Difference between revisions of "Rupee pull"
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− | + | '''Rupee pulls''' are special sprites on the overworld that can be pulled for 4 tiers of prizes based on certain conditions. In [[Any% (NMG, No S+Q)]], the optimal route gets 2 sets of rupee pulls (blue and red) to help acquire the money to access [[Palace of Darkness]]. This rupee route is around 6 seconds faster than the alternative Sahasrahla chest rupees. The ideal spots are both trees, which has led to the commonly used names such as '''tree rupees''' or '''tree pulls'''. | |
− | '''Rupee pulls''' are special sprites on the overworld that can be pulled for 4 tiers of prizes | ||
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* Pits | * Pits | ||
− | The kill and damage counters are 8-bit, so they will wrap around back to 0 after 255. They are stored in work RAM and not cleared during save-and-quit, so they will persist | + | The kill and damage counters are 8-bit, so they will wrap around back to 0 after 255. They are stored in work RAM and not cleared during save-and-quit, so they will persist across games in the same session, but as they are not in save memory, they will be clear after a console reset. |
== See also == | == See also == | ||
* [[Enemy prize packs]] | * [[Enemy prize packs]] | ||
* [[Bush prize pack]] | * [[Bush prize pack]] | ||
+ | |||
+ | [[Category:Tech]] |
Revision as of 11:58, 19 December 2019
Rupee pulls are special sprites on the overworld that can be pulled for 4 tiers of prizes based on certain conditions. In Any% (NMG, No S+Q), the optimal route gets 2 sets of rupee pulls (blue and red) to help acquire the money to access Palace of Darkness. This rupee route is around 6 seconds faster than the alternative Sahasrahla chest rupees. The ideal spots are both trees, which has led to the commonly used names such as tree rupees or tree pulls.
Tier | Conditions | Prize |
---|---|---|
0 | 0 kills | 4×Nothing |
1 | 1–3 kills | 4× |
2 | 4+ kills Have taken damage |
4× |
3 | 4+ kills Have not taken damage |
4× |
Sources of damage include:
- Enemies
- Bombs
- Spike floors
- Spike blocks
Not counted as damage:
- Pits
The kill and damage counters are 8-bit, so they will wrap around back to 0 after 255. They are stored in work RAM and not cleared during save-and-quit, so they will persist across games in the same session, but as they are not in save memory, they will be clear after a console reset.