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	<id>http://alttp.mymm1.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trinexx%219552</id>
	<title>ALttPR Wiki - User contributions [en]</title>
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	<updated>2026-07-09T02:57:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=0HP_Dungeon_Revival&amp;diff=5843</id>
		<title>0HP Dungeon Revival</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=0HP_Dungeon_Revival&amp;diff=5843"/>
		<updated>2024-12-05T23:22:10Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=0 HP Dungeon Revival=&lt;br /&gt;
&lt;br /&gt;
0 HP Dungeon Revival is a variant of the [[Dungeon Bunny Revival]] glitch that allows the player to die in a Dungeon as a Bunny that they would normally not be able to due to from lack of enemies or damage hazards (specifically Swamp Palace).&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===0HP Setup===&lt;br /&gt;
&lt;br /&gt;
====Death's Door====&lt;br /&gt;
Go to the Light World Dam entrance and make sure your HP is low enough that a bomb will you.&lt;br /&gt;
&lt;br /&gt;
#) Stand 13 pixels below the entrance, facing down. (Coordinates: '''0778 0EF5''')&lt;br /&gt;
#) Place a bomb.&lt;br /&gt;
#) Stand 1 pixel below the entrance, facing up. If you have boots, you can back up into the door with your sword out, and then buffer down once and dashturn up.&lt;br /&gt;
#) Once the bomb explodes it will automatically push you into the entrance and Link will now have 0 hp.&lt;br /&gt;
&lt;br /&gt;
''(Instructions courtesy of FoxLisk)''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Death's Door Setup&lt;br /&gt;
|-&lt;br /&gt;
! [[File:0HP - Deaths Door.gif]]&lt;br /&gt;
|}&lt;br /&gt;
====Overworld Deathhole====&lt;br /&gt;
Go to an Overworld hole and die on the same frame as the transition into the Underworld. This can be easily setup at the Fairy Hole East of the Graveyerd by doing the following:&lt;br /&gt;
&lt;br /&gt;
#) Clear the bush and marsh tiles around the fairy hole.&lt;br /&gt;
#) Align the Link with the edge of the angled wall so that a dash will bonk against it and also be stopped by the rock.&lt;br /&gt;
#) Back up against the rock and do a bomb-dash into the wall while holding down.&lt;br /&gt;
#) Slash once then fall into the hole. The bomb explosion should kill as Link makes the underworld transition leaving zero hearts after the fall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Overworld Deathhole Setup&lt;br /&gt;
|-&lt;br /&gt;
! [[File:0hp overworld.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Swamp Dungeon Revival===&lt;br /&gt;
&lt;br /&gt;
After setting up the 0hp glitch, proceed to Swamp Palace while avoiding taking any damage or picking up any hearts and activate the water switch (or pre-activate in Entrance Randomizer). Mirror and enter Swamp Palace as a bunny and jump into the water. This will finally initialize Link's death routine allowing the player to Save and Continue as normal Link at the entrance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 0HP Swamp Palace Revive&lt;br /&gt;
|-&lt;br /&gt;
! [[File:0hp-revival.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
In normal world state (Open/Standard), this can be used to sequence break inside Swamp Palace without the moon pearl by first performing an [[Overworld Bunny Revival]] to get to the west side of the Dark World, then leaving a mirror spot in front of SP, then setting up the 0hp and returning to SP to open the dam and Dungeon Bunny Revival inside.&lt;br /&gt;
&lt;br /&gt;
This glitch could also be used in Entrance randomizer.&lt;br /&gt;
&lt;br /&gt;
==Important Note==&lt;br /&gt;
Performing a 0HP glitch setup in the Underworld can cause incorrect room data to be loaded. As such using the 0HP glitch in a dungeon has been deemed Major and is banned in &amp;quot;No Glitches&amp;quot; logic races.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=7UeNQ1yvukY Qirn's Bunny Glitches - ALttP : Stupid Tech]&lt;br /&gt;
*[https://github.com/FoxLisk/alttp-notes/blob/master/glitches/minor/deaths_door.md FoxLisk's alttp-notes - Death's Door (TM)]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=0HP_Dungeon_Revival&amp;diff=5842</id>
		<title>0HP Dungeon Revival</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=0HP_Dungeon_Revival&amp;diff=5842"/>
		<updated>2024-12-05T23:18:13Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: Added Death's door example, changed original setup to correct name of overworld deathhole, added notes and link to FoxLisk's&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=0 HP Dungeon Revival=&lt;br /&gt;
&lt;br /&gt;
0 HP Dungeon Revival is a variant of the [[Dungeon Bunny Revival]] glitch that allows the player to die in a Dungeon as a Bunny that they would normally not be able to due to from lack of enemies or damage hazards (specifically Swamp Palace).&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===0HP Setup===&lt;br /&gt;
&lt;br /&gt;
====Death's Door====&lt;br /&gt;
Go to the Light World Dam entrance and make sure your HP is low enough that a bomb will you.&lt;br /&gt;
&lt;br /&gt;
#) Stand 13 pixels below the entrance, facing down. (Coordinates: 0778 0EF5)&lt;br /&gt;
#) Place a bomb.&lt;br /&gt;
#) Stand 1 pixel below the entrance, facing up. If you have boots, you can back up into the door with your sword out, and then buffer down once and dashturn up.&lt;br /&gt;
#) Once the bomb explodes it will automatically push you into the entrance and Link will now have 0 hp.&lt;br /&gt;
&lt;br /&gt;
''(Instructions courtesy of FoxLisk)''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Death's Door Setup&lt;br /&gt;
|-&lt;br /&gt;
! [[File:0HP - Deaths Door.gif]]&lt;br /&gt;
|}&lt;br /&gt;
====Overworld Deathhole====&lt;br /&gt;
Go to an Overworld hole and die on the same frame as the transition into the Underworld. This can be easily setup at the Fairy Hole East of the Graveyerd by doing the following:&lt;br /&gt;
&lt;br /&gt;
#) Clear the bush and marsh tiles around the fairy hole.&lt;br /&gt;
#) Align the Link with the edge of the angled wall so that a dash will bonk against it and also be stopped by the rock.&lt;br /&gt;
#) Back up against the rock and do a bomb-dash into the wall while holding down.&lt;br /&gt;
#) Slash once then fall into the hole. The bomb explosion should kill as Link makes the underworld transition leaving zero hearts after the fall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 0HP Overworld Setup&lt;br /&gt;
|-&lt;br /&gt;
! [[File:0hp overworld.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Swamp Dungeon Revival===&lt;br /&gt;
&lt;br /&gt;
After setting up the 0hp glitch, proceed to Swamp Palace while avoiding taking any damage or picking up any hearts and activate the water switch (or pre-activate in Entrance Randomizer). Mirror and enter Swamp Palace as a bunny and jump into the water. This will finally initialize Link's death routine allowing the player to Save and Continue as normal Link at the entrance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 0HP Swamp Palace Revive&lt;br /&gt;
|-&lt;br /&gt;
! [[File:0hp-revival.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
In normal world state (Open/Standard), this can be used to sequence break inside Swamp Palace without the moon pearl by first performing an [[Overworld Bunny Revival]] to get to the west side of the Dark World, then leaving a mirror spot in front of SP, then setting up the 0hp and returning to SP to open the dam and Dungeon Bunny Revival inside.&lt;br /&gt;
&lt;br /&gt;
This glitch could also be used in Entrance randomizer.&lt;br /&gt;
&lt;br /&gt;
==Important Note==&lt;br /&gt;
Performing a 0HP glitch setup in the Underworld can cause incorrect room data to be loaded. As such using the 0HP glitch in a dungeon has been deemed Major and is banned in &amp;quot;No Glitches&amp;quot; logic races.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=7UeNQ1yvukY Qirn's Bunny Glitches - ALttP : Stupid Tech]&lt;br /&gt;
*[https://github.com/FoxLisk/alttp-notes/blob/master/glitches/minor/deaths_door.md FoxLisk's alttp-notes - Death's Door (TM)]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:0HP_-_Deaths_Door.gif&amp;diff=5841</id>
		<title>File:0HP - Deaths Door.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:0HP_-_Deaths_Door.gif&amp;diff=5841"/>
		<updated>2024-12-05T23:01:07Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: 0HP Death'd Door Example gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
0HP Death'd Door Example gif&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Swamp_bomb_spooky_setup.mp4&amp;diff=5687</id>
		<title>File:Swamp bomb spooky setup.mp4</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Swamp_bomb_spooky_setup.mp4&amp;diff=5687"/>
		<updated>2024-08-17T17:44:54Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: Telethar's swamp bomb spooky setup tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Telethar's swamp bomb spooky setup tutorial&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Rulesets/ALTTPR/Racing&amp;diff=5686</id>
		<title>Rulesets/ALTTPR/Racing</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Rulesets/ALTTPR/Racing&amp;diff=5686"/>
		<updated>2024-08-17T17:07:25Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added fake clippers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Racing Rules ==&lt;br /&gt;
&lt;br /&gt;
# Streaming is required for all recorded races. Currently, we allow a race monitor (person who created the room) to disable streaming enforcement. This should only be done for tournament races on a stream delay or other scenarios where streaming shouldn't be enforced. Failure to provide a VOD with proof of your finish time will likely result in a disqualification.&lt;br /&gt;
# Only permitted glitches (listed as competitive rules as seen below) for No Glitches logic races are allowed. Any race using a glitched ruleset should use the &amp;quot;Beat the game (glitches)&amp;quot; goal in RaceTime.gg.&lt;br /&gt;
# You may .done to complete your race when the mosaic pixelation starts on the screen, from entering the Triforce room or after the animation of pulling the pedestal is finished (for pedestal goal seeds).&lt;br /&gt;
# All voice calls are banned while racing on a recordable race. This includes but not limited to tournament races, pickup races, and daily races. If you have a phone call from family, work or an emergency, you are allowed to take these while racing, but we ask that they be brief.&lt;br /&gt;
## You may also use the &amp;quot;Voice Call&amp;quot; goal for these races.  Use &amp;quot;Beat the game (assisted)&amp;quot; for races that involve communication with a teammate, you are only allowed to be in a voice call with your teammate.&lt;br /&gt;
# Auto-tracking is allowed. The auto-tracker can only perform the following actions automatically ([http://tinyurl.com/TARCAutotrackingRules Full Autotracking Document])&lt;br /&gt;
## Record and track any item collected by a player, or record items already pre-equipped (for example, starting boots, sword, flute, etc).&lt;br /&gt;
## Record and track any small or big keys collected by a player.&lt;br /&gt;
## Record when the dungeon boss has been defeated and the reward collected from it (excluding distinguishing between 5/6 and other crystals).&lt;br /&gt;
## Record and track checked locations, both outside and inside dungeons.&lt;br /&gt;
# Emulator-specific functionality is banned (fast forward, save states, disabling layer rendering, etc), with the exception of &amp;quot;Joypad Swap&amp;quot;, &amp;quot;Switch Controllers&amp;quot;, or similar functions that allow changing your input device (controls must remain 1 for 1). The &amp;quot;runahead&amp;quot; feature must be disabled in Retroarch.&lt;br /&gt;
# ZSNES and Snes9x 1.4x are BANNED (they probably don't even work anyway).&lt;br /&gt;
# No controller turbo, no left+right or up+down&lt;br /&gt;
# Do not get help from another human during the race, do not look at the streams of other players.&lt;br /&gt;
# Do not post anything in chat, or put in a comment that contains spoilers. When in doubt, wait until the race has concluded before adding a comment to your race.&lt;br /&gt;
# ROM and RAM inspection (except for auto-tracking) are BANNED.&lt;br /&gt;
# If the game is generated on alttpr.com, it must remain unmodified after it is saved to your computer.&lt;br /&gt;
&lt;br /&gt;
=== Spoiler log race exception ===&lt;br /&gt;
# Looking at another player's stream is allowed for spoiler log races (and only spoiler log races).&lt;br /&gt;
&lt;br /&gt;
If in doubt of the above, please ask!&lt;br /&gt;
&lt;br /&gt;
Suspected rule violations or cheating should be raised to the TARC admins. You can find them on the discord linked here: https://discord.gg/faSd5cnhs8&lt;br /&gt;
&lt;br /&gt;
== ALTTPR Racing Ruleset ==&lt;br /&gt;
The following table is a list of techniques that are allowed in ALTTP Randomizer races. A &amp;quot;'''✓'''&amp;quot; in each column indicates that a technique is allowed for that rule set.&lt;br /&gt;
&lt;br /&gt;
Most races are done under the &amp;quot;Competitive&amp;quot; ruleset where only minor glitches are allowed. This ruleset is used with &amp;quot;No Glitches&amp;quot; logic: you're allowed to do minor glitches, but the logic assumes you don't.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Major Glitches&amp;quot; (MG) ruleset is similar to what the vanilla speedrunning calls [https://alttp-wiki.net/index.php/Major_Glitches#RMG_Speedruns RMG], and is also used in [[Hybrid Major Glitches]] racing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ '''ALTTPR Racing Ruleset'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 25em;&amp;quot;| || Competitive || OWG&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || MG&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || No Logic &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Dark Room Navigation|x|x|x|x|footnote='''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Silverless Ganon|x|x|x|x|footnote='''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Torch Glitch|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Houlihan Room|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Item Dash|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Super Speed|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Dash|x|x|x|x|linktext=Bomb Dash / Chest Dash}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Invisible Purple Chest|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Medallion Cancel|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|LSD Blind|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Block clip|x|x|x|x|linktext=Block Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Block Erase|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Sanc And Quit|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Magic Cape Cheapskate|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fire Rod double|x|x|x|x|linktext=Fire Rod Doubling}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bonk Prize Pre-Grab|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Heart dupe|x|x|x|x|linktext=Heart Dupe}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Prize On The Eyes|x|x|x|x|}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Somaria Magic Refill|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Capedash Underflow|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Spooky Action|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Duping|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Jumps|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Rail Clipping|x|x|x|x|linktext=Interior Rail Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Water Walk|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fake Flippers|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fake Powder|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Barrier Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Somaria Barrier Skip|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Medallion Barrier Skip|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Super Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Surfing Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Wriggling Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Bunny Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Dungeon Bunny Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|0HP Dungeon Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Unbunny Beam|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bunny Pocket|x|x|x|x|linktext=Bunny Pocket}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Potion Camera Unlock|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Armos Shake Storage|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Herapot|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|SpeckyClip|x|x|x|x|linktext=SpeckyClip}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mimic Clipping|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Moldorm Bounce|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Extended Auto Stairs|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Lamp Controlled Somaria Bounce|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Diver Down|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Door State Extension|x|x|x|x|linktext=Door State Extension (Icebreaker)}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Hover|x|x|x|x|linktext=Hovering}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Glitch||x|x|x|linktext=Overworld OoB Clips}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Clip||x|x|x|linktext=Mirror Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Screenwrap||x|x|x|linktext=Mirror Screenwraps}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Jump||x|x|x|linktext=Mirror Jumps}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld YBA||x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Fake Flute||x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Remote Control Boomerang|||x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fake Clippers|||x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Underworld Out-of-bounds Clips|||x|x|linktext=Underworld OoB Clips}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Somaria Transition Corruption||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Ganonpot||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Yuzuhara's Bottle Adventure||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Door Juke||||x|linktext=Door Jukes}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Door||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Wrong Warp||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Deathhole||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Quadrant Glitch||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Hookclip||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Hookpush||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Tree Warp||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Stairmaster||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Conveyor||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Underworld Fake Flute||||}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Exploration Glitch||||}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|ACE via Ancilla Misslotting||||}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Out-of-bounds SRAM Editing||||}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
If there are any techniques missing from this list or you think that additional clarifications are needed please contact a member of the TARC Admin team.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Glitched Mode Rulesets are pending review from the glitch racing communities and additional techniques and rules classification may be added needed.''&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: This technique can be forced by using certain settings in No Glitches logic.''&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Overworld_Conveyor&amp;diff=5684</id>
		<title>Overworld Conveyor</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Overworld_Conveyor&amp;diff=5684"/>
		<updated>2024-06-23T00:39:32Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: page creation (basic description, and Chexhuman's tutorials)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Major&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Overworld Conveyor''' is a [[major glitch]], allowed in [[No Logic]], &lt;br /&gt;
&lt;br /&gt;
This glitch is banned in the OWG ruleset even though it would otherwise be considered a &amp;quot;overworld glitch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=_5SvhUUKcKo Chexhuman's Overworld Conveyor Tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=sabEKH0Prnw Chexhuman's Overworld Conveyor Tutorial 2]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Rulesets/ALTTPR/Racing&amp;diff=5683</id>
		<title>Rulesets/ALTTPR/Racing</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Rulesets/ALTTPR/Racing&amp;diff=5683"/>
		<updated>2024-06-23T00:29:58Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added entry for Overworld Conveyor as only allowed for No Logic, need a glitch page to link to eventually&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Racing Rules ==&lt;br /&gt;
&lt;br /&gt;
# Streaming is required for all recorded races. Currently, we allow a race monitor (person who created the room) to disable streaming enforcement. This should only be done for tournament races on a stream delay or other scenarios where streaming shouldn't be enforced. Failure to provide a VOD with proof of your finish time will likely result in a disqualification.&lt;br /&gt;
# Only permitted glitches (listed as competitive rules as seen below) for No Glitches logic races are allowed. Any race using a glitched ruleset should use the &amp;quot;Beat the game (glitches)&amp;quot; goal in RaceTime.gg.&lt;br /&gt;
# You may .done to complete your race when the mosaic pixelation starts on the screen, from entering the Triforce room or after the animation of pulling the pedestal is finished (for pedestal goal seeds).&lt;br /&gt;
# All voice calls are banned while racing on a recordable race. This includes but not limited to tournament races, pickup races, and daily races. If you have a phone call from family, work or an emergency, you are allowed to take these while racing, but we ask that they be brief.&lt;br /&gt;
## You may also use the &amp;quot;Voice Call&amp;quot; goal for these races.  Use &amp;quot;Beat the game (assisted)&amp;quot; for races that involve communication with a teammate, you are only allowed to be in a voice call with your teammate.&lt;br /&gt;
# Auto-tracking is allowed. The auto-tracker can only perform the following actions automatically ([http://tinyurl.com/TARCAutotrackingRules Full Autotracking Document])&lt;br /&gt;
## Record and track any item collected by a player, or record items already pre-equipped (for example, starting boots, sword, flute, etc).&lt;br /&gt;
## Record and track any small or big keys collected by a player.&lt;br /&gt;
## Record when the dungeon boss has been defeated and the reward collected from it (excluding distinguishing between 5/6 and other crystals).&lt;br /&gt;
## Record and track checked locations, both outside and inside dungeons.&lt;br /&gt;
# Emulator-specific functionality is banned (fast forward, save states, disabling layer rendering, etc), with the exception of &amp;quot;Joypad Swap&amp;quot;, &amp;quot;Switch Controllers&amp;quot;, or similar functions that allow changing your input device (controls must remain 1 for 1). The &amp;quot;runahead&amp;quot; feature must be disabled in Retroarch.&lt;br /&gt;
# ZSNES and Snes9x 1.4x are BANNED (they probably don't even work anyway).&lt;br /&gt;
# No controller turbo, no left+right or up+down&lt;br /&gt;
# Do not get help from another human during the race, do not look at the streams of other players.&lt;br /&gt;
# Do not post anything in chat, or put in a comment that contains spoilers. When in doubt, wait until the race has concluded before adding a comment to your race.&lt;br /&gt;
# ROM and RAM inspection (except for auto-tracking) are BANNED.&lt;br /&gt;
# If the game is generated on alttpr.com, it must remain unmodified after it is saved to your computer.&lt;br /&gt;
&lt;br /&gt;
=== Spoiler log race exception ===&lt;br /&gt;
# Looking at another player's stream is allowed for spoiler log races (and only spoiler log races).&lt;br /&gt;
&lt;br /&gt;
If in doubt of the above, please ask!&lt;br /&gt;
&lt;br /&gt;
Suspected rule violations or cheating should be raised to the TARC admins. You can find them on the discord linked here: https://discord.gg/faSd5cnhs8&lt;br /&gt;
&lt;br /&gt;
== ALTTPR Racing Ruleset ==&lt;br /&gt;
The following table is a list of techniques that are allowed in ALTTP Randomizer races. A &amp;quot;'''✓'''&amp;quot; in each column indicates that a technique is allowed for that rule set.&lt;br /&gt;
&lt;br /&gt;
