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 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'''. | ||
+ | When a rupee pull is activated, one of the tiers listed below will be rewarded, and both counters will be reset to 0. | ||
{| class="wikitable middlealign right-1" | {| class="wikitable middlealign right-1" | ||
! Tier | ! Tier |
Latest revision as of 12:01, 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.
When a rupee pull is activated, one of the tiers listed below will be rewarded, and both counters will be reset to 0.
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.