Difference between revisions of "Hyrule Castle"

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Hyrule Castle is the first section of the run of most categories. There's very few rooms with variable strats, so the segment is mostly about having good movement and reacting well to RNG.
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{{Dungeon
 +
|name=Hyrule Castle
 +
|next_dungeon=[[Eastern Palace]]
 +
}}
  
==NMG==
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Hyrule Castle is the first section of the run of most categories. Not technically a dungeon (no big chest nor boss). It is commonly referred to as ''Escape''.
  
===First Keyguard===
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= Any% NMG =
  
====Top Spin====
+
There's very few rooms with variable strats, so the segment is mostly about having good movement and reacting well to RNG.
  
[[File:Top Spin.gif]]
+
== Theory-TAS ==
  
For this guard, there are two common strategies used. The first (and easiest) is to charge your sword up, then release the spin near him so that he's caught between Link and the statue. This will allow your spin to hit him twice and, with good positioning, knock him and the key he drops towards the door.
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{{#ev:twitchvod|v44070881|600|inline|||autoplay=false&t=37s}}
  
====Left Spin====
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== Strats ==
  
[[File:Left Spin.gif]]
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=== First Keyguard ===
  
The other way, which is harder but a little faster, is to charge your sword left and then pokespin the guard. If you're using this strat and you find that you're not catching the key on the way to the door without stopping, then you're doing it slowly and likely not saving time over top spin. Both the positioning and the timing can be a little tricky here. You can use the GIF to come up with cues for how to move Link (I use patterns in the floor). For the timing, after the poke, you need to delay letting go of B to release the spin WHILE holding down so that Link moves downward some during the poke animation.
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These strats both hits the guard twice, catching the guard between Link and the statue, finally boosting him towards the door, so that the key drops near the exit.
  
===Black Knight===
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The main cues will be how much you walk rightwards before starting the diagonal down-right, and when to release the charge. You can use Link/sword vs. the tiles/guard for visual cues.
  
====Pot Strat====
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{{VideoBox
 +
| title = Left spin (optimal)
 +
| file = File:Leftspin.mp4
 +
| description = Instead of spinning the guard twice, you'll poke him first, move down, and then spin. The spin needs to be delayed a few frames, so hold v for about 6-8f before letting go of B.<br/><br/>The main reason this saves is that Link catches the key faster.
 +
| width = 360
 +
}}{{VideoBox
 +
| title = Top spin (optimal)
 +
| time = ~10f slower
 +
| file = File:Topspin.mp4
 +
| description = Charge your sword upwards (can hold ^> during transition to be boosted a pixel to the right), then release the spin when you're on his upper right side.
 +
| width = 360
 +
}}
  
[[File:Black Knight Pot.gif]]
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To make these strats easier, you can cut down on how much diagonal movement you do. Both strats are even possible without a single diagonal input. Most people land in some compromise between the optimal and the easy versions.
  
The easier way to do this room is to go into the first cell and grab a pot to help with the kill. Pots are oddly powerful in this game (even useful later in the game when you have a much more powerful sword). 1 pot will do 4 slashes worth of damage here. If you wanted to be super safe, you could grab a second pot and kill him with it.
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{{VideoBox
 +
| title = Left spin (easy)
 +
| file = File:Leftspin_easy.mp4
 +
| width = 360
 +
}}{{VideoBox
 +
| title = Top spin (easy)
 +
| file = File:Topspin_easy.mp4
 +
| width = 360
 +
}}
  
You'll need to boomerang the green guard at the start of the room every time with this strat, no matter his RNG. Even if he isn't in the way or doesn't notice you when you enter, he will notice you while you're grabbing the pot in the cell. Since Link walks slower while carrying something, you want to minimize the distance you walk with the pot, so pay attention to the movement in the GIF. You also want to throw it as soon as you can. Not only does that get your movement speed back, it also delays the guard swinging his ball & chain. After the pot is thrown, move down a little under the knight so your slashes recoil him into the top right corner. Not too hard :>
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=== Ball 'n Chains / Black Knight ===
  