Most races are done under the &amp;quot;Competitive&amp;quot; ruleset where only minor glitches are allowed. This ruleset is used with &amp;quot;No Glitches&amp;quot; logic: you're allowed to do minor glitches, but the logic assumes you don't.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Major Glitches&amp;quot; (MG) ruleset is similar to what the vanilla speedrunning calls [https://alttp-wiki.net/index.php/Major_Glitches#RMG_Speedruns RMG], and is also used in [[Hybrid Major Glitches]] racing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ '''ALTTPR Racing Ruleset'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 25em;&amp;quot;| || Competitive || OWG&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || MG&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || No Logic &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Dark Room Navigation|x|x|x|x|footnote='''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Silverless Ganon|x|x|x|x|footnote='''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Torch Glitch|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Houlihan Room|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Item Dash|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Super Speed|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Dash|x|x|x|x|linktext=Bomb Dash / Chest Dash}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Invisible Purple Chest|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Medallion Cancel|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|LSD Blind|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Block clip|x|x|x|x|linktext=Block Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Block Erase|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Sanc And Quit|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Magic Cape Cheapskate|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fire Rod double|x|x|x|x|linktext=Fire Rod Doubling}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bonk Prize Pre-Grab|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Heart dupe|x|x|x|x|linktext=Heart Dupe}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Prize On The Eyes|x|x|x|x|}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Somaria Magic Refill|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Capedash Underflow|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Spooky Action|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Duping|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Jumps|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Rail Clipping|x|x|x|x|linktext=Interior Rail Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Water Walk|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fake Flippers|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fake Powder|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Barrier Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Somaria Barrier Skip|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Medallion Barrier Skip|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Super Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Surfing Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Wriggling Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Bunny Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Dungeon Bunny Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|0HP Dungeon Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Unbunny Beam|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bunny Pocket|x|x|x|x|linktext=Bunny Pocket}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Potion Camera Unlock|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Armos Shake Storage|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Herapot|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|SpeckyClip|x|x|x|x|linktext=SpeckyClip}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mimic Clipping|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Moldorm Bounce|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Extended Auto Stairs|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Lamp Controlled Somaria Bounce|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Diver Down|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Door State Extension|x|x|x|x|linktext=Door State Extension (Icebreaker)}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Hover|x|x|x|x|linktext=Hovering}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Glitch||x|x|x|linktext=Overworld OoB Clips}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Clip||x|x|x|linktext=Mirror Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Screenwrap||x|x|x|linktext=Mirror Screenwraps}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Jump||x|x|x|linktext=Mirror Jumps}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld YBA||x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Fake Flute||x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Remote Control Boomerang|||x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Underworld Out-of-bounds Clips|||x|x|linktext=Underworld OoB Clips}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Somaria Transition Corruption||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Ganonpot||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Yuzuhara's Bottle Adventure||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Door Juke||||x|linktext=Door Jukes}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Door||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Wrong Warp||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Deathhole||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Quadrant Glitch||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Hookclip||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Hookpush||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Tree Warp||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Stairmaster||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Conveyor||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Underworld Fake Flute||||}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Exploration Glitch||||}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|ACE via Ancilla Misslotting||||}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Out-of-bounds SRAM Editing||||}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
If there are any techniques missing from this list or you think that additional clarifications are needed please contact a member of the TARC Admin team.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Glitched Mode Rulesets are pending review from the glitch racing communities and additional techniques and rules classification may be added needed.''&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: This technique can be forced by using certain settings in No Glitches logic.''&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Fake_Flippers&amp;diff=5558</id>
		<title>Fake Flippers</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Fake_Flippers&amp;diff=5558"/>
		<updated>2023-12-12T22:48:08Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added Skele's super splash delete tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Fake Flippers]] is an exclusive JP 1.0 glitch that allows Link to swim without actually having the [[Flippers]]. This can be useful for sequence breaking item locations such as [[Hobo]], [[Waterfall Fairy]], and [[Zora's Domain]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
There are three main classifications on how to perform the [[Fake Flippers]].&lt;br /&gt;
&lt;br /&gt;
===[[Screen Transition]]===&lt;br /&gt;
&lt;br /&gt;
*Align yourself to the exact edge of a screen transition then jump into water while holding the direction into the transition. This will scroll the screen before Link can be booted out of the water giving him a swimming state.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Screen Transition]] ([[Lake Hylia]]) || [[Screen Transition]] ([[Qirn Jump]]) || [[Screen Transition]] ([[Hobo]] Area)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:FakeFlipper Transition.gif]] || [[File:Fakeflipper-qirnjump.gif]] || [[File:Fakeflippers-hobo.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Fairy Revival]]===&lt;br /&gt;
&lt;br /&gt;
*Have a [[fairy]] in a bottle and go to an area that you can jump into deep water. Jump into water and take a death before respawning out of the water (typically using a held bomb) and the fairy will revive Link and put him into a swimming state.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Fairy Revival]] ([[Dark Lake Hylia]])&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fakeflipper fairyrevival.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Splash Delete]]===&lt;br /&gt;
&lt;br /&gt;
*This method prevents the splash effect from occurring when Link jumps into the water by filling up all available [[ancilla]] slots before attempting to swim. It is the splashing effect itself that starts the game's routine to boot Link out of the water, so if the splash never spawns the game will never try to kick Link out giving a [[Fake Flippers]] state. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a list of common setups to delete the splash [[ancilla]] to activate [[Fake Flippers]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Fake Flippers Splash Deletion Setups&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 15em;&amp;quot; |Item Combination || style=&amp;quot;width: 20em;&amp;quot; | Notes || Example&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Arrow|32px}} {{Icon|Arrow|32px}} {{Icon|Arrow|32px}} {{Icon|Bomb|32px}} {{Icon|Bomb|32px}} || Shoot 3 arrows into wall, place two bombs, then jump in water || [[File:Splashdelete-arrow3bomb2.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Cane of Somaria|32px}} {{Icon|Bomb|32px}} {{Icon|Bomb|32px}} {{Icon|Magical Boomerang|32px}} || Place [[Somaria Block]], place two bombs, throw boomerang then jump in water while boomerang still active || [[File:Splashdelete-canebomb2redboom.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Cane of Somaria|32px}} {{Icon|Bomb|32px}} {{Icon|Bomb|32px}} {{Icon|Magical Boomerang|32px}} || Same as above but for Zora Ledge. Jump into the water facing left as close as you can to the bottom ledge. Place [[Somaria Block]], place two bombs, throw boomerang then quickly jump in water and swim to the ledge while boomerang still active to make the jump.  || [[File:Zoraledge-canebomb2redboom.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Bomb|32px}} {{Icon|Bomb|32px}} {{Icon|Magical Boomerang|32px}} {{Icon|Magical Boomerang/Clink|32px}} || Place 2 bombs, use boomerang and jump into water as the boomerang clinks against a wall || [[File:Bomb-bomb-redboom clink.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Arrow|32px}} {{Icon|Arrow|32px}} {{Icon|Magical Boomerang|32px}} {{Icon|Magical Boomerang/Clink|32px}} || Place 2 arrows, use boomerang and jump into water as the boomerang clinks against a wall || [[File:Splashdelete-arrow2redboomclink.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Bomb|32px}} {{Icon|Bomb|32px}} {{Icon|Cane of Somaria|32px}} {{Icon|Cane of Somaria/Explode|32px}} || Place two bombs, place [[Somaria Block]], then jump in water right after exploding block. Note one bomb can also work for this setup depending the number of active [[Somaria Shot]]s on screen  || [[File:Splashdelete-bomb2caneexplode.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Bomb|32px}} {{Icon|Bomb|32px}} {{Icon|Ice Rod|32px}} {{Icon|Ice Rod|32px}} || Place two bombs, quickly shoot two Ice Rod shots, then jump in water. Note timing is finnicky due to Ice Rod particles active|| [[File:Splashdelete-bombbombiceice.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Working setups of splash delete are not limited to the examples shown above. Other setups can include the use of the [[Cane of Byrna]], [[Blue Boomerang]], [[Sword Beam]]s, or an activated [[Flute]] to help fill an [[ancilla]] slot. Using these items are a little more niche but can typically work well in tandem with [[Water Walk]] to access the [[Zora Ledge]] item.&lt;br /&gt;
&lt;br /&gt;
====Splash Delete Important Note====&lt;br /&gt;
&lt;br /&gt;
There are situations where the Splash Delete may not work due to a variable (slot index, $0C34) that can cause this method to fail. This variable can be set to an undesirable value by spamming arrows or the lamp which can happen during normal game play by fighting [[Armos Knights]] or [[Lanmolas]] with the [[Bow]], or draining your magic with the [[lamp]] to set up for [[Fake Powder]]. &lt;br /&gt;
&lt;br /&gt;
For a list of known setups on how to reset this variable to a working value check out [[Ancilla Slot Index]].&lt;br /&gt;
&lt;br /&gt;
===Other Execution Notes===&lt;br /&gt;
&lt;br /&gt;
While Link is using [[Fake Flippers]] there are several ways that can break Link out of the state:&lt;br /&gt;
*Moving onto dry land (Link will actually swim though shallow water while in [[Fake Flippers]])&lt;br /&gt;
*Taking Damage - Taking any damage while in [[Fake Flippers]] will attempt to respawn Link at the coordinates where he entered the water. If you are not on the same screen you began swimming from, this will cause the game to respawn you at invalid coordinates. Moving at this stage will likely cause an infinite screenwrap, [[hardlock]]ing the game and rendering you unable to save and quit. To be safe, you should always save and quit if you find yourself in a potential glitched state.&lt;br /&gt;
&lt;br /&gt;
==External Guides And Resources==&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/0YzkiaY3eys?t=864 Qirn's ALttP Stupid Tech: Water Traversal (Fake Flippers Section)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=AMNmjApe7EA Qirn's West DW to East DW Fake Flipper Setup (Qirn Jump)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=F-s9-2mgMlE Coy's Qirn Jump Tutorial]&lt;br /&gt;
* [https://www.youtube.com/watch?v=wI13P0-erkM Coy's Splash Delete Tutorial]&lt;br /&gt;
* [https://spannerisms.github.io/fakeflippers fmp's Glitch Explications  (Fake Flippers)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=TaA5Mgu3mlg Yagamoth's Easy Ice Rod + Bomb Fake Flipper setup for vertical ledges]&lt;br /&gt;
* [https://www.youtube.com/watch?v=enL-sV0DR6k gamercal's LoZ LttP Tutorial - Flipperless Water Traversal]&lt;br /&gt;
* [https://www.youtube.com/watch?v=MS1NRxnzWCE Skele's ALTTPR - Splash Delete Super Tutorial]&lt;br /&gt;
{{Elinks|{{PAGENAME}}|zelda3-speedrun}}&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5551</id>
		<title>SpeckyClip</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5551"/>
		<updated>2023-09-07T11:05:43Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SpeckyClip=&lt;br /&gt;
&lt;br /&gt;
SpeckyClip is a [[Rail Clipping|rail clip]] similar to [[Herapot]]. It allows one to bypass the [[Hammer]] requirement in [[Swamp Palace]]. It also avoids the need to unlock the door to pull the stalfos dam switch. This also allows one to skip grabbing the key, skip unlocking the door, and skip pulling the dam switch. Even when entering Swamp Palace with the Hammer, performing this trick saves significant time due to skipping a key and cutscene. To perform the trick, one must use a [[Bomb Boost]] to clip 1 pixel into the corner of a rail and [[Hookshot]] to a statue.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the SpeckyClip, the Hookshot and 1 bomb are required.&lt;br /&gt;
&lt;br /&gt;
Walk up the stairs leading to the locked door. Walk to the right against the right rail. Face down against the bottom rail and place a bomb. You should be aligned against the right and bottom rail when the bomb is placed. Then face left and walk all the way left to the rail directly south of the locked door. Hold out your sword. This still works with no sword as the purpose is to allow you to walk backwards while facing left. When the bomb explodes, walk backwards into the bomb explosion. You will be launched into the corner of 2 rails causing you to clip one pixel into the rail. Switch to Hookshot and Hookshot the statue. Simply walk down to complete the clip.&lt;br /&gt;
&lt;br /&gt;
There are 2 commons mistakes people make while doing this clip:&lt;br /&gt;
&lt;br /&gt;
#Not walking all the way to the left rail after placing the bomb.&lt;br /&gt;
#Walking back from the left rail and waiting for the bomb explosion in a position between the bomb and the left rail. Do not do this. Wait at the left rail and do one continuous walk from the left rail and into the bomb explosion.&lt;br /&gt;
&lt;br /&gt;
Making either of these errors can lead to subpixel issues and cause failure of the clip. Aligning to the left rail and waiting at the left rail solves potential subpixel issues.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! SpeckyClip Example&lt;br /&gt;
|-&lt;br /&gt;
! [[File:SpeckyClip.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OqVd-eRcKks SpeckySpecks's  ALTTP - Rail Clip to Skip Hammer Requirement and Key Grab in Swamp Palace]&lt;br /&gt;
*[https://www.youtube.com/watch?v=M1YPR37UHZk Coy's How To: SpeckyClip]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mLBQ1AYwJgY DDRKirby's Bite-sized Rando - Specky Clip SP Routing]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
;February 3rd 2020&lt;br /&gt;
: A tool-assisted method to get past the rail in Pool 1 of Swamp Palace without the hammer was discovered by '''Yuzuhara''' that used a [[Door State Extension]] (Fairy Net Dash) to partially clip into the rail and then making precise movements to fully clip through the other side. Due to the complexity of the method, and RNG elements required from the net-dash, this method was never considered to be RTA viable.&lt;br /&gt;
&lt;br /&gt;
;June 7th 2023 &lt;br /&gt;
: A runner by the name of '''SpeckySpecks''' posts a [https://www.youtube.com/watch?v=OqVd-eRcKks video] in the ALTTP Randomizer Discord server showing how to clip through the a rail using a method similar to that of Herapot. &lt;br /&gt;
&lt;br /&gt;
;June 23rd 2023&lt;br /&gt;
:The ALTTPR Racing Council votes to not legalize SpeckyClip for use in &amp;quot;Competitive&amp;quot; Ruleset races.&lt;br /&gt;
&lt;br /&gt;
;July 28th 2023&lt;br /&gt;
:The '''ALTTPR Ladder''' decides to allow SpeckyClip in all of its races.&lt;br /&gt;
&lt;br /&gt;
;September 6th 2023&lt;br /&gt;
:The '''ALTTPR Racing Community (TARC)''' completes a community vote to allow the use of SpeckyClip in &amp;quot;Competitive&amp;quot; Ruleset races.  The measure passes with 263 votes to allow (85%) vs. 48 votes to disallow (15%)&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5498</id>
		<title>SpeckyClip</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5498"/>
		<updated>2023-09-06T23:15:18Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: summary and execution sections written by SpeckySpeck's via PM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SpeckyClip=&lt;br /&gt;
&lt;br /&gt;
SpeckyClip is a rail clip similar to [[Herapot]]. It allows one to bypass the Hammer requirement in Swamp Palace. It also avoids the need to unlock the door to pull the stalfos dam switch. This also allows one to skip grabbing the key, skip unlocking the door, and skip pulling the dam switch. Even when entering Swamp Palace with the Hammer, performing this trick saves significant time due to skipping a key and cutscene. To perform the trick, one must use a Bomb Boost to clip 1 pixel into the corner of a rail and Hookshot to a statue.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the SpeckyClip, the Hookshot and 1 bomb are required.&lt;br /&gt;
&lt;br /&gt;
Walk up the stairs leading to the locked door. Walk to the right against the right rail. Face down against the bottom rail and place a bomb. You should be aligned against the right and bottom rail when the bomb is placed. Then face left and walk all the way left to the rail directly south of the locked door. Hold out your sword. This still works with no sword as the purpose is to allow you to walk backwards while facing left. When the bomb explodes, walk backwards into the bomb explosion. You will be launched into the corner of 2 rails causing you to clip one pixel into the rail. Switch to Hookshot and Hookshot the statue. Simply walk down to complete the clip.&lt;br /&gt;
&lt;br /&gt;
There are 2 commons mistakes people make while doing this clip:&lt;br /&gt;
&lt;br /&gt;
#Not walking all the way to the left rail after placing the bomb.&lt;br /&gt;
#Walking back from the left rail and waiting for the bomb explosion in a position between the bomb and the left rail. Do no do this. Wait at the left rail and do one continuous walk from the left rail and into the bomb explosion.&lt;br /&gt;
&lt;br /&gt;
Making either of these errors can lead to subpixel issues and cause failure of the clip. Aligning to the left rail and waiting at the left rail solves potential subpixel issues.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! SpeckyClip Example&lt;br /&gt;
|-&lt;br /&gt;
! [[File:SpeckyClip.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OqVd-eRcKks SpeckySpecks's  ALTTP - Rail Clip to Skip Hammer Requirement and Key Grab in Swamp Palace]&lt;br /&gt;
*[https://www.youtube.com/watch?v=M1YPR37UHZk Coy's How To: SpeckyClip]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mLBQ1AYwJgY DDRKirby's Bite-sized Rando - Specky Clip SP Routing]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
;February 3rd 2020&lt;br /&gt;
: A tool-assisted method to get past the rail in Pool 1 of Swamp Palace without the hammer was discovered by '''Yuzuhara''' that used a [[Door State Extension]] (Fairy Net Dash) to partially clip into the rail and then making precise movements to fully clip through the other side. Due to the complexity of the method, and RNG elements required from the net-dash, this method was never considered to be RTA viable.&lt;br /&gt;
&lt;br /&gt;
;June 7th 2023 &lt;br /&gt;
: A runner by the name of '''SpeckySpecks''' posts a [https://www.youtube.com/watch?v=OqVd-eRcKks video] in the ALTTP Randomizer Discord server showing how to clip through the a rail using a method similar to that of Herapot. &lt;br /&gt;
&lt;br /&gt;
;June 23rd 2023&lt;br /&gt;
:The ALTTPR Racing Council votes to not legalize SpeckyClip for use in &amp;quot;Competitive&amp;quot; Ruleset races.&lt;br /&gt;
&lt;br /&gt;
;July 28th 2023&lt;br /&gt;
:The '''ALTTPR Ladder''' decides to allow SpeckyClip in all of its races.&lt;br /&gt;
&lt;br /&gt;
;September 6th 2023&lt;br /&gt;
The '''ALTTPR Racing Community (TARC)''' completes a community vote to allow the use of SpeckyClip in &amp;quot;Competitive&amp;quot; Ruleset races.  The measure passes with 263 votes to allow (85%) vs. 48 votes to disallow (15%)&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5497</id>
		<title>SpeckyClip</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5497"/>
		<updated>2023-09-06T21:40:21Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SpeckyClip=&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! SpeckyClip Example&lt;br /&gt;
|-&lt;br /&gt;
! [[File:SpeckyClip.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OqVd-eRcKks SpeckySpecks's  ALTTP - Rail Clip to Skip Hammer Requirement and Key Grab in Swamp Palace]&lt;br /&gt;
*[https://www.youtube.com/watch?v=M1YPR37UHZk Coy's How To: SpeckyClip]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mLBQ1AYwJgY DDRKirby's Bite-sized Rando - Specky Clip SP Routing]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
;February 3rd 2020&lt;br /&gt;
: A tool-assisted method to get past the rail in Pool 1 of Swamp Palace without the hammer was discovered by '''Yuzuhara''' that used a [[Door State Extension]] (Fairy Net Dash) to partially clip into the rail and then making precise movements to fully clip through the other side. Due to the complexity of the method, and RNG elements required from the net-dash, this method was never considered to be RTA viable.&lt;br /&gt;
&lt;br /&gt;
;June 7th 2023 &lt;br /&gt;
: A runner by the name of '''SpeckySpecks''' posts a [https://www.youtube.com/watch?v=OqVd-eRcKks video] in the ALTTP Randomizer Discord server showing how to clip through the a rail using a method similar to that of Herapot. &lt;br /&gt;
&lt;br /&gt;
;June 23rd 2023&lt;br /&gt;
:The ALTTPR Racing Council votes to not legalize SpeckyClip for use in &amp;quot;Competitive&amp;quot; Ruleset races.&lt;br /&gt;
&lt;br /&gt;
;July 28th 2023&lt;br /&gt;
:The '''ALTTPR Ladder''' decides to allow SpeckyClip in all of its races.&lt;br /&gt;
&lt;br /&gt;
;September 6th 2023&lt;br /&gt;
The '''ALTTPR Racing Community (TARC)''' completes a community vote to allow the use of SpeckyClip in &amp;quot;Competitive&amp;quot; Ruleset races.  The measure passes with 263 votes to allow (85%) vs. 48 votes to disallow (15%)&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5496</id>
		<title>SpeckyClip</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5496"/>
		<updated>2023-09-06T21:39:52Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SpeckyClip=&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! SpeckyClip Example&lt;br /&gt;
|-&lt;br /&gt;
! [[File:SpeckyClip.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OqVd-eRcKks SpeckySpecks's  ALTTP - Rail Clip to Skip Hammer Requirement and Key Grab in Swamp Palace]&lt;br /&gt;
*[https://www.youtube.com/watch?v=M1YPR37UHZk Coy's How To: SpeckyClip]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mLBQ1AYwJgY DDRKirby's Bite-sized Rando - Specky Clip SP Routing]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
;February 3rd 2020&lt;br /&gt;
: A tool-assisted method to get past the rail in Pool 1 of Swamp Palace without the hammer was discovered by '''Yuzuhara''' that used a [[Door State Extension]] (Fairy Net Dash) to partially clip into the rail and then making precise movements to fully clip through the other side. Due to the complexity of the method, and RNG elements required from the net-dash, this method was never considered to be RTA viable.&lt;br /&gt;
&lt;br /&gt;
;June 7th 2023 &lt;br /&gt;
: A runner by the name of '''SpeckySpecks''' posts a [https://www.youtube.com/watch?v=OqVd-eRcKks video] in the ALTTP Randomizer Discord server showing how to clip through the a rail using a method similar to that of Herapot. &lt;br /&gt;
&lt;br /&gt;
;June 23rd 2023&lt;br /&gt;
:The ALTTPR Racing Council votes to not legalize SpeckyClip for use in &amp;quot;Competitive&amp;quot; Ruleset races.&lt;br /&gt;
&lt;br /&gt;
;July 28th 2023&lt;br /&gt;
:The '''ALTTPR Ladder''' decides to allow SpeckyClip in all of its races.&lt;br /&gt;
&lt;br /&gt;
;September 6th 2023&lt;br /&gt;
The '''ALTTPR Racing Community (TARC)''' completes a community vote to allow the use of SpeckyClip in &amp;quot;Competitive&amp;quot; Ruleset races.  The measure passes with 263 votes to allow (85%) vs. 48 to not allow (15%)&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5495</id>
		<title>SpeckyClip</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5495"/>
		<updated>2023-09-06T21:39:16Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: updated the history section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SpeckyClip=&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! SpeckyClip Example&lt;br /&gt;
|-&lt;br /&gt;
! [[File:SpeckyClip.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OqVd-eRcKks SpeckySpecks's  ALTTP - Rail Clip to Skip Hammer Requirement and Key Grab in Swamp Palace]&lt;br /&gt;
