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- This tutorial will cover basic movement options for moving around places and doing setups. It will also explain the basic functions of the sword and shield. The functionality of other items (like deku nuts, the hookshot, hover boots, hammer etc) and other fundamental glitches (ISG, hovering, WESSes/HESSes) will be explained in seperate videos to make it more clear to a beginner.
- This video will be recorded on emulator with a controller display for both a gamecube and an N64 controller.
- This is far from what the end result is gonna be. If you think I've missed something, I've said something too unimportant that should be in another tutorial, or most importantly, the order should be changed, I'd love to hear (twitter.com/jelsterspeedrun or discord).
- This is the list of things I want to explain in the order I'm gonna explain them:
- -explain that gc controllers and N64 controllers are most often used for this game, both are fine, gc controllers are more durable and are generally preferred even amongst N64 players (it's personal preference)
- -walking around with the analog stick
- -rolling (need to hold forward, spacing out rolls)
- -Z targeting to turn around (Z targeting locks your angle to link's facing direction)
- -while Z targeting, guano walk, backwalk, hold analog stick slightly upleft/upright to angle your walk forward slightly
- -sidehops, backflips (can you alter backflips by holding left/right/forward/backward like you can with sidehops?)
- -explain how sidehopping is technically the fastest (only as child), but requires frame perfect inputs, rolling is the fastest over short distances (4 rolls) and backwalking is the fastest over longer distances
- -explain how you can do a big jump off of ledges by running/rolling from a little distance
- -show how, if your distance from a ledge is too short, you'll do a small hop off, which gets you to the ground quicker
- -show how you can hold a direction on your analog stick to change link's momentum in mid-air
- -show how holding forward after landing from a big height makes link roll and negate fall damage
- -show how, if your speed is too low, link will just grab the edge
- -show how you can let go of the ledge only by pressing A, while you can climb up by holding any analog stick direction
- -show how you can also sidehop into grabbing a ledge if your positioning is just right
- -show how lenient the ledge grab is by doing the house jump in kakariko
- -show how mashing B makes link swim faster
- -show how holding Z will always make links angle reset to what it was when you started holding Z, even if it's temporarily altered by getting knocked away by an enemy, swimming or climbing ledges
- -sword: horizontal slash (press B), vertical slash (hold Z and press B), forward thrust (hold forward and press B), triple slashes with those three moves (near useless), jumpslash (hold Z and press A), slashing while guano walking, crouchstabs
- -show the damage of each attack (with each different sword + deku sticks) in an on-screen table
- -show how you can target certain objects and enemies (use the rocks in front of the kokiri crawlspace as an example)
- -explain the difference between switch and hold targeting, and that REAL zelda players use hold
- -show how, with switch targeting, you can hit down on the analog stick to stop link from targeting things
- -show shielding while holding Z and shielding while not holding Z (crouching)
- -show how shielding stops link from stepping back after a horizontal slash or jumpslash
- -shieldturning
- -show how to align with a wall without making the camera shitty
- -explain siderolls from backflipping, siderolls from sidehopping and siderolls from slightly holding the analog stick in a certain direction (and that the slow backwalk sideroll and the backflip sideroll are the exact same)
- -show how you can untarget+retarget after siderolls or hold target all the way through
- -explain how siderolls are useful in setups that require precise positions and angles because they give the same result every time
- -show how shieldflicking, moving or retargeting after a backflip/sidehop makes link not sideroll
- -show how, after a few seconds, the camera slowly recenters behind link after he turns to a different direction without Z targeting
- -explain that the game runs at 20 fps during gameplay
- -show pause buffering and explain that it's easiest on VC, (then Wii U VC?), then N64, (then GC?), then iQue
- -ESS position (handcam with how to get ESS position, both the way where you tilt your thumb and holding it from the top)
- -explain how different consoles have different analog stick mappings
- -1 frame ESS turns
- -ESS turning left, right or down
- -explain that ESS down randomly chooses between turning left and right
- -explain locking link in the ESS shuffling state by holding Z after ESSing
- -show stutterstepping when stopping a backwalk
- -show that you can only walk forward/roll out of a stutterstep and can't do anything else
- -press A to climb up ledges instantly
- -show how you can also change link's angle by just flicking the analog stick in one direction
- -show how link can do a tiny step in one direction by holding the analog stick in a direction for two frames, which is the tiniest movement possible without a first person item
- -show how C-Up makes changes to first person (which you can use to get an angle, although that's not recommended since it's not precise)
- -show how when using C-Up, link turns a bit slower than the camera
- -show how link's idle animation makes him look around a bit which fucks with C-Up aligning
- -show how you can use C-Up out of a roll to look out of bounds
- -show how C-Up can make navi describe enemies
- -show how C-Up changes the view inside houses
- -explain that, when using a gamecube controller, you should press Y, Z and X to input C-Left, C-Down and C-Right because buttons > analog stick flicking
- -explain that there's unfortunately no other option for C-Up and the C-stick is required :(
- advanced:
- -explain that when you hit a direction on the analog stick out of ESSing, link will face there then pivot back instantly
- -show that you can do a forward backflip/sidehop out of that
- -show how the game makes you ESS while holding Z if you're standing on a sloped surface
- -show how link does a turn before a backwalk when on a slope because of that
- -explain how holding forward/backward on your analog stick will alter your mid-air position while jumpslashing
- -explain the same thing is true for sidehops (which is useful for things like zora's river red rupee)
- near useless, but swaggy things:
- -inverted camera (and holding forward makes it easier, also show the buffered method)
- -curving backwalks
- -untargeted backflips, sidehops and jumpslashes
- -gainers, interrupted sidehops
- -show how L switches the map on and off and, while backwalking long distances, you can that and shield flicking in sync with the music which is fun
- -show how mashing Z while climbing vines locks the camera in place
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