT_eu_SS_446 4 hours 46 minutes]. | + | On November 15, 2006, [[Mauri Mustonen]], with a PAL system and utilizing several new tricks found since, broke Mike's record, obtaining the current single-segment [[world record]] of [http://www.archive.org/details/ZeldaOoT_eu_SS_446 4 hours 46 minutes]. |
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| ===Glitch runs=== | | ===Glitch runs=== |