Ocarina of Time
Camera
Quickturn / Inverted Cam
For a full technical explanation, see Camera Mechanics § Quickturn / inverted camera, but briefly: quickturn and inverted camera are two interesting (and sometimes useful) effects that exploit a small quirk in the start of the targeting animation. When you press target (and there is no target to lock onto) the camera spins behind Link for 4 frames, but the camera can't return to "untargeted" until 2 frames after that.
If Link turns around in the first 4 frames, the camera does a quickturn as it tries to still spin behind Link. If Link turns around on the 5th frame, Link turns but not the camera, and if target is held that frame, the camera never "untargets", meaning the camera stays targeted but Link turns around and faces the "wrong" way, which we call inverted cam.
Both tricks work with any angle but are usually done by holding Down to turn 180 degrees, so the inputs here will assume that you are using Down.
Quickturn inputs
WIP
Inverted cam inputs
- Press Z and release Z (2 frames to release)
- Wait 3 frames
- On the 4th frame after pressing Z start holding down (or another direction)
- On the next frame, (5th frame overall) press and hold Z
If your running forward while getting inverted cam you have 1 less frame to release Z. Additionally, you must input down 1 frame earlier and hold it for at least 2 frames. If you release Z on the last frame possible (2nd frame after pressing Z) You can start holding down of 3rd or 4th frame.
For getting inverted cam while standing still the frame data would be: (∅ = no input)
Z,∅,∅,∅,↓,Z or
Z,Z,∅,∅,↓,Z or
Z,Z,Z,∅,↓,Z or
Z,Z,Z,↓,↓,Z
For running forward at full speed while getting inverted cam: (you can stop holding up any time after Z)
Z+∅/↑, ∅/↑, ∅/↑, ↓, ↓, Z or
Z+∅/↑, Z+∅/↑, ∅/↑, ↓, ↓, Z or
Z+∅/↑, Z+∅/↑, ↓, ↓, ↓, Z
(∅/↑ = no input or control stick up)
While it is possible to get higher consistency using pause buffering, it is almost always done unbuffered by tapping the Z button, pushing the control stick in the opposite direction and then immediately repressing Z.
Inverting your camera angle is quite helpful for situations where facing forward would obstruct your view too much. It's used in a number of tricks including Tektite Hover to the fishing pond, and Tektite Hover to the Boss Door in the Water Temple as a child, as well as numerous other tricks where timing is crucial. The below video illustrates multiple camera angles that may be useful in a variety of situations.
Cutscene camera manipulation
For many small cutscenes, such as doors opening, chests spawning, or switches pressed, it is possible to shorten the cutscene and gain control of Link sooner. This is done in a couple of ways.
C-Up To Shorten Cutscenes
If Link is in first person from before a cutscene begins, in certain scenarios the cutscene's internal timer advances at twice the speed. Depending on the type of cutscene, this can last for only 1 frame (therefore shortening the cutscene by 1 frame), for the entire cutscene (cutting the cutscene duration in half), or somewhere in between.
This mechanic saves time in many locations, most often when spawning chests or opening doors. All that needs to be done is to enter C-Up or a first person aiming item (hookshot, bow, etc.) before the cutscene begins. Be sure to weigh this against moving towards a target destination instead. Examples where it saves the most time, when the cutscene is cut in half, are when the giant goron urn spits out the heart piece, and when melting the spirit temple statue's face just before the boss.
Positioning the Camera To Shorten Cutscenes
By positioning Link and the camera in ways that allow the dynamic cutscene cam to focus on its subjects more easily, you can reduce cuts, pans or zooms that it might otherwise need. This often shortens the cutscene's duration by up to a half a second or so. This can be used in many places, such as when pressing the switch to the Jabu map room, talking to the final scrub in Deku Tree B2, or lighting the torches outside the shell blade key room in Water Temple.
