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Zelda 3: Any% NMG Menus / Buffer Spots

Jun 9th, 2017
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  1. NMG MENUS
  2. ---------
  3.  
  4. Note: These are just the spots and moves I choose to do. There's a lot of leeway where a menu buffer can be, so if you find a spot that's better for you, use it! There are also some menus that can be done with different inputs in the same number of moves, some of which are notated. Collection segment alternatives are listed at the bottom.
  5.  
  6. -Escape-
  7. 00. BOOM --- open the chest, dude
  8.  
  9. -Eastern-
  10. 01. BOW [<] in gifted-with-greenies, after moving ^> and ^
  11.  
  12. -Desert-
  13. 02. BOOK [<] before waterdash
  14. 03. LANTERN [<] last dash before lighting torches
  15. 04. BOW [^] when 2nd animation phase of 2nd lanmo starts
  16.  
  17. -Hera-
  18. 05. MIRROR [<] before 1st warp to DW (for quickwarp)
  19. 06. LANTERN [<<] before slashing crystal switch (judge minimoldorm rng)
  20. 07. MIRROR [>>] before opening big key chest
  21. 08. BOMBS [>>>] right before planting for bomb jump
  22.  
  23. (moves to lantern after bomb plant unless >1 bomb)
  24.  
  25. -ATower-
  26. 09. BOW [^] in 5-hole cave, after 4th hole during dash
  27. 10. BOOM [>] in CoP (if sword beams), during dash into double red spearguards (if no sword beams)
  28.  
  29. -Darkness-
  30. 11. MIRROR [<<] at the end of kikidash
  31. 12. BOMBS [<<<] 2nd turtles visit, after dash into room and turning left
  32. 13. MIRROR [>>>] after 1st dash after falling through bombable floor (to avoid bonk on back wall)
  33. 14. BOMBS [>>>] 1st buffer on hammeryump (align bomb)
  34. 15. MIRROR [<<<] 2nd buffer on hammeryump (align Link), or on last dash to keychest in dark maze if not doing double bomb
  35. 16. BOW [>] after pumping ^> to rail, right before crystal switch
  36. 17. HAMMER [v>] dash after armos arrow statue (right before stairs)
  37.  
  38. -Thieves-
  39. 18. MIRROR [>>>] before mirroring to dig flute (for quickwarp)
  40. 19. SHOVEL [<<] before digging (move <^ after quickwarp to dig spot)
  41. 20. HAMMER [<] after 1st dash on 3 guard screen (kill 2nd guard w/hammer, move <, dash ^)
  42. 21. BOMBS [<<] after entering bombable floor room (judge RNG of grasshoppers)
  43. 22. HAMMER [>>] after entering the zazak/patrickstar room (judge RNG of red zazak)
  44.  
  45. -Skull-
  46. 23. BOMBS [<<] after dash down after exiting TT, before planting bomb
  47. 24. MIRROR [<<<] dashing to the big rock before smiths
  48. 25. BOMBS [>>>] right before planting for bomb jump
  49. 26. FIREROD [>] dash to pot key
  50.  
  51. -Ice-
  52. 27. MIRROR [^<] first frame possible after exiting Skull
  53. 28. FLUTE [<<] after mirroring
  54. 29. MIRROR [>>] right before castle quickwarp
  55. 30. FIREROD [>v] dashing down past crabs, before jumping in water to take whirlpool
  56. 31. BOMBS [<] after slashing crystal switch before bombable floor
  57. 32. HAMMER [<v] after planting for bomb jump and moving down into 2nd position
  58. 33. FIREROD [<^] after falling into Kholdstare and moving ^> into position to start moving straight ^ and firing
  59.  
  60. -Swamp-
  61. 34. MIRROR [^<] first frame possible after exiting Ice
  62. 35. FLUTE [<<] after mirroring
  63. 36. HAMMER [<] waterdash screen (before transition)
  64. 37. MIRROR [>>>] dash down before swamp mirror (judge moblin RNG: block spear or slash)
  65. 38. HAMMER [<<<] after dash down to pot key in 2nd room
  66. 39. HOOKSHOT [>^] before hooking to key pot after getting hookshot
  67.  
