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Author Topic: The Tower Collapse: Explanation / History  (Read 9054 times)
Zamiel
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« on: April 15, 2014, 04:43:13 AM »

The Tower Collapse: Explanation / History
(FAQ For Stream Viewers)
v1.2
April 16th, 2014



Q: What is this tower trick? What is Cosmo practicing for hours on end? What is Skater practicing for hours on end?

A: Cosmo and Skater have been practicing the Ocarina of Time trick that is called the "tower collapse skip". It is also called "void warp". The new variation of the void warp is called "instant clip" or "instaclip".



Q: What exactly is the tower collapse skip?

A: Normally, from the top of the collapsing tower, Link must work his way down the tower room by room, fighting enemies along the way. In the summer of 2013, it was discovered that if Link "voids out" (meaning that he jumps off the edge and gets teleported back to the top of the tower) AND enters the loading zone to the inside of the tower at the exact same time, a glitch occurs where Link can fall all the way to the bottom of the tower, essentially skipping all of the tower collapse sequence.



Q: Why is the screen all black?

A: It is normal for the screen to go black on a successful attempt of this trick. The game tries to do two things at once: Link is put inside the tower, but with the X, Y, and Z coordinates of the first barred door outside of the tower. This happens to be out of bounds, so Link immediately begins to fall through blackness.

Additionally, as per Nathan, void warping also loads the map number for the outside of the tower. This map number corresponds to the lowest room of the tower, which is why only the lowest room of the tower is visible, instead of the room that the loading zone should lead to.



Q: How does Link get from the blackness back to the "normal" bottom of the tower?

A: In OoT, it is possible for Link to be standing in an area without having loaded that particular area. (For example, this is how speedrunners are able to get into the Deku Tree as an adult.) In this case, by executing a jumpslash while falling to the bottom of the tower, it is possible for Link to land in the 2nd to last room of the tower collapse sequence. It is completed unloaded, which means that none of the textures (floor, walls, ceiling) and none of the actors (torches, enemies) will appear - Link can only see blackness. However, even though they cannot see anything, the ground and the exit loading zones are still there, and speedrunners can execute a certain series of movements (sidehops, and so forth) that will always get them to the exit for the final room.



Q: Is this trick legal in the No "RBA/WW" and "No Wrong Warp" categories?

No. A void warp is considered a wrong warp since the game tries to load two things at the same time.

(The specifics are actually more complicated than this. As per mzxrules, when you void warp, you revert to the coordinates of Link's last check point. However, from voiding out, the entrance is corrupted by setting the next entrance to that of the interior of the tower. Going to the checkpoint takes precedence over going to going to spawn point coordinates, so the spawn point is overwritten, so to speak.)



Q: How much time does the tower collapse skip save?

A: It saves around 2 minutes.



Q: What was the first iteration of this trick?

A: The ability to void warp in general was found by ObliviousB in March of 2013 by using the Odd Mushroom timer. Jbop made a video demonstrating the technique, although he uses the Eyeball Frog timer instead since it is more convenient :
https://www.youtube.com/watch?v=w8RWt3_1Fmo

The use of void warping to specifically skip the tower collapse sequence was found by GlitchesAndStuff in June of 2013. He used the infinite sword glitch to hover through the air to get around the outside tower wall:
https://www.youtube.com/watch?v=vtgRz714Wjk / https://www.youtube.com/watch?v=dEILeMLabus

Since there is no way to predict the timing or positioning of the falling rocks, this trick was thought only to be useful for a TAS run. Other people, such as ZFG, began to experiment to try and find a more consistent way to perform the strategy for use in a normal speed run by using things like hoverboots and bomb recoil. A few weeks later, after trying hundreds of different setups, Sockfolder found this:
https://www.youtube.com/watch?v=SLm0mCEpzng

This setup is considered the first iteration of the trick. However, since it is for adult Link and uses bombs, it is not useful for the Any% category.



Q: What was the second iteration of the trick?

