Category:Racing Rules: Difference between revisions

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When playing Ocarina of Time Randomizer (OoTR), players often choose to impose rules upon themselves for more challenge, to learn something new, or implicitly should they not know some things are possible.  The most common scenario to impose rules upon players, however, is when racing.  It's important that each player in a race follow the same guidelines to create as even a playing field as possible.


As of 3-Nov-2019, OoTR has 3 main rulesets for racing: Standard, GGJ (Glitchless + Ground Jumps), and noIM/WW. Below are the motivations behind each ruleset, the links to the detailed pages for each, and the major differences between Standard and GGJ, the two glitchless-based rulesets
When playing Ocarina of Time Randomizer (OoTR), players often choose to impose rules upon themselves for more challenge, to learn something new, or implicitly should they not know some things are possible. The most common scenario to impose rules upon players, however, is when racing. It's important that each player in a race follow the same guidelines to create as even a playing field as possible.
 
As of 3-Nov-2019, OoTR has 3 main rulesets for racing: Standard, GGJ (Glitchless + Ground Jumps), and noIM/WW. Below are the motivations behind each ruleset, the links to the detailed pages for each, and the major differences between Standard and GGJ, the two glitchless-based rulesets.


== Standard ==
== Standard ==
The goal of this ruleset is to be flexible to the will of the Randomizer Community as well as cater to balancing the randomizer experience with what's possible in the vanilla game. [[Standard|[Detailed Page]]]
The goal of this ruleset is to be flexible to the will of the Randomizer Community as well as cater to balancing the randomizer experience with what's possible in the vanilla game. [[Standard|[Detailed Page]]]


== GGJ ==
== GGJ ==
Glitchless + Ground Jumps seeks to emulate the rulesets of the base game, Ocarina of Time. Any technique which is possible without performing a glitch is allowed as well as the singular glitch of Ground Jumping, which is allowed in order to mitigate the Recoil Jump technique's high degree of difficulty. [[GGJ|[Detailed Page]]]
 
Glitchless + Ground Jumps seeks to emulate the rulesets of the base game, Ocarina of Time. Any technique which is possible without performing a glitch is allowed as well as the singular glitch of Ground Jumping, which is allowed in order to mitigate the Recoil Jump technique's high degree of difficulty. [[GGJ|[Detailed Page]]]


== noIM/WW ==
== noIM/WW ==
The most glitch heavy of the main rulesets, all but the most broken or imbalanced glitches of Ocarina of Time are allowed. [[No IM/WW|[Detailed Page]]]
 
The most glitch heavy of the main rulesets, all but the most broken or imbalanced glitches of Ocarina of Time are allowed. [[No_IM/WW|[Detailed Page]]]


== Standard vs. GGJ ==
== Standard vs. GGJ ==
Below is a list of the major differences between the Standard and GGJ rulesets in no particular order.
Below is a list of the major differences between the Standard and GGJ rulesets in no particular order.


* Ground jumps
*Ground jumps  
**This technique is allowed in both rulesets, however Standard bans groundjumping out of hoverboots, while GGJ allows it. This can be used to skip the hookshot entirely in Shadow Temple as well as reach the Spirit Compass without a hookshot, as examples.
**This technique is allowed in both rulesets, however Standard bans groundjumping out of hoverboots, while GGJ allows it. This can be used to skip the hookshot entirely in Shadow Temple as well as reach the Spirit Compass without a hookshot, as examples.  
 
*Damage Boosting
*Damage Boosting  
**Banned in Standard, GGJ gives the player the full capability of damage boosting, allowing completion of Shadow Temple without the Hover Boots, among many other skips.
**Banned in Standard, GGJ gives the player the full capability of damage boosting, allowing completion of Shadow Temple without the Hover Boots, among many other skips.  
 
*Age Restrictions
*Age Restrictions  
**Banned in Standard is the ability for child to be in 'adult areas' and vice versa. This is gone in GGJ, allowing for child to enter Gerudo Fortress, and for child to cross the inside of spirit, aka "Crazy Dance".
**Banned in Standard is the ability for child to be in 'adult areas' and vice versa. This is gone in GGJ, allowing for child to enter Gerudo Fortress, and for child to cross the inside of spirit, aka "Crazy Dance".  
 
*Flame Storage
*Flame Storage  
**Flame Storage is banned entirely in GGJ as it is a glitch, Standard allows this.
**Flame Storage is banned entirely in GGJ as it is a glitch, Standard allows this.  
 
*Inbounds Seamwalking
*Inbounds Seamwalking  
**Banned in Standard, fully allowed in GGJ.
**Banned in Standard, fully allowed in GGJ.  
 
