It may be an N64 game in origin, but Ocarina of Time is one of those that now just belongs to everyone: and it has since the earliest days of the speedrunning community been one of the core speedrunning titles. There's a bunch of reasons for this, beyond it being a very popular and much-loved game, and one big element is the number of glitches that can be triggered in-game, whether just through player input or with machine inputs (what's known as tool-assisted speedrunning, or TAS). It's a game that can be made to do a lot of funky stuff.
Every time someone says something about Ocarina being 'done', another speedrunner turns up to blow the old assumptions away, and long may that continue. But this particular run from the recent Summer Games Done Quick showcase is something different. It is on a 'beta' version of Ocarina, for one thing, and it's using tools to activate glitches that wouldn't otherwise be possible.
If you're an Ocarina fan, and especially if you used to read games magazines in the late 90s, I recommend you make a cup of tea and just watch what unfolded yourself (the run starts at around 10:30). I'll explain what's going on below.
This version of Ocarina of Time has been re-engineered to incorporate almost every significant rumour that there was about the game. See, Ocarina was the biggest game in the world, and back then the industry was nothing like it is now. Magazines would have to find reasons to continue covering it, and embryonic online culture congregated around forums and faqs and sites dedicated to games like this. My first-ever published piece of writing was on a website dedicated to Ocarina of Time.
There were also no patches or DLC, and certainly not for a Nintendo game. Ocarina was the
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