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| == Full speed runs == | | == Full speed runs == |
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− | 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. | + | 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 [http://speeddemosarchive.com/OcarinaOfTime.html 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. |
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− | ===Timing a full run===
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| 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. |
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− | It is not entirely obvious when one should start and finish timing. Here are your options:
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− | ====Start points====
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− | * 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.
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− | * 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.
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− | * 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.
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− | ====End points====
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− | * 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.
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− | * Dialogue, that is, player interaction, ceases when Zelda says "The way you are supposed to be", 3 minutes and 31 seconds later.
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− | * 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.)
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− | All in all that yields nine ways to time the game, more than half of which are utterly stupid.
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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.
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− | 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.
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− | 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.
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| ===Types of run=== | | ===Types of run=== |