*[https://www.youtube.com/watch?v=M1YPR37UHZk Coy's How To: SpeckyClip]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mLBQ1AYwJgY DDRKirby's Bite-sized Rando - Specky Clip SP Routing]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
;February 3rd 2020&lt;br /&gt;
: A tool-assisted method to get past the rail in Pool 1 of Swamp Palace without the hammer was discovered by '''Yuzuhara''' that used a [[Door State Extension]] (Fairy Net Dash) to partially clip into the rail and then making precise movements to fully clip through the other side. Due to the complexity of the method, and RNG elements required from the net-dash, this method was never considered to be RTA viable.&lt;br /&gt;
&lt;br /&gt;
;June 7th 2023 &lt;br /&gt;
: A runner by the name of '''SpeckySpecks''' posts a [https://www.youtube.com/watch?v=OqVd-eRcKks video] in the ALTTP Randomizer Discord server showing how to clip through the a rail using a method similar to that of Herapot. &lt;br /&gt;
&lt;br /&gt;
;June 23rd 2023&lt;br /&gt;
:The ALTTPR Racing Council votes to not legalize SpeckyClip for use in &amp;quot;Competitive&amp;quot; Ruleset races.&lt;br /&gt;
&lt;br /&gt;
;July 28th 2023&lt;br /&gt;
:The '''ALTTPR Ladder''' decides to allow SpeckyClip in all of its races.&lt;br /&gt;
&lt;br /&gt;
;September 6th 2023&lt;br /&gt;
The ALTTPR Racing Community (TARC) completes a community vote to allow the use of SpeckyClip in &amp;quot;Competitive&amp;quot; Ruleset races.  The measure passes with 263 votes to allow (85%) vs. 48 to not allow (15%)&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Rulesets/ALTTPR/Racing&amp;diff=5494</id>
		<title>Rulesets/ALTTPR/Racing</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Rulesets/ALTTPR/Racing&amp;diff=5494"/>
		<updated>2023-09-06T21:08:43Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: Updated SpeckyClip allowances per TARC vote on Sept 6th 2023&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Racing Rules ==&lt;br /&gt;
&lt;br /&gt;
# Streaming is required for all recorded races. Currently, we allow a race monitor (person who created the room) to disable streaming enforcement. This should only be done for tournament races on a stream delay or other scenarios where streaming shouldn't be enforced. Failure to provide a VOD with proof of your finish time will likely result in a disqualification.&lt;br /&gt;
# Only permitted glitches (listed as competitive rules as seen below) for No Glitches logic races are allowed. Any race using a glitched ruleset should use the &amp;quot;Beat the game (glitches)&amp;quot; goal in RaceTime.gg.&lt;br /&gt;
# You may .done to complete your race when the mosaic pixelation starts on the screen, from entering the Triforce room or after the animation of pulling the pedestal is finished (for pedestal goal seeds).&lt;br /&gt;
# All voice calls are banned while racing on a recordable race. This includes but not limited to tournament races, pickup races, and daily races. If you have a phone call from family, work or an emergency, you are allowed to take these while racing, but we ask that they be brief.&lt;br /&gt;
## You may also use the &amp;quot;Voice Call&amp;quot; goal for these races.  Use &amp;quot;Beat the game (assisted)&amp;quot; for races that involve communication with a teammate, you are only allowed to be in a voice call with your teammate.&lt;br /&gt;
# Auto-tracking is allowed. The auto-tracker can only perform the following actions automatically&lt;br /&gt;
## Record and track any item collected by a player, or record items already pre-equipped (for example, starting boots, sword, flute, etc).&lt;br /&gt;
## Record and track any small or big keys collected by a player.&lt;br /&gt;
## Record when the dungeon boss has been defeated.&lt;br /&gt;
## Record and track checked locations that are not in a dungeon. Location checks inside a dungeon cannot be tracked.&lt;br /&gt;
# Emulator-specific functionality is banned (fast forward, save states, disabling layer rendering, etc), with the exception of &amp;quot;Joypad Swap&amp;quot;, &amp;quot;Switch Controllers&amp;quot;, or similar functions that allow changing your input device (controls must remain 1 for 1). The &amp;quot;runahead&amp;quot; feature must be disabled in Retroarch.&lt;br /&gt;
# ZSNES and Snes9x 1.4x are BANNED (they probably don't even work anyway).&lt;br /&gt;
# No controller turbo, no left+right or up+down&lt;br /&gt;
# Do not get help from another human during the race, do not look at the streams of other players.&lt;br /&gt;
# Do not post anything in chat, or put in a comment that contains spoilers. When in doubt, wait until the race has concluded before adding a comment to your race.&lt;br /&gt;
# ROM and RAM inspection (except for auto-tracking) are BANNED.&lt;br /&gt;
# If the game is generated on alttpr.com, it must remain unmodified after it is saved to your computer.&lt;br /&gt;
&lt;br /&gt;
=== Spoiler log race exception ===&lt;br /&gt;
# Looking at another player's stream is allowed for spoiler log races (and only spoiler log races).&lt;br /&gt;
&lt;br /&gt;
If in doubt of the above, please ask!&lt;br /&gt;
&lt;br /&gt;
Suspected rule violations or cheating should be raised to the ALTTP Racing Council. You can find them on the discord linked here: https://discord.gg/alttprandomizer&lt;br /&gt;
&lt;br /&gt;
== ALTTPR Racing Ruleset ==&lt;br /&gt;
The following table is a list of techniques that are allowed in ALTTP Randomizer races. A &amp;quot;'''✓'''&amp;quot; in each column indicates that a technique is allowed for that rule set.&lt;br /&gt;
&lt;br /&gt;
Most races are done under the &amp;quot;Competitive&amp;quot; ruleset where only minor glitches are allowed. This ruleset is used with &amp;quot;No Glitches&amp;quot; logic: you're allowed to do minor glitches, but the logic assumes you don't.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Major Glitches&amp;quot; (MG) ruleset is similar to what the vanilla speedrunning calls [https://alttp-wiki.net/index.php/Major_Glitches#RMG_Speedruns RMG], and is also used in [[Hybrid Major Glitches]] racing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ '''ALTTPR Racing Ruleset'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 25em;&amp;quot;| || Competitive || OWG&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || MG&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || No Logic &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Dark Room Navigation|x|x|x|x|footnote='''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Silverless Ganon|x|x|x|x|footnote='''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Torch Glitch|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Houlihan Room|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Item Dash|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Super Speed|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Dash|x|x|x|x|linktext=Bomb Dash / Chest Dash}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Invisible Purple Chest|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Medallion Cancel|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|LSD Blind|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Block clip|x|x|x|x|linktext=Block Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Block Erase|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Sanc And Quit|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Magic Cape Cheapskate|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fire Rod double|x|x|x|x|linktext=Fire Rod Doubling}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bonk Prize Pre-Grab|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Heart dupe|x|x|x|x|linktext=Heart Dupe}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Prize On The Eyes|x|x|x|x|}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Somaria Magic Refill|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Capedash Underflow|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Spooky Action|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Duping|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Jumps|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Rail Clipping|x|x|x|x|linktext=Interior Rail Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Water Walk|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fake Flippers|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fake Powder|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Barrier Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Somaria Barrier Skip|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Medallion Barrier Skip|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Super Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Surfing Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Wriggling Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Bunny Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Dungeon Bunny Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|0HP Dungeon Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Unbunny Beam|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bunny Pocket|x|x|x|x|linktext=Bunny Pocket}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Potion Camera Unlock|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Armos Shake Storage|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Herapot|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|SpeckyClip|x|x|x|x|linktext=SpeckyClip}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mimic Clipping|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Moldorm Bounce|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Extended Auto Stairs|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Lamp Controlled Somaria Bounce|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Diver Down|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Door State Extension|x|x|x|x|linktext=Door State Extension (Icebreaker)}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Hover|x|x|x|x|linktext=Hovering}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Glitch||x|x|x|linktext=Overworld OoB Clips}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Clip||x|x|x|linktext=Mirror Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Screenwrap||x|x|x|linktext=Mirror Screenwraps}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Jump||x|x|x|linktext=Mirror Jumps}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld YBA||x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Fake Flute||x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Remote Control Boomerang|||x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Underworld Out-of-bounds Clips|||x|x|linktext=Underworld OoB Clips}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Somaria Transition Corruption||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Ganonpot||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Yuzuhara's Bottle Adventure||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Door Juke||||x|linktext=Door Jukes}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Door||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Wrong Warp||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Deathhole||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Quadrant Glitch||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Hookclip||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Hookpush||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Tree Warp||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Stairmaster||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Underworld Fake Flute||||}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Exploration Glitch||||}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|ACE via Ancilla Misslotting||||}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Out-of-bounds SRAM Editing||||}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
If there are any techniques missing from this list or you think that additional clarifications are needed please contact a member of the ALTTPR Racing Council.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Glitched Mode Rulesets are pending review from the glitch racing communities and additional techniques and rules classification may be added needed.''&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: This technique can be forced by using certain settings in No Glitches logic.''&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5493</id>
		<title>SpeckyClip</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5493"/>
		<updated>2023-09-06T16:54:13Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SpeckyClip=&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! SpeckyClip Example&lt;br /&gt;
|-&lt;br /&gt;
! [[File:SpeckyClip.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OqVd-eRcKks SpeckySpecks's  ALTTP - Rail Clip to Skip Hammer Requirement and Key Grab in Swamp Palace]&lt;br /&gt;
*[https://www.youtube.com/watch?v=M1YPR37UHZk Coy's How To: SpeckyClip]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mLBQ1AYwJgY DDRKirby's Bite-sized Rando - Specky Clip SP Routing]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
;June 7th 2023 &lt;br /&gt;
: A runner by the name of '''SpeckySpecks''' posts a video in the ALTTP Randomizer Siscord server showing how to skip the hammer requirement in Swamp Palace with a new rail clip.&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5492</id>
		<title>SpeckyClip</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5492"/>
		<updated>2023-09-06T16:34:10Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added example gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SpeckyClip=&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! SpeckyClip Example&lt;br /&gt;
|-&lt;br /&gt;
! [[File:SpeckyClip.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OqVd-eRcKks SpeckySpecks's  ALTTP - Rail Clip to Skip Hammer Requirement and Key Grab in Swamp Palace]&lt;br /&gt;
*[https://www.youtube.com/watch?v=M1YPR37UHZk Coy's How To: SpeckyClip]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mLBQ1AYwJgY DDRKirby's Bite-sized Rando - Specky Clip SP Routing]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
* On June 7th 2023 user '''SpeckySpecks''' posts a video in the ALTTP Randomizer Siscord server showing how to skip the hammer requirement in Swamp Palace with a new rail clip.&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:SpeckyClip.gif&amp;diff=5491</id>
		<title>File:SpeckyClip.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:SpeckyClip.gif&amp;diff=5491"/>
		<updated>2023-09-06T16:32:55Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5490</id>
		<title>SpeckyClip</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=SpeckyClip&amp;diff=5490"/>
		<updated>2023-09-06T16:21:33Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: SpeckyClip page creation and examples posting. page is work in progress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SpeckyClip=&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! SpeckyClip Example&lt;br /&gt;
|-&lt;br /&gt;
! [[]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(in progress)&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OqVd-eRcKks SpeckySpecks's  ALTTP - Rail Clip to Skip Hammer Requirement and Key Grab in Swamp Palace]&lt;br /&gt;
*[https://www.youtube.com/watch?v=M1YPR37UHZk Coy's How To: SpeckyClip]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mLBQ1AYwJgY DDRKirby's Bite-sized Rando - Specky Clip SP Routing]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
* On June 7th 2023 user '''SpeckySpecks''' posts a video in the ALTTP Randomizer Siscord server showing how to skip the hammer requirement in Swamp Palace with a new rail clip.&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Diver_Down&amp;diff=5489</id>
		<title>Diver Down</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Diver_Down&amp;diff=5489"/>
		<updated>2023-08-05T15:41:47Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added rayden's video in guides section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Diver Down]] is a type of [[Rail Clipping]] that allows access to ledges over water in [[Swamp Palace]]. It can be used in pool #2 and pool #3 to save time accessing item chests on the left side, and to save time getting to the {{Dungeon Location|Swamp Palace|Boss}}.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
===[[Somaria]] + Movement===&lt;br /&gt;
&lt;br /&gt;
This method using the [[Somaria Block]] and some precise movement works on the left side rail in Pool 3 and is the fastest method if done quickly. &lt;br /&gt;
&lt;br /&gt;
# Align with the bottom of the rail and place a block approximately at the end of the left-side rail. &lt;br /&gt;
# Move up into the corner and then push the block until the player is aligned in the corner of the stairs and the end of the rail. &lt;br /&gt;
# Press {{B|v}} for one frame.&lt;br /&gt;
# Press {{B|&amp;lt;^}} on the same frame and continue holding that direction.&lt;br /&gt;
# Transition to holding {{B|&amp;lt;}}, then hold out your sword.&lt;br /&gt;
# Transition back to holding {{B|&amp;lt;^}} to clip into the rail and jump off the ledge. &lt;br /&gt;
&lt;br /&gt;
''Note: The {{B|v}} movement can be buffered using a menu to [[Hookshot]] and then {{B|&amp;lt;^}} can be held leaving the menu ''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Diver Down - [[Somaria]] and Movement&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Diver Down - Swamp Pool 3 - Somaria Left.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Somaria]] + Splash Jump===&lt;br /&gt;
&lt;br /&gt;
====Right Side Rail====&lt;br /&gt;
&lt;br /&gt;
There are several ways to perform [[Diver Down]] using a splash jump on both the left and right rails.&lt;br /&gt;
&lt;br /&gt;
# Align with the bottom of the rail to place a [[Somaria Block]] approximately under the end of the right side rail.&lt;br /&gt;
# Hold {{B|^}} to jump into the water.&lt;br /&gt;
# While you're in the jump animation start holding {{B|v&amp;gt;}}. (You need to hold {{B|V&amp;gt;}} before the frame after the splash appears).&lt;br /&gt;
# Transition to holding {{B|&amp;gt;}} before you jump out of the water. You have 23 frames to press {{B|&amp;gt;}} after the splash appears.&lt;br /&gt;
# Continue holding {{B|&amp;gt;}} after jumping back out of water to get into position. Link's coordinates should be '''D70,FAF''' in Pool 3 and  '''AF8,7AF''' in Pool 2 for the the clip to work. &lt;br /&gt;
# Hold out sword and hold {{B|^&amp;gt;}} to clip into the rail and then hold {{B|^}} once fully inside the rail to jump off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Diver Down - Block Splash Jump - Pool 3 || Diver Down - Block Splash Jump - Pool 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Diver Down - Swamp Pool 3 - Somaria Right.gif]] || [[File:Diver Down - Pool 2 Key Flood.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Left Side Rail====&lt;br /&gt;
&lt;br /&gt;
This can also be done easily on the left side rail at the expense of being a little bit slower.&lt;br /&gt;
&lt;br /&gt;
# Align with the bottom of the rail to place a [[Somaria Block]] approximately under the end of the left side rail.&lt;br /&gt;
# Hold {{B|^}} to jump into the water.&lt;br /&gt;
# Hold {{B|&amp;lt;}} while jumping until you splash into the water and then transition to holding {{B|v}} until Link touches the bottom wall.&lt;br /&gt;
# Hold {{B|V&amp;gt;}} to slowly move along the bottom wall until Link jumps out of the water.&lt;br /&gt;
# Tap {{B|&amp;lt;}} after jumping back out of water to get into position. Link's coordinates should be '''D60,FAF''' for the the clip to work. &lt;br /&gt;
# Hold out sword and hold {{B|^&amp;lt;}} to clip into the rail and then hold {{B|^}} once fully inside the rail to jump off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Diver Down - Somaria and Splash Left&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Diver Down - Swamp Pool 3 - Somaria Left Splash.gif]]&lt;br /&gt;
|}&lt;br /&gt;
===Bomb + Splash Jump===&lt;br /&gt;
&lt;br /&gt;
# Align with the bottom of the rail and walk sideways so that Link has space to move up towards the stairs and then tap {{B|^}} for one frame to move 2 pixels. (Y-coordinate should be '''7B6''' in Pool2 and '''FB6''' in Pool3)&lt;br /&gt;
# Be at least 3 pixels to the left of the rail and tap {{B|&amp;lt;}} to face left to place a bomb. (Full coordinate ranges below).&lt;br /&gt;
# Hold {{B|^}} to jump into the water.&lt;br /&gt;
# Holding {{B|v&amp;gt;}} while jumping until you splash into the water. (You Need to have {{B|v&amp;gt;}} set before the frame after the splash appears).&lt;br /&gt;
# Transition to holding {{B|&amp;gt;}} before you jump out of the water. You have 23 frames to press {{B|&amp;gt;}} after the splash appears.&lt;br /&gt;
# Continue holding {{B|&amp;gt;}} after jumping back out of water to get into position. Link's coordinates should be '''D70,FAF''' in Pool 3 and  '''AF8,7AF''' in Pool 2 for the the clip to work. &lt;br /&gt;
# Get hit by the bomb and then tap {{B|&amp;lt;}} or {{B|&amp;gt;}} after Link stops moving from knockback. (You can also continue holding RIGHT in the previous step).&lt;br /&gt;
# Hold {{B|^}} to jump off the ledge and hold {{B|&amp;lt;}} to get out of the wall.&lt;br /&gt;
&lt;br /&gt;
====Valid Bomb Coordinates====&lt;br /&gt;
*Pool 3 Bomb X-Coordinates (Right Rail): '''D66 - D6D''' &lt;br /&gt;
*Pool 2 Bomb X-Coordinates = '''AE8 - AF6''', (Note: X = AF0 is a bad coordinate)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Diver Down - Swamp Pool 2 - Bomb || Diver Down - Swamp Pool 3 - Bomb&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:Diver Down - Pool 2 Key Flood Bomb.gif]] || [[File:Diver Down - Swamp Pool 3 - Bomb.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Delayed [[Crystal Switch]]===&lt;br /&gt;
&lt;br /&gt;
[[Diver Down]] in Pool 2 can be done in conjunction with a delayed crystal switch hit to gain quicker access the Left Side Swamp chests. This method can only be done before completing the back of the dungeon. You need to have the key from the main hub.&lt;br /&gt;
&lt;br /&gt;
# Use the [[Small Key]] to enter the Pool 2 switch room and then push the lever to flood the room.&lt;br /&gt;
# Place a bomb next to the [[Crystal Switch]] and then move down into the doorway but do not leave the room.&lt;br /&gt;
# Wait for the bomb to explode and then transition to the next room before the crystal switch activates.&lt;br /&gt;
# Do any of the Pool 2 [[Diver Down]] setups and then move up into the room with the flooded key.&lt;br /&gt;
# The crystal switch should now activate saving some time having to backtrack.&lt;br /&gt;
&lt;br /&gt;
''NOTE: Do not place the bomb before flooding the room or else you may risk causing a very large amount of lag during the cut-scene''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Diver Down with Delayed Crystal Switch&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pool2 diverdown with delayed switch-bomb.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=6xqvSGD3GXs Andy's Quick Tutorial on Diver Down (Holy Diver) and Ice Breaker glitches in ALTTP!]&lt;br /&gt;
*[https://www.youtube.com/watch?v=NaRkoU21k1A Coy's How To: Diver Down]&lt;br /&gt;
*[https://www.youtube.com/watch?v=kS4V0Xy8ddc AceZer0's ALTTP Easy Diver Down Tutorial - 3 Different Setups]&lt;br /&gt;
*[https://www.youtube.com/watch?v=DmEkkE43iK0 LordRayden's Diver Down - Movement Method]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=5105</id>
		<title>Herapot</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=5105"/>
		<updated>2022-08-23T01:37:18Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Herapot]] is a special version type of a [[Rail Clipping|Rail Clip]] that allows the player to access the secret [[Fairy Room]] in the [[Tower of Hera]] by using a [[Bomb Boost]] and the [[Hookshot]] to pass though the half-tile side of the pot on the first floor and falling though the hole. This allows the player to access top of [[Hera]] without needing the [[Big Key]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Entering the [[Herapot]] can be done with either a Spinspeed method or a Bootsless method. &lt;br /&gt;
&lt;br /&gt;
====Bootsless Setup====&lt;br /&gt;
&lt;br /&gt;
There are many different methods to perform a bootsless Herapot but the steps below describe one version. Please see the Examples and External Guides and Tutorials for details about other methods.&lt;br /&gt;
&lt;br /&gt;
[[File:Rayden_bomb_position.png|250px|thumb|Rayden Method Bomb Position]]&lt;br /&gt;
''Rayden Method:''&lt;br /&gt;
# Align Link in the corner of the bottom and middle blue pegs and then face right until Link's coordinates are '''0E62, 0E70''' and then place a bomb. See the bomb position image for visual reference.&lt;br /&gt;
# Align Link in the corner of the middle and top blue pegs and then hold {{B|&amp;gt;}} until Link is touching the pot.&lt;br /&gt;
# Press {{B|B}} to hold out your sword while facing right and then when the bomb explodes hold {{B|&amp;lt;}} to take damage from the explosion and then release the button during the knock-back animation.&lt;br /&gt;
# Without moving use the [[Hookshot]] to clip into into the pot.&lt;br /&gt;
# Tap {{B|&amp;lt;}} and then press {{B|^}} to fall into the hole. ''Note: if the tap {{B|&amp;lt;}} is not done first there is a chance to get stuck in the pot and a save and quit will needed''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|'''Important Note:''' There is an situation where the bomb knock-back can push the player in the wrong direction. If an enemy in Sprite Slot 0 dies, leaves an item behind, and Link collects this item while it is still floating in the air, then it can set an altitude value that will affect the bomb knock-back trajectory. The [[Mini-Moldorm]] enemy in the {{Dungeon Room|Tower of Hera|Hera Lobby}} is one such an enemy and caution should be taken to not pick up any item it drops before it settles on the ground. To ret a broken bomb trajectory simply exit and re-enter the dungeon or use the stairs to change to a new supertile. If the dropped item is a Fairy then the room must always be reset.}}&lt;br /&gt;
&lt;br /&gt;
