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	<id>http://wiki.bindingforce.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Riiyak</id>
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	<updated>2026-04-07T01:34:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Maze_Return_(elzzad)_-_from_Darunia_back_to_Maze&amp;diff=358</id>
		<title>Maze Return (elzzad) - from Darunia back to Maze</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Maze_Return_(elzzad)_-_from_Darunia_back_to_Maze&amp;diff=358"/>
		<updated>2022-11-10T02:35:30Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map showing one possible path with decision points&lt;br /&gt;
&lt;br /&gt;
https://wiki.bindingforce.net/index.php/File:Reverse_Dazzle_no_Slinks-01.png&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Maze_Return_(elzzad)_-_from_Darunia_back_to_Maze&amp;diff=357</id>
		<title>Maze Return (elzzad) - from Darunia back to Maze</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Maze_Return_(elzzad)_-_from_Darunia_back_to_Maze&amp;diff=357"/>
		<updated>2022-11-10T02:35:03Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map showing one possible path with decision points&lt;br /&gt;
[[File:Reverse Dazzle no Slinks-01.png]]&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Maze_Return_(elzzad)_-_from_Darunia_back_to_Maze&amp;diff=356</id>
		<title>Maze Return (elzzad) - from Darunia back to Maze</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Maze_Return_(elzzad)_-_from_Darunia_back_to_Maze&amp;diff=356"/>
		<updated>2022-11-10T02:34:54Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map showing one possible path with decision points&lt;br /&gt;
[File:Reverse Dazzle no Slinks-01.png]&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Maze_Return_(elzzad)_-_from_Darunia_back_to_Maze&amp;diff=355</id>
		<title>Maze Return (elzzad) - from Darunia back to Maze</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Maze_Return_(elzzad)_-_from_Darunia_back_to_Maze&amp;diff=355"/>
		<updated>2022-11-10T02:34:40Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map showing one possible path with decision points&lt;br /&gt;
File:Reverse Dazzle no Slinks-01.png&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Maze_Return_(elzzad)_-_from_Darunia_back_to_Maze&amp;diff=354</id>
		<title>Maze Return (elzzad) - from Darunia back to Maze</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Maze_Return_(elzzad)_-_from_Darunia_back_to_Maze&amp;diff=354"/>
		<updated>2022-11-10T02:31:30Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map showing one possible path with decision points&lt;br /&gt;
https://wiki.bindingforce.net/images/thumb/1/14/Reverse_Dazzle_no_Slinks-01.png/799px-Reverse_Dazzle_no_Slinks-01.png&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=File:Reverse_Dazzle_no_Slinks-01.png&amp;diff=353</id>
		<title>File:Reverse Dazzle no Slinks-01.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=File:Reverse_Dazzle_no_Slinks-01.png&amp;diff=353"/>
		<updated>2022-11-10T02:30:49Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Maze_Return_(elzzad)_-_from_Darunia_back_to_Maze&amp;diff=352</id>
		<title>Maze Return (elzzad) - from Darunia back to Maze</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Maze_Return_(elzzad)_-_from_Darunia_back_to_Maze&amp;diff=352"/>
		<updated>2022-11-10T02:30:20Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: Created page with &amp;quot;Map showing one possible path with decision points&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map showing one possible path with decision points&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Overworld_Walks&amp;diff=351</id>
		<title>Overworld Walks</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Overworld_Walks&amp;diff=351"/>
		<updated>2022-11-10T02:29:50Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: /* List of Walks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Disclaimer ===&lt;br /&gt;
This is Zelda II and as such, basically none of these walks and manipulations are going to work 100% of the time.  Reasons for a particular walk failing may include: fairy spawns, random walks, input mistakes, weird framerule spawn shenanigans, and more not mentioned here.&lt;br /&gt;
&lt;br /&gt;
=== Overworld Spawn Patterns ===&lt;br /&gt;
&lt;br /&gt;
[needs filling in with text]&lt;br /&gt;
&lt;br /&gt;
CF207's video about RNG and overworld spawns: https://www.twitch.tv/videos/370452496&lt;br /&gt;
&lt;br /&gt;
=== List of Walks ===&lt;br /&gt;
* [[Parapa Cave Walk (Early Shield)]]&lt;br /&gt;
* [[Bubble Skip]]&lt;br /&gt;
* [[Reverse Bubble Skip]]&lt;br /&gt;
* [[Trophy Cave Walk (Post Palace 1)]]&lt;br /&gt;
* [[Bagu Walk (Jump Cave to Bagu)]]&lt;br /&gt;
* [[Boulder Dash]]&lt;br /&gt;
* [[Late Shield Tomb Walk]]&lt;br /&gt;