*Fire Arrow Entry to Shadow
*Fire Arrow Entry to Shadow  
**Banned in Standard, allowed in GGJ.
**Banned in Standard, allowed in GGJ.  
 
*Hookshot Extension
*Hookshot Extension  
**This technique is allowed in all locations by GGJ, however crossing the Gerudo Bridge has conditional bans in Standard.
**This technique is allowed in all locations by GGJ, however crossing the Gerudo Bridge has conditional bans in Standard.  
 
*Actor Culling
*Actor Culling  
**Manipulating the camera to cause actors to cull, or become inactive and/or otherwise disrupt their normal function, is banned in Standard for boulders, specifically in the case whereby you Hookshot through them. This is allowed in GGJ. Other instances of actor culling are generally allowed in both rulesets including: Schrodinger's Bridge (aka cat chain), keeping enemies off camera for more favorable movement.
**Manipulating the camera to cause actors to cull, or become inactive and/or otherwise disrupt their normal function, is banned in Standard for boulders, specifically in the case whereby you Hookshot through them. This is allowed in GGJ. Other instances of actor culling are generally allowed in both rulesets including: Schrodinger's Bridge (aka cat chain), keeping enemies off camera for more favorable movement.  
 
*Market Shops at Night
*Market Shops at Night  
**Allowed in GGJ, banned in Standard.
**Allowed in GGJ, banned in Standard.  
 
== Retired Rulesets ==
 
The following rulesets were previously used by the OoTR community, but have since been retired from use in races.
 
*[[Accessible_Ruleset|Accessible]]
*No Major Glitches / NMG

Revision as of 18:38, 27 November 2019

When playing Ocarina of Time Randomizer (OoTR), players often choose to impose rules upon themselves for more challenge, to learn something new, or implicitly should they not know some things are possible. The most common scenario to impose rules upon players, however, is when racing. It's important that each player in a race follow the same guidelines to create as even a playing field as possible.

As of 3-Nov-2019, OoTR has 3 main rulesets for racing: Standard, GGJ (Glitchless + Ground Jumps), and noIM/WW. Below are the motivations behind each ruleset, the links to the detailed pages for each, and the major differences between Standard and GGJ, the two glitchless-based rulesets.

Standard

The goal of this ruleset is to be flexible to the will of the Randomizer Community as well as cater to balancing the randomizer experience with what's possible in the vanilla game. [Detailed Page]

GGJ

Glitchless + Ground Jumps seeks to emulate the rulesets of the base game, Ocarina of Time. Any technique which is possible without performing a glitch is allowed as well as the singular glitch of Ground Jumping, which is allowed in order to mitigate the Recoil Jump technique's high degree of difficulty. [Detailed Page]

noIM/WW

The most glitch heavy of the main rulesets, all but the most broken or imbalanced glitches of Ocarina of Time are allowed. [Detailed Page]

Standard vs. GGJ

Below is a list of the major differences between the Standard and GGJ rulesets in no particular order.

  • Ground jumps
    • This technique is allowed in both rulesets, however Standard bans groundjumping out of hoverboots, while GGJ allows it. This can be used to skip the hookshot entirely in Shadow Temple as well as reach the Spirit Compass without a hookshot, as examples.
  • Damage Boosting
    • Banned in Standard, GGJ gives the player the full capability of damage boosting, allowing completion of Shadow Temple without the Hover Boots, among many other skips.
  • Age Restrictions
    • Banned in Standard is the ability for child to be in 'adult areas' and vice versa. This is gone in GGJ, allowing for child to enter Gerudo Fortress, and for child to cross the inside of spirit, aka "Crazy Dance".
  • Flame Storage
    • Flame Storage is banned entirely in GGJ as it is a glitch, Standard allows this.
  • Inbounds Seamwalking
    • Banned in Standard, fully allowed in GGJ.
  • Fire Arrow Entry to Shadow
    • Banned in Standard, allowed in GGJ.
  • Hookshot Extension
    • This technique is allowed in all locations by GGJ, however crossing the Gerudo Bridge has conditional bans in Standard.
  • Actor Culling
    • Manipulating the camera to cause actors to cull, or become inactive and/or otherwise disrupt their normal function, is banned in Standard for boulders, specifically in the case whereby you Hookshot through them. This is allowed in GGJ. Other instances of actor culling are generally allowed in both rulesets including: Schrodinger's Bridge (aka cat chain), keeping enemies off camera for more favorable movement.
  • Market Shops at Night
    • Allowed in GGJ, banned in Standard.

Retired Rulesets

The following rulesets were previously used by the OoTR community, but have since been retired from use in races.

Pages in category "Racing Rules"

The following 9 pages are in this category, out of 9 total.