====[[Spinspeed]] Setup====&lt;br /&gt;
&lt;br /&gt;
This method utilizes the ability to slightly clip into the pot using [[superspeed]] gained from the {{Dungeon Location|Tower of Hera|Map Chest|Map Chest}} pedestal instead of a [[Bomb Boost]]. This is done activating [[superspeed]] and then lining up with the upper wall with the downstairs door. From here there are several methods to get into the pot. One example is to tap right to get to an X-coordinate of '''E7C''' then then hold {{B|v&amp;gt;}} diagonal for about 8 frames to get into position. This method can be difficult to pull off since it is very easy to overshoot the position into the pot from the fast movement speed. &lt;br /&gt;
&lt;br /&gt;
Once slightly clipped into the pot use the Hookshot to move into the pot and then tap {{B|&amp;lt;}} and then press {{B|^}} to fall into the hole.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
There are other pots in the game that can be entered though similar methods in [[Eastern Palace]] and [[Ice Palace]] to access those [[Fairy]] rooms but generally the one in Tower of Hera is the most useful. &lt;br /&gt;
&lt;br /&gt;
{{Warning|However there is one important exception: If a pot in the {{Dungeon Room|Hyrule Castle Tower|Tower Lobby|Hyrule Castle Tower Lobby}} is entered it will lead directly to the [[Ganon]] fight. This pot is refered to as [[Ganonpot]] and its use is  NOT ALLOWED in Competitive mode races.}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Rayden)|| Bootsless Method (Filistea)&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:Herapot_-_Rayden_Method.gif]] ||[[File:Herapot - Filistea Method.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Dracarys) || Superspeed Method&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Herapot-bootsless-dracarys.gif]] || [[File:Herapot-superspeed.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OMP48-AbLUE Rayden's Herapot - Bootsless Method]&lt;br /&gt;
*[https://www.youtube.com/watch?v=W7ujpeTPPwY Filistea's ALTTP Rando - Easy Hera Pot Tutorial (the not pixel perfect way)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=c0yb9XyQ5kg Coy's Herapot Tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mZ17Gl2sSXA Dracarys's Quick Herapot Tutorial (bootless)]&lt;br /&gt;
*[https://spannerisms.github.io/lightninground#bombspriteZ fmp's Bite-sized Explications  (Sprite altitude and bomb knockback)]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=5104</id>
		<title>Herapot</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=5104"/>
		<updated>2022-08-23T01:34:27Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: re worked the execution steps to just combine them in the individual sections. Spinspeed probably needs to be updated eventually&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Herapot]] is a special version type of a [[Rail Clipping|Rail Clip]] that allows the player to access the secret [[Fairy Room]] in the [[Tower of Hera]] by using a [[Bomb Boost]] and the [[Hookshot]] to pass though the half-tile side of the pot on the first floor and falling though the hole. This allows the player to access top of [[Hera]] without needing the [[Big Key]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Entering the [[Herapot]] can be done with either a Spinspeed method or a Bootsless method. &lt;br /&gt;
&lt;br /&gt;
====Bootsless Setup====&lt;br /&gt;
&lt;br /&gt;
There are many different methods to perform a bootsless Herapot but the steps below describe one version. Please see the Examples and External Guides and Tutorials for details about other methods.&lt;br /&gt;
&lt;br /&gt;
[[File:Rayden_bomb_position.png|250px|thumb|Rayden Method Bomb Position]]&lt;br /&gt;
''Rayden Method:''&lt;br /&gt;
# Align Link in the corner of the bottom and middle blue pegs and then face right until Link's coordinates are '''0E62, 0E70''' and then place a bomb. See the bomb position image for visual reference.&lt;br /&gt;
# Align Link in the corner of the middle and top blue pegs and then hold {{B|&amp;gt;}} until Link is touching the pot.&lt;br /&gt;
# Hold out your sword facing right and then when the bomb explodes hold {{B|&amp;lt;}} to take damage from the explosion and then release the button during the knock-back animation.&lt;br /&gt;
# Without moving use the [[Hookshot]] to clip into into the pot.&lt;br /&gt;
# Tap {{B|&amp;lt;}} and then press {{B|^}} to fall into the hole. ''Note: if the tap {{B|&amp;lt;}} is not done first there is a chance to get stuck in the pot and a save and quit will needed''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|'''Important Note:''' There is an situation where the bomb knock-back can push the player in the wrong direction. If an enemy in Sprite Slot 0 dies, leaves an item behind, and Link collects this item while it is still floating in the air, then it can set an altitude value that will affect the bomb knock-back trajectory. The [[Mini-Moldorm]] enemy in the {{Dungeon Room|Tower of Hera|Hera Lobby}} is one such an enemy and caution should be taken to not pick up any item it drops before it settles on the ground. To ret a broken bomb trajectory simply exit and re-enter the dungeon or use the stairs to change to a new supertile. If the dropped item is a Fairy then the room must always be reset.}}&lt;br /&gt;
&lt;br /&gt;
====[[Spinspeed]] Setup====&lt;br /&gt;
&lt;br /&gt;
This method utilizes the ability to slightly clip into the pot using [[superspeed]] gained from the {{Dungeon Location|Tower of Hera|Map Chest|Map Chest}} pedestal instead of a [[Bomb Boost]]. This is done activating [[superspeed]] and then lining up with the upper wall with the downstairs door. From here there are several methods to get into the pot. One example is to tap right to get to an X-coordinate of '''E7C''' then then hold {{B|v&amp;gt;}} diagonal for about 8 frames to get into position. This method can be difficult to pull off since it is very easy to overshoot the position into the pot from the fast movement speed. &lt;br /&gt;
&lt;br /&gt;
Once slightly clipped into the pot use the Hookshot to move into the pot and then tap {{B|&amp;lt;}} and then press {{B|^}} to fall into the hole.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
There are other pots in the game that can be entered though similar methods in [[Eastern Palace]] and [[Ice Palace]] to access those [[Fairy]] rooms but generally the one in Tower of Hera is the most useful. &lt;br /&gt;
&lt;br /&gt;
{{Warning|However there is one important exception: If a pot in the {{Dungeon Room|Hyrule Castle Tower|Tower Lobby|Hyrule Castle Tower Lobby}} is entered it will lead directly to the [[Ganon]] fight. This pot is refered to as [[Ganonpot]] and its use is  NOT ALLOWED in Competitive mode races.}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Rayden)|| Bootsless Method (Filistea)&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:Herapot_-_Rayden_Method.gif]] ||[[File:Herapot - Filistea Method.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Dracarys) || Superspeed Method&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Herapot-bootsless-dracarys.gif]] || [[File:Herapot-superspeed.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OMP48-AbLUE Rayden's Herapot - Bootsless Method]&lt;br /&gt;
*[https://www.youtube.com/watch?v=W7ujpeTPPwY Filistea's ALTTP Rando - Easy Hera Pot Tutorial (the not pixel perfect way)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=c0yb9XyQ5kg Coy's Herapot Tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mZ17Gl2sSXA Dracarys's Quick Herapot Tutorial (bootless)]&lt;br /&gt;
*[https://spannerisms.github.io/lightninground#bombspriteZ fmp's Bite-sized Explications  (Sprite altitude and bomb knockback)]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=5103</id>
		<title>Herapot</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=5103"/>
		<updated>2022-08-23T01:26:37Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Herapot]] is a special version type of a [[Rail Clipping|Rail Clip]] that allows the player to access the secret [[Fairy Room]] in the [[Tower of Hera]] by using a [[Bomb Boost]] and the [[Hookshot]] to pass though the half-tile side of the pot on the first floor and falling though the hole. This allows the player to access top of [[Hera]] without needing the [[Big Key]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Entering the [[Herapot]] is done in two steps: &lt;br /&gt;
&lt;br /&gt;
# Clip one pixel into the left side of the pot by utilizing a [[Bomb Boost]] or [[superspeed]].&lt;br /&gt;
# Use the [[Hookshot]] to grapple the inside of the pot then fall into the hole.&lt;br /&gt;
&lt;br /&gt;
===Step One: Clipping into the [[Herapot]]===&lt;br /&gt;
The general setup for the clip into the pot places a bomb at a specific location and adjusts the player to another specific location to get the correct damage boost trajectory into the pot and then needs to have Link face right to use the [[Hookshot]] in the next step. While the player positioning needs to be precise to get the correct bomb boost there are actually many valid pairs of coordinates for bomb-placement and Link-position to clip into the pot. These coordinate pairs can be different however depending on which direction Link is facing.&lt;br /&gt;
&lt;br /&gt;
====Bootsless Setup====&lt;br /&gt;
&lt;br /&gt;
There are many different methods to perform a bootsless Herapot but the steps below describe one version. Please see the Examples and External Guides and Tutorials for details about other methods.&lt;br /&gt;
&lt;br /&gt;
[[File:Rayden_bomb_position.png|250px|thumb|Rayden Method Bomb Position]]&lt;br /&gt;
''Rayden Method:''&lt;br /&gt;
# Align Link in the corner of the bottom and middle blue pegs and then face right until Link's coordinates are '''0E62, 0E70''' and then place a bomb. See the bomb position image for visual reference.&lt;br /&gt;
# Align Link in the corner of the middle and top blue pegs and then hold {{B|&amp;gt;}} until Link is touching the pot.&lt;br /&gt;
# Hold out your sword facing right and then when the bomb explodes hold {{B|&amp;lt;}} to take damage from the explosion and then release the button during the knock-back animation.&lt;br /&gt;
# Swap items to [[Hookshot]] and then use the Hookshot to move into the pot.&lt;br /&gt;
# Tap {{B|&amp;lt;}} and then press {{B|^}} to fall into the hole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|'''Important Note:''' There is an situation where the bomb knock-back can push the player in the wrong direction. If an enemy in Sprite Slot 0 dies, leaves an item behind, and Link collects this item while it is still floating in the air, then it can set an altitude value that will affect the bomb knock-back trajectory. The [[Mini-Moldorm]] enemy in the {{Dungeon Room|Tower of Hera|Hera Lobby}} is one such an enemy and caution should be taken to not pick up any item it drops before it settles on the ground. To ret a broken bomb trajectory simply exit and re-enter the dungeon or use the stairs to change to a new supertile. If the dropped item is a Fairy then the room must always be reset.}}&lt;br /&gt;
&lt;br /&gt;
====[[Spinspeed]] Setup====&lt;br /&gt;
&lt;br /&gt;
This method utilizes the ability to slightly clip into the pot using [[superspeed]] gained from the {{Dungeon Location|Tower of Hera|Map Chest|Map Chest}} pedestal instead of a [[Bomb Boost]]. This is done activating [[superspeed]] and then lining up with the upper wall with the downstairs door. From here there are several methods to get into the pot. One example is to tap right to get to an X-coordinate of '''E7C''' then then hold {{B|v&amp;gt;}} diagonal for about 8 frames to get into position. This method can be difficult to pull off since it is very easy to overshoot the position into the pot from the fast movement speed.&lt;br /&gt;
&lt;br /&gt;
===Step Two: [[Hookshot]] Into the Pot===&lt;br /&gt;
&lt;br /&gt;
Once the player has the proper position from Step One, use the [[Hookshot]] to grapple onto the inside of the pot. Once inside press {{B|&amp;lt;}} once then then hold {{B|^}} to fall into the hole. If any other directions are held while trying to fall in the hole there is a significant risk of setting stuck inside the pot and causing a [[softlock]] requiring the player to [[Save &amp;amp; Quit]] (using the Mirror will not work)&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
There are other pots in the game that can be entered though similar methods in [[Eastern Palace]] and [[Ice Palace]] to access those [[Fairy]] rooms but generally the one in Tower of Hera is the most useful. &lt;br /&gt;
&lt;br /&gt;
{{Warning|However there is one important exception: If a pot in the {{Dungeon Room|Hyrule Castle Tower|Tower Lobby|Hyrule Castle Tower Lobby}} is entered it will lead directly to the [[Ganon]] fight. This pot is refered to as [[Ganonpot]] and its use is  NOT ALLOWED in Competitive mode races.}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Rayden)|| Bootsless Method (Filistea)&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:Herapot_-_Rayden_Method.gif]] ||[[File:Herapot - Filistea Method.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Dracarys) || Superspeed Method&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Herapot-bootsless-dracarys.gif]] || [[File:Herapot-superspeed.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OMP48-AbLUE Rayden's Herapot - Bootsless Method]&lt;br /&gt;
*[https://www.youtube.com/watch?v=W7ujpeTPPwY Filistea's ALTTP Rando - Easy Hera Pot Tutorial (the not pixel perfect way)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=c0yb9XyQ5kg Coy's Herapot Tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mZ17Gl2sSXA Dracarys's Quick Herapot Tutorial (bootless)]&lt;br /&gt;
*[https://spannerisms.github.io/lightninground#bombspriteZ fmp's Bite-sized Explications  (Sprite altitude and bomb knockback)]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=5102</id>
		<title>Herapot</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=5102"/>
		<updated>2022-08-23T01:23:36Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: fixed caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Herapot]] is a special version type of a [[Rail Clipping|Rail Clip]] that allows the player to access the secret [[Fairy Room]] in the [[Tower of Hera]] by using a [[Bomb Boost]] and the [[Hookshot]] to pass though the half-tile side of the pot on the first floor and falling though the hole. This allows the player to access top of [[Hera]] without needing the [[Big Key]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Entering the [[Herapot]] is done in two steps: &lt;br /&gt;
&lt;br /&gt;
# Clip one pixel into the left side of the pot by utilizing a [[Bomb Boost]] or [[superspeed]].&lt;br /&gt;
# Use the [[Hookshot]] to grapple the inside of the pot then fall into the hole.&lt;br /&gt;
&lt;br /&gt;
===Step One: Clipping into the [[Herapot]]===&lt;br /&gt;
The general setup for the clip into the pot places a bomb at a specific location and adjusts the player to another specific location to get the correct damage boost trajectory into the pot and then needs to have Link face right to use the [[Hookshot]] in the next step. While the player positioning needs to be precise to get the correct bomb boost there are actually many valid pairs of coordinates for bomb-placement and Link-position to clip into the pot. These coordinate pairs can be different however depending on which direction Link is facing.&lt;br /&gt;
&lt;br /&gt;
====Bootsless Setup====&lt;br /&gt;
&lt;br /&gt;
There are many different methods to perform a bootsless Herapot but the steps below describe one version. Please see the Examples and External Guides and Tutorials for details about other methods.&lt;br /&gt;
&lt;br /&gt;
[[File:Rayden_bomb_position.png|250px|thumb|Rayden Method Bomb Position]]&lt;br /&gt;
''Rayden Method:''&lt;br /&gt;
# Align Link in the corner of the bottom and middle blue pegs and then face right until Link's coordinates are '''0E62, 0E70''' and then place a bomb. See the bomb position image for visual reference.&lt;br /&gt;
# Align Link in the corner of the middle and top blue pegs and then hold {{B|&amp;gt;}} until Link is touching the pot.&lt;br /&gt;
# Hold out your sword facing right and then when the bomb explodes hold {{B|&amp;lt;}} to take damage from the explosion and then release the button during the knock-back animation.&lt;br /&gt;
# Swap items to [[Hookshot]] and then use the Hookshot to move into the pot.&lt;br /&gt;
# Tap {{B|&amp;lt;}} and then press {{B|^}} to fall into the hole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|'''Important Note:''' There is an situation where the bomb knock-back can push the player in the wrong direction. If an enemy in Sprite Slot 0 dies, leaves an item behind, and Link collects this item while it is still floating in the air, then it can set an altitude value that will affect the bomb knock-back trajectory. The [[Mini-Moldorm]] enemy in the {{Dungeon Room|Tower of Hera|Hera Lobby}} is one such an enemy and caution should be taken to not pick up any item it drops before it settles on the ground. To ret a broken bomb trajectory simply exit and re-enter the dungeon or use the stairs to change to a new supertile. If the dropped item is a Fairy then the room must always be reset.}}&lt;br /&gt;
&lt;br /&gt;
====[[Spinspeed]] Setup====&lt;br /&gt;
&lt;br /&gt;
This method utilizes the ability to slightly clip into the pot using [[superspeed]] gained from the {{Dungeon Location|Tower of Hera|Map Chest|Map Chest}} pedestal instead of a [[Bomb Boost]]. This is done activating [[superspeed]] and then lining up with the upper wall with the downstairs door. From here there are several methods to get into the pot. One example is to tap right to get to an X-coordinate of '''E7C''' then then hold {{B|v&amp;gt;}} diagonal for about 8 frames to get into position. This method can be difficult to pull off since it is very easy to overshoot the position into the pot from the fast movement speed.&lt;br /&gt;
&lt;br /&gt;
===Step Two: [[Hookshot]] Into the Pot===&lt;br /&gt;
&lt;br /&gt;
Once the player has the proper position from Step One, use the [[Hookshot]] to grapple onto the inside of the pot. Once inside press {{B|&amp;lt;}} once then then hold {{B|^}} to fall into the hole. If any other directions are held while trying to fall in the hole there is a significant risk of setting stuck inside the pot and causing a [[softlock]] requiring the player to [[Save &amp;amp; Quit]] (using the Mirror will not work)&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
There are other pots in the game that can be entered though similar methods in [[Eastern Palace]] and [[Ice Palace]] to access those [[Fairy]] rooms but generally the one in Tower of Hera is the most useful. &lt;br /&gt;
&lt;br /&gt;
{{Warning|However there is one important exception: If a pot in the {{Dungeon Room|Hyrule Castle Tower|Tower Lobby|Hyrule Castle Tower Lobby}} is entered it will lead directly to the [[Ganon]] fight. This pot is refered to as [[Ganonpot]] and its use is  NOT ALLOWED in Competitive mode races.}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Rayden)|| Bootsless Method (Filistea)&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:Herapot_-_Rayden_Method.gif]] ||[[File:Herapot - Filistea Method.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Dracarys) || Superspeed Method&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Herapot-bootsless-dracarys.gif]] || [[File:Herapot-superspeed.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OMP48-AbLUE Rayden's Herapot - Bootsless Method&lt;br /&gt;
*[https://www.youtube.com/watch?v=W7ujpeTPPwY Filistea's ALTTP Rando - Easy Hera Pot Tutorial (the not pixel perfect way)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=c0yb9XyQ5kg Coy's Herapot Tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mZ17Gl2sSXA Dracarys's Quick Herapot Tutorial (bootless)]&lt;br /&gt;
*[https://spannerisms.github.io/lightninground#bombspriteZ fmp's Bite-sized Explications  (Sprite altitude and bomb knockback)]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=5101</id>
		<title>Herapot</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=5101"/>
		<updated>2022-08-23T01:22:47Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: Added Rayden method to bootsless example, removed double bomb example, and added Rayden's tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Herapot]] is a special version type of a [[Rail Clipping|Rail Clip]] that allows the player to access the secret [[Fairy Room]] in the [[Tower of Hera]] by using a [[Bomb Boost]] and the [[Hookshot]] to pass though the half-tile side of the pot on the first floor and falling though the hole. This allows the player to access top of [[Hera]] without needing the [[Big Key]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Entering the [[Herapot]] is done in two steps: &lt;br /&gt;
&lt;br /&gt;
# Clip one pixel into the left side of the pot by utilizing a [[Bomb Boost]] or [[superspeed]].&lt;br /&gt;
# Use the [[Hookshot]] to grapple the inside of the pot then fall into the hole.&lt;br /&gt;
&lt;br /&gt;
===Step One: Clipping into the [[Herapot]]===&lt;br /&gt;
The general setup for the clip into the pot places a bomb at a specific location and adjusts the player to another specific location to get the correct damage boost trajectory into the pot and then needs to have Link face right to use the [[Hookshot]] in the next step. While the player positioning needs to be precise to get the correct bomb boost there are actually many valid pairs of coordinates for bomb-placement and Link-position to clip into the pot. These coordinate pairs can be different however depending on which direction Link is facing.&lt;br /&gt;
&lt;br /&gt;
====Bootsless Setup====&lt;br /&gt;
&lt;br /&gt;
There are many different methods to perform a bootsless Herapot but the steps below describe one version. Please see the Examples and External Guides and Tutorials for details about other methods.&lt;br /&gt;
&lt;br /&gt;
[[File:Rayden_bomb_position.png|250px|thumb|Bomb Position]]&lt;br /&gt;
''Rayden Method:''&lt;br /&gt;
# Align Link in the corner of the bottom and middle blue pegs and then face right until Link's coordinates are '''0E62, 0E70''' and then place a bomb. See the bomb position image for visual reference.&lt;br /&gt;
# Align Link in the corner of the middle and top blue pegs and then hold {{B|&amp;gt;}} until Link is touching the pot.&lt;br /&gt;
# Hold out your sword facing right and then when the bomb explodes hold {{B|&amp;lt;}} to take damage from the explosion and then release the button during the knock-back animation.&lt;br /&gt;
# Swap items to [[Hookshot]] and then use the Hookshot to move into the pot.&lt;br /&gt;
# Tap {{B|&amp;lt;}} and then press {{B|^}} to fall into the hole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|'''Important Note:''' There is an situation where the bomb knock-back can push the player in the wrong direction. If an enemy in Sprite Slot 0 dies, leaves an item behind, and Link collects this item while it is still floating in the air, then it can set an altitude value that will affect the bomb knock-back trajectory. The [[Mini-Moldorm]] enemy in the {{Dungeon Room|Tower of Hera|Hera Lobby}} is one such an enemy and caution should be taken to not pick up any item it drops before it settles on the ground. To ret a broken bomb trajectory simply exit and re-enter the dungeon or use the stairs to change to a new supertile. If the dropped item is a Fairy then the room must always be reset.}}&lt;br /&gt;
&lt;br /&gt;
====[[Spinspeed]] Setup====&lt;br /&gt;
&lt;br /&gt;
This method utilizes the ability to slightly clip into the pot using [[superspeed]] gained from the {{Dungeon Location|Tower of Hera|Map Chest|Map Chest}} pedestal instead of a [[Bomb Boost]]. This is done activating [[superspeed]] and then lining up with the upper wall with the downstairs door. From here there are several methods to get into the pot. One example is to tap right to get to an X-coordinate of '''E7C''' then then hold {{B|v&amp;gt;}} diagonal for about 8 frames to get into position. This method can be difficult to pull off since it is very easy to overshoot the position into the pot from the fast movement speed.&lt;br /&gt;
&lt;br /&gt;
===Step Two: [[Hookshot]] Into the Pot===&lt;br /&gt;
&lt;br /&gt;
Once the player has the proper position from Step One, use the [[Hookshot]] to grapple onto the inside of the pot. Once inside press {{B|&amp;lt;}} once then then hold {{B|^}} to fall into the hole. If any other directions are held while trying to fall in the hole there is a significant risk of setting stuck inside the pot and causing a [[softlock]] requiring the player to [[Save &amp;amp; Quit]] (using the Mirror will not work)&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
There are other pots in the game that can be entered though similar methods in [[Eastern Palace]] and [[Ice Palace]] to access those [[Fairy]] rooms but generally the one in Tower of Hera is the most useful. &lt;br /&gt;
&lt;br /&gt;
{{Warning|However there is one important exception: If a pot in the {{Dungeon Room|Hyrule Castle Tower|Tower Lobby|Hyrule Castle Tower Lobby}} is entered it will lead directly to the [[Ganon]] fight. This pot is refered to as [[Ganonpot]] and its use is  NOT ALLOWED in Competitive mode races.}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Rayden)|| Bootsless Method (Filistea)&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:Herapot_-_Rayden_Method.gif]] ||[[File:Herapot - Filistea Method.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Dracarys) || Superspeed Method&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Herapot-bootsless-dracarys.gif]] || [[File:Herapot-superspeed.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=OMP48-AbLUE Rayden's Herapot - Bootsless Method&lt;br /&gt;
*[https://www.youtube.com/watch?v=W7ujpeTPPwY Filistea's ALTTP Rando - Easy Hera Pot Tutorial (the not pixel perfect way)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=c0yb9XyQ5kg Coy's Herapot Tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mZ17Gl2sSXA Dracarys's Quick Herapot Tutorial (bootless)]&lt;br /&gt;