====8 Slashes====
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* Unless you're going for the 8 slash method, you'll need to boomerang the green guard at the start of the room every time. Even if he isn't in the way or doesn't notice you when you enter, he will notice you while you're grabbing the pot in the cell.
 +
: If his first movement is up or down, you can boom downwards, just before cutting the corner, and continue moving rightwards, and the boom will hit him on its way back.
 +
* He has a framerule-based AI, where his first attack can start early or late, so it's important to develop a movement/attack pattern that works for more than one pattern.
 +
: If save state practicing, make sure you're not getting the same pattern every time (perhaps save outside the room, or re-enter every once in a while and make a new save).
 +
* You can hit him once every half-second. Learning this timing is important to kill him quickly, and to be safe.
 +
* The ball will not damage you while he's taking damage. This makes it possible to stand "in him" and keep slashing.
 +
* Sometimes you might clink his ball when attacking. In this situation, you can keep holding the sword out and move into him, to poke him instead.
 +
* There is a certain "read and react" to Ball & Chains - by practicing the screen a lot, you will be able to know when you need to delay a slash to not clink, or to adjust when he's pushed in the wrong direction.
 +
* A pot will do 4 slashes worth of damage, but is slower to get than to do the 4 slashes.
  
[[File:Black Knight 8 slashes.gif]]
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{{VideoBox
 +
| title = 8 slashes
 +
| file = File:BallChain_8slash_fast.mp4
 +
| description = Make sure you don't start walking diagonally too early. The main thing to tweak is Link's position relative to B&C when initiating the first attack. The closer you are to him, and the more leftwards you are, the faster you can do the fight. Most people initiates the fight at a lower position than this.<br /><br />You can knock the guard leftwards with your 8th slash, so the key drops closer to the cell door. Booming the key diagonally usually grabs the key faster.
 +
| width = 310
 +
}}{{VideoBox
 +
| title = Pot + 4 slashes
 +
| file = File:BallChain_pot_4slash.mp4
 +
| description = If you wanted to be super safe, you could grab a second pot and kill him with it.<br /><br />Since Link walks slower while carrying something, you want to minimize the distance you walk with the pot, so pay attention to the movement and when to throw it. After the pot is thrown, move down a little under the knight so your slashes recoil him into the top right corner.
 +
| width = 310
 +
}}{{VideoBox
 +
| title = Pot + pokespin + 2 slashes
 +
| file = File:BallChain_pot_2slash.mp4
 +
| description = Note that the sword starts out poking him, before releasing the spin, damaging him twice.<br /><br />Easier than the other strats, since you only need to slash him twice (making it less likely that you'll get hit or clink him).
 +
| width = 310
 +
}}
  
The harder but faster way to do this is to skip getting a pot and kill the knight with 8 slashes. This doesn't save much time (only 40ish frames here) and is kinda tricky, so maybe not the best thing for new players.
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=== Snake hallway ===
  
Unlike the pot strat, you can skip booming the guard at the start if he's walking down. You'll still have to boom him if he walks right or aggros as you enter of course. Notice when I start and stop holding diagonal (v>). If you do either with bad timing, then the knight will probably start swinging before you can get the first slash in, which is almost always a bad thing. This GIF gets perfect position on the knight and doesn't have to adjust any. For real-time play, this certainly won't always be the case, and you'll have to be able to make small adjustments to keep the fight under control. The knight can be damaged every half second exactly, and getting the timing down on your slashes is very important. You can knock the guard more west with your 8th slash so the key is dropped closer to the cell door. Be sure to boomerang the key to get it quicker.
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Here's just a few ways to deal with the snakes. You need to read the RNG and react appropriately.
  
===Keychest Room===
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There seems to be a very low chance of having a clear path on the top row, but that would be fastest (could pump against the wall for extra speed too).
  
====Keep Right====
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{{VideoBox
 +
| file = File:Rat_hallway_1.mp4
 +
| width = 310
 +
}}{{VideoBox
 +
| file = File:Rat_hallway_2.mp4
 +
| width = 310
 +
}}{{VideoBox
 +
| file = File:Rat_hallway_3.mp4
 +
| width = 310
 +
}}
  
[[File:Safe Keychest Room.gif]]
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=== Keychest Room ===
  
