கலாச்சாரம் · Game speedrunning
Ocarina of Time runners find a new sequence break—but not yet a faster finish
Zfg reports finishing the Shadow Temple as child Link and emerging as an adult. One unresolved obstacle still separates the discovery from a usable speedrun route.
எழுத்து வடிவம் 4 நிமிட வாசிப்பு · 18 ஆதாரங்கள்
ஆங்கிலத்தில் கிடைக்கும்
The original The Legend of Zelda: Ocarina of Time sent Link between two periods of Hyrule’s history. Nearly three decades after its 1998 debut, speedrunners investigating the new remake are testing whether they can rearrange that journey. The most intriguing report is not simply that Link can reach somewhere unexpected: it is that he can finish the Shadow Temple as a child and come out an adult.1
That could change the order in which runners tackle the adventure. It has not yet established a faster way to finish it. In a November 8 statement reproduced by Kotaku, speedrunner Zfg reported the temple completion and automatic age change, but said one obstacle still prevents the method from being used in a speedrun. He did not identify the obstacle or put a number on the possible saving.1
The distinction is the heart of this discovery. Making the game accept an unexpected sequence is one achievement; connecting that sequence to a faster journey from start to finish is another. For now, runners have a promising opening, not a demonstrated improvement to a record route.
Nintendo released the remake on November 5, 2026, exclusively for Nintendo Switch 2. These experiments concern that new release—not the Nintendo 64 original running through emulation, or the earlier Nintendo 3DS version. The familiar setting comes with changed movement, including a dedicated jump button that gives players a fresh way to probe its boundaries.111
A temple cleared, a route unfinished
Zfg’s account puts both the discovery and its limitation in the same breath. His expectation of a major benefit depends on solving what remains, rather than merely repeating the temple completion.
We can now beat Shadow Temple as child, which automatically turns you into adult. We still have 1 roadblock to get past before this can be used in a speedrun, but it'll be huge assuming we can get past it.
Speedrunners call this kind of departure from intended progression a sequence break. Its value can extend beyond cutting a corner: a useful break might remove the need to collect an item, let an objective happen earlier or avoid part of the expected journey. In a game structured around Link’s different ages, changing when he becomes an adult could alter which requirements a runner needs to satisfy. Kotaku describes those possibilities, but does not establish which savings this particular method would deliver.1
The experiments also produce a more immediately visible result. According to Kotaku, triggering a cutscene intended for adult Link while playing as child Link—or the reverse—can temporarily distort his appearance. Zfg appended a simpler assessment to his report: “It also looks very funny.” The visual mismatch shows the remake responding oddly to an unexpected character state; it does not tell us how useful that state will be on the clock.1
The available reporting does not independently establish the method’s current reproducibility or competitive usefulness. Nor does it provide a completed run time, a measured saving or a category-specific record using it. The strongest supported conclusion is therefore narrower than “speedrunners have broken the game”: a runner has reported a potentially consequential sequence break and explicitly says it is not ready for a run.1
New ways to leave the ground
The Shadow Temple is only one line of investigation. The jump button lets Link deliberately leave the ground instead of relying on running off an edge. That makes familiar spaces newly interesting: a surface that once sat beyond ordinary movement may now be somewhere to land, climb or test for a shortcut.1
Kotaku reports that switching between inventory items while Link is airborne appears to let him float rather than descend normally. The article quotes gaming account ORCinfo describing repeated midair jumping that becomes possible with practice, and predicting an impact on speedruns. That prediction is not a timed result. The reported movement could open routes to otherwise inaccessible places, but the account does not show how much faster a complete run would become.1
Open treasure chests offer another possible launch point. Kotaku describes players stepping into them and positioning Link’s feet at an angle that appears to propel him upward, like a trampoline; dropping a bomb into the chest also appears to help. A returning technique known as the Hookshot Jump, which gives Link height and access to buildings, appears viable too. These are reported candidate tools, not independently tested additions to a proven fastest route.1
The useful question is what each trick replaces. Reaching a rooftop is impressive, but its competitive value depends on whether it bypasses something a runner would otherwise have to do—and whether getting into position costs less time than the shortcut saves. A strange animation can be incidental to a valuable discovery; an extraordinary leap can still lead nowhere useful.
The next meaningful advance would be a documented solution to Zfg’s remaining roadblock, followed by a timed run showing what the route changes. The same test applies to floating, chest launches and the Hookshot Jump. For now, the remake has given runners more ways to challenge Hyrule’s intended paths. Whether those paths lead to a faster finish remains open.
ஆதாரங்கள்15
The Verge
nintendo.com
Nintenderos
EnContextoSocial.com
Polygon.com
Google News United States (US:en)
IGN
NQ Brief
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ஒளிபரப்பானபடி
- “We can now beat Shadow Temple as child, which automatically turns you into adult.” Speedrunner Zfg is describing a discovery that could change the order players race through the remake. But he says one roadblock still keeps it out of a speedrun. Can players turn these strange behaviors into a faster route through the whole game?
- Nintendo released the remake on November fifth, exclusively for Switch 2. It revisits the adventure first released on Nintendo 64 in 1998, with Link traveling between two periods in Hyrule's history.
- Link now has a dedicated jump button. Players can deliberately leave the ground instead of running off an edge. That gives runners fresh opportunities to reach unexpected surfaces and get around intended paths. They're exploring a rebuilt game with changed movement, so familiar locations offer new possibilities.
- Zfg says finishing the Shadow Temple as child Link automatically makes Link an adult. In his November eighth statement, he says one roadblock remains before runners can use the method. His prediction of a huge benefit depends on getting past it.
- A shortcut can change more than the distance Link travels. Runners look for ways to skip required items or complete objectives in a more convenient order. In a game built around different periods of time, changing when Link becomes an adult could change which parts of the adventure runners need to complete.
- Cutscenes can temporarily distort Link's appearance when players trigger an adult scene as child Link, or the reverse. Zfg also called the result funny. Those mismatches show the game handling an unexpected character state, while the competitive prize is a shorter path through its objectives.
- Players are also testing how long Link can stay airborne. Switching between inventory items while he's in the air appears to let him float or keep jumping instead of falling normally.
- The gaming account ORCinfo says players can jump endlessly in midair once they get used to the technique. The account predicts it will disrupt speedruns. Sustained height could help runners reach places that ordinary movement leaves out of reach.
- Open treasure chests offer another possible way upward. Players can now step inside them, bringing Link into contact with surfaces the new jumping mechanics let runners test.
- Positioning Link's feet inside an open chest at a particular angle appears to launch him upward, like a trampoline. Dropping a bomb into the chest also appears to help. Runners are testing how the game's surfaces react to these unusual positions.
- The Hookshot Jump appears to work again, too. That returning technique gives Link height and lets him reach buildings. Together, these experiments give runners candidate tools for bypassing parts of the intended route. Their value depends on what they let players skip and how they fit into a complete run.
- A faster finish still hasn't been demonstrated with these tricks. Zfg hasn't said what the one remaining obstacle is. Clearing it would let runners test the Shadow Temple idea in a full timed run and measure whether it saves time.
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