


Here is a complete list of all the debug / beta content left on the cartridge which we showed off: How much/which parts of this were already on the cart?

The idea was to tie some elements of real beta content together with a plot made up by the Triforce% team, and create a plausible “alternate ending” to OoT involving the Triforce, all through ACE and controller input. OoT Beta Showcase is the name we were using for Triforce% in order to avoid spoiling that we were going to get the Triforce. How does Triforce% relate to OoT Beta Showcase? These glitches let them hack into the game and start changing the plot, but this is still all done just by pressing buttons on the controllers. They press buttons on the controllers very quickly and very precisely, and activate complicated glitches in the game. Then, Link uses the power of the Goddesses–and we use the power to make the game whatever we can imagine–to go far beyond what would have been possible in 1998, and bring together the community in a meaningful way.Ī human speedrunner and a robot sit down in front of a completely unmodified copy of Ocarina of Time on N64. A new plot is constructed based on this beta content and on urban legends from the late ’90s, culminating in Link obtaining the Triforce, all within the vanilla game. By modifying the game programming and assets, beta content cut from the final version of OoT is restored and brought to life on screen. Triforce% is a hybrid RTA/TAS superplay (“speedrun”) of The Legend of Zelda: Ocarina of Time (1.0) (U) (Nintendo 64) which uses Arbitrary Code Execution (ACE) to install a set of data loaders in the console’s memory, enabling arbitrary assets (scenes, objects, music, etc.) in the game ROM to be seamlessly live-patched via the TAS replay device. : /faq/ Frequently Asked Questions Project