This strat is pretty safe and consistent, and many top players prefer it over the other one. Just pump the right wall and boom the snake that's there every time.
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{{VideoBox
 +
| title = Snake gamble
 +
| file = File:Keychest_snake_gamble.mp4
 +
| width = 310
 +
| description = Sometimes the left snake isn't there in this hallway, so you can gamble on it not being there and just go around the right one. This saves about 10f.
 +
}}{{VideoBox
 +
| title = Snake gamble react
 +
| file = File:Keychest_snake_gamble_react.mp4
 +
| width = 310
 +
| description = Sometimes the left snake is there, and you have to react quickly with your boomerang to stun the right one to get through. This is slower than just keeping right, since you won't be getting the wallpumps earlier in the room.
 +
}}{{VideoBox
 +
| title = Normal
 +
| file = File:Keychest_normal.mp4
 +
| width = 310
 +
| description = This strat is pretty safe and consistent, and many top players prefer it over the other ones. Just pump the right wall and boom the snake that's there every time.
 +
}}
  
====Snake Gamble====
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=== Keyrat Room ===
  
[[File:Keychest Optimal.gif]]
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There will be two rats on your screen when entering. The rat with the key is the one offscreen to your left, and he and the two other rats have several different things they can do.
  
Sometimes the left snake isn't there in this hallway, so you can gamble on it not being there and just go around the right one. This is very slightly faster than the above strat (10f or so).
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As a general rule, you will want to pump some along the bottom wall and then airpump up some so that you can react to possible northwest keyrat.
  
[[File: Keychest Backup.gif]]
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{{VideoBox
 +
| file = File:Keyrat_fast.mp4
 +
| width = 350
 +
| description = The best thing that can happen is the keyrat coming towards you as you're walking left. You can just kill it (which requires some quick reactions but not too bad) and safely boomerang most of the time.
 +
}}{{VideoBox
 +
| file = File:Keyrat_instaboom.mp4
 +
| width = 350
 +
| description = For an advanced way to optimize the good keyrat RNG, the instaboom trick can be used to save about 10f. If you keep holding B after slashing, there's 2 frames where you're in the poke animation and can use the boomerang without the boomerang animation.
 +
}}
 +
<br/>
 +
{{VideoBox
 +
| file = File:Keyrat_corner.mp4
 +
| width = 350
 +
| description = This is the worst keyrat RNG you can get. It can be particularly dumb if one or two of the other rats join him in the corner, since they might drop a rupee and your boom won't fetch the key.<br/><br/>If you throw your boomerang upwards, instead of diagonal like in the video, be very careful of throwing the boomerang too quickly, as it often does not catch the key. Doing a diagonal boom like this always works, but is harder to execute.
 +
}}{{VideoBox
 +
| file = File:Keyrat_diag_boom.mp4
 +
| width = 350
 +
| description = A new strat found by Jadin can be done sometimes to save half a second here if no other rats are in the way. Diagonally boom the keyrat to prevent it going all the way up in the corner.
 +
}}
  
However, sometimes the left snake is there, and you have to react quickly with your boomerang to stun the right one to get through. This is slower than just keeping right, since you won't be getting the wallpumps earlier in the room.
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==== The Other Rats ====
 +
When you enter the room, you can see the direction the other two rats are going in. If they go north or east, there is a chance you'll need to evade them on your way out after grabbing the key. By paying attention to their directions, you can prepare and adjust your position early when leaving.
 +
{| class="wikitable"
 +
|+ Rats always turn right when they hit an obstacle while moving.
 +
| [[File:esc_keyrat-2a-NN.png]]
 +
| style="text-align:center;"|Both rats go north: <br/> Stay one tile south of the wall.
 +
|- style="vertical-align:middle;"
 +
| [[File:esc_keyrat-2b-EN.png]]
 +
| style="text-align:center;"|Left rat goes east, right rat goes north: <br/> Same as above, <br/> but the window to walk between them is small.
 +
|- style="vertical-align:middle;"
 +
| [[File:esc_keyrat-2c-NE.png]]
 +
| style="text-align:center;"|Left rat goes north, right rat goes east: <br/> Stay two tiles south of the wall.
 +
|- style="vertical-align:middle;"
 +
| [[File:esc_keyrat-2d-EE.png]]
 +
| style="text-align:center;"|Both rats go east: <br/> Stick to the wall and be ready to deal with a rat in your way. <br/> Or stay close to the bottom of the room and give up extra time.
 +
|- style="vertical-align:middle;"
 +
| [[File:esc_keyrat-3a.png]]
 +
| style="text-align:center;"|Throwing a boomerang and missing is still better <br/> than getting hit in front of the door.
 +
|}
  
===Keyrat Room===
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== Collected items ==
  
This is a dumb room.
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You pick up [[ Lantern ]] and [[ Boomerang ]] in this segment.
  
