Speedrun of The Legend of Zelda: Ocarina of Time (SPEEDRUN EXPLAINED – Any%)


Hey everyone, my name’s tomatoanus, also
known as the reason why my father left, and this is an Any% speedrun of The Legend of
Zelda: Ocarina of Time. This run is actually performed by Lozoots,
the current world record holder for this category, who also helped me write the script to make
sure it’s all as accurate as possible. This is an Any% run, so glitches are allowed,
and using the word ‘glitch’ might be an understatement for what’s about to happen. If you would prefer to watch a glitchless
run, I’ve linked the current world record in the description, which is currently held
by dannyb21892. Also, if you’d prefer to watch this run
without commentary, or watch Lozoots world record, I’ve linked both of those in the
description as well. This run is performed on a Japanese cart of
the 1.0 version of the game, and is played on the Nintendo 64 as opposed to a virtual
console. The Japanese cart is because we’re playing
with a super specific character name that requires Japanese characters. The reason why we need this specific character
name is because our file name will be playing a part in what’s called Arbitrary Code Execution,
(A.C.E. for short), which is how we’ll be completing the game. So what is A.C.E.? Pretty much we’re able to write our own
code in the game, and use that code to trigger the ending. A.C.E. has been performed in other games like
Super Mario World, but has recently been made doable by a human in Ocarina of Time by a community
member named MrCheeze, who also happened to be involved in early A.C.E. in Super Mario
World, and also found an A.C.E. exploit in Pokémon Stadium. It wasn’t a solo-job though, many people
have worked on this over the years, but MrCheeze was able to add the final straw that broke
the camel’s back pretty recently. Thankfully, OoT has this annoyingly long opening
cutscene so I’m able to warn you in advance for what you’re about to see, because it’s
astounding on both a technical and mechanical level for what’s able to be done in this
game. Now, I’m far from the most qualified person
to explain all this technical stuff to you with incredible depth. Luckily, community members GlitchesAndStuff
and Fig both have outstanding videos on the topic delving into a bit more depth than I’ll
be able to cover in real-time over this run. That’s why when we get to explaining the
Arbitrary Code Execution stuff, I’ll largely be speaking in a big, hopefully easy-to-understand
metaphor. I’ll start the metaphor by saying imaging
the game’s memory as a fridge. It has a limited amount of space inside of
it, and that’s where the memory, or food is kept. Our goal is to complete the game, which in
this metaphor is equal to opening the freezer door and eating some ice cream. Problem is that the freezer door on our fridge
is locked. This is a magic fridge though. It behaves differently based on what’s inside
of it, so maybe there’s a way to unlock the freezer door by changing the contents
of the fridge. If we open up the fridge, we see it’s filled
with food, which is equivalent to the code and memory of the game. As you do things in the game, you fill up
the fridge with more food. Food can expire though, and it gets taken
out of the fridge and replaced with new food. This is analogous to us loading a new area
in the game, and it loading in new stuff. The new stuff replaces information in the
memory pertaining to the old stuff in the area you were just in because it’s not relevant
anymore. Let’s leave it there for now, with just
a fridge that gets filled up with food, with old, irrelevant food being replaced with new
food. When we gain control of Link and finish talking
to Saria, we do a backflip off of a treehouse, and then awkwardly shuffle backwards. This will be our primary movement throughout
the run as it’s the fastest method of movement we can utilize most of the time. Our immediate goal is to get the Kokiri Sword,
which is located through the ‘Hole of Z’ in the Forest Training Center. Along our way to the sword, we’re going
to be making some sidehops here and there to grab some rupees, because we’re going
to need to get 40 total in order to buy the Deku Shield later. As we sidehop around the area with the rolling
boulder, the exact movement is actually routed super precisely, down to the number of jumps
you do in each direction to grab the rupees. We then arrive at the chest and receive the
Kokiri Sword, which is the first of four total items we’ll be getting throughout the run. The other three are some Deku Nuts, the slingshot,
and the aforementioned Deku Shield. I’ll get to why we need each of these items
later. Lozoots crawls through the Hole of Z again,
and as he exits I want you to note the delay in the camera following him after he exits,
because it’ll be part of a glitch we do called ‘Walking While Talking.” In the meantime, we dangerously sidehop and
backflip with a sword in our hand to grab several rupees, targeting a nearby rock so
we’re able to quickly hop and flip around. We prove our agility by hopping along some
stone pads in the water which grants us with two blue rupees, bringing us to 35 total. We can then head to the shop, jumpslashing
as we enter dialogue with the Kokiri girl so that we’re slightly closer to the store
entrance when it finishes up. Inside we grab the final blue rupee and purchase
the Deku Shield. We then equip the Deku Shield and head over
to Mido, who will begrudgingly let us through since we have both a sword and a shield. As we approach the Deku Tree, Lozoots does
a sidehop to trigger the cutscene and also does a jumpslash while he’s still in the
air. This causes Link to scurry along in the cutscene
rather than walk slowly, and puts us closer to the Deku Tree entrance than if we had just
walked into the cutscene earlier. This saves 1-2 seconds. Now, the next two minutes of the run are super
straightforward, so I’m going to explain them now, because right after that will be
where things get really complicated, and I won’t be able to explain it all if I don’t
have extra time. Once the Deku Tree’s lecture ends, we can
then enter his mouth and explore his innards. Right away we’re gonna jumpslash Audrey
II who drops some Deku Nuts that we’re going to use to perform Walking While Talking. We’ll then ascend inside the Deku Tree’s
shaft, and enter a room where we deflect a projectile back at a Deku Scrub. In the following room we’ll leap on over
to a huge chest where we grab our slingshot. Lozoots will then immediately equip the nuts
and slingshot, save the game, and restart the console. When we then reload the game, we’ll be back
at the entrance of the Deku Tree and have all the items we just grabbed. This is called savewarping, and it skips us
having to backtrack all the way to the entrance. This then leads to where things get really
complicated, and we’re going to be returning to the fridge analogy, where the fridge is
the game’s memory and the food in the fridge is the code and data in the memory. We’re going to be doing a series of actions
called ‘Stale Reference Manipulation,’ which is pretty much just reorganizing the
contents of our fridge. In our fridge analogy, we have to somehow