* [[Dazzle Walk - From the Maze to Darunia]]&lt;br /&gt;
* [[Maze Return (elzzad) - from Darunia back to Maze]]&lt;br /&gt;
* [[Riverdance (Early Fire)]]&lt;br /&gt;
* [[River Skip (Late Fire)]]&lt;br /&gt;
* [[River Skip (Cave Duck)]]&lt;br /&gt;
* Needs to be added to....&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1gJMWUFYImDcxF0Byopbuvp96cVI6kSwE3LnNOUJgW54/edit?usp=sharing Incomplete Walk Guide for 100% All Keys](to be converted to wiki pages)&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=RNG_Algorithm&amp;diff=208</id>
		<title>RNG Algorithm</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=RNG_Algorithm&amp;diff=208"/>
		<updated>2021-06-11T20:24:29Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Zelda 2 uses a single RNG algorithm for most &amp;quot;random&amp;quot; elements in the game.  Anything requiring random behavior is chosen using different bits of this sequence to determine what action is performed.  Examples include which overworld pattern to spawn, when a Bot jumps at or away from Link, or where on the screen [[Carrock]] will teleport to during each hop.&lt;br /&gt;
&lt;br /&gt;
The RNG sequence is '''9 bytes''' long in RAM, from address '''$051A''' through '''$0522'''.&lt;br /&gt;
&lt;br /&gt;
==Algorithm==&lt;br /&gt;
===Computation===&lt;br /&gt;
Think of the RNG sequence as a giant string of 1's and 0's, 72 digits long.&lt;br /&gt;
&lt;br /&gt;
# Take bit 6 from $051A (7th bit in the string of numbers)&lt;br /&gt;
# Take bit 6 from $051B (15th bit in the string of numbers)&lt;br /&gt;
# Perform XOR operation on these two numbers - if ''both are 0 or both are 1'', result is '''0'''; if ''one of each'', result is '''1'''&lt;br /&gt;
# Prepend this result value to the beginning of the string of numbers and shift everything else over to the right&lt;br /&gt;
# Next frame, do this again with the new values&lt;br /&gt;
&lt;br /&gt;
This sequence is recomputed ''every frame'' (except lag frames).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Re-seeding===&lt;br /&gt;
To further randomize the sequence, ''the entire sequence is &amp;lt;u&amp;gt;re-seeded&amp;lt;/u&amp;gt; periodically throughout the game''.  These re-seeds happen just as Link transitions to a new side-scrolling screen.  Moving about on the overworld or exiting a cave/town/palace does not prompt a re-seed, but entering a cave/town/palace or any screen transition within these areas do cause a re-seed to occur.&lt;br /&gt;
&lt;br /&gt;
The re-seed replaces whatever is in $051A (the first 8 numbers in the string) with hex digits 0xA5, or the binary digits &amp;quot;10100101&amp;quot;.  Presumably this is because this value consists of a random mix of 1's and 0's.  Regardless of the reasoning, it effectively decapitates the normal sequence and re-randomizes it each time the screen transitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Implications==&lt;br /&gt;
&lt;br /&gt;
*Any manipulation based on RNG algorithm requires frame perfect play from game start, since the re-seed mechanism is destructive in nature.&lt;br /&gt;
*There are actually only '''''128 total RNG sequences''''' in the entire game.   &lt;br /&gt;
**Since the algorithm only evaluates the 7th and 15th bits in the full string, the entire string will be deterministic based only on the values of the first 15 bits.&lt;br /&gt;
**Furthermore, we know that the re-seed sets the first 8 bits to &amp;quot;10100101&amp;quot; and are therefore always the same at the beginning of each screen transition.&lt;br /&gt;
**Hence, we can classify every RNG sequence possible based on this starting value and the next 7 digits being random, in other words 128 total possibilities.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*riiyak's Video Explanation (timestamp 1:06) - https://www.youtube.com/watch?v=Hbe3JqWdVd4&amp;amp;t=66s&lt;br /&gt;
*riiyak's RNG sequence database - [[File:Zelda2_rng_sequences.zip||]]&lt;br /&gt;
*CF207 RNG and Overworld Spawns - https://www.twitch.tv/videos/370452496&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=OHKO_NMG&amp;diff=127</id>
		<title>OHKO NMG</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=OHKO_NMG&amp;diff=127"/>
		<updated>2021-01-08T05:06:58Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Speedrun Rules&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
This category has to be played on a rom where anything kills Link in one hit. Timing starts with control in North Palace. Time ends with control loss shortly after killing Dark Link. No major glitches, such as Scroll Lock, accessing Glitch Town or HUD Fairying are allowed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Routes&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*OHKO .ips File - [[File:Zelda2-OHKO.ips||]]&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Boulder_Dash&amp;diff=126</id>
		<title>Boