文化 · 游戏速通
《时之笛》速通玩家发现新的流程破坏——但还不能更快通关
原语言视频
译自英文原文。
初代《塞尔达传说:时之笛》让林克穿梭于海拉鲁历史上的两个时期。1998年首发近三十年后,研究新重制版的速通玩家正在测试能否重新安排这段旅程。最引人关注的消息并不只是林克能够抵达意想不到的地方,而是他可以以孩童形态完成暗影神殿,然后以成人形态出来。1
这可能会改变速通玩家挑战冒险的顺序,但目前还不能证明存在更快通关的方法。据 Kotaku 转述,速通玩家 Zfg 在11月8日表示,他完成了神殿并触发自动年龄变化,但有一个障碍仍阻止这套方法用于速通。他没有说明障碍是什么,也没有估算可能节省的时间。1
这一区别正是这项发现的核心。让游戏接受意料之外的流程是一项成就;将这套流程串联起来,形成从头到尾更快的旅程,则是另一项成就。目前,速通玩家拥有一个很有希望的突破口,但还没有证明它能改进纪录路线。
神殿已通关,路线尚未完成
Zfg 的说法将这项发现及其局限放在了一起。他预期这会带来巨大收益,但前提是解决剩余问题,而不仅仅是重复完成神殿。
我们现在可以用孩童形态击败暗影神殿,这会自动让你变成成人。我们还得跨过1个障碍,才能将这套方法用于速通;但如果能解决它,效果将会非常显著。
速通玩家将这种偏离预设流程的做法称为流程破坏。它的价值不止于抄近路:有用的流程破坏可能免去收集某件物品的需要,让某个目标提前完成,或避开旅程中原本预期的一部分。在围绕林克不同年龄构建的游戏中,改变他成为成人的时机,可能会影响速通玩家需要满足哪些条件。Kotaku 介绍了这些可能性,但没有确认这种特定方法能节省什么。1
这些实验还带来了更直观可见的结果。据 Kotaku 报道,以孩童形态游玩时触发原本为成年林克设计的过场动画——或反过来——会暂时扭曲他的外观。Zfg 在报告后补充了一个更简单的评价:“看起来也很滑稽。”这种视觉错位表明,重制版在面对意外的角色状态时会出现古怪反应;但它并不能说明这种状态在计时竞速中有多大用处。1
现有报道未能独立证实这种方法目前是否可以稳定复现,或是否具有竞赛价值。报道也没有提供使用该方法的完整跑图时间、实测节省时间,或特定类别的纪录。因此,证据最充分的结论比“速通玩家已经破解游戏”更为有限:有玩家报告了一种可能影响重大的流程破坏,并明确表示它还不能用于跑图。1
离地的新方法
暗影神殿只是其中一条探索方向。跳跃按钮让林克可以主动离地,而不必依靠跑出边缘。这让熟悉的场景变得有了新看点:曾经超出常规移动范围的表面,如今可能成为可以落脚、攀爬或测试捷径的地方。1
Kotaku 报道称,林克在空中时切换背包物品,似乎能让他漂浮,而不是像平常那样下落。报道引述游戏账号 ORCinfo 的说法,称经过练习后可以实现反复的空中跳跃,并预测这会影响速通。这一预测并非计时成绩。报道所说的移动方式或许能开辟通往原本无法抵达之处的路线,但该账号没有展示完整跑图究竟能快多少。1
打开的宝箱也可能成为另一个起跳点。Kotaku 描述称,玩家走进宝箱,并调整林克双脚的角度,似乎就能像蹦床一样把他弹上去;将炸弹放进宝箱似乎也有帮助。一种名为钩爪跳的回归技巧似乎同样可行,它能让林克升高并进入建筑。这些只是被报道的候选工具,并非经独立测试、已加入已验证最快路线的技巧。1
关键问题在于每个技巧取代了什么。登上屋顶固然令人印象深刻,但它的竞速价值取决于能否绕过速通玩家原本必须完成的内容,以及调整位置所花的时间是否少于捷径节省的时间。奇怪的动画可能只是伴随有价值发现出现;再惊人的飞跃,也可能毫无用处。
下一个有意义的进展,应是找到解决 Zfg 所说剩余障碍的方法,随后通过计时跑展示路线发生了什么变化。漂浮、宝箱起跳和钩爪跳也应接受同样的检验。目前,重制版给了速通玩家更多挑战海拉鲁预设路线的方式。它们能否带来更快的通关成绩,仍未有定论。
来源15
按媒体查看所有来源
来自 15 家媒体的 18 个来源· 引用最多的优先
Google News United States (US:en)kotaku.com2
The Vergetheverge.com最先2
American Almanacamericanalmanac.com1
CDJapancdjapan.co.jp1
Destructoiddestructoid.com1
Dexertodexerto.com1
EnContextoSocial.comencontextosocial.com1
GetRektgetrekt.com1
Nintenderosnintenderos.com1
播出原貌
- “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.
译文更新于