get the freezer door to open so we can get to the ice cream and beat the game. The freezer only opens when the fridge reads
a super secret password. The name we entered for our character at the
beginning of the run, just so happens to translate to some code, or sorry, the super secret password
that unlocks the freezer door. The issue is though that the fridge isn’t
reading our character name as a password right now, it’s just thinking of it as our name. So we need to reorganize the contents of the
fridge so that the fridge thinks differently, and will think of our name as some code, sorry,
a password that can open the freezer. You may be asking how our ‘fridge’ is
able to ‘read’ things and do other actions. Well, everytime we open our fridge, it looks
at all the food in our fridge and performs actions according to that, because as I said
before, it’s a magical fridge. This is an analog for the game reading its
memory and performing actions based on that. These first slashes and sidehops we do with
a loaded slingshot are performed at a specific angle, which more or less gets our fridge
ready to be reorganized. We then perform a glitch called ‘Return
A,’ where we target shield with ‘Z’ and press the ‘C Up’ button at the same
time as taking damage. This lets us walk around in a sort of ‘C
Up’ state where we normally would go into first-person mode. It pretty much locks the camera onto Link. We’re then going to do that Walking While
Talking glitch I mentioned earlier. When we exit the hole, the camera has a slight
transition delay. By interacting with the nearby sign and throwing
a Deku Nut, it makes it so that the game thinks we’re still interacting with the sign, and
locks the camera in place on the sign. However, Return A has a higher camera priority
than Walking While Talking, so we still have the Return A camera until we cancel it. We then move all the way back to the circle
of rocks, and attack a rock, which cancels Return A and causes the camera to snap back
towards the sign. While the camera is moving, Lozoots grabs
the rock before it despawns. We’re now running around with a despawned
rock over our head, and we’re going to run all the way back to the the passageway to
the Deku Tree, because there’s a loading trigger there, and by entering it, it resets
our camera and cancels Walking While Talking. When the camera readjusts, we’ll see Link
raising the roof. Think of what we just did as taking some food
out of the fridge, specifically a grilled cheese sandwich. We then re-enter the village area, which causes
a new rock, or grilled cheese, to spawn back in the place of the old one. We then lock onto a cardinal direction to
get a specific angle and then press our shield button. This transforms the grilled cheese into something
brand new, an arrow emoji which points to a different part of the fridge. The place in the fridge that this points to
contains an italian beef and sausage combo from Portillo’s. However, we then are going to destroy some
more rocks, which sadly begins to morph the combo into something else, followed by us
climbing onto a fence and aiming our slingshot into an incredibly precise location. This then changes our combo into a piece of
paper that says, “hey fridge, the name of the person opening your door is the password
to open the freezer, so check what their name is, and use it as the password.” By then going and standing in a super precise
location, the fridge sees what we’re looking at on screen, and goes through all the stuff
we’ve setup looking for how it should behave. Pretty much it primes the game to play the
final cutscene as soon as we enter a new area. By then running into the Twins’s House,
our fridge door tries to open again but because it has the password now, the freezer pops
right open, giving us that sweet, sweet, defeated Ganondorf flavored ice cream. The beginning of this cutscene marks the end
of the run. Now, before I get into my typical outro, I
just wanted to talk about the discourse surrounding this run right now. A lot of people don’t agree with this being
a legitimate way to end the game. In general, the rule in the OoT community
has been that in order to complete the game, all you need to do is reach a sequence that
takes you to the screen where Link walks up to Zelda and “THE END” appears on the
screen. As long as you’re able to reach a sequence
that leads into this, then the run is considered complete, and timing stops as soon as meaningful
gameplay ends (and credit textboxes don’t count as meaningful gameplay). The run that we just went over falls under
this parameter since it warps us to the cutscene at the end of the game, which will then lead
to the credits and the “THE END” screen. I personally can understand why some people
may not be a fan of this style of speedrun, because it eliminates most traditional gameplay
from the game, but it also eliminates beating the final boss, which is the typical signifier
of completing the game. There is a way to warp to the Ganon fight
with A.C.E. instead of the credits for anyone who is dissatisfied with this method of reaching
the credits, but very few people in the actual OoT community hold that opinion. I’d like to hear your thoughts though. Personally, I’m completely okay with Arbitrary
Code Execution being allowed in Any% runs, but I can totally see why some people may
not be. At the end of the day, speedrunning is incredibly
arbitrary in terms of what is and isn’t okay, and is determined by the people speedrunning
the game. Similar to the discussion we had a while ago
when we talked about what is and isn’t a glitch in my Fallout 4 glitchless video, there
really is no correct answer, and it comes down to personal preference and how you view
speedruns. And just because A.C.E. is a thing, it doesn’t
prevent people from running without A.C.E. if they don’t find that fun. At the end of the day, that’s what speedrunning
is about, having fun. Leaderboards, while cool, are ultimately not
much more than a motivator for something you really shouldn’t be doing if you don’t
enjoy anyways. I’ll get down from my soapbox now, but I
would love to see what you guys all think in the comments. That’s all for this video though. I want to give a big thank you to anyone who
made it this far, from both myself, and Lozoots, and everyone else involved in making this
video. It by far is the most esoteric of the speedruns
we’ve covered on this channel, and took a lot of work from all parties involved to
make sure it’s somewhat comprehensible. I’d also like to say thank you to those
of you supporting the channel on Patreon. If you’re unaware, by becoming a patron
you get access to videos a few days early, as well as updates on videos as they’re
being made. It’s unnecessary, but really helps out at
the end of the day. I hope you all, Patron or not, enjoyed this
run, and if you have any feedback on it or recommendations for other runs to cover or
videos to make, I recommend you join my Discord and head over to the video discussion and
recommendation channels, link is in the description. This was an Any% speedrun of The Legend of
Zelda: Ocarina of Time, I’ve been tomatoanus, and I hope you have an above average day.