*[https://spannerisms.github.io/lightninground#bombspriteZ fmp's Bite-sized Explications  (Sprite altitude and bomb knockback)]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Rayden_bomb_position.png&amp;diff=5100</id>
		<title>File:Rayden bomb position.png</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Rayden_bomb_position.png&amp;diff=5100"/>
		<updated>2022-08-23T01:12:52Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Herapot_-_Rayden_Method.gif&amp;diff=5099</id>
		<title>File:Herapot - Rayden Method.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Herapot_-_Rayden_Method.gif&amp;diff=5099"/>
		<updated>2022-08-23T00:37:35Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: more herapot for the herapot gods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
more herapot for the herapot gods&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Prize_On_The_Eyes&amp;diff=4956</id>
		<title>Prize On The Eyes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Prize_On_The_Eyes&amp;diff=4956"/>
		<updated>2022-04-18T15:33:33Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added &amp;quot;fake bug net&amp;quot; example and description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Prize On The Eyes is a glitch that lets the player store an uncollected stun-prize item and then have it drop during the [[Vitreous]] fight instead.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Stun and then kill the falling yellow Zols (Slimes) on the floor before the Vitreous and then leave the stun prize item on the floor before heading upstairs. This will force at least one of the small eye balls to drop the stun prize item during the boss fight. The more stun-prize items left on the floor will correspond to more drops during the fight.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
This glitch can be useful to make the Vitreous boss fight easier depending on the stun prize that is available for the seed. Arrows, Bombs, Hearts, and Faeries can all be useful to store if the player is doing the fight with low equipment. Additionally, the game will attempt to put a fairy into a bottle when Vitreous attempts to attack with the small eye the fairy spawned from. This is sort of a &amp;quot;fake bug net&amp;quot; that can be used to put a fairy into a bottle even without actually having the item. &lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Prize on the Eyes - Green Rupee || Prize on the Eyes - Arrows || Prize on the Eyes - Fairy with &amp;quot;Fake Bug Net&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Prize on the Eyes.gif]] || [[File:Prize on the Eyes - Arrows Drop.gif]] || [[File:Prize on Eyes - Fake Bug Net.gif]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=4955</id>
		<title>Moldorm Bounce</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=4955"/>
		<updated>2022-04-18T15:23:47Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added bomb fuse image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Moldorm Bounce=&lt;br /&gt;
&lt;br /&gt;
The Moldorm Bounce is a glitch that utilizes a unique damage boost caused by taking damage and hitting Moldorm's head on the same frame. This damage boost causes the player to recoil a longer distance than a normal [[Bomb Jumps]] and is used to sequence break the Moldorm2 gap without Hookshot or utilizing [[Hover|Hovering]].&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
 [[File:Bomb frame.PNG||thumb|right|Last frame of the bomb explosion for a successful bounce. The bomb is starting to explode but Link has not yet taken damage]] [[File:Bomb_Fuse.png||thumb|right|All frames of the bomb fuse]]&lt;br /&gt;
There are three main components of the Moldorm Bounce: laying the bomb with the correct position and timing, putting Moldorm's head in a good position that will allow you to land on the South platform if you get the bounce, and hitting the head with your sword on the frame that the bomb explodes. These can each be accomplished in multiple ways, but you'll always lay the bomb first. To position the head, you can either bait a charge and hit Moldorm as he's moving or slash the tail to keep the head still where you want it. The latter is more consistent, but requires some tighter timing to get the final hit that will send you across the gap. The best way to land this hit is to select buffer and either use a regular slash timed by the bomb's color or to use a charged spin slash on the frame that the bomb explodes. A charged spin is recommended, but a regular slash can work if you run out of time for a spin.&lt;br /&gt;
&lt;br /&gt;
Here is one example setup that can be used, step by step:&lt;br /&gt;
# Bait Moldorm into the upper half of the left or right side of the arena if he's not there already. This will make his movement a bit more predictable and easier to manipulate.&lt;br /&gt;
# Face downwards and start charging a sword spin. &lt;br /&gt;
# Place a bomb near the bottom of the Moldorm2 arena. &lt;br /&gt;
# Position Link so that when the bomb explodes it will hurt Link and also so that the sword spin will hit Moldorm's head. &lt;br /&gt;
# As the bomb begins to explode, select buffer the explosion until the last frame before the bomb fully explodes and deals damage to the player. &lt;br /&gt;
# Once the final frame is buffered release B and close the menu so that the spin will release at the same time the bomb causes damage. &lt;br /&gt;
&lt;br /&gt;
If all goes correctly the player will get large boost that can be enough to launch Link across the gap.&lt;br /&gt;
&lt;br /&gt;
File:Bomb_Fuse.png&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
# Take some time to get familiar with Moldorm's movement patterns when practicing this. Most of his turns are RNG-based and unpredictable, but a familiarity with his movement can improve your reactions.&lt;br /&gt;
# You want to avoid unnecessary buffering, but it's useful for reacting to Moldorm's RNG and dodging him in addition to timing your hit with the bomb explosion.&lt;br /&gt;
# If you're trying to bait a charge from the upper half of the arena to the lower half, Moldorm can get stuck in the Southwest corners if you're standing too low. In some cases you'll need to stand above a certain Y position and move after he begins charging.&lt;br /&gt;
# Moldorm has a series of patterns that consist of a random turning of directions before charging directly at Link for a set of time. This charging can be utilized by baiting Moldorm into a corner before placing the bomb and then hoping for the charge pattern to happen at the correct timing. Additionally the player can damage Moldorm's tail to cause a small delay before Moldorm will charge at the player. This may require a large amount of trial and error in order to pull off.&lt;br /&gt;
# If you want to poke Moldorm's tail with your sword extended but don't want to lose your charge, you can save it by starting a dash when your sword makes contact with the tail then cancelling the dash, or by select buffering through the poke.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Moldorm Bounce Example &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Moldormbounce(buffered).gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial video]&lt;br /&gt;
*[https://tinyurl.com/moldormbounce malmo's Moldorm Bounce tutorial]&lt;br /&gt;
*[https://youtu.be/vxOACV0VnFU Coy's How To: Moldorm Bounce]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
*March 4th 2019:  A runner by the name of '''apathyduck'''  fell to Moldorm 2 in a unique way [https://clips.twitch.tv/BelovedNaiveWheelDendiFace (Twitch Clip)]. Apathyduck got hit by Moldorm on the exact same frame as their sword clinked it's head and Link was launched far into the pit. After this video was posted in the A Link to the Past Speedrunning Discord several users then immediately attempted to reproduce the launch effect. '''Blank''' and '''mkolser''' successfully reproduce the launching effect and oase28 first demonstrates its use to get across the Moldorm 2 gap ([https://youtu.be/cgJdLowzK9g YouTube reupload of an Discord Video link)]. This trick is then theorized to be useful in a new route of the Restricted Major Glitches Any% speedrun dubbed &amp;quot;Duck Ragu&amp;quot; or &amp;quot;Ambrosia&amp;quot; which would potentially skip the Pegasus Boots and Hookshot.&lt;br /&gt;
&lt;br /&gt;
*March 5th 2019: User '''Pinkus''' posts an explanation on how the large bounce happens into a Pastebin [https://pastebin.com/btMVh4bb &amp;quot;Super Jump finally in z3 too&amp;quot;]. User '''mkolser''' suggests using bomb to take the hit while slashing the Moldorm head and oase28 then demonstrates this is possible  [https://www.twitch.tv/videos/390980848 Twitch video] however the timing of the slash is still difficult with frame rules also being an issue.&lt;br /&gt;
&lt;br /&gt;
*August 1st 2019: Initial ALTTPR Racing Council is formed and the trick is default allowed in racing as an uncontroversial trick if the runner could actually perform it in a run.&lt;br /&gt;
&lt;br /&gt;
*September 9th 2019: A runner by the name of '''Osse''' demonstrates a viable method to perform the trick RTA that uses a spin attack to hit Moldorm's head at the same time as being hit by a bomb reducing the RNG component of the trick to only Moldorm's movements: [https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial].&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Bomb_Fuse.png&amp;diff=4954</id>
		<title>File:Bomb Fuse.png</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Bomb_Fuse.png&amp;diff=4954"/>
		<updated>2022-04-18T15:17:22Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: bomb fuse chart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
bomb fuse chart&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=4953</id>
		<title>Moldorm Bounce</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=4953"/>
		<updated>2022-04-18T15:06:35Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: removed tutorial video marked private&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Moldorm Bounce=&lt;br /&gt;
&lt;br /&gt;
The Moldorm Bounce is a glitch that utilizes a unique damage boost caused by taking damage and hitting Moldorm's head on the same frame. This damage boost causes the player to recoil a longer distance than a normal [[Bomb Jumps]] and is used to sequence break the Moldorm2 gap without Hookshot or utilizing [[Hover|Hovering]].&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
There are three main components of the Moldorm Bounce: laying the bomb with the correct position and timing, putting Moldorm's head in a good position that will allow you to land on the South platform if you get the bounce, and hitting the head with your sword on the frame that the bomb explodes. These can each be accomplished in multiple ways, but you'll always lay the bomb first. To position the head, you can either bait a charge and hit Moldorm as he's moving or slash the tail to keep the head still where you want it. The latter is more consistent, but requires some tighter timing to get the final hit that will send you across the gap. The best way to land this hit is to select buffer and either use a regular slash timed by the bomb's color or to use a charged spin slash on the frame that the bomb explodes. A charged spin is recommended, but a regular slash can work if you run out of time for a spin.&lt;br /&gt;
&lt;br /&gt;
Here is one example setup that can be used, step by step:&lt;br /&gt;
&lt;br /&gt;
# Bait Moldorm into the upper half of the left or right side of the arena if he's not there already. This will make his movement a bit more predictable and easier to manipulate.&lt;br /&gt;
# Face downwards and start charging a sword spin. &lt;br /&gt;
# Place a bomb near the bottom of the Moldorm2 arena. [[File:Bomb frame.PNG||thumb|right|Last frame of bomb explosion]]&lt;br /&gt;
# Position Link so that when the bomb explodes it will hurt Link and also so that the sword spin will hit Moldorm's head. &lt;br /&gt;
# As the bomb begins to explode, select buffer the explosion until the last frame before the bomb fully explodes and deals damage to the player. &lt;br /&gt;
# Once the final frame is buffered release B and close the menu so that the spin will release at the same time the bomb causes damage. &lt;br /&gt;
&lt;br /&gt;
If all goes correctly the player will get large boost that can be enough to launch Link across the gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
# Take some time to get familiar with Moldorm's movement patterns when practicing this. Most of his turns are RNG-based and unpredictable, but a familiarity with his movement can improve your reactions.&lt;br /&gt;
# You want to avoid unnecessary buffering, but it's useful for reacting to Moldorm's RNG and dodging him in addition to timing your hit with the bomb explosion.&lt;br /&gt;
# If you're trying to bait a charge from the upper half of the arena to the lower half, Moldorm can get stuck in the Southwest corners if you're standing too low. In some cases you'll need to stand above a certain Y position and move after he begins charging.&lt;br /&gt;
# Moldorm has a series of patterns that consist of a random turning of directions before charging directly at Link for a set of time. This charging can be utilized by baiting Moldorm into a corner before placing the bomb and then hoping for the charge pattern to happen at the correct timing. Additionally the player can damage Moldorm's tail to cause a small delay before Moldorm will charge at the player. This may require a large amount of trial and error in order to pull off.&lt;br /&gt;
# If you want to poke Moldorm's tail with your sword extended but don't want to lose your charge, you can save it by starting a dash when your sword makes contact with the tail then cancelling the dash, or by select buffering through the poke.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Moldorm Bounce Example &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Moldormbounce(buffered).gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial video]&lt;br /&gt;
*[https://tinyurl.com/moldormbounce malmo's Moldorm Bounce tutorial]&lt;br /&gt;
*[https://youtu.be/vxOACV0VnFU Coy's How To: Moldorm Bounce]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
*March 4th 2019:  A runner by the name of '''apathyduck'''  fell to Moldorm 2 in a unique way [https://clips.twitch.tv/BelovedNaiveWheelDendiFace (Twitch Clip)]. Apathyduck got hit by Moldorm on the exact same frame as their sword clinked it's head and Link was launched far into the pit. After this video was posted in the A Link to the Past Speedrunning Discord several users then immediately attempted to reproduce the launch effect. '''Blank''' and '''mkolser''' successfully reproduce the launching effect and oase28 first demonstrates its use to get across the Moldorm 2 gap ([https://youtu.be/cgJdLowzK9g YouTube reupload of an Discord Video link)]. This trick is then theorized to be useful in a new route of the Restricted Major Glitches Any% speedrun dubbed &amp;quot;Duck Ragu&amp;quot; or &amp;quot;Ambrosia&amp;quot; which would potentially skip the Pegasus Boots and Hookshot.&lt;br /&gt;
&lt;br /&gt;
*March 5th 2019: User '''Pinkus''' posts an explanation on how the large bounce happens into a Pastebin [https://pastebin.com/btMVh4bb &amp;quot;Super Jump finally in z3 too&amp;quot;]. User '''mkolser''' suggests using bomb to take the hit while slashing the Moldorm head and oase28 then demonstrates this is possible  [https://www.twitch.tv/videos/390980848 Twitch video] however the timing of the slash is still difficult with frame rules also being an issue.&lt;br /&gt;
&lt;br /&gt;
*August 1st 2019: Initial ALTTPR Racing Council is formed and the trick is default allowed in racing as an uncontroversial trick if the runner could actually perform it in a run.&lt;br /&gt;
&lt;br /&gt;
*September 9th 2019: A runner by the name of '''Osse''' demonstrates a viable method to perform the trick RTA that uses a spin attack to hit Moldorm's head at the same time as being hit by a bomb reducing the RNG component of the trick to only Moldorm's movements: [https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial].&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=4952</id>
		<title>Moldorm Bounce</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=4952"/>
		<updated>2022-04-18T15:05:48Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: updated video link for another broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Moldorm Bounce=&lt;br /&gt;
&lt;br /&gt;
The Moldorm Bounce is a glitch that utilizes a unique damage boost caused by taking damage and hitting Moldorm's head on the same frame. This damage boost causes the player to recoil a longer distance than a normal [[Bomb Jumps]] and is used to sequence break the Moldorm2 gap without Hookshot or utilizing [[Hover|Hovering]].&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
There are three main components of the Moldorm Bounce: laying the bomb with the correct position and timing, putting Moldorm's head in a good position that will allow you to land on the South platform if you get the bounce, and hitting the head with your sword on the frame that the bomb explodes. These can each be accomplished in multiple ways, but you'll always lay the bomb first. To position the head, you can either bait a charge and hit Moldorm as he's moving or slash the tail to keep the head still where you want it. The latter is more consistent, but requires some tighter timing to get the final hit that will send you across the gap. The best way to land this hit is to select buffer and either use a regular slash timed by the bomb's color or to use a charged spin slash on the frame that the bomb explodes. A charged spin is recommended, but a regular slash can work if you run out of time for a spin.&lt;br /&gt;
&lt;br /&gt;
Here is one example setup that can be used, step by step:&lt;br /&gt;
&lt;br /&gt;
# Bait Moldorm into the upper half of the left or right side of the arena if he's not there already. This will make his movement a bit more predictable and easier to manipulate.&lt;br /&gt;
# Face downwards and start charging a sword spin. &lt;br /&gt;
# Place a bomb near the bottom of the Moldorm2 arena. [[File:Bomb frame.PNG||thumb|right|Last frame of bomb explosion]]&lt;br /&gt;
# Position Link so that when the bomb explodes it will hurt Link and also so that the sword spin will hit Moldorm's head. &lt;br /&gt;
# As the bomb begins to explode, select buffer the explosion until the last frame before the bomb fully explodes and deals damage to the player. &lt;br /&gt;
# Once the final frame is buffered release B and close the menu so that the spin will release at the same time the bomb causes damage. &lt;br /&gt;
&lt;br /&gt;
If all goes correctly the player will get large boost that can be enough to launch Link across the gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
# Take some time to get familiar with Moldorm's movement patterns when practicing this. Most of his turns are RNG-based and unpredictable, but a familiarity with his movement can improve your reactions.&lt;br /&gt;
# You want to avoid unnecessary buffering, but it's useful for reacting to Moldorm's RNG and dodging him in addition to timing your hit with the bomb explosion.&lt;br /&gt;
# If you're trying to bait a charge from the upper half of the arena to the lower half, Moldorm can get stuck in the Southwest corners if you're standing too low. In some cases you'll need to stand above a certain Y position and move after he begins charging.&lt;br /&gt;
# Moldorm has a series of patterns that consist of a random turning of directions before charging directly at Link for a set of time. This charging can be utilized by baiting Moldorm into a corner before placing the bomb and then hoping for the charge pattern to happen at the correct timing. Additionally the player can damage Moldorm's tail to cause a small delay before Moldorm will charge at the player. This may require a large amount of trial and error in order to pull off.&lt;br /&gt;
# If you want to poke Moldorm's tail with your sword extended but don't want to lose your charge, you can save it by starting a dash when your sword makes contact with the tail then cancelling the dash, or by select buffering through the poke.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Moldorm Bounce Example &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Moldormbounce(buffered).gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial video]&lt;br /&gt;
*[https://www.youtube.com/watch?v=KaxiwaNwLKw Senen's 10min of Moldorm Bounce Practice]&lt;br /&gt;
*[https://tinyurl.com/moldormbounce malmo's Moldorm Bounce tutorial]&lt;br /&gt;
*[https://youtu.be/vxOACV0VnFU Coy's How To: Moldorm Bounce]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
*March 4th 2019:  A runner by the name of '''apathyduck'''  fell to Moldorm 2 in a unique way [https://clips.twitch.tv/BelovedNaiveWheelDendiFace (Twitch Clip)]. Apathyduck got hit by Moldorm on the exact same frame as their sword clinked it's head and Link was launched far into the pit. After this video was posted in the A Link to the Past Speedrunning Discord several users then immediately attempted to reproduce the launch effect. '''Blank''' and '''mkolser''' successfully reproduce the launching effect and oase28 first demonstrates its use to get across the Moldorm 2 gap ([https://youtu.be/cgJdLowzK9g YouTube reupload of an Discord Video link)]. This trick is then theorized to be useful in a new route of the Restricted Major Glitches Any% speedrun dubbed &amp;quot;Duck Ragu&amp;quot; or &amp;quot;Ambrosia&amp;quot; which would potentially skip the Pegasus Boots and Hookshot.&lt;br /&gt;
&lt;br /&gt;
*March 5th 2019: User '''Pinkus''' posts an explanation on how the large bounce happens into a Pastebin [https://pastebin.com/btMVh4bb &amp;quot;Super Jump finally in z3 too&amp;quot;]. User '''mkolser''' suggests using bomb to take the hit while slashing the Moldorm head and oase28 then demonstrates this is possible  [https://www.twitch.tv/videos/390980848 Twitch video] however the timing of the slash is still difficult with frame rules also being an issue.&lt;br /&gt;
&lt;br /&gt;
*August 1st 2019: Initial ALTTPR Racing Council is formed and the trick is default allowed in racing as an uncontroversial trick if the runner could actually perform it in a run.&lt;br /&gt;
&lt;br /&gt;
*September 9th 2019: A runner by the name of '''Osse''' demonstrates a viable method to perform the trick RTA that uses a spin attack to hit Moldorm's head at the same time as being hit by a bomb reducing the RNG component of the trick to only Moldorm's movements: [https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial].&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=4951</id>
		<title>Moldorm Bounce</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=4951"/>
		<updated>2022-04-18T14:59:22Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: fixed broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Moldorm Bounce=&lt;br /&gt;
&lt;br /&gt;
The Moldorm Bounce is a glitch that utilizes a unique damage boost caused by taking damage and hitting Moldorm's head on the same frame. This damage boost causes the player to recoil a longer distance than a normal [[Bomb Jumps]] and is used to sequence break the Moldorm2 gap without Hookshot or utilizing [[Hover|Hovering]].&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
There are three main components of the Moldorm Bounce: laying the bomb with the correct position and timing, putting Moldorm's head in a good position that will allow you to land on the South platform if you get the bounce, and hitting the head with your sword on the frame that the bomb explodes. These can each be accomplished in multiple ways, but you'll always lay the bomb first. To position the head, you can either bait a charge and hit Moldorm as he's moving or slash the tail to keep the head still where you want it. The latter is more consistent, but requires some tighter timing to get the final hit that will send you across the gap. The best way to land this hit is to select buffer and either use a regular slash timed by the bomb's color or to use a charged spin slash on the frame that the bomb explodes. A charged spin is recommended, but a regular slash can work if you run out of time for a spin.&lt;br /&gt;
&lt;br /&gt;
Here is one example setup that can be used, step by step:&lt;br /&gt;
&lt;br /&gt;
# Bait Moldorm into the upper half of the left or right side of the arena if he's not there already. This will make his movement a bit more predictable and easier to manipulate.&lt;br /&gt;
# Face downwards and start charging a sword spin. &lt;br /&gt;
# Place a bomb near the bottom of the Moldorm2 arena. [[File:Bomb frame.PNG||thumb|right|Last frame of bomb explosion]]&lt;br /&gt;
# Position Link so that when the bomb explodes it will hurt Link and also so that the sword spin will hit Moldorm's head. &lt;br /&gt;
# As the bomb begins to explode, select buffer the explosion until the last frame before the bomb fully explodes and deals damage to the player. &lt;br /&gt;
# Once the final frame is buffered release B and close the menu so that the spin will release at the same time the bomb causes damage. &lt;br /&gt;
&lt;br /&gt;
If all goes correctly the player will get large boost that can be enough to launch Link across the gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
