Ikaboze had access to a handful of save files at Nintendo Switch 2 Experience: Tokyo, one of which has a well-equipped Link that puts him right outside of Hyrule Castle. He makes quick work of Calamity Ganon.
So he just loaded a save file right before the end of the game. Not a speedrun.
that’s the art of clickbait: it never said it was a speedrun, only that he was a speedrunner.
This means nothing. The switch 2 is barely a new console, BOTW wasn’t changed at all so it would just be exactly the same as on the regular switch.
Actually, it could have been a faster record due to the improved framerate.
I actually think it might be slower based on the processing power. There’s a trick on the Switch (one, I guess), where you have to pause and play a few times while looking at areas that take longer to process and it somehow accelerates your flying on the glider like crazy.
Also I think one of the new tricks is wiggling yourself with a shield drawn on frame perfect side to sides, so it might make that harder if the frame rate goes up?
But I have really only a basic idea of these things.
I think those glitches work because some menu interactions slow the game down intentionally (for like half a second) and players have found ways of abusing the slowdown’s interaction with game physics. So I don’t think framerates are relevant to that, but I may be wrong about that.
Doom Eternal had similar glitches where the weapon choice menu slows time down to let you make a selection, and you can abuse that slowdown by spamming the jump button to launch yourself really high. I believe speed runners bind the mouse wheel to jump so they can super launch themselves.
Those sorts of things can absolutely happen. Newer versions of games often either patch issues on older versions or there may be some glitches that are not as easy to take advantage of when the hardware isn’t struggling as much.
The Zelda Speedruns site even maintains a list of version differences for various Zelda games which make a difference to which version is optimal to run.
No lol. It’s the same game, frames don’t make the game run faster. If you jump from one spot to another, regardless of frames per second, it is the same amount of time to jump
You have no idea how speed running works yet you assert your points so confidently.
Yes, frames do matter. Different speed runs are almost always tied to hardware, region release if applicable, etc. Because different exploits and yes even the game’s mechanics/speed/etc are often tied to framerate.
It also affects timing of tricks that are “frame perfect”.
If the old version was frame perfect and you had 1/30 frames and now you have 1/60 you’ve made the trick twice as hard.
Yep, even going way back, there are differences between speedrun times for Ocarina of Time on N64, Ocarina of Time on GameCube, Ocarina of Time on Wii VC, and Ocarina of Time on NSO. And that’s also not considering the native PC port recently assembled by the community.
And that’s why speedrun leaderboards always factor in game version/region and platform when measuring runs against one another.
Some games tie physics to frame rate, which is exploitable for speed runs. Iirc this game has a few tricks that would be affected
Many modern games have a separate physics frame rate to avoid that issue, but tend to always have the physics process a fixed amount of ‘time’ regardless of how long the frame takes so that the physics is more consistent. If that lags, the whole game will pretty much play in slow motion.
Hahahaha, I wish you were right.
In some games it’s really bad. For example, people speedrun Pokémon Scarlet instead of Violet because Miraidon’s jet engines lag the game more, costing them minutes over a full run (despite that fact that there are Violet exclusive shortcuts). Source
Nintendo/TPC: “See, this is why you need to buy both (or all three) versions of a Pokemon game, every time we release and re-release them. Our lawyers will be in contact if you choose not to comply.”