  68. -Mire-
  69. 40. MIRROR [<<<] first frame possible after exiting Swamp
  70. 41. FLUTE [<<] after mirroring
  71. 42. HOOKSHOT [^] before last squirrel (to judge rng) or right before entering lower DM stairs
  72. 43. MIRROR [<<<] right below DM warp (quickwarp)
  73. 44. BOOK [^] after dashing across bridge to Ether (right before boulder)
  74. 45. FLUTE [<] after getting Ether
  75. 46. BOMBS [^>] dashing to ice rod cave
  76. 47. FLUTE [<v] dashing out of ice rod cave
  77. 48. ETHER [v>v] when centered below warp rock, before picking up
  78. 49. FIREROD [<<] end of 2nd dash in Mire 1 (before block bonk)
  79. 50. HOOKSHOT [<<] after dash down in main hub before spark gamble
  80. 51. SOMARIA [<^] end of dash to switch block
  81. 52. FIREROD [^^<] when below 1st spike to shoot in spooky glitch
  82. 53. BOW [^] after last spin on Vitty eyeballs
  83.  
  84. -TRock-
  85. 54. MIRROR [<] first frame possible after exiting Mire
  86. 55. FLUTE [^<] after mirroring
  87. 56. HOOKSHOT [^] before last squirrel (to judge rng) or right before entering lower DM stairs
  88. 57. HAMMER [v<] right before hammering first peg to enter trock
  89. 58. QUAKE [<<] before/after warp
  90. 59. SOMARIA [v>|^<] after dash up to pots in trock 1
  91. 60. BOMBS [v>>] after getting onto Somaria platform (deplete last bomb for free switch to firerod)
  92. 61. HOOKSHOT [<] after shooting last firerod shot to light torches ([<<] if you still have bombs)
  93. 62. SOMARIA [<^] after 2nd dash up in roller room
  94. 63. ICEROD [^^] after dashing behind Trinexx for backdoor
  95. 64. FIREROD [<] after freezing fire head for 2nd time
  96. 65. HOOKSHOT [<<] after spin on Trinexx phase 2
  97.  
  98. -GTower-
  99. 66. HAMMER [v<] right next to hedgehog peg
  100. 67. HOOKSHOT [>^] right before hooking to spike skip
  101. 68. BOOM [<] after slashing crystal and moving left one tile
  102. 69. HOOKSHOT [>] after throwing boom in double crystal switch room
  103. 70. BOMBS [>] right before bonk over warp tile
  104. 71. BOW [^] right before falling into ice armos ([>^] if you have bombs)
  105. 72. MIRROR [<] after dash up to big key stairs
  106. 73. BOW [>] after dashing off entrance ledge
  107. 74. FIREROD [v] gauntlet 3 after dashing left
  108. 75. SOMARIA [>vv] after avoiding stairlag in 1st wizzrobes room
  109. 76. LANTERN [^<] collapsing bridge (before dash or when about to run into enemies)
  110. 77. FIREROD [^] on dash down before lighting 4th torch
  111. 78. BOMBS [<] before entering bomb conveyor room
  112. 79. HOOKSHOT [<] after dashing through moldorm 2
  113.  
  114. -Ganon-
  115. 80. FIREROD [>] [>>] if you have bombs
  116.  
  117. ----------------------------------------------------------------------
  118.  
  119. COLLECTION SEGMENT ALTERNATIVES
  120. -------------------------------
  121.  
  122. MIRE ICE ROD (keep a bomb):
  123. flute | ^ > ^ | ether
  124. ether | < < | fire rod
  125. fire rod | < < | hookshot
  126. somaria | ^ ^ < | fire rod
  127.  
  128. MIRE ICE ROD (run out of bombs):
  129. flute | > ^ < | ether
  130. ether | < < | fire rod
  131. fire rod | < | hookshot
  132. somaria | ^ ^ < | fire rod
  133.  
  134. TR ICE ROD:
  135. flute | ^ > ^ | ether
  136. ether | < | fire rod
  137. fire rod | < < | hookshot
  138. somaria | > > v | fire rod
  139.  
  140. those are the relevant menus that change among the routes
  141. mire ice rod (run out of bombs) and tr ice rod both save a menu move compared to mire ice rod (keep a bomb)
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