When you enter there will be two rats on your screen right away. The rat with the key is the one offscreen to your left, and he and the two other rats have several different things they can do. As a general rule, you will want to pump some along the bottom wall and then airpump up some so that you can react to possible Northwest keyrat and so that your boomerang won't hit the torch and miss the key if you get a better RNG.
+
There's no bombs or arrows available in this segment.
  
The best thing that can happen is the keyrat coming towards you as you're walking left. You can just kill it (which requires some quick reactions but not too bad) and safely boomerang most of the time (once again be sure you're up off the bottom wall a little).
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== External Resources ==
  
[[File:Ratkey Instaboom.gif]]
+
* {{Youtube|Fricker's Advanced Tutorial Series - Escape|v=28LeqTJMTvk}}
  
For an advanced way to optimize the good keyrat RNG, the instaboom trick can be used to save about 10f. If you hold B on your slash, there's 2 frames where you're in the poke animation and can use the boomerang without the boomerang animation.
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= 100% NMG =
  
Another common RNG is for it to be near the torch or along the lower west wall. Just kill it normally and boom the key. You don't want to instaboom in this situation, but rather delay throwing the boomerang a little. If you're too quick, the boom will likely glance off the wall and come back to you without the key. Also in this situation, it can be common for the other rats to get in the way, which can be really annoying. Especially troublesome is if you kill one of the other rats and the keyrat together, and the other rat drops a rupee. The boomerang will often catch the rupee instead, so be careful in those situations.
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Placeholder text..
  
The last type of RNG you can get is the dreaded NW keyrat. This can be particularly dumb if one or two of the other rats join him in the corner. Be very careful of throwing the boomerang too quickly in the corner. It's very easy to not catch the key here.
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=== First Chest Key (no boom) ===
  
[[File:NW Keyrat.gif]]
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Placeholder text..
  
One new strat found by Jadin can be done sometimes to save half a second here if no other rats are in the way. Diagonally boom the keyrat to prevent it going all the way up in the corner. In my experience, when you boom to catch the key here, you should throw it diagonally (<^) instead of just (<).
+
 
 +
{{ List_of_dungeons }}

Latest revision as of 18:16, 10 March 2019

Hyrule Castle
Hyrule Castle.png
Next dungeon Eastern Palace

Hyrule Castle is the first section of the run of most categories. Not technically a dungeon (no big chest nor boss). It is commonly referred to as Escape.

Any% NMG

There's very few rooms with variable strats, so the segment is mostly about having good movement and reacting well to RNG.

Theory-TAS

Strats

First Keyguard

These strats both hits the guard twice, catching the guard between Link and the statue, finally boosting him towards the door, so that the key drops near the exit.

The main cues will be how much you walk rightwards before starting the diagonal down-right, and when to release the charge. You can use Link/sword vs. the tiles/guard for visual cues.

Left spin (optimal)

Instead of spinning the guard twice, you'll poke him first, move down, and then spin. The spin needs to be delayed a few frames, so hold v for about 6-8f before letting go of B.

The main reason this saves is that Link catches the key faster. File

Top spin (optimal)~10f slower

Charge your sword upwards (can hold ^> during transition to be boosted a pixel to the right), then release the spin when you're on his upper right side. File

To make these strats easier, you can cut down on how much diagonal movement you do. Both strats are even possible without a single diagonal input. Most people land in some compromise between the optimal and the easy versions.

Ball 'n Chains / Black Knight

  • Unless you're going for the 8 slash method, you'll need to boomerang the green guard at the start of the room every time. Even if he isn't in the way or doesn't notice you when you enter, he will notice you while you're grabbing the pot in the cell.
If his first movement is up or down, you can boom downwards, just before cutting the corner, and continue moving rightwards, and the boom will hit him on its way back.
  • He has a framerule-based AI, where his first attack can start early or late, so it's important to develop a movement/attack pattern that works for more than one pattern.
If save state practicing, make sure you're not getting the same pattern every time (perhaps save outside the room, or re-enter every once in a while and make a new save).
  • You can hit him once every half-second. Learning this timing is important to kill him quickly, and to be safe.
  • The ball will not damage you while he's taking damage. This makes it possible to stand "in him" and keep slashing.
  • Sometimes you might clink his ball when attacking. In this situation, you can keep holding the sword out and move into him, to poke him instead.
  • There is a certain "read and react" to Ball & Chains - by practicing the screen a lot, you will be able to know when you need to delay a slash to not clink, or to adjust when he's pushed in the wrong direction.
  • A pot will do 4 slashes worth of damage, but is slower to get than to do the 4 slashes.