# Take some time to get familiar with Moldorm's movement patterns when practicing this. Most of his turns are RNG-based and unpredictable, but a familiarity with his movement can improve your reactions.&lt;br /&gt;
# You want to avoid unnecessary buffering, but it's useful for reacting to Moldorm's RNG and dodging him in addition to timing your hit with the bomb explosion.&lt;br /&gt;
# If you're trying to bait a charge from the upper half of the arena to the lower half, Moldorm can get stuck in the Southwest corners if you're standing too low. In some cases you'll need to stand above a certain Y position and move after he begins charging.&lt;br /&gt;
# Moldorm has a series of patterns that consist of a random turning of directions before charging directly at Link for a set of time. This charging can be utilized by baiting Moldorm into a corner before placing the bomb and then hoping for the charge pattern to happen at the correct timing. Additionally the player can damage Moldorm's tail to cause a small delay before Moldorm will charge at the player. This may require a large amount of trial and error in order to pull off.&lt;br /&gt;
# If you want to poke Moldorm's tail with your sword extended but don't want to lose your charge, you can save it by starting a dash when your sword makes contact with the tail then cancelling the dash, or by select buffering through the poke.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Moldorm Bounce Example &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Moldormbounce(buffered).gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial video]&lt;br /&gt;
*[https://www.youtube.com/watch?v=KaxiwaNwLKw Senen's 10min of Moldorm Bounce Practice]&lt;br /&gt;
*[https://tinyurl.com/moldormbounce malmo's Moldorm Bounce tutorial]&lt;br /&gt;
*[https://youtu.be/vxOACV0VnFU Coy's How To: Moldorm Bounce]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
*March 4th 2019:  A runner by the name of '''apathyduck'''  fell to Moldorm 2 in a unique way [https://clips.twitch.tv/BelovedNaiveWheelDendiFace (Twitch Clip)]. Apathyduck got hit by Moldorm on the exact same frame as their sword clinked it's head and Link was launched far into the pit. After this video was posted in the A Link to the Past Speedrunning Discord several users then immediately attempted to reproduce the launch effect. '''Blank''' and '''mkolser''' successfully reproduce the launching effect and oase28 first demonstrates its use to get across the Moldorm 2 gap ([https://cdn.discordapp.com/attachments/138378732376162304/552244200909963267/2019-03-04_16-40-59.mp4= Discord Video link)]. This trick is then theorized to be useful in a new route of the Restricted Major Glitches Any% speedrun dubbed &amp;quot;Duck Ragu&amp;quot; or &amp;quot;Ambrosia&amp;quot; which would potentially skip the Pegasus Boots and Hookshot.&lt;br /&gt;
&lt;br /&gt;
*March 5th 2019: User '''Pinkus''' posts an explanation on how the large bounce happens into a Pastebin [https://pastebin.com/btMVh4bb &amp;quot;Super Jump finally in z3 too&amp;quot;]. User '''mkolser''' suggests using bomb to take the hit while slashing the Moldorm head and oase28 then demonstrates this is possible  [https://www.twitch.tv/videos/390980848 Twitch video] however the timing of the slash is still difficult with frame rules also being an issue.&lt;br /&gt;
&lt;br /&gt;
*August 1st 2019: Initial ALTTPR Racing Council is formed and the trick is default allowed in racing as an uncontroversial trick if the runner could actually perform it in a run.&lt;br /&gt;
&lt;br /&gt;
*September 9th 2019: A runner by the name of '''Osse''' demonstrates a viable method to perform the trick RTA that uses a spin attack to hit Moldorm's head at the same time as being hit by a bomb reducing the RNG component of the trick to only Moldorm's movements: [https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial].&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Super_Speed&amp;diff=4935</id>
		<title>Super Speed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Super_Speed&amp;diff=4935"/>
		<updated>2022-03-26T00:18:47Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added old superspeed tut from superskuj&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Superspeed is a glitched state that gives the player full dashing speed while still having full directional control of their movement. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
===Arming===&lt;br /&gt;
There are two different methods to arm super speed: &lt;br /&gt;
&lt;br /&gt;
*Charging a Swords-pin then pressing A exactly one frame after releasing the spin&lt;br /&gt;
*Doing an [[Item Dash]] with either the Hookshot or a Medallion by pressing Y + A on the same frame.&lt;br /&gt;
&lt;br /&gt;
If Link can no longer use the sword then spinspeed is armed. &lt;br /&gt;
&lt;br /&gt;
===Activating===&lt;br /&gt;
&lt;br /&gt;
Once super speed is armed, walk off a manual staircase without pressing left or right to activate the glitch. While active the player can use certain items such as the hookshot&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
&lt;br /&gt;
While in Superspeed state actions that will deactivate superspeed but not disarm it include:&lt;br /&gt;
*Taking damage&lt;br /&gt;
*Using Fire Rod, Ice Rod, or a Medallion&lt;br /&gt;
*Having a Somaria block on screen&lt;br /&gt;
&lt;br /&gt;
Actions that will deactivate and disarm the glitch include:&lt;br /&gt;
*Jumping off a ledge (touching a ledge in super speed will instantly quickhop)&lt;br /&gt;
*Charging a dash.&lt;br /&gt;
*Screen transitioning&lt;br /&gt;
*Using automatic stairs&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Common places to activate superspeed include:&lt;br /&gt;
&lt;br /&gt;
*Death Mountain Climb (Light and Dark World)&lt;br /&gt;
*Eastern Palace Overworld&lt;br /&gt;
*Eastern Palace Dungeon (Big Chest and Big Key Chest)&lt;br /&gt;
*Kakariko Village&lt;br /&gt;
*Village of Outcasts (Staircase and Thieve's Town Entrance)&lt;br /&gt;
*Swamp Palace Overworld&lt;br /&gt;
*Exiting Spike Cave&lt;br /&gt;
*Pyramid&lt;br /&gt;
&lt;br /&gt;
Additionally climbing stairs with the sword out or holding a bomb or Somaria block after activating super speed can greatly increase climbing speed and can typically be done on Death Mountain or entering Ganon's Tower.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spinspeed - Death Mountain || Hookspeed - Village of Outcasts || Hookspeed - Eastern Big Chest&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Superspeed-sword-DM.gif]] || [[File:Superspeed-hook-voo.gif]] || [[File:Superspeed-hook-EP.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Hookclimb - DM Stairs&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Superspeed-hookclimb.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Note==&lt;br /&gt;
&lt;br /&gt;
While superspeed is armed or active, pusing into some thin rails may clip inside of them and let you ledge hop out-of-bounds. This application is deemed major and should be avoided.&lt;br /&gt;
&lt;br /&gt;
==External Guides And Resources==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=Pvmi5DuR9rA superSKUJ's[Minor Glitches] Superspeed Tutorial]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Fake_Flippers&amp;diff=4934</id>
		<title>Fake Flippers</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Fake_Flippers&amp;diff=4934"/>
		<updated>2022-03-26T00:16:30Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added gamercal's older video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Fake Flippers]] is an exclusive JP 1.0 glitch that allows Link to swim without actually having the [[Flippers]]. This can be useful for sequence breaking item locations such as [[Hobo]], [[Waterfall Fairy]], and [[Zora's Domain]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
There are three main classifications on how to perform the [[Fake Flippers]].&lt;br /&gt;
&lt;br /&gt;
===[[Screen Transition]]===&lt;br /&gt;
&lt;br /&gt;
*Align yourself to the exact edge of a screen transition then jump into water while holding the direction into the transition. This will scroll the screen before Link can be booted out of the water giving him a swimming state.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Screen Transition]] ([[Lake Hylia]]) || [[Screen Transition]] ([[Qirn Jump]]) || [[Screen Transition]] ([[Hobo]] Area)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:FakeFlipper Transition.gif]] || [[File:Fakeflipper-qirnjump.gif]] || [[File:Fakeflippers-hobo.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Fairy Revival]]===&lt;br /&gt;
&lt;br /&gt;
*Have a [[fairy]] in a bottle and go to an area that you can jump into deep water. Jump into water and take a death before respawning out of the water (typically using a held bomb) and the fairy will revive Link and put him into a swimming state.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Fairy Revival]] ([[Dark Lake Hylia]])&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fakeflipper fairyrevival.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Splash Delete]]===&lt;br /&gt;
&lt;br /&gt;
*This method prevents the splash effect from occurring when Link jumps into the water by filling up all available [[ancilla]] slots before attempting to swim. It is the splashing effect itself that starts the game's routine to boot Link out of the water, so if the splash never spawns the game will never try to kick Link out giving a [[Fake Flippers]] state. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a list of common setups to delete the splash [[ancilla]] to activate [[Fake Flippers]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Fake Flippers Splash Deletion Setups&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 15em;&amp;quot; |Item Combination || style=&amp;quot;width: 20em;&amp;quot; | Notes || Example&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Arrow|32px}} {{Icon|Arrow|32px}} {{Icon|Arrow|32px}} {{Icon|Bomb|32px}} {{Icon|Bomb|32px}} || Shoot 3 arrows into wall, place two bombs, then jump in water || [[File:Splashdelete-arrow3bomb2.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Cane of Somaria|32px}} {{Icon|Bomb|32px}} {{Icon|Bomb|32px}} {{Icon|Magical Boomerang|32px}} || Place [[Somaria Block]], place two bombs, throw boomerang then jump in water while boomerang still active || [[File:Splashdelete-canebomb2redboom.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Cane of Somaria|32px}} {{Icon|Bomb|32px}} {{Icon|Bomb|32px}} {{Icon|Magical Boomerang|32px}} || Same as above but for Zora Ledge. Jump into the water facing left as close as you can to the bottom ledge. Place [[Somaria Block]], place two bombs, throw boomerang then quickly jump in water and swim to the ledge while boomerang still active to make the jump.  || [[File:Zoraledge-canebomb2redboom.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Bomb|32px}} {{Icon|Bomb|32px}} {{Icon|Magical Boomerang|32px}} {{Icon|Magical Boomerang/Clink|32px}} || Place 2 bombs, use boomerang and jump into water as the boomerang clinks against a wall || [[File:Bomb-bomb-redboom clink.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Arrow|32px}} {{Icon|Arrow|32px}} {{Icon|Magical Boomerang|32px}} {{Icon|Magical Boomerang/Clink|32px}} || Place 2 arrows, use boomerang and jump into water as the boomerang clinks against a wall || [[File:Splashdelete-arrow2redboomclink.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Bomb|32px}} {{Icon|Bomb|32px}} {{Icon|Cane of Somaria|32px}} {{Icon|Cane of Somaria/Explode|32px}} || Place two bombs, place [[Somaria Block]], then jump in water right after exploding block. Note one bomb can also work for this setup depending the number of active [[Somaria Shot]]s on screen  || [[File:Splashdelete-bomb2caneexplode.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|Bomb|32px}} {{Icon|Bomb|32px}} {{Icon|Ice Rod|32px}} {{Icon|Ice Rod|32px}} || Place two bombs, quickly shoot two Ice Rod shots, then jump in water. Note timing is finnicky due to Ice Rod particles active|| [[File:Splashdelete-bombbombiceice.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Working setups of splash delete are not limited to the examples shown above. Other setups can include the use of the [[Cane of Byrna]], [[Blue Boomerang]], [[Sword Beam]]s, or an activated [[Flute]] to help fill an [[ancilla]] slot. Using these items are a little more niche but can typically work well in tandem with [[Water Walk]] to access the [[Zora Ledge]] item.&lt;br /&gt;
&lt;br /&gt;
====Splash Delete Important Note====&lt;br /&gt;
&lt;br /&gt;
There are situations where the Splash Delete may not work due to a variable (slot index, $0C34) that can cause this method to fail. This variable can be set to an undesirable value by spamming arrows or the lamp which can happen during normal game play by fighting [[Armos Knights]] or [[Lanmolas]] with the [[Bow]], or draining your magic with the [[lamp]] to set up for [[Fake Powder]]. &lt;br /&gt;
&lt;br /&gt;
For a list of known setups on how to reset this variable to a working value check out [[Ancilla Slot Index]].&lt;br /&gt;
&lt;br /&gt;
===Other Execution Notes===&lt;br /&gt;
&lt;br /&gt;
While Link is using [[Fake Flippers]] there are several ways that can break Link out of the state:&lt;br /&gt;
*Moving onto dry land (Link will actually swim though shallow water while in [[Fake Flippers]])&lt;br /&gt;
*Taking Damage - Taking any damage while in [[Fake Flippers]] will attempt to respawn Link at the coordinates where he entered the water. If you are not on the same screen you began swimming from, this will cause the game to respawn you at invalid coordinates. Moving at this stage will likely cause an infinite screenwrap, [[hardlock]]ing the game and rendering you unable to save and quit. To be safe, you should always save and quit if you find yourself in a potential glitched state.&lt;br /&gt;
&lt;br /&gt;
==External Guides And Resources==&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/0YzkiaY3eys?t=864 Qirn's ALttP Stupid Tech: Water Traversal (Fake Flippers Section)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=AMNmjApe7EA Qirn's West DW to East DW Fake Flipper Setup (Qirn Jump)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=F-s9-2mgMlE Coy's Qirn Jump Tutorial]&lt;br /&gt;
* [https://www.youtube.com/watch?v=wI13P0-erkM Coy's Splash Delete Tutorial]&lt;br /&gt;
* [https://spannerisms.github.io/fakeflippers fmp's Glitch Explications  (Fake Flippers)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=TaA5Mgu3mlg Yagamoth's Easy Ice Rod + Bomb Fake Flipper setup for vertical ledges]&lt;br /&gt;
* [https://www.youtube.com/watch?v=enL-sV0DR6k gamercal's LoZ LttP Tutorial - Flipperless Water Traversal]&lt;br /&gt;
{{Elinks|{{PAGENAME}}|zelda3-speedrun}}&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=4686</id>
		<title>Moldorm Bounce</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=4686"/>
		<updated>2021-10-16T19:05:03Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: fixed a link for apathyduck's vid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Moldorm Bounce=&lt;br /&gt;
&lt;br /&gt;
The Moldorm Bounce is a glitch that utilizes a unique damage boost caused by taking damage and hitting Moldorm's head on the same frame. This damage boost causes the player to recoil a longer distance than a normal [[Bomb Jumps]] and is used to sequence break the Moldorm2 gap without Hookshot or utilizing [[Hover|Hovering]].&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
There are three main components of the Moldorm Bounce: laying the bomb with the correct position and timing, putting Moldorm's head in a good position that will allow you to land on the South platform if you get the bounce, and hitting the head with your sword on the frame that the bomb explodes. These can each be accomplished in multiple ways, but you'll always lay the bomb first. To position the head, you can either bait a charge and hit Moldorm as he's moving or slash the tail to keep the head still where you want it. The latter is more consistent, but requires some tighter timing to get the final hit that will send you across the gap. The best way to land this hit is to select buffer and either use a regular slash timed by the bomb's color or to use a charged spin slash on the frame that the bomb explodes. A charged spin is recommended, but a regular slash can work if you run out of time for a spin.&lt;br /&gt;
&lt;br /&gt;
Here is one example setup that can be used, step by step:&lt;br /&gt;
&lt;br /&gt;
# Bait Moldorm into the upper half of the left or right side of the arena if he's not there already. This will make his movement a bit more predictable and easier to manipulate.&lt;br /&gt;
# Face downwards and start charging a sword spin. &lt;br /&gt;
# Place a bomb near the bottom of the Moldorm2 arena. [[File:Bomb frame.PNG||thumb|right|Last frame of bomb explosion]]&lt;br /&gt;
# Position Link so that when the bomb explodes it will hurt Link and also so that the sword spin will hit Moldorm's head. &lt;br /&gt;
# As the bomb begins to explode, select buffer the explosion until the last frame before the bomb fully explodes and deals damage to the player. &lt;br /&gt;
# Once the final frame is buffered release B and close the menu so that the spin will release at the same time the bomb causes damage. &lt;br /&gt;
&lt;br /&gt;
If all goes correctly the player will get large boost that can be enough to launch Link across the gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
# Take some time to get familiar with Moldorm's movement patterns when practicing this. Most of his turns are RNG-based and unpredictable, but a familiarity with his movement can improve your reactions.&lt;br /&gt;
# You want to avoid unnecessary buffering, but it's useful for reacting to Moldorm's RNG and dodging him in addition to timing your hit with the bomb explosion.&lt;br /&gt;
# If you're trying to bait a charge from the upper half of the arena to the lower half, Moldorm can get stuck in the Southwest corners if you're standing too low. In some cases you'll need to stand above a certain Y position and move after he begins charging.&lt;br /&gt;
# Moldorm has a series of patterns that consist of a random turning of directions before charging directly at Link for a set of time. This charging can be utilized by baiting Moldorm into a corner before placing the bomb and then hoping for the charge pattern to happen at the correct timing. Additionally the player can damage Moldorm's tail to cause a small delay before Moldorm will charge at the player. This may require a large amount of trial and error in order to pull off.&lt;br /&gt;
# If you want to poke Moldorm's tail with your sword extended but don't want to lose your charge, you can save it by starting a dash when your sword makes contact with the tail then cancelling the dash, or by select buffering through the poke.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Moldorm Bounce Example &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Moldormbounce(buffered).gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial video]&lt;br /&gt;
*[https://www.youtube.com/watch?v=KaxiwaNwLKw Senen's 10min of Moldorm Bounce Practice]&lt;br /&gt;
*[https://tinyurl.com/moldormbounce malmo's Moldorm Bounce tutorial]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
*March 4th 2019:  A runner by the name of '''apathyduck'''  fell to Moldorm 2 in a unique way [https://clips.twitch.tv/BelovedNaiveWheelDendiFace (Twitch Clip)]. Apathyduck got hit by Moldorm on the exact same frame as their sword clinked it's head and Link was launched far into the pit. After this video was posted in the A Link to the Past Speedrunning Discord several users then immediately attempted to reproduce the launch effect. '''Blank''' and '''mkolser''' successfully reproduce the launching effect and oase28 first demonstrates its use to get across the Moldorm 2 gap ([https://cdn.discordapp.com/attachments/138378732376162304/552244200909963267/2019-03-04_16-40-59.mp4= Discord Video link)]. This trick is then theorized to be useful in a new route of the Restricted Major Glitches Any% speedrun dubbed &amp;quot;Duck Ragu&amp;quot; or &amp;quot;Ambrosia&amp;quot; which would potentially skip the Pegasus Boots and Hookshot.&lt;br /&gt;
&lt;br /&gt;
*March 5th 2019: User '''Pinkus''' posts an explanation on how the large bounce happens into a Pastebin [https://pastebin.com/btMVh4bb &amp;quot;Super Jump finally in z3 too&amp;quot;]. User '''mkolser''' suggests using bomb to take the hit while slashing the Moldorm head and oase28 then demonstrates this is possible  [https://www.twitch.tv/videos/390980848= Twitch video] however the timing of the slash is still difficult with frame rules also being an issue.&lt;br /&gt;
&lt;br /&gt;
*August 1st 2019: Initial ALTTPR Racing Council is formed and the trick is default allowed in racing as an uncontroversial trick if the runner could actually perform it in a run.&lt;br /&gt;
&lt;br /&gt;
*September 9th 2019: A runner by the name of '''Osse''' demonstrates a viable method to perform the trick RTA that uses a spin attack to hit Moldorm's head at the same time as being hit by a bomb reducing the RNG component of the trick to only Moldorm's movements: [https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial].&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=4685</id>
		<title>Moldorm Bounce</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=4685"/>
		<updated>2021-10-16T19:01:57Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added malmo's tutorial, direct doc link if needed later https://docs.google.com/document/d/1WYC1EPZJFnWAPbtzlwvrPhUBMuaR3KSuANVett2NAG8/edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Moldorm Bounce=&lt;br /&gt;
&lt;br /&gt;
The Moldorm Bounce is a glitch that utilizes a unique damage boost caused by taking damage and hitting Moldorm's head on the same frame. This damage boost causes the player to recoil a longer distance than a normal [[Bomb Jumps]] and is used to sequence break the Moldorm2 gap without Hookshot or utilizing [[Hover|Hovering]].&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
There are three main components of the Moldorm Bounce: laying the bomb with the correct position and timing, putting Moldorm's head in a good position that will allow you to land on the South platform if you get the bounce, and hitting the head with your sword on the frame that the bomb explodes. These can each be accomplished in multiple ways, but you'll always lay the bomb first. To position the head, you can either bait a charge and hit Moldorm as he's moving or slash the tail to keep the head still where you want it. The latter is more consistent, but requires some tighter timing to get the final hit that will send you across the gap. The best way to land this hit is to select buffer and either use a regular slash timed by the bomb's color or to use a charged spin slash on the frame that the bomb explodes. A charged spin is recommended, but a regular slash can work if you run out of time for a spin.&lt;br /&gt;
&lt;br /&gt;
Here is one example setup that can be used, step by step:&lt;br /&gt;
&lt;br /&gt;
# Bait Moldorm into the upper half of the left or right side of the arena if he's not there already. This will make his movement a bit more predictable and easier to manipulate.&lt;br /&gt;
# Face downwards and start charging a sword spin. &lt;br /&gt;
# Place a bomb near the bottom of the Moldorm2 arena. [[File:Bomb frame.PNG||thumb|right|Last frame of bomb explosion]]&lt;br /&gt;
# Position Link so that when the bomb explodes it will hurt Link and also so that the sword spin will hit Moldorm's head. &lt;br /&gt;
# As the bomb begins to explode, select buffer the explosion until the last frame before the bomb fully explodes and deals damage to the player. &lt;br /&gt;
# Once the final frame is buffered release B and close the menu so that the spin will release at the same time the bomb causes damage. &lt;br /&gt;
&lt;br /&gt;
If all goes correctly the player will get large boost that can be enough to launch Link across the gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
# Take some time to get familiar with Moldorm's movement patterns when practicing this. Most of his turns are RNG-based and unpredictable, but a familiarity with his movement can improve your reactions.&lt;br /&gt;
# You want to avoid unnecessary buffering, but it's useful for reacting to Moldorm's RNG and dodging him in addition to timing your hit with the bomb explosion.&lt;br /&gt;
# If you're trying to bait a charge from the upper half of the arena to the lower half, Moldorm can get stuck in the Southwest corners if you're standing too low. In some cases you'll need to stand above a certain Y position and move after he begins charging.&lt;br /&gt;
# Moldorm has a series of patterns that consist of a random turning of directions before charging directly at Link for a set of time. This charging can be utilized by baiting Moldorm into a corner before placing the bomb and then hoping for the charge pattern to happen at the correct timing. Additionally the player can damage Moldorm's tail to cause a small delay before Moldorm will charge at the player. This may require a large amount of trial and error in order to pull off.&lt;br /&gt;
# If you want to poke Moldorm's tail with your sword extended but don't want to lose your charge, you can save it by starting a dash when your sword makes contact with the tail then cancelling the dash, or by select buffering through the poke.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Moldorm Bounce Example &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Moldormbounce(buffered).gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial video]&lt;br /&gt;
*[https://www.youtube.com/watch?v=KaxiwaNwLKw Senen's 10min of Moldorm Bounce Practice]&lt;br /&gt;
*[https://tinyurl.com/moldormbounce malmo's Moldorm Bounce tutorial]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
*March 4th 2019:  A runner by the name of '''apathyduck'''  fell to Moldorm 2 in a unique way [https://clips.twitch.tv/BelovedNaiveWheelDendiFace= (Twitch Clip)]. Apathyduck got hit by Moldorm on the exact same frame as their sword clinked it's head and Link was launched far into the pit. After this video was posted in the A Link to the Past Speedrunning Discord several users then immediately attempted to reproduce the launch effect. '''Blank''' and '''mkolser''' successfully reproduce the launching effect and oase28 first demonstrates its use to get across the Moldorm 2 gap ([https://cdn.discordapp.com/attachments/138378732376162304/552244200909963267/2019-03-04_16-40-59.mp4= Discord Video link)]. This trick is then theorized to be useful in a new route of the Restricted Major Glitches Any% speedrun dubbed &amp;quot;Duck Ragu&amp;quot; or &amp;quot;Ambrosia&amp;quot; which would potentially skip the Pegasus Boots and Hookshot.&lt;br /&gt;
&lt;br /&gt;
*March 5th 2019: User '''Pinkus''' posts an explanation on how the large bounce happens into a Pastebin [https://pastebin.com/btMVh4bb &amp;quot;Super Jump finally in z3 too&amp;quot;]. User '''mkolser''' suggests using bomb to take the hit while slashing the Moldorm head and oase28 then demonstrates this is possible  [https://www.twitch.tv/videos/390980848= Twitch video] however the timing of the slash is still difficult with frame rules also being an issue.&lt;br /&gt;
&lt;br /&gt;
*August 1st 2019: Initial ALTTPR Racing Council is formed and the trick is default allowed in racing as an uncontroversial trick if the runner could actually perform it in a run.&lt;br /&gt;
&lt;br /&gt;
*September 9th 2019: A runner by the name of '''Osse''' demonstrates a viable method to perform the trick RTA that uses a spin attack to hit Moldorm's head at the same time as being hit by a bomb reducing the RNG component of the trick to only Moldorm's movements: [https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial].&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=4619</id>
		<title>Herapot</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=4619"/>
		<updated>2021-07-10T22:35:07Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added new example gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Herapot]] is a special version type of a [[Rail Clipping|Rail Clip]] that allows the player to access the secret [[Fairy Room]] in the [[Tower of Hera]] by using a [[Bomb Boost]] and the [[Hookshot]] to pass though the half-tile side of the pot on the first floor and falling though the hole. This allows the player to access top of [[Hera]] without needing the [[Big Key]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Entering the [[Herapot]] is done in two steps: &lt;br /&gt;
&lt;br /&gt;
# Clip one pixel into the left side of the pot by utilizing a [[Bomb Boost]] or [[superspeed]].&lt;br /&gt;
# Use the [[Hookshot]] to grapple the inside of the pot then fall into the hole.&lt;br /&gt;
&lt;br /&gt;
===Step One: Clipping into the [[Herapot]]===&lt;br /&gt;
The general setup for the clip into the pot places a bomb at a specific location and adjusts the player to another specific location to get the correct damage boost trajectory into the pot and then needs to have Link face right to use the [[Hookshot]] in the next step. While the player positioning needs to be precise to get the correct bomb boost there are actually many valid pairs of coordinates for bomb-placement and Link-position to clip into the pot. These coordinate pairs can be different however depending on which direction Link is facing.&lt;br /&gt;
&lt;br /&gt;
====[[Boots]] Setup====&lt;br /&gt;
&lt;br /&gt;
If the player has [[Boots]] they can use a [[Dash-Turn]] to change Link's direction after the damage boost. This allows the player to place a bomb facing left and then only have to adjust Link's y-position while still facing the same direction before the bomb goes off (typically by [[Sword Charge|Sword Charging]]). &lt;br /&gt;
&lt;br /&gt;
These are some examples of valid coordinate pairs using [[Boots]] setup. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Position || Damage Position&lt;br /&gt;
|-&lt;br /&gt;
! E8F , E61|| E8F , E5A&lt;br /&gt;
|-&lt;br /&gt;
! E8F , E62|| E8F , E5B&lt;br /&gt;
|-&lt;br /&gt;
! E8F , E60|| E8F , E59&lt;br /&gt;
|}&lt;br /&gt;
Note: coordinates are in hexadecimal and taken with assistance of the [[Practice Hack]]. For use during actual runs a visual cue should be determined for positioning.&lt;br /&gt;
====Bootsless Setup====&lt;br /&gt;
&lt;br /&gt;
Bootsless setups are very similar to that of [[Boots]] setups except that Link must be facing right before the damage boost. This makes positioning slightly more complicated after the bomb is placed since both Link's X and Y coordinates have to be adjusted during the bomb's fuse timer. However it is recommended learning a Bootsless setup first due to the fact it will always be an option.&lt;br /&gt;
&lt;br /&gt;
These are some examples of valid coordinate pairs using Bootsless setup.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Position || Damage Position&lt;br /&gt;
|-&lt;br /&gt;
! E8F , E61|| E8D , E5A&lt;br /&gt;
|-&lt;br /&gt;
! E8F , E62|| E8D , E5B&lt;br /&gt;
|-&lt;br /&gt;
! E8F , E60|| E8D , E59&lt;br /&gt;
|-&lt;br /&gt;
! E88 , E60|| E89 , E59&lt;br /&gt;
|-&lt;br /&gt;
! E83 , E70|| E86 , E60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|Important Note about Bomb Setups: There is an situation where the game can cause strange behavior with how bombs can knock-back the player. If an enemy in Sprite Slot 0 dies and leaves an item behind, and Link collects this item while it is still floating in the air, then it can set an altitude value that will affect the bomb knock back. The [[Mini-Moldorm]] enemy in the {{Dungeon Room|Tower of Hera|Hera Lobby}} is such an enemy in Sprite Slot 0 and caution should be taken to not pick up any item it drops.}}&lt;br /&gt;
&lt;br /&gt;
{{Warning|To fix a broken bomb trajectory simply exit and re-enter the dungeon or use the stairs to change to a new supertile.}}&lt;br /&gt;
&lt;br /&gt;
====[[Spinspeed]] Setup====&lt;br /&gt;
&lt;br /&gt;
This method utilizes the ability to slightly clip into the pot using [[superspeed]] gained from the {{Dungeon Location|Tower of Hera|Map Chest|Map Chest}} pedestal instead of a [[Bomb Boost]]. This is done activating [[superspeed]] and then lining up with the upper wall with the downstairs door. From here there are several methods to get into the pot. One example is to tap right to get to an X-coordinate of '''E7C''' then then hold {{B|v&amp;gt;}} diagonal for about 8 frames to get into position. This method can be difficult to pull off since it is very easy to overshoot the position into the pot from the fast movement speed.&lt;br /&gt;
&lt;br /&gt;
===Step Two: [[Hookshot]] Into the Pot===&lt;br /&gt;
&lt;br /&gt;
Once the player has the proper position from Step One, use the [[Hookshot]] to grapple onto the inside of the pot. Once inside press {{B|&amp;lt;}} once then then hold {{B|^}} to fall into the hole. If any other directions are held while trying to fall in the hole there is a significant risk of setting stuck inside the pot and causing a [[softlock]] requiring the player to [[Save &amp;amp; Quit]] (using the Mirror will not work)&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
There are other pots in the game that can be entered though similar methods in [[Eastern Palace]] and [[Ice Palace]] to access those [[Fairy]] rooms but generally the one in Tower of Hera is the most useful. &lt;br /&gt;
&lt;br /&gt;
{{Warning|However there is one important exception: If a pot in the {{Dungeon Room|Hyrule Castle Tower|Tower Lobby|Hyrule Castle Tower Lobby}} is entered it will lead directly to the [[Ganon]] fight. This pot is refered to as [[Ganonpot]] and its use is  NOT ALLOWED in Competitive mode races.}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Dracarys)|| Bootsless Method (Double Bomb)&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:Herapot-bootsless-dracarys.gif]] ||[[File:Herapot-bootsless2bomb.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Filistea) || Superspeed Method&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Herapot - Filistea Method.gif]] || [[File:Herapot-superspeed.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=c0yb9XyQ5kg Coy's Herapot Tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=W7ujpeTPPwY Filistea's ALTTP Rando - Easy Hera Pot Tutorial (the not pixel perfect way)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mZ17Gl2sSXA Dracarys's Quick Herapot Tutorial (bootless)]&lt;br /&gt;
*[https://spannerisms.github.io/lightninground#bombspriteZ fmp's Bite-sized Explications  (Sprite altitude and bomb knockback)]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Herapot_-_Filistea_Method.gif&amp;diff=4618</id>
		<title>File:Herapot - Filistea Method.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Herapot_-_Filistea_Method.gif&amp;diff=4618"/>
		<updated>2021-07-10T22:32:53Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=4617</id>
		<title>Herapot</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Herapot&amp;diff=4617"/>
		<updated>2021-07-10T22:24:06Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added Filistea's tutorial video in guides section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Herapot]] is a special version type of a [[Rail Clipping|Rail Clip]] that allows the player to access the secret [[Fairy Room]] in the [[Tower of Hera]] by using a [[Bomb Boost]] and the [[Hookshot]] to pass though the half-tile side of the pot on the first floor and falling though the hole. This allows the player to access top of [[Hera]] without needing the [[Big Key]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Entering the [[Herapot]] is done in two steps: &lt;br /&gt;
&lt;br /&gt;
# Clip one pixel into the left side of the pot by utilizing a [[Bomb Boost]] or [[superspeed]].&lt;br /&gt;
# Use the [[Hookshot]] to grapple the inside of the pot then fall into the hole.&lt;br /&gt;
&lt;br /&gt;
===Step One: Clipping into the [[Herapot]]===&lt;br /&gt;
The general setup for the clip into the pot places a bomb at a specific location and adjusts the player to another specific location to get the correct damage boost trajectory into the pot and then needs to have Link face right to use the [[Hookshot]] in the next step. While the player positioning needs to be precise to get the correct bomb boost there are actually many valid pairs of coordinates for bomb-placement and Link-position to clip into the pot. These coordinate pairs can be different however depending on which direction Link is facing.&lt;br /&gt;
&lt;br /&gt;
====[[Boots]] Setup====&lt;br /&gt;
&lt;br /&gt;
If the player has [[Boots]] they can use a [[Dash-Turn]] to change Link's direction after the damage boost. This allows the player to place a bomb facing left and then only have to adjust Link's y-position while still facing the same direction before the bomb goes off (typically by [[Sword Charge|Sword Charging]]). &lt;br /&gt;
&lt;br /&gt;
These are some examples of valid coordinate pairs using [[Boots]] setup. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Position || Damage Position&lt;br /&gt;
|-&lt;br /&gt;
! E8F , E61|| E8F , E5A&lt;br /&gt;
|-&lt;br /&gt;
! E8F , E62|| E8F , E5B&lt;br /&gt;
|-&lt;br /&gt;
! E8F , E60|| E8F , E59&lt;br /&gt;
|}&lt;br /&gt;
Note: coordinates are in hexadecimal and taken with assistance of the [[Practice Hack]]. For use during actual runs a visual cue should be determined for positioning.&lt;br /&gt;
====Bootsless Setup====&lt;br /&gt;
&lt;br /&gt;
Bootsless setups are very similar to that of [[Boots]] setups except that Link must be facing right before the damage boost. This makes positioning slightly more complicated after the bomb is placed since both Link's X and Y coordinates have to be adjusted during the bomb's fuse timer. However it is recommended learning a Bootsless setup first due to the fact it will always be an option.&lt;br /&gt;
&lt;br /&gt;
These are some examples of valid coordinate pairs using Bootsless setup.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Position || Damage Position&lt;br /&gt;
|-&lt;br /&gt;
! E8F , E61|| E8D , E5A&lt;br /&gt;
|-&lt;br /&gt;
! E8F , E62|| E8D , E5B&lt;br /&gt;
|-&lt;br /&gt;
! E8F , E60|| E8D , E59&lt;br /&gt;
|-&lt;br /&gt;
! E88 , E60|| E89 , E59&lt;br /&gt;
|-&lt;br /&gt;
! E83 , E70|| E86 , E60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|Important Note about Bomb Setups: There is an situation where the game can cause strange behavior with how bombs can knock-back the player. If an enemy in Sprite Slot 0 dies and leaves an item behind, and Link collects this item while it is still floating in the air, then it can set an altitude value that will affect the bomb knock back. The [[Mini-Moldorm]] enemy in the {{Dungeon Room|Tower of Hera|Hera Lobby}} is such an enemy in Sprite Slot 0 and caution should be taken to not pick up any item it drops.}}&lt;br /&gt;
&lt;br /&gt;
{{Warning|To fix a broken bomb trajectory simply exit and re-enter the dungeon or use the stairs to change to a new supertile.}}&lt;br /&gt;
&lt;br /&gt;
====[[Spinspeed]] Setup====&lt;br /&gt;
&lt;br /&gt;
This method utilizes the ability to slightly clip into the pot using [[superspeed]] gained from the {{Dungeon Location|Tower of Hera|Map Chest|Map Chest}} pedestal instead of a [[Bomb Boost]]. This is done activating [[superspeed]] and then lining up with the upper wall with the downstairs door. From here there are several methods to get into the pot. One example is to tap right to get to an X-coordinate of '''E7C''' then then hold {{B|v&amp;gt;}} diagonal for about 8 frames to get into position. This method can be difficult to pull off since it is very easy to overshoot the position into the pot from the fast movement speed.&lt;br /&gt;
&lt;br /&gt;
===Step Two: [[Hookshot]] Into the Pot===&lt;br /&gt;
&lt;br /&gt;
Once the player has the proper position from Step One, use the [[Hookshot]] to grapple onto the inside of the pot. Once inside press {{B|&amp;lt;}} once then then hold {{B|^}} to fall into the hole. If any other directions are held while trying to fall in the hole there is a significant risk of setting stuck inside the pot and causing a [[softlock]] requiring the player to [[Save &amp;amp; Quit]] (using the Mirror will not work)&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
There are other pots in the game that can be entered though similar methods in [[Eastern Palace]] and [[Ice Palace]] to access those [[Fairy]] rooms but generally the one in Tower of Hera is the most useful. &lt;br /&gt;
&lt;br /&gt;
{{Warning|However there is one important exception: If a pot in the {{Dungeon Room|Hyrule Castle Tower|Tower Lobby|Hyrule Castle Tower Lobby}} is entered it will lead directly to the [[Ganon]] fight. This pot is refered to as [[Ganonpot]] and its use is  NOT ALLOWED in Competitive mode races.}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bootsless Method (Dracarys)|| Bootsless Method (Double Bomb)&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:Herapot-bootsless-dracarys.gif]] ||[[File:Herapot-bootsless2bomb.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Boots Method || Superspeed Method&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Herapot-boots .gif]] || [[File:Herapot-superspeed.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=c0yb9XyQ5kg Coy's Herapot Tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=W7ujpeTPPwY Filistea's ALTTP Rando - Easy Hera Pot Tutorial (the not pixel perfect way)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mZ17Gl2sSXA Dracarys's Quick Herapot Tutorial (bootless)]&lt;br /&gt;
*[https://spannerisms.github.io/lightninground#bombspriteZ fmp's Bite-sized Explications  (Sprite altitude and bomb knockback)]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Bomb_Jumps&amp;diff=4591</id>
		<title>Bomb Jumps</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Bomb_Jumps&amp;diff=4591"/>
		<updated>2021-06-16T00:49:26Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: gif change to fit the rest and some other stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bomb Jumps=&lt;br /&gt;
&lt;br /&gt;
Bomb Jumps are an exploit that allows Link to cross small gaps using the knock-back damage from a bomb.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
There are two general methods to set up a bomb jump: Manually placing Link within 1-2 pixels of the edge of the pit or using a bonk.&lt;br /&gt;
&lt;br /&gt;
===Edge Lineup Method===&lt;br /&gt;
&lt;br /&gt;
For most bomb jumps the player just has to get within 1 or 2 pixels from the edge of the pit for a bomb jump to be sucessful. This can be done by holding out Link's sword and tapping backing up towards the edge without falling using a visual cue such Link's shadow. Once lined up, place a bomb and it should boost the player across a 2 tile wide gap. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Jump - Edge Lineup&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-edgelineup.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spin Setup for Edges===&lt;br /&gt;
&lt;br /&gt;
There is a special setup for getting to within one pixel of the edge of a pit by using a sword-spin. As Link gets close to the edge of a hole there is typically a special slipping animation before Link falls. If the player releases the spin during this animation while holding the direction away from the hole they will be placed on the edge of the pit.&lt;br /&gt;
&lt;br /&gt;
# Charge a sword spin and walk in the direction TOWARDS the hole.&lt;br /&gt;
# As soon as Link visually starts slipping start holding the direction AWAY from the hole.&lt;br /&gt;
# While pressing AWAY from the whole and still in the slipping animation release the sword spin and stop holding any directions during the spin.&lt;br /&gt;
# Link should now be on the last pixel on the edge of the hole.&lt;br /&gt;
&lt;br /&gt;
A benefit to this method is that it allows the player to place a bomb before the edge line up and can saves a little bit of time waiting for the bomb fuse.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Jump - Spin Setup&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:Bombjump-spinsetup.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bonk Method===&lt;br /&gt;
&lt;br /&gt;
On some pits the player can utilize a bonk just before a bomb explodes to give a wider range of up to 6 pixels away from the edge to get across the gap. This is mainly be used in the Tower of Hera or Skull Woods to cross the gap to the big chests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Jump Bonk Setup&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-bonksetup.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Dash Method===&lt;br /&gt;
&lt;br /&gt;
An [[Item Dash]] toward a pit can also be used to align on the closest pixel next to the hole. With certain items that have an animation at the end of the dash (such as the Hammer, Bow, Cane of Somaria, Magic Powder, etc.) the player can press away from the pit while in the slipping animation to finish using the item stopping all motion. This is similar in execution as the Spin Setup.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item Dash Setup (Hammer)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pit Lineup - Item Dash Setup Full.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Setups===&lt;br /&gt;
&lt;br /&gt;
In addition to the general setups there a some special bomb jumps that require more precise setups to cross the intended gap:&lt;br /&gt;
&lt;br /&gt;
====Ice Palace Bomb Jump====&lt;br /&gt;
&lt;br /&gt;
The Ice Palace Bomb Jump (IPBJ) requires two different alignments to get the proper diagonal trajectory to make it across the gap. [[:File:Ipbj setup.png|This IPBJ setup guide]] can serve as a guide to show valid positions&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ice Palace Bomb Jump&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-ipbj.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Spectacle Rock Bomb Jump====&lt;br /&gt;
&lt;br /&gt;
This bomb jump is fairly unique in that it crosses a 3 tile gap. If the player a pixel or two into the right side wall before moving down into the bomb jump it will give an extra boost to make it across the gap&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spectacle Rock Bomb Jump &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-specrock.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Turtle Rock Big Chest====&lt;br /&gt;
This is another bomb jump that can cross a 3 tile gap . If the player position themselves so that the bomb slightly clips Link into the rail it will give the extra boost to make it to the Big Chest. A visual guide to the valid coordinates for this bomb jump can be seen in the image below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Turtle Rock Big Chest Bomb Jump || Working Positions (courtesy of Chexhuman)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-TR Big Chest.gif]] || [[File:Turtlerock-bombjump-positions.png]]&lt;br /&gt;
|}&lt;br /&gt;
==Uses and Examples==&lt;br /&gt;
&lt;br /&gt;
Other places in the game where bomb jumps can be useful:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skull Woods Big Chest || Skull Woods Mummy Hellway&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:Bombjump-sw-bigchest.gif]] || [[File:Bombjump-sw-hellway.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ice Palace Freezor Room || Ice Palace Hookshot Room&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-ip-freezor.gif]] || [[File:Bombjump-ip-hsroom.gif]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ganon's Tower Left Side || Ganon's Tower Right Side&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-gt-leftside.gif]] || [[File:Bombjump-gt-rightside.gif]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Paradox Cave || GT - Bob's Chest Mistake&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-paradox.gif]] || [[File:Bombjump-gt-bobschest.gif]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Misery Mire - Big Key Room&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bomb Jump - Mire Big Key Chest Room.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=ZUXbQ23Pxyg Gamercal's LoZ: ALttP Randomizer Tech - Bomb Jumps ]&lt;br /&gt;
*[https://www.youtube.com/watch?v=urcOrZUpWFY Coy's How To: Bomb Jump]&lt;br /&gt;
*[https://spannerisms.github.io/lightninground#bombspriteZ fmp's Bite-sized Explications  (Sprite altitude and bomb knockback)]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Pit_Lineup_-_Item_Dash_Setup_Full.gif&amp;diff=4590</id>
		<title>File:Pit Lineup - Item Dash Setup Full.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Pit_Lineup_-_Item_Dash_Setup_Full.gif&amp;diff=4590"/>
		<updated>2021-06-16T00:47:34Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Bomb_Jumps&amp;diff=4589</id>
		<title>Bomb Jumps</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Bomb_Jumps&amp;diff=4589"/>
		<updated>2021-06-16T00:30:52Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added item dash setup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bomb Jumps=&lt;br /&gt;
&lt;br /&gt;
Bomb Jumps are an exploit that allows Link to cross small gaps using the knock-back damage from a bomb.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
There are two general methods to set up a bomb jump: Manually placing Link within 1-2 pixels of the edge of the pit or using a bonk.&lt;br /&gt;
&lt;br /&gt;
===Edge Lineup Method===&lt;br /&gt;
&lt;br /&gt;
For most bomb jumps the player just has to get within 1 or 2 pixels from the edge of the pit for a bomb jump to be sucessful. This can be done by holding out Link's sword and tapping backing up towards the edge without falling using a visual cue such Link's shadow. Once lined up, place a bomb and it should boost the player across a 2 tile wide gap. &lt;br /&gt;
&lt;br /&gt;
===Spin Setup for Edges===&lt;br /&gt;
&lt;br /&gt;
There is a special setup for getting to within one pixel of the edge of a pit by using a sword-spin. As Link gets close to the edge of a hole there is typically a special slipping animation before Link falls. If the player releases the spin during this animation while holding the direction away from the hole they will be placed on the edge of the pit.&lt;br /&gt;
&lt;br /&gt;
# Charge a sword spin and walk in the direction TOWARDS the hole.&lt;br /&gt;
# As soon as Link visually starts slipping start holding the direction AWAY from the hole.&lt;br /&gt;
# While pressing AWAY from the whole and still in the slipping animation release the sword spin and stop holding any directions during the spin.&lt;br /&gt;
# Link should now be on the last pixel on the edge of the hole.&lt;br /&gt;
&lt;br /&gt;
A benefit to this method is that it allows the player to place a bomb before the edge line up and can saves a little bit of time waiting for the bomb fuse.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Jump - Edge Lineup || Bomb Jump - Spin Setup&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-edgelineup.gif]] || [[File:Bombjump-spinsetup.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bonk Method===&lt;br /&gt;
&lt;br /&gt;
On some pits the player can utilize a bonk just before a bomb explodes to give a wider range of up to 6 pixels away from the edge to get across the gap. This is mainly be used in the Tower of Hera or Skull Woods to cross the gap to the big chests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Jump Bonk Setup&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-bonksetup.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Dash Method===&lt;br /&gt;
&lt;br /&gt;
An [[Item Dash]] toward a pit can also be used to align on the closest pixel next to the hole. With certain items that have an animation at the end of the dash (such as the Hammer, Bow, Cane of Somaria, Magic Powder, etc.) the player can press away from the pit while in the slipping animation to finish using the item stopping all motion. This is similar in execution as the Spin Setup.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item Dash Setup (Hammer)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pit Lineup - Item Dash Setup.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Setups===&lt;br /&gt;
&lt;br /&gt;
In addition to the general setups there a some special bomb jumps that require more precise setups to cross the intended gap:&lt;br /&gt;
&lt;br /&gt;
====Ice Palace Bomb Jump====&lt;br /&gt;
&lt;br /&gt;
The Ice Palace Bomb Jump (IPBJ) requires two different alignments to get the proper diagonal trajectory to make it across the gap. [[:File:Ipbj setup.png|This IPBJ setup guide]] can serve as a guide to show valid positions&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ice Palace Bomb Jump&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-ipbj.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Spectacle Rock Bomb Jump====&lt;br /&gt;
&lt;br /&gt;
