Released in October 2000, Majora's Mask used many of the same models from Ocarina of Time when Link ends up in a parallel world called Termina. Unfortunately, Termina is facing certain destruction from a strange moon that seems to have not heard of the law of gravity. Lucky for Link, his Ocarina can take him back in time to when he first arrived in Termina, 72 hours before doomsday.
SDA keeps track of three types of runs for this game. First is the standard speedrun, measured in real time. Second is a run that seeks to finish the game as early as possible in the second cycle: After completing the mandatory first cycle, the second cycle must be completed without going back in time again. It will use the game's clock, stopping when the player reaches the clock tower such that waiting out the time will result in it opening and being able to finish the game. The first cycle and the ending need not be recorded. Different strategies are used to minimize real time in case 1 and game time in case 2. Third is a 100% run, measured in real time.
Single-segment 2:03:04 by Daniel Hart.
Author's comments:
2009 has been a really good year for Majora's Mask. Boss Key skips for all the dungeons, megaflip, HESS, bottle duplication, and probably some other stuff I'm forgetting. The Zelda community here is awesome, and it's thanks to them I was able to get this run. So I'd like to thank the following for helping me or just being awesome:
MrGrunz, Slowi, ZFG, Cosmo, GlitchesAndStuff, Unreal, Petrie911, MrSparkle, Paraxade, Swordless, Acryte, Fiercelinkmaster, Mzxrules, RingRush, Blizzerk, Kazooie, Tpfox, Pokey, and a bunch of other people I'm probably forgetting. Good shit to the SDA staff for running this amazing site.
Onto specific comments for the run:
*Intro
Very easy and boring. Everything went good up to Clock Town
*First Cycle
Still easy and boring. I get 101R and Magic, then I have to wait for the Clock Tower to open. Nothing I can do about that.
*Beginning of Second Cycle
Just watch the Song of Healing Cut scene then the run really begins. I get the Adult Wallet, buy bombs/chus then head to Great Bay.
*Great Bay
Messed up the Superslide to the fence, which costs a few seconds. I mess up the HESS when I enter Great Bay and get a normal ESS, then I try to SS out of it and miss that, which also costs a few seconds. I get the Zora Mask then proceed to mess up terribly on the Zora Pots game, which costs even more time.
*Ikana Access
I miss an ISG, which isn't a big deal. The Wrong Warp went good, I use an extra explosive to play it safe. I hit the SS to the Ikana Owl and then it's time for the swamp.
*Southern Swamp
Getting the Bottle went fine, I get a little hung up on the tree, but no big deal. I use the glitch which lets you swim in shallow water as a Zora to quickly get over to Big Octo. No mistakes headed to the Deku Palace.
*Deku Palace
This is probably my most hated area in the game. It lags really bad and the camera is terrible. It goes surprisingly well, I miss the ISG at the start, but I just recoil flip over the guards instead of hovering, and get ISG from the sign. I get the Sonata of Awakening and head towards Woodfall.
*Woodfall
The dragonflies on the way to Woodfall are always scary, but I didn't have any trouble with them luckily. I mess up a bit playing the SoA, for some reason it didn't register even though I definitely played it right, and then I accidently take off the Deku Mask. I grab Deku Nuts and a Deku Stick here so I can bottle dupe over them.
*Woodfall Temple Part 1
I only do Woodfall up to the Bow then leave. The hookshot and fire arrows save a good amount of time here and if you beat Woodfall after any of the other dungeons it skips a ~50 second cut scene. I miss 1 ISG hovering the gap to the Bow and use an extra bomb to play it safe. I get the Bow fine and then leave.
*Clock Town
I get the Bremen Mask because I need another item to dupe a bottle over, and this is the fastest extra item you can get. I fill up on chus/bombs and then head to the Curiosity Shop for bottle duping. I suck really bad at this trick, it's only a 3 frame window and I always seem to mess it up every run. This time was no exception and I mess up twice, the biggest mistake of the run. I grab the Scarecrow Song while I'm in Clock Town and then head to Pirate's Fortress
*Pirate's Fortress
Getting into the Fortress went fine. Shooting the Bee Hive from far away skips a pretty long cut scene. I use a recoil flip through the barrels which looks pretty cool. The angled jump to the 2nd and 3rd eggs both went well. The pirate battle was decent, and the last egg was ok even though those fish like to give me trouble sometimes.