100 thoughts on “Speedrun of The Legend of Zelda: Ocarina of Time (SPEEDRUN EXPLAINED – Any%)

  1. fiddle dee dum, fiddle dee dee. my twitter is something you dont really have to see but id appreciate if you follow it anyways. @tomatoanus

  2. This has nothing to do with Zelda but I just watched that video where you read the Lilo and Stitch fanfiction and I just wanted to tell you to go fuck yourself.

    Keep up the good content

  3. I love this speedrun it’s truly magnificent but personally I dislike watching the speedrun because it’s horrendously boring.

  4. I feel like the simple solution to this is just adding a category like any% no credits warp. I do believe that any% runs should be the true fastest possible way to "complete" the game without external assistance. I think a misconception people have is that any% HAS to be the main category a game is run in, even though you have examples like smw technically the game can be completed in 41 seconds in any%, but the vast majority of players choose other categories to run because it's just more fun. I feel like having an any% category that bans strategies that don't involve external tools is a slippery slope and really cannot be called any% at that point.

  5. The community will probably just split it into Any% and Any% no ACE. It's what usually happens when truly game shattering glitches are found.

  6. Anything goes in any% as long as you don’t mod your console or controller. I’m not sure if notching the controller really counts to this

  7. Hasn't Narcissa Wright got an 8:31 or something? Is her run null because she hasn't got any proof it was played real time, or is the slingshot skip controversial…?

  8. "i need a simple, relatable metaphor to explain arbitrary code execution."
    "how bout a magic fridge whose rules change every time I describe it? Everyone understands that."
    <3 tomato great video.

  9. Hey guys. My name is tomatoanus, also known as "the worst thing to happen to America since the Wilson administration"

  10. My name is Tomatoanus and the only thing faster than this speedrun is how fast my father left.

    If you don't like A.C.E. then you can just play a category that doesn't allow it.