This bomb jump is fairly unique in that it crosses a 3 tile gap. If the player a pixel or two into the right side wall before moving down into the bomb jump it will give an extra boost to make it across the gap&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spectacle Rock Bomb Jump &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-specrock.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Turtle Rock Big Chest====&lt;br /&gt;
This is another bomb jump that can cross a 3 tile gap . If the player position themselves so that the bomb slightly clips Link into the rail it will give the extra boost to make it to the Big Chest. A visual guide to the valid coordinates for this bomb jump can be seen in the image below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Turtle Rock Big Chest Bomb Jump || Working Positions (courtesy of Chexhuman)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-TR Big Chest.gif]] || [[File:Turtlerock-bombjump-positions.png]]&lt;br /&gt;
|}&lt;br /&gt;
==Uses and Examples==&lt;br /&gt;
&lt;br /&gt;
Other places in the game where bomb jumps can be useful:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skull Woods Big Chest || Skull Woods Mummy Hellway&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:Bombjump-sw-bigchest.gif]] || [[File:Bombjump-sw-hellway.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ice Palace Freezor Room || Ice Palace Hookshot Room&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-ip-freezor.gif]] || [[File:Bombjump-ip-hsroom.gif]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ganon's Tower Left Side || Ganon's Tower Right Side&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-gt-leftside.gif]] || [[File:Bombjump-gt-rightside.gif]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Paradox Cave || GT - Bob's Chest Mistake&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bombjump-paradox.gif]] || [[File:Bombjump-gt-bobschest.gif]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Misery Mire - Big Key Room&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bomb Jump - Mire Big Key Chest Room.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=ZUXbQ23Pxyg Gamercal's LoZ: ALttP Randomizer Tech - Bomb Jumps ]&lt;br /&gt;
*[https://www.youtube.com/watch?v=urcOrZUpWFY Coy's How To: Bomb Jump]&lt;br /&gt;
*[https://spannerisms.github.io/lightninground#bombspriteZ fmp's Bite-sized Explications  (Sprite altitude and bomb knockback)]&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Pit_Lineup_-_Item_Dash_Setup.gif&amp;diff=4588</id>
		<title>File:Pit Lineup - Item Dash Setup.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Pit_Lineup_-_Item_Dash_Setup.gif&amp;diff=4588"/>
		<updated>2021-06-16T00:29:03Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Rail_Clipping&amp;diff=4574</id>
		<title>Rail Clipping</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Rail_Clipping&amp;diff=4574"/>
		<updated>2021-06-13T16:10:43Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: removed inaccurate explanation to a more generic phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rail Clipping is an exploit that allows the player to pass through rails and other similarly thin obstacles. These obstacles can sometimes have have strange collision properties that can let the player clip into them and this page is a collection of some useful examples.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Passing though Rails can be done by entering the half-tile rail in the exact center of its larger full-tile. Entering this space typically can be done in several different ways:&lt;br /&gt;
&lt;br /&gt;
*Being boosted by a bomb&lt;br /&gt;
*Using Boots to bonk off a wall&lt;br /&gt;
*Grabbing onto an object with the Hookshot&lt;br /&gt;
*Releasing a spin while gaining speed on ice.&lt;br /&gt;
*[[Hover|Hovering]] into the center&lt;br /&gt;
&lt;br /&gt;
==Uses and Examples==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item || style=&amp;quot;width: 20em;&amp;quot;| Uses || colspan=&amp;quot;2&amp;quot;| Examples&lt;br /&gt;
|-&lt;br /&gt;
! Hammerjump || A [[Bomb Jump]] is used to clip through the rail to avoid using a small key to access the Big Chest and Dark Maze ||[[File:Railclip-hammerjump.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Digging Game Shortcut || Use the Hookshot to grab onto the dark rock and clip though the rail to exit the Digging Game area quickly from the back shortcut ||[[File:Railclip-digging.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Turtle Rock Big Chest || Use either a bonk or a bomb jump to get through the rail to access the rest of the dungeon without the Hookshot or Cane of Somaria. Useful in Entrance Randomizer.  ||[[File:Railclip-TR bomb.gif]]||[[File:Railclip-TR bonk.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Ice Palace Lonely Firebar Stairclip || Charge a spin and gain enough momentium to enter the stairs at an angle to clip though and transition downstairs. ||[[File:Railclip-IPfirebar.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Backwards Moldorm2 || Use a bomb jump to get back up the ledge after jumping into the Moldorm 2 fight. Only useful in an emergency that a chest might have been forgotten.  ||[[File:Railclip-moldorm2.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
(need links to hammerjump tutorial and IPBJ tutorial)&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Prize_on_Eyes_-_Fake_Bug_Net.gif&amp;diff=4067</id>
		<title>File:Prize on Eyes - Fake Bug Net.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Prize_on_Eyes_-_Fake_Bug_Net.gif&amp;diff=4067"/>
		<updated>2021-02-20T01:11:31Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Lossy.gif&amp;diff=3996</id>
		<title>File:Lossy.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Lossy.gif&amp;diff=3996"/>
		<updated>2020-12-15T00:15:29Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
test&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=3942</id>
		<title>Moldorm Bounce</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=3942"/>
		<updated>2020-11-11T00:28:16Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: History section initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Moldorm Bounce=&lt;br /&gt;
&lt;br /&gt;
The Moldorm Bounce is a glitch that utilizes a unique damage boost caused by taking damage and hitting Moldorm's head on the same frame. This damage boost causes the player to recoil a longer distance than a normal [[Bomb Jumps]] and is used to sequence break the Moldorm2 gap without Hookshot or utilizing [[Hover|Hovering]].&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
There are three main components of the Moldorm Bounce: laying the bomb with the correct position and timing, putting Moldorm's head in a good position that will allow you to land on the South platform if you get the bounce, and hitting the head with your sword on the frame that the bomb explodes. These can each be accomplished in multiple ways, but you'll always lay the bomb first. To position the head, you can either bait a charge and hit Moldorm as he's moving or slash the tail to keep the head still where you want it. The latter is more consistent, but requires some tighter timing to get the final hit that will send you across the gap. The best way to land this hit is to select buffer and either use a regular slash timed by the bomb's color or to use a charged spin slash on the frame that the bomb explodes. A charged spin is recommended, but a regular slash can work if you run out of time for a spin.&lt;br /&gt;
&lt;br /&gt;
Here is one example setup that can be used, step by step:&lt;br /&gt;
&lt;br /&gt;
# Bait Moldorm into the upper half of the left or right side of the arena if he's not there already. This will make his movement a bit more predictable and easier to manipulate.&lt;br /&gt;
# Face downwards and start charging a sword spin. &lt;br /&gt;
# Place a bomb near the bottom of the Moldorm2 arena. [[File:Bomb frame.PNG||thumb|right|Last frame of bomb explosion]]&lt;br /&gt;
# Position Link so that when the bomb explodes it will hurt Link and also so that the sword spin will hit Moldorm's head. &lt;br /&gt;
# As the bomb begins to explode, select buffer the explosion until the last frame before the bomb fully explodes and deals damage to the player. &lt;br /&gt;
# Once the final frame is buffered release B and close the menu so that the spin will release at the same time the bomb causes damage. &lt;br /&gt;
&lt;br /&gt;
If all goes correctly the player will get large boost that can be enough to launch Link across the gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
# Take some time to get familiar with Moldorm's movement patterns when practicing this. Most of his turns are RNG-based and unpredictable, but a familiarity with his movement can improve your reactions.&lt;br /&gt;
# You want to avoid unnecessary buffering, but it's useful for reacting to Moldorm's RNG and dodging him in addition to timing your hit with the bomb explosion.&lt;br /&gt;
# If you're trying to bait a charge from the upper half of the arena to the lower half, Moldorm can get stuck in the Southwest corners if you're standing too low. In some cases you'll need to stand above a certain Y position and move after he begins charging.&lt;br /&gt;
# Moldorm has a series of patterns that consist of a random turning of directions before charging directly at Link for a set of time. This charging can be utilized by baiting Moldorm into a corner before placing the bomb and then hoping for the charge pattern to happen at the correct timing. Additionally the player can damage Moldorm's tail to cause a small delay before Moldorm will charge at the player. This may require a large amount of trial and error in order to pull off.&lt;br /&gt;
# If you want to poke Moldorm's tail with your sword extended but don't want to lose your charge, you can save it by starting a dash when your sword makes contact with the tail then cancelling the dash, or by select buffering through the poke.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Moldorm Bounce Example &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Moldormbounce(buffered).gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=KaxiwaNwLKw Senen's 10min of Moldorm Bounce Practice]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
*March 4th 2019:  A runner by the name of '''apathyduck'''  fell to Moldorm 2 in a unique way [https://clips.twitch.tv/BelovedNaiveWheelDendiFace= (Twitch Clip)]. Apathyduck got hit by Moldorm on the exact same frame as their sword clinked it's head and Link was launched far into the pit. After this video was posted in the A Link to the Past Speedrunning Discord several users then immediately attempted to reproduce the launch effect. '''Blank''' and '''mkolser''' successfully reproduce the launching effect and oase28 first demonstrates its use to get across the Moldorm 2 gap ([https://cdn.discordapp.com/attachments/138378732376162304/552244200909963267/2019-03-04_16-40-59.mp4= Discord Video link)]. This trick is then theorized to be useful in a new route of the Restricted Major Glitches Any% speedrun dubbed &amp;quot;Duck Ragu&amp;quot; or &amp;quot;Ambrosia&amp;quot; which would potentially skip the Pegasus Boots and Hookshot.&lt;br /&gt;
&lt;br /&gt;
*March 5th 2019: User '''Pinkus''' posts an explanation on how the large bounce happens into a Pastebin [https://pastebin.com/btMVh4bb &amp;quot;Super Jump finally in z3 too&amp;quot;]. User '''mkolser''' suggests using bomb to take the hit while slashing the Moldorm head and oase28 then demonstrates this is possible  [https://www.twitch.tv/videos/390980848= Twitch video] however the timing of the slash is still difficult with frame rules also being an issue.&lt;br /&gt;
&lt;br /&gt;
*August 1st 2019: Initial ALTTPR Racing Council is formed and the trick is default allowed in racing as an uncontroversial trick if the runner could actually perform it in a run.&lt;br /&gt;
&lt;br /&gt;
*September 9th 2019: A runner by the name of '''Osse''' demonstrates a viable method to perform the trick RTA that uses a spin attack to hit Moldorm's head at the same time as being hit by a bomb reducing the RNG component of the trick to only Moldorm's movements: [https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial].&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=3941</id>
		<title>Moldorm Bounce</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Moldorm_Bounce&amp;diff=3941"/>
		<updated>2020-11-11T00:21:42Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: History section initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Moldorm Bounce=&lt;br /&gt;
&lt;br /&gt;
The Moldorm Bounce is a glitch that utilizes a unique damage boost caused by taking damage and hitting Moldorm's head on the same frame. This damage boost causes the player to recoil a longer distance than a normal [[Bomb Jumps]] and is used to sequence break the Moldorm2 gap without Hookshot or utilizing [[Hover|Hovering]].&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
There are three main components of the Moldorm Bounce: laying the bomb with the correct position and timing, putting Moldorm's head in a good position that will allow you to land on the South platform if you get the bounce, and hitting the head with your sword on the frame that the bomb explodes. These can each be accomplished in multiple ways, but you'll always lay the bomb first. To position the head, you can either bait a charge and hit Moldorm as he's moving or slash the tail to keep the head still where you want it. The latter is more consistent, but requires some tighter timing to get the final hit that will send you across the gap. The best way to land this hit is to select buffer and either use a regular slash timed by the bomb's color or to use a charged spin slash on the frame that the bomb explodes. A charged spin is recommended, but a regular slash can work if you run out of time for a spin.&lt;br /&gt;
&lt;br /&gt;
Here is one example setup that can be used, step by step:&lt;br /&gt;
&lt;br /&gt;
# Bait Moldorm into the upper half of the left or right side of the arena if he's not there already. This will make his movement a bit more predictable and easier to manipulate.&lt;br /&gt;
# Face downwards and start charging a sword spin. &lt;br /&gt;
# Place a bomb near the bottom of the Moldorm2 arena. [[File:Bomb frame.PNG||thumb|right|Last frame of bomb explosion]]&lt;br /&gt;
# Position Link so that when the bomb explodes it will hurt Link and also so that the sword spin will hit Moldorm's head. &lt;br /&gt;
# As the bomb begins to explode, select buffer the explosion until the last frame before the bomb fully explodes and deals damage to the player. &lt;br /&gt;
# Once the final frame is buffered release B and close the menu so that the spin will release at the same time the bomb causes damage. &lt;br /&gt;
&lt;br /&gt;
If all goes correctly the player will get large boost that can be enough to launch Link across the gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
# Take some time to get familiar with Moldorm's movement patterns when practicing this. Most of his turns are RNG-based and unpredictable, but a familiarity with his movement can improve your reactions.&lt;br /&gt;
# You want to avoid unnecessary buffering, but it's useful for reacting to Moldorm's RNG and dodging him in addition to timing your hit with the bomb explosion.&lt;br /&gt;
# If you're trying to bait a charge from the upper half of the arena to the lower half, Moldorm can get stuck in the Southwest corners if you're standing too low. In some cases you'll need to stand above a certain Y position and move after he begins charging.&lt;br /&gt;
# Moldorm has a series of patterns that consist of a random turning of directions before charging directly at Link for a set of time. This charging can be utilized by baiting Moldorm into a corner before placing the bomb and then hoping for the charge pattern to happen at the correct timing. Additionally the player can damage Moldorm's tail to cause a small delay before Moldorm will charge at the player. This may require a large amount of trial and error in order to pull off.&lt;br /&gt;
# If you want to poke Moldorm's tail with your sword extended but don't want to lose your charge, you can save it by starting a dash when your sword makes contact with the tail then cancelling the dash, or by select buffering through the poke.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Moldorm Bounce Example &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Moldormbounce(buffered).gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=3DhTH9hz6Bo Osse's Moldorm Bounce Tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=KaxiwaNwLKw Senen's 10min of Moldorm Bounce Practice]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
*March 4th 2019:  A runner by the name of '''apathyduck'''  fell to Moldorm 2 in a unique way [https://clips.twitch.tv/BelovedNaiveWheelDendiFace= (Twitch Clip)]. Apathyduck got hit by Moldorm on the exact same frame as their sword clinked it's head and Link was launched far into the pit. After this video was posted in the A Link to the Past Speedrunning Discord several users then immediately attempted to reproduce the launch effect. '''Blank''' and '''mkolser''' successfully reproduce the launching effect and oase28 first demonstrates its use to get across the Moldorm 2 gap ([https://cdn.discordapp.com/attachments/138378732376162304/552244200909963267/2019-03-04_16-40-59.mp4= Discord Video link)]. This trick is then theorized to be useful in a new route of the Restricted Major Glitches Any% speedrun dubbed &amp;quot;Duck Ragu&amp;quot; or &amp;quot;Ambrosia&amp;quot; which would potentially skip the Pegasus Boots and Hookshot.&lt;br /&gt;
&lt;br /&gt;
*March 5th 2019: User '''Pinkus''' posts an explanation on how the large bounce happens into a Pastebin [https://pastebin.com/btMVh4bb= Pastebin &amp;quot;Super Jump finally in z3 too&amp;quot;]. User '''mkolser''' suggests using bomb to take the hit while slashing the Moldorm head and oase28 then demonstrates this is possible  [https://www.twitch.tv/videos/390980848= Twitch video] however the timing of the slash is still diffifcult.&lt;br /&gt;
&lt;br /&gt;
*August 1st 2019: Initial ALTTPR Racing Council is formed and the trick is default allowed in racing as an uncontroversial.&lt;br /&gt;
&lt;br /&gt;
*September 9th 2019: A runner by the name of '''Osse''' demonstrates a more viable method to perform the trick RTA that uses a spin attack to hit Moldorm's head at the same time as being hit by a bomb reducing the RNG component of the trick to only Moldorm's movements.&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Ancilla_Slot_Index&amp;diff=3919</id>
		<title>Ancilla Slot Index</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Ancilla_Slot_Index&amp;diff=3919"/>
		<updated>2020-10-12T23:40:32Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: typo fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancilla Slot Index=&lt;br /&gt;
(insert brief explanation on how it works and why its important for Fake Flippers and Bomb Dupe)&lt;br /&gt;
&lt;br /&gt;
==Correcting the Slot Index for Fake Flippers==&lt;br /&gt;
&lt;br /&gt;
Slot Index Value can be seen in the [[Practice Hack]] by turning on ''Misslot RAM Watch'' and looking at the gray number highlighted in the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:Searchindex fix example .png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item || style=&amp;quot;width: 20em;&amp;quot;| Explanation || colspan=&amp;quot;2&amp;quot;| Example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hard Console Reset || The easiest way to make sure the Slot Index is 00 is to just hard reset the console or Emulator. This will reinitialize everything ensuring a known starting point. || [[File:Hard reset-black image.png]]&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Drowning || Spamming Bombs several times while dropping them into deep water will set the slot index to 00. A splash ancilla is spawned in the slot the drowned bomb was in and if additional bombs are used while this splash ancilla is active it will reset the index. This can be done by dropping bombs directly into deep water or throwing one into the water. ||[[File:Slot index, bomb water drop.gif]] || [[File:Slot index, bomb water toss.gif]] &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Cane of Somaria || Spamming the Cane of Somaria several times in a row will set $03C4 to 00. This method is essentially doing a Cane only [[Somaria Magic Refill]]. If some magic is refunded then Slot Index is set to the correct value. A large enough area to have the Somaria projectiles fly for some time may be required. ||[[File:Searchindexfix - somaria.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Sword and Red Boomerang || Charge and hold a sword spin and then use the Red Boomerang against a wall. This will slowly decrease the Slot Index until the value reaches 00 or 01. The player needs to be standing far enough away from the wall for the boomerang to fly for a bit to fill the ancilla slots with sparkles before it clinks. ||[[File:Searchindexfix - sword-redboom.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Lamp and Arrows || Use lamp three times quickly and then shoot 6 arrows into a nearby wall. This will set the Slot index to 02. The player can combo the 6 arrows with 2 bombs following to do a sucesfully Ancilla Overload Fake Flippers.||[[File:Searchindexfix - lamp-arrow.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Ice Rod || If the player stands about 3 tiles away from a wall (a bonk setup will work) then they can use the Ice Rod 3 times to set the Slot index to 00. This method requires some specific timing and may not always work depending on speed. In general the 3rd shot needs to be done as the first show is &amp;quot;exploding&amp;quot; off the wall. ||[[File:Searchindexfix - icerod.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Red Boomerang, Powder, Arrows || Use the Red Boomerang and then use the Magic Powder while it is in flight. This will set the Slot index to 06. From here use the Bow to shoot 6 arrows to set the index to 02. This method is consistent but fairly niche in the event the user lacks a lamp and sword. || [[File:Searchindexfix -redboom-powder-arrows.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note: Some descriptions may be technically inaccurate and will be adjusted eventually''&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Ancilla_Slot_Index&amp;diff=3607</id>
		<title>Ancilla Slot Index</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Ancilla_Slot_Index&amp;diff=3607"/>
		<updated>2020-09-04T00:12:18Z</updated>

		<summary type="html">&lt;p&gt;Trinexx!9552: added bomb drowning example and assumed a black image for console reset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancilla Slot Index=&lt;br /&gt;
(insert brief explanation on how it works and why its important for Fake Flippers and Bomb Dupe)&lt;br /&gt;
&lt;br /&gt;
==Correcting the Slot Index for Fake Flippers==&lt;br /&gt;
&lt;br /&gt;
Slot Index Value can be seen in the [[Practice Hack]] by turning on ''Misslot RAM Watch'' and looking at the gray number highlighted in the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:Searchindex fix example .png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item || style=&amp;quot;width: 20em;&amp;quot;| Explanation || colspan=&amp;quot;2&amp;quot;| Example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hard Console Reset || The easiest way to make sure the Slot Index is 00 is to just hard reset the console or Emulator. This will reinitialize everything ensuring a known starting point. || [[File:Hard reset-black image.png]]&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Drowning || Spamming Bombs several times while dropping them into deep water well set the slot index to 00. A splash ancilla replaces one of the bombs and if bombs are used while this splash is active it will reset the index. This can be done by dropping bombs directly into deep water or throwing one into the water. ||[[File:Slot index, bomb water drop.gif]] || [[File:Slot index, bomb water toss.gif]] &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Cane of Somaria || Spamming the Cane of Somaria several times in a row will set $03C4 to 00. This method is essentially doing a Cane only [[Somaria Magic Refill]]. If some magic is refunded then Slot Index is set to the correct value. A large enough area to have the Somaria projectiles fly for some time may be required. ||[[File:Searchindexfix - somaria.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Sword and Red Boomerang || Charge and hold a sword spin and then use the Red Boomerang against a wall. This will slowly decrease the Slot Index until the value reaches 00 or 01. The player needs to be standing far enough away from the wall for the boomerang to fly for a bit to fill the ancilla slots with sparkles before it clinks. ||[[File:Searchindexfix - sword-redboom.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Lamp and Arrows || Use lamp three times quickly and then shoot 6 arrows into a nearby wall. This will set the Slot index to 02. The player can combo the 6 arrows with 2 bombs following to do a sucesfully Ancilla Overload Fake Flippers.||[[File:Searchindexfix - lamp-arrow.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Ice Rod || If the player stands about 3 tiles away from a wall (a bonk setup will work) then they can use the Ice Rod 3 times to set the Slot index to 00. This method requires some specific timing and may not always work depending on speed. In general the 3rd shot needs to be done as the first show is &amp;quot;exploding&amp;quot; off the wall. ||[[File:Searchindexfix - icerod.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Red Boomerang, Powder, Arrows || Use the Red Boomerang and then use the Magic Powder while it is in flight. This will set the Slot index to 06. From here use the Bow to shoot 6 arrows to set the index to 02. This method is consistent but fairly niche in the event the user lacks a lamp and sword. || [[File:Searchindexfix -redboom-powder-arrows.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note: Some descriptions may be technically inaccurate and will be adjusted eventually''&lt;/div&gt;</summary>
		<author><name>Trinexx!9552</name></author>
	</entry>
</feed>