*Pinnacle Rock
This part is extremely easy. I get the 3 eggs without any problems. Having the dawn of the second day here skips a cut scene also. I get the New Wave Bossa Nova and then head to Snowhead.
*Snowhead
The wrong warp to Snowhead went fine, again I use an extra explosive to play it safe. This is where I use pause buffering to make an insanely difficult trick into an easy one. Normally getting an ISG as you exit the cave is extremely difficult, but using this pause method I get it nearly 100% of the time. The superslide to the back is really tricky, and has caused me a lot of problems. I managed to get it on my first try which is amazing. I mess up one time getting onto the ramp, which isn't that big of a deal. The last little section is a bit tricky and I have a lot of trouble getting into the cave, but I manage to get in without wasting too much time.
*Snowhead Temple
First rooms go fine. I grab bombs from the basement and then run into the lava as a Zora to quickly get back up and it respawns the bombs. Wizrobe went fine, the cut scene skip is surprisingly hard. I miss 3 ISGs somehow which looks pretty bad. Boss Key skip only took one try which is expected since its really easy. Goht was nice on this day and decided not to shoot me, thankfully. I miss a superslide and then I mess up the ESS but can't expect to hit them all. I buy the Razor Sword because it makes the run much much easier, especially Majora.
*Woodfall Temple Part 2
With the hookshot and fire arrows Woodfall is a lot faster. The fight with the Frog Boss went well, and so did run to the Boss Door. Odolwa could've been a little better, but usually he screws me over so I'm ok with this. Of course since I beat Woodfall second, I skip the text cut scene with Tatl, which saves some time.
*Stone Tower
I fill up on chus and SoS to Ikana. Missed one ISG going up Stone Tower, but that's it. Even with all the lag Stone Tower always goes pretty good. I hit the Owl then fill up on chus that I need for STT.
*Stone Tower Temple
I use a bomb instead of a chu for one of the hovers over to the temple to play it a bit safer and save the chus for inverting the tower. I'm always really nervous hovering over both sun blocks, thankfully they both were fine. Garo Master got owned and then I SoS back to the entrance. The invert goes perfectly, which is usual, but I'm still always afraid at that part.
*Inverted Stone Tower Temple
The Boss Key skip for this place is way too hard to try in a single segment(for now...), so I need to get the boss key. I screw up in the updraft room like an idiot and get owned by the horned beetle thing. I almost messed up a second time but luckily he missed. I missed shooting an arrow at Eyegore, because I was being dumb, but other than that he went down quick. Gomess didn't give me any trouble. I grab enough rupees from the bubbles to cover the last bomb shop trip. The hookshot up to Eyegores bridge can be tricky but I have never had much trouble with it. Twinmold went fanatastic. Probably my best Twinmold fight ever, because I always suck terribly against him.
*Great Bay Temple
I fill up on chus and then open up GBT. This is the last real obstacle in the run, because of the boss key skip. The skip is quite easy actually, but I've messed it up a few times, so it's always a bit nerve wracking. I pull off the boss key skip just as planned and then have to fight Gyorg. I get a good fight against him most of the time but this time went really good. Can't complain about it at all.
*The Moon
The Clock Tower opens right on schedule. After the really long cut scene I manage to hit the superslide to Majora. I get really unlucky on Majora's Mask. He gets stuck up in the little hole and I can't hit him when he's in there, so he gets off one of his long flame attacks. I get unlucky again and one of the masks just charges into me. Majora's Incarnation went ok, I got shot once or twice by the random masks. Wrath went all right as well, since I only got shot one time by the masks.
That about does it. Thanks once again to everyone who supported me when I was streaming attempts and encouraging me to keep going for better times. Hopefully sub 2 hours will happen in the near future.
100% 6:55 by Peter Branam-Lefkove, done in 29 segments.