  11. As a computer science major i am still confused about this fridge, but manipulating the games code with in game action is always sweet.

  12. I feel like this glitch is 100% on the spirit of any%. It's supposed to be the absolute fastest way to beat the game regardless of strategy, and that's fine. If it's not enjoyable, just start a new category with more fun strats. Nobody is forced to play any%.

  13. Problem seems totally solvable by just making an A.C.E. or non-A.C.E. category, really. :|a Worse thing you have to worry about there is whether you categorize A.C.E as a non-default version of any% or not, but that doesn't seem like a huge issue, from the outside anyway. This was a cool run. Not totally sure the fridge analogy works, but A.C.E. stuff is big brain time so maybe it'll just take some metaphor refinement. =P I did get the overall idea!

  14. Ace is a mind fuck. Like a urban legend said "if it's not fun why bother" so do what you enjoy and not strict your self on a thing you should be doing for fun. Great video !

  15. Return of the LOZ Disk System speedrunning superglitch. That was also dependent on Japanese name hijinks as one of it's very specific requirements.

    Also, if 11 exit is valid in SMW, so is this.

  16. Man this has been a crazy couple weeks for the game. Seemed like Narcissa was breaking her own record 3 times a day at one point

  17. I feel like if there's a big enough argument/upset with ACE being used you could do ACE% versus (some name that means any% without ACE)

  18. To me, stuff like ACE is the reason I enjoy watching speedruns. Speedruns are an excuse to push a game to it's technical limits and to push players to their skill limits.

    To make my point, I feel I should restate something I heard quite a while ago (I can't remember where I heard it though, maybe Neil deGrasse Tyson?): if you tell a bunch of engineers to "make roads safer," they won't get very far. If you instead tell them to "prevent a landing space shuttle from veering of the runway," they have a more clear goal and can actually progress. In this case, they put grooves in the road to keep wheels steady, which is now very common on highways. Speedruns are a very similar thing to me. If you tell some people to "find cool glitches in your favorite video game," they would get nowhere. But rephrased to "beat a video game as fast as possible," there is a much more cleanly defined goal which happens to overlap with another, more vague, goal.

    I honestly wouldn't be surprised is there are numerous people who see this sort of thing and get a much more deep interest into how these games work, leading them into other fields such as computer science and such. There is also a more raw entertainment value in seeing someone aim a slingshot to teleport to some credits, and knowing that is possible on real hardware.

    (btw I haven't really ever paid attention to Zelda speedruns, so take these statements with a grain of salt)

  19. "Hey Everyone, my name's Tomatoanus also known as the scab you picked off your arm."

    To be fair – those complaining about this method probably can't pull it off. What easier way to not include and "lose your clout" then to just outright ban a method. Clearly the Speedrunning community is largely based on preference. If 99% of the runners "cant pull off the route" and some random runner can – they will do whatever it takes to hold their title. Sort of lame if you ask me but what do I know – I don't have a Twitch channel with 1200 kids donating to pay my bills.

    Cheers 🙂

  20. Anytime major skips like these are found, new categories are created. I say keep one where ACE is allowed and one which follows the old Any% route. The end goal of speedrunning is completing the game as quickly as possible, but it is also fun to play the game in weird and unique ways, so it isn't fair to choose one or the other, since either choice upsets a large chunk of the community.

    (Plus, with ACE there could be Arkwing% where you spawn Arkwings using ACE as quickly as possible and that would be amazing.)

  21. By the speed run rules provided for any%. Couldnt you just modify the game beforehand and the start it up right into the final cutscene? It's just non-arbitrary code execution, I dont see the difference. Both are just a method to modify the game.

  22. As someone who works in information security it's amazing to see people use arbitrary code execution in games for speedrunning. These are the kind of bugs people dream of finding in apps used by people every day.

  23. the fridge analogy didn't help me understand jack shit but it did made me hungry.
    that is why your father left.
    you are uglier than a ghoul's necrotic asshole and dumber than a second generation super mutant with chronic traumatic encephalopathy.

    rant over. I loved the video!

  24. Personally San Andreas is my favorite ace skip in speed run and would live to see tomatoanus explain it, this is just so crazy even people who do it don’t understand it but San Andreas is somewhat understandable

  25. I've seen the rock they use to trigger the memory exploit referred to as "Kid Rock" in explanations of ACE before. So basically, this route is about getting the game to ask "whatever happened to Kid Rock?"

  26. Speedruns like this astound me. Who knew that walking a certain way, shooting a random spot with a slingshot, etc, would be enough to manipulate the game such that it loads the final sequence. Y'all have way too much time on your hands, and I love it.

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