8 slashes

Make sure you don't start walking diagonally too early. The main thing to tweak is Link's position relative to B&C when initiating the first attack. The closer you are to him, and the more leftwards you are, the faster you can do the fight. Most people initiates the fight at a lower position than this.

You can knock the guard leftwards with your 8th slash, so the key drops closer to the cell door. Booming the key diagonally usually grabs the key faster. File

Pot + 4 slashes

If you wanted to be super safe, you could grab a second pot and kill him with it.

Since Link walks slower while carrying something, you want to minimize the distance you walk with the pot, so pay attention to the movement and when to throw it. After the pot is thrown, move down a little under the knight so your slashes recoil him into the top right corner. File

Pot + pokespin + 2 slashes

Note that the sword starts out poking him, before releasing the spin, damaging him twice.

Easier than the other strats, since you only need to slash him twice (making it less likely that you'll get hit or clink him). File

Snake hallway

Here's just a few ways to deal with the snakes. You need to read the RNG and react appropriately.

There seems to be a very low chance of having a clear path on the top row, but that would be fastest (could pump against the wall for extra speed too).

Keychest Room

Snake gamble

Sometimes the left snake isn't there in this hallway, so you can gamble on it not being there and just go around the right one. This saves about 10f. File

Snake gamble react

Sometimes the left snake is there, and you have to react quickly with your boomerang to stun the right one to get through. This is slower than just keeping right, since you won't be getting the wallpumps earlier in the room. File

Normal

This strat is pretty safe and consistent, and many top players prefer it over the other ones. Just pump the right wall and boom the snake that's there every time. File

Keyrat Room

There will be two rats on your screen when entering. The rat with the key is the one offscreen to your left, and he and the two other rats have several different things they can do.

As a general rule, you will want to pump some along the bottom wall and then airpump up some so that you can react to possible northwest keyrat.

The best thing that can happen is the keyrat coming towards you as you're walking left. You can just kill it (which requires some quick reactions but not too bad) and safely boomerang most of the time. File

For an advanced way to optimize the good keyrat RNG, the instaboom trick can be used to save about 10f. If you keep holding B after slashing, there's 2 frames where you're in the poke animation and can use the boomerang without the boomerang animation. File


This is the worst keyrat RNG you can get. It can be particularly dumb if one or two of the other rats join him in the corner, since they might drop a rupee and your boom won't fetch the key.

If you throw your boomerang upwards, instead of diagonal like in the video, be very careful of throwing the boomerang too quickly, as it often does not catch the key. Doing a diagonal boom like this always works, but is harder to execute. File

A new strat found by Jadin can be done sometimes to save half a second here if no other rats are in the way. Diagonally boom the keyrat to prevent it going all the way up in the corner. File

The Other Rats

When you enter the room, you can see the direction the other two rats are going in. If they go north or east, there is a chance you'll need to evade them on your way out after grabbing the key. By paying attention to their directions, you can prepare and adjust your position early when leaving.

Rats always turn right when they hit an obstacle while moving.
Esc keyrat-2a-NN.png Both rats go north:
Stay one tile south of the wall.
Esc keyrat-2b-EN.png Left rat goes east, right rat goes north:
Same as above,
but the window to walk between them is small.
Esc keyrat-2c-NE.png Left rat goes north, right rat goes east:
Stay two tiles south of the wall.
Esc keyrat-2d-EE.png Both rats go east:
Stick to the wall and be ready to deal with a rat in your way.
Or stay close to the bottom of the room and give up extra time.
Esc keyrat-3a.png Throwing a boomerang and missing is still better
than getting hit in front of the door.

Collected items

You pick up Lantern and Boomerang in this segment.

There's no bombs or arrows available in this segment.

External Resources

100% NMG

Placeholder text..

First Chest Key (no boom)

Placeholder text..