Author's comments:
Now, where to begin? First, the definition of 100% completion for this game, along with my rationale in choosing a 4-Cycle-Strategy, is outlined in the MM 100% Discussion Topic: http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1118613852
For a Zelda speedrun, the route is always of utmost importance; for this run, it's much more so. Majora's Mask has an incredible amount of sidequests and optional tasks. With so many events, many of which depend upon one another, and some that can only be performed at certain times (more on the game's internal clock in a moment), the route really has a lot to account for. I spent about 3 weeks mapping everything out in a gigantic Excel document and playtesting it to fix all the problems, and even then, I still had a few hitches in the final product (nothing too serious, thankfully).
These problems arose from the game's internal clock, which really makes speedrunning frustrating. Even minor discrepancies in execution speed in the run can add up and make you too late (or, preferably, too early) for events. Alternatively, new time-saving tricks that are discovered & implemented midway through the run can screw up the time schedule. Unfortunately, I experienced both of these problems (see the discussion for segments 7 & 21 below for details).
Of course, the in-game clock isn't all bad. I've always been fascinated with just how much stuff one could theoretically accomplish in a single cycle; as this run shows, it's pretty astounding. In Cycle 2, I got 30+ Pieces of Heart and 13 Collectible Masks, in addition to completing the 4 Temple and collecting their fairy's' gifts (and this is by no means maximized efficientcy; for this run, a lot of quests had to be left for the last 2 cycles, just so that there would be stuff available to kill time between various time-constrained events).
Well, that should cover the basics. An awful lot of work went into this, so I hope its enjoyable.
If you have any questions or comments about this run, my AIM screenname is XDragornX.
Segment-by-Segment Comments:
1. A rather short and boring segment, mostly cut scenes. Very smooth overall, although the entering of the name at the beginning was a bit sloppy. Still, not really that big of a deal. (If I was really hardcore, I would've just entered my name as "A," But we have to draw the line somewhere.)
2. Not much to say about this segment. Very smooth, but still, the first cycle is rather boring. Just a couple of minor mistakes, such as jumping off the festival tower the wrong way. I reached the golden flower surprisingly quickly, though. I also think that running under the skull kid so that he drops the ocarina right on top of you is a neat trick.
3. This is where things start to get a bit more interesting. Another very smooth segment; the only real mistake was backwards-walking into the grotto near the end of the run; however, I did intend to visit this location eventually anyway, so I was able to get the rupees and deku stick from there then instead, with no harm done.
4. Very frustrating segment; the deku palace guards and flying-platform sequences are both great places for ruining runs. This was a very smooth segment overall, although I lost a few seconds from one of the dragonflies. It actually isn't necessary to kill them at all, but I felt like playing it safe. This segment is also one of two points in the run where I have to take a pictograph of something, to be used in a later segment. It's definitely nerve-wracking, since you don't find out if your pic is acceptable until it's too late to do anything about it...
5. Good segment overall. Neither of the completions of the swamp shooting game were perfect. It's not really that big of a deal. When the game is counting down your extra time for bonus points, it removes seconds from the timer slightly faster than a rate of one-timer-second per real-time-second. So getting two flawless completions of the game would be a minor improvement. I can't believe I had to waste time waiting for that stupid goron to get out of the way in the Inn... ugh. I thought my completion of the Deku Scrub Game was satisfactory, although I know that it can be done much faster. I admit that I didn't do too much research into this mini game, so I don't know how much difficulty and/or luck is involved in faster strats. I got a bit sloppy near the end of this segment, mainly with the back flipping up the ledges in the route to Mt. Village.
6. Good crossing of invisible platforms. Scaling the cliff w/o lens of truth is a nice touch, even if it doesn't affect overall time. The most impressive trick is hitting the correct urn on the chandelier in one try. It was a major pain to figure this out. And even then, given the amount of waiting time involved with my method, it can probably be done faster.
