Ocarina of Time
Hyrule Field
WESS to Kakariko
From Lost Woods
From Zora's River
FWESS to Kakariko (giga-FWESS)
Sidehopping over the fence near Kakariko into the river and holding ESS position down or down-right while emerging from the water with forward momentum gives Link a forward water extended superslide (FWESS) that can be directed towards Kakariko, and the owl can't talk to Link while he's ESS shuffling.
As shown in the video below, you can get higher speed on this FWESS by holding outside of ESS position (around -30 to -40 on the stick values) while entering the water and then switching to normal ESS position before reaching the flat ground to preserve the FWESS. The speed is also greatly influenced by your position and angle when sidehopping into the water. It is, to a lesser extent, also impacted by the "conveyor angle" value, also called pushedYaw. This value determines the angle at which a conveyor (in this case the current of the river) will push Link. It is reset to 0 when loading a scene but not reset when exiting water.
The video explains the theory behind this as well as one of many setups to get the best speed out of the water (7.5 horizontal speed, referred to as the "giga FWESS").
Speed graphs for different pushedYaw values:
- pushedYaw c000 (sidehop across river)
- pushedYaw 8400 (swim across river)
- pushedYaw 0000 (come from Lost Woods)
Castle After Night
If you enter Hyrule Field while the drawbridge to Market Town is down, it's possible get on it after day turns to night by not looking at it.
From Kakariko
Most runners eyeball their backwalk angle rather than doing a setup like the video below shows. The owl text skip can be done by locking onto the sign or pulling stick at the right time.
From Kakariko (setup facing wall)
If you don't have time to look at the chains and get the angle manually, you can use a setup that turns immediately towards the wall as shown in the video.
Alternative setups:
Bottle on B setup in river
Using a part of the river in Hyrule Field, there is a simple setup for quickdraw bottle on B used in many RBA routes, especially bingo.
Skip the Owls
See Owl Skips for more info.
Hammer grotto (Adult)
Enter grotto without Hammer
with ledge cancel
This method is easier to do consistently than the weirdslide method.
with weirdslide
[wip]
Ground clip through web
Setup for megaflip WESS off Zora's River sign
- Exit load zone at full speed and hold shield to stop
- Full roll
- Turn left and dry roll
- Sidehop left and untargeted sideroll
- ESS left out of the sideroll
- Shield drop chu and megaflip
- Hold target and ESS up-right out of the megaflip; ESS right works for a distance megaflip, but for other megaflips that don't go as far it'll make Link move too far sideways in the water and miss the land
Megaflip WESS from Kakariko toward Kokiri Forest
As shown, this can be done with a megaflip or megasidehop, but since a megasidehop covers less distance, it must be started closer to the water, meaning the bomb must be pulled later. As with any WESS, holding the control stick downward at all will make Link lose 1 speed unit per frame as long as he's in the water, so hold direct right ESS at least until Link is out of the water.
Time of Day after Zelda Escape cutscene
Explanation by unknown author
When it's triggered to activate by having all 3 spiritual stones in your inventory, the sky will change around the castle to be very cloudy. During this transition, time actually stops ticking along until it's fully changed. After that point, time passes normally. During the cutscene itself, time passes when there's no textboxes; however, during a fairly specific interval of time weird stuff happens. During the ToD interval of about 52800 [0xCE40] to 54614 [0xD556] the time passing inside this cutscene changes. At the lower end of the interval, time will pass normally as it would otherwise, but simply won't reach full morning by the end of the cutscene. At the other end of the spectrum, time doesn't pass at all during the cutscene, leaving it nighttime at the end. Round about this middle of this interval time simply passes more slowly than usual, meaning it won't reach morning at all. Considering the ToD variable is incremented in steps of 10 every frame, this window is only about 9 seconds wide, but it's very easy to hit when coming from dampe grave digging.
The bottom line for practical purposes during speedruns: don't enter this cutscene between time of day 0xCE40 and 0xD556, or it will be night after the cutscene, leaving the market drawbridge closed.
