Runner introduction starts at 0:29 Run starts at 1:20 Second runner introduction starts at 31:33 Second run starts at 32:12 Jhobz interviews Dr. Kathleen Schmeler at 45:32 Commentary is provided by TiKevin83, TwistedTammer and GlyphDX marphoria is host
So for people asking about the input display, I use GBI and it is in the very top left where the black borders would be (since 4:3* game on 16:9 display). For the stream, this part of the screen got cropped out and it's clear watching these runs that the runners and commentators are not watching the stream feed, likely as to minimize delay and provide more timely commentary.
You kind of can. Not *quite*, but close to it. (And I'm not sure if it requires feather.)There are a LOT of out-of-bounds exploits in this game, they're just banned for this category. Pretty sure they're harder than the equivalent clips in LttP, though-- that's a great game to start exploring glitches in, since the big OOB is both well-documented and easy to execute.
can you skip the owl text after the first dungeon by using a bomb to clip the wall and go 1 map north instead of west or is the owl encounter a trigger for something later in the run? maybe a rng manip is involfed.... just curious
Bombs are used to force trigger cutscenes or break certain triggers, wall clips are a different thing involving the feather jump. It looks to me like you need the recoil from hitting an invincible or large enemy to get enough speed to do a wall clip (edit: or a 1 or 2 tile wide hallway), and there's no enemies or suitable hallways on that screen.
1: Because marketing. TASBot is a "meme" that GDQ uses for TAS sections. It makes it more iconic and identifiable. 2: Twisted isn't *running* the game. A script he wrote is. Passing off an TAS as a "run" is an extreme no-no in speedrunning. The runner is the one preforming the inputs.
why do I recognize most of these screens and even the placements/timings of stuff on them, but not the dungeon rewards and "cutscenes". I know there were a couple zelda games released at the time with the same...blanking on the proper word here..."map editor" works I guess. anyways, knew there were at least a couple of 'em made from the same stuff but I didn't realize they were literally re-using screens 'cause I've only played the 1 from that generation and 1 from the generation before ...wanna say ocarina of time and...seasons? (I think, I was REALLY young when gameboy color was a new system). just a hint on how broken these games were: I apparently had an easier time figuring out how to glitch my way through stuff than I did remembering the dungeon layouts as a little kid, since these were literally the first games of their kind I ever played I didn't have much to go on for parsing for "normal" and I ended up legitimately thinking some of these glitches were the actual intended solution...nice that the games had enough problem solving in them and looking for stuff where it should be instead of everything being right out in the open that that is actually a mistake you can make.
I'm no expert, but I think it's not a "wrong warp" because it's a screen transition between to naturally adjacent screens. It's not a warp exactly, because those screens are adjacent. It's more like using a door that shouldn't exist.
it's considered an OoB due to transitioning screens from a solid tile, wrong warping in this game is defined by abusing a warp between different submaps (e.g. the doghouse door) so the game loads the wrong data into memory
everyone in the comments complaining about how you cant see the input display, just make the video fullscreen, it widens the stream display so you can see the part that got cropped out