7. This segment is where I ran into my first major hiccup. Somehow, I managed to get about 2 hours ahead of my Test Run target time. Since two hours of downtime waiting for Sakon would be unacceptable, I needed a suitable filler task. The town shooting gallery, which, incidentally, takes about two hours, fit the bill very nicely. I had originally slated it for completion in cycle 3 though, so it's removal from there did cause some minor problems later on. Now, this was an excellent segment overall. I made 3 minor errors in Fortress's Heart Piece room, but that's really it (OK, I also lost a little time by accidentally donning the goron mask in clock town). My downtime waiting for Sakon to attack the Bomb Shop Woman was nice and low (although, it was still longer than usual, on account of the exceptional performance in the Fortress).
8. Holistically, a fine segment. Two minor mistakes in the temple (missed a fire arrow shot in the room with the snow enemies and a missed shot in second wizrobe battle). Goht, however, screwed me over. He managed to score a hit with his lightning when he was almost dead. This could have been a catastrophe, but, I was able to finish him off after he ran a lap around the arena. So, it wasn't too bad. Given that the rest of the temple went very well, I felt justified in keeping this segment.
9. The Spider House went fine. Remember, if my actions at some points seem a bit strange, it's because I don't have a sword. Good segment overall. Notable mistake was falling off the laundry pool ramp.
10. Goron Race went surprisingly well. Getting knocked into a tree wasn't as much of a setback as I would've expected.
11. The Zora Pot Game that I use for a quick 90-rupees is surprisingly overlooked. I'd say it's one of the fastest ways to earn money during the daylight hours. Once you can do it consistently, it's easy money. There isn't too much to say about the Beaver Races. They are a rather tedious affair... I only crashed into one ring though.
12. 2nd part of woodfall went very well. Biggest mistake was taking two attempts for the ledge jump in the 2nd-to-last room. Excellent Odolwa Battle. My method for getting the Castle Garden Heart Piece is notable. It would have been preferable to do this with the stone mask, but that wasn't an option. So, using two bomb jumps to bypass the guards is a surprisingly effective substitute. It only takes a few seconds longer than just running through the garden with the stone mask on (and it sure looks cooler). The Butler Race was all right. It's actually possible to cross last set of platforms w/o deactivating their flame rings, but I didn't want to risk it.
13. This is a very short segment, because its sandwiched between long ones, neither of which I wanted to make any longer. The Deku Scrub game was all right. Excellent Peahat Battle.
14. Using the song of double time at this point is necessary (because I'm entering the graves soon), and it also makes it tremendously easier to bomb-jump across the fences. Here, I use an improved version of the bomb-jumping trick--by facing the fences from the right angle, it's possible to "graze" the top of the fence as you pass over, landing on the other side w/o having to endure the several-second recovery period. The Keeta Battle was... Meh. Not terrible, but could have been better. Got hit twice, although only one of them was really my fault. First Iron Knuckle was perfect. The "stalagmite-jump" to get the Song of Storms on Night 2 is incredibly difficult to perform consistently. I almost never get it in one shot. I was pleasantly surprised. 2nd Iron Kunckle could have gone better. I didn't get hit, but he blocked several attacks during his second phase. Very aggravating. And finally... skipping the garos mask. The first two parts (the bomb jump and the side jump) are easy. Running across the thin ridge, however, is the moment of truth. I didn't fall. I was practically in shock. Sadly, the first really serious error of the run comes at the end of this segment--the hookshoting up the trees to reach the Owl Statue. The rest of the segment having gone so well, I admit to cracking under the pressure. This was pretty bad. When I rewatched this segment, I thought it was inexcusable; but actually, pyh189 made the same mistake in his 3:37 run, so maybe it isn't so devastating after all. Overall, this is a very difficult segment with many high precision tricks and two very difficult glitches, so I'm still quite satisfied with it.
15. Nothing too much to say here. The well strategy is pretty standard fare by now, although goron-rolling through the spikes near the end is a nice touch. Nothing too notable in Ikana Castle either. I used a little time-saver in the "spiders room," (you can reach the switch in the corner w/o the deku flower) and I think I used the most effective strategy for incorporating the sequence break along with collecting the outdoor heart piece. Boss Battle could have gone better.