A: The next goal was to find a way for this trick to be performed in Any%. In other words, a method needed to found that didn't utilize bombs. Bloobiebla had the idea that by colliding with a wall at high speed, Link could clip through it. By utilizing a Hyper-Extended-Superslide that is started by shielding the falling rocks, he proved that it was possible to clip through the wall and void warp. Unfortunately, he didn't know of a strategy that would reproduce this reliably.

Based Sockfolder again came to the rescue with a consistent setup, also discovered in June of 2013:
https://www.youtube.com/watch?v=2XGxgvXcN8g

This is considered the second iteration of the trick. Now, the void warp could be used in all categories (except in the categories where wrong warping is explicitly banned).



Q: What is a Hyper-Extended-Superslide?

A: A Hyper-Extended-Superslide, or HESS for short, is a very precise trick where Link uses a shield to stop a source of damage. By holding a certain position on the joystick called the "ESS position", Link explodes backwards at a very high speed. (The ESS position actually be in any direction.)

With some small exceptions, a HESS is actually the fastest possible movement trick, giving Link a speed limit of -18. For more information, see this page.



Q: What was the third iteration of the trick?

A: To accomplish the void warp, a faster method than Sockfolder's setup is possible by HESSing all the way down the tower from the very top, which Bloobiebla demonstrates here:
https://www.youtube.com/watch?v=DxLYa06lx80

This is the third iteration of the trick, called "instant clip" or "instaclip". At the time, this was considered much too difficult and inconsistent to perform by a normal player, useful only for TAS speedruns. However, many times consistent setups are found for TAS-only strategies and Cosmo also mentions that he will explore this possibility in his "Drunk Speedrun Plans for 2014 video":
https://www.youtube.com/watch?v=VrhAlSIQoBI

Using an emulator, Cosmo found that only 144 angles (of 65536 possible angles) will actually clip Link through the wall. The physics of the game dictate that when releasing Z to change the angle using a HESS, the angle changes in increments of 1800. Thus, the chance for a successful instaclip is only 144 / 1800, or 8%. (The reason you can't set up the angle beforehand is because if you try to lock your angle while starting a HESS, you will either weirdslide or crash the game.) Cosmo has an excellent explanation of it here:
https://www.youtube.com/watch?v=gVYdxeBp8mg

In other words, since the rocks are randomly generated and that, in order to HESS from a rock Link will have to approach it with a random angle, Link only has an 8% chance to do the instaclip void warp. Since 8% is a very low percentage, this strategy would only be worth it in a run that has no chance of beating the speedrunner's personal best and/or world record. Incidentally, Cosmo utilizes this strategy in the current Any% world record of 18:51.



Q: What is the forth iteration of the trick? What is the most current iteration of the trick?

A: On the first week of April 2014, Skater experimented with targeting Zelda during the instaclip HESS that travels down the tower. It was found that if you target Zelda during a specific frame window, it increases the consistency of the trick to somewhere around 50%. In the second week of April 2014, Skater continued experimenting and found that if you align yourself parallel to the first downward wall, it increases the instaclip to 100% consistency. This is the forth iteration of the trick, called the "new instaclip". Stream viewers also jokingly referred to it as the "consisticlip" or the "god hess".

Essentially, this new strategy trades randomness for very difficult execution. During the initial HESS from the top of the tower, the speedrunner has to release Z at the exact frame with which to align Link with the wall. If they hit this alignment exactly, then they have a 4 frame window with which to target Zelda. Then, as the HESS takes Link far away from Zelda, Link will naturally untarget Zelda and Link will be given an angle that is guaranteed to instaclip.

If the initial alignment is off, the trick can still be performed, but the frame window with which to target Zelda drops from 4 frames to 3, 2, or 1 frame, depending on how much the alignment was off.

The next Any% world record is expected to utilize this forth iteration of the trick.
« Last Edit: April 17, 2014, 01:05:16 PM by Zamiel » Logged
Exodus122
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« Reply #1 on: April 15, 2014, 03:42:33 PM »

GlitchesAndStuff found it, not sockfolder, unless you are just referring to that setup.

The original video: https://www.youtube.com/watch?v=vtgRz714Wjk
Another vid he uploaded the same day: https://www.youtube.com/watch?v=dEILeMLabus

Also, Bloobiebla discovered the child hess clip for tower collapse, sockfolder made the setup.

Nice post though, should be helpful to new people.
« Last Edit: April 15, 2014, 03:49:28 PM by Exodus122 » Logged

Zamiel
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« Reply #2 on: April 15, 2014, 09:49:08 PM »

Exodus, thank you for the corrections. I have updated the post to reflect this.
« Last Edit: April 15, 2014, 09:53:05 PM by Zamiel » Logged
natalyahasdied
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« Reply #3 on: April 16, 2014, 01:56:31 AM »

this has inaccuracies but if it's just for stream monsters i guess it's fine or whatever
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nathanisbored
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« Reply #4 on: April 16, 2014, 05:20:41 AM »

A couple clarifications/additions for fear of spreading misinformation:

-the void warp actually puts Link inside the tower, but with the X, Y, Z coordinates at the first barred door, rather than the top of the tower (unless you die and respawn at the top). It also loads map0 (or whatever map number the outside of the tower uses) for that scene, which is why you only see the lowest room of the tower after the void warp, instead of the one the loading zone should lead to.

-I guess this was technically the first iteration of void warp:
https://www.youtube.com/watch?v=w8RWt3_1Fmo
but since it has never been used in speedruns and probably never will, it doesn't really matter too much. It is the same technique however, except using an item timer or FW warp to load a new area instead of a loading zone directly

-to do an Extended Super Slide, you do need to hold a specific area on the joystick, but it can be in (pretty much) any direction. An ESS can have varying speeds, but a HESS is one with -18 speed specifically (which is basically the OoT speed limit, excluding water current shenanigans). I personally think the name ESS sucks, because an ESS can have uses other than just sliding at super high speeds, and it also has pretty much nothing to do with regular supersliding, except that it was first discovered or at least used to extend superslides. A HESS does require shielding a constant damage source in a certain way while invincible, unless you use water (called a WESS). A WESS can have HESS speed, or be slower depending on how you come out of the water.

-HESSing all the way down the tower was known since bloob found the clip afaik, and instaclip was already used in the TAS before it was used in RTA runs. https://www.youtube.com/watch?v=DxLYa06lx80

-there are 144 out of 65536 angles that will work for void warp, but while you HESS down the tower, you are modifying that angle by multiples of 1800. So it is correct to say that effectively it's 144/1800, which is 8%. the reason you can't set up the angle before a rock randomly drops in front of you is because you are forced to face the center of the rock to start the HESS. If you try to lock your angle while starting a HESS, you will either weirdslide or crash the game.

most of these additions aren't really pertinent to the Q&A, but since there's a whole thread for this now I figured I'd contribute what I know.
« Last Edit: April 16, 2014, 08:49:05 AM by nathanisbored » Logged
Zamiel
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« Reply #5 on: April 16, 2014, 03:42:25 PM »

Natalya, if you tell me the inaccuracies, I will fix them.

Thanks Nathan. I have incorporated all of those corrections.
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Jbop
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« Reply #6 on: April 17, 2014, 03:22:25 AM »

ObliviousB actually found the trade item void warp with the Odd Mush timer, if you want to be perfectly correct. I just used Eyeball Frog in my video because it was more convenient  Tongue
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Quote from:  ZFG on March 24, 2008, 8:27:24 AM
Quote from:  Prognosis_4 on March 24, 2008, 8:25:50 AM
Why are you guys so certain it's possible?
Because its OoT.
Zamiel
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« Reply #7 on: April 19, 2014, 01:55:58 PM »

Ok, I corrected that.

Ironically, Cosmo's new PB also incorporates the 8% strat, so I don't have to edit that part.
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