16. My Swamp Spider House Strategy was centered on avoiding using the Sonata of Awakening on the sleeping Deku Scrub, since there is a very long and annoying cinema associated with that. Rolled into a freaking blue bubble on the way to Stone Tower--Argh.
17. Stone Tower Temple Part 1 went nicely. Good Garo Master Battle. Most interesting part is probably minor sequence break used in Eyegore Room. There is some luck involved with the sequence of quests out in Termina Field--mainly, whether you'll be able to pick up enough extra magic. I got enough. It takes six light arrows to kill the two dodongos (an alternative strat is to use bombs against them, but it's a bit slower and a lot more difficult).
18. Pinnacle Rock went very smoothly. 6/8 eels went down very quickly, the other two took an extra couple of seconds. Pirates' fortress was very good. Both sequence breaking tricks were executed quickly and correctly. The pirate battle was decent. The worst part of this segment (and probably the second really serious mistake of the run) is the fish gathering near the end. This just took a ridiculously long time. Granted, it is harder than it looks. I used Zora Link here because he is taller than regular link, and thus can stand in deep water where regular link would have to swim. So, theoretically, he should be able to catch fish in deeper water. Unfortunately, I think his height may also make him swipe too high, missing a lot of fish. So this is definitely an area for improvement. Also, even with that possible change, there is still a great deal of randomness involved with the fish's movements, so I probably should have just put this at the beginning of the next segment anyway. Meh, still a great segment overall. (FYI, I have to bottle those fish around this time in the run, because they disappear after Gyorg is defeated. Strange.)
19. Very nice segment. Wart Battle was OK. Had some bad luck near the end, the last remaining bubble hit me and foiled my aim. I also lost a few seconds at one point by swimming into a wall, and I took 3 shots to hit the pot at the bottom of the giant, central room, and thus had to waste some time waiting for the next propeller to swing around. Other than that, everything was good. Gekko Battle was all right. Excellent Gyorg Battle.
20. Good execution on the sequence-breaking trick. Gomess went down without a hitch. Pretty Good Twinmold Battle. If this segment and the next seem a bit disjointed, it's because the end of cycle 2 is approaching, and all the remaining loose ends have to be tied up.
21. The deposition of these 3 fish is completely random (you only get the HP if the same fish eats all 3), so it definitely belongs at the beginning of a segment. Now, unfortunately, the Fisherman's game doesn't reopen until 7 PM. Getting there too early wasn't a problem during my test run, but, unfortunately, due to all the time saved by the improved Gyorg Battle and Stone Tower Route, I had way too much downtime, and thus had to play the inverted song of time twice... (which is still faster than just manually waiting for all that time to pass). This is why the internal clock sucks. For the fisherman's jumping game, its possible to jump directly from one torch platform to another, bypassing the central one (the bunny hood probably makes this a lot easier). So I'm sure this could be exploited for ridiculously high scores. But, you only need 20 to get the HP, and you can't end it early, so whatever. Finally, this segment is the first instance of Rupee Gathering (harvesting rupees by shooting blue bubbles with light arrows out in east termina field). This process is greatly augmented by the bunny hood (obtained very early on in cycle 3), and the biggest problem is usually lack of magic (but thankfully, lots of later rupee gathering is done with the aid of chateau romani).
A note about cycles 3 and 4. Compared to Cycle 2, they are rather... anticlimactic. Mainly, they are both structured around the Anju/Kafei Sidequest. So there are a bunch of events that have to be done at certain times, and lesser quests and activities are used to kill time as necessary between these events. Just a fair warning.
22. I think it's fair to say that around the beginning of cycle 3, my overall play quality went downhill a bit. I became a lot more lenient about little mistakes and really just wanted to finish this damn thing. This is evidenced by my rolling straight into a wall right off the bat of this segment. Screwed up the input of the bet at the racetrack. Got first place at the track, which is pretty unusual. My strategy was designed for getting second-place, so I had to change things a little to factor in the extra 90 rupees. Rounding up the chicks for the bunny hood went surprisingly well. There's so much randomness there, and one chick usually manages to hide and foul everything up. Epona's game was all right, although the last balloon took too much time. The strat is still solid, though. Lost a few seconds for stupidly saying "no" to Romani. Gorman Race was fine.
23. I *hate* the treasure chest game. Incredibly, incredibly random. This one went beautifully, though. Bombchu Gallery also went very nicely. The listening to of the grandma story here was actually unnecessary. In my test run, I got to the Inn two hours later because of the town shooting gallery, and thus, listening to the grandma story put me in night 1 (so there was no need for the song of double time). In this case though, I had to use the song of double time after the story, so I should have skipped the story here entirely and gotten this HP later. Oh well. Lost some time (and also 2 rupees, although that's not really important) because I jumped the gun in the postman's game. Stupid. Swordsman's school game went fine.
24. As I mentioned earlier, the bunny hood really helps to streamline the rupee gathering process. The bubbles tend to respawn right as you're reaching them, so the whole thing goes nice and smoothly. I got to the ranch way too early (another adverse side effect of those missing two hours). If my movements there seem a bit erratic, it's just because I'm trying to kill downtime between shooting the aliens. There wasn't any real point to climbing up on top of the house.
25. Basket Bombing went fine. I had a bit of downtime while waiting for Kafei to get into position. Protecting the Milk Cart was a bit odd. I've never seen the bandits get so close and then ride along the side like that, near the end. Still, no danger of actually losing. Target shooting was decent.
26. This segment starts out with the slightly-tricky glitch for entering Sakon's Hideout. What's really nice, however, is doing it with him not even seeing you. That let's you skip not only the incredibly long cut scene of him entering the hideout himself, but also his little exclamation of innocence from noticing you. I lost a little time in the hideout by stepping on 3 red switches in one room. I also lost a little time with Dampe because I got too far away from him. Getting all 3 parts of the Big Poe to appear in the right dirt patches is a matter of luck, so this segment took a lot of restarts. I lost a little time during the poe battle because he freaking went inside the wall for one shot. So unjust. I guess it doesn't actually make a difference though, since I still had a considerable amount of down-time, waiting for the wedding to start.
27. Nothing too notable here. The Keaton Quiz is ideally placed near the segment beginning, because it's a very random affair. Had a minor equipment screen hiccup outside the milk bar. Fell off the stage in the milk bar, kinda stupid. Playing all that music in the Mlik Bar seems like a disproportionately large amount of work for a completely worthless mask... but I digress.
28. The Spirit House Game is very aggravating. Fighting the 2 middle ghosts together is incredibly random. There's also some randomness involved with the last one, where I had one wasted shot. Overall, the Ikana Secret Shrine was fine. Garo Master went down very smoothly. I used a new strat against Wart, incorporating the Great Fairy's Sword. He also went down very nicely. Wizarobe was all right, but I missed a shot. Lizalfos was very good. Four bosses for one piece of heart seems like overkill, but that's beside the point. Again, lots of downtime waiting for Kafei. Things are basically smooth from there. FYI, although it is possible to enter the sewer by back flipping over the bomber guy, you can't do that here; you won't get the notebook unless you give them the password first. Also note that it's preferably to wait in West Clock Town until midnight to avoid the very long and annoying "Midnight Cinema."
29. The 6 or so minutes of crap at the beginning of this segment are very annoying. Admittedly, I probably should have improved this. My main priority here was to complete the Goron Dungeon in one attempt, which I did. The Deku and Zora Dungeons were also both fine (although its not as if there's really anything to screw up in the Zora one). But the Link dungeon was rather poor. I got hit twice by the iron knuckle, and screwed up the first bombchu task. My equipment order also wasn't completely optimized. Finally, The Majora Battle was imperfect. Since it's probably not immeadiately obvious, it is necessary to adjust your position at the beginning of the battle so that you are more to Majora's side. If you hit him (her? it?) with the projectiles from Oni Link's sword right off that bat, he'll go flying back into the wall and you won't have any more clear shots for a while. The second phase of the battle is all luck. You have to get a lock on him, which can be difficult because he runs around so much, and you also have to worry about the other masks, which hit me twice in this case (argh!). The third phase is pretty simple once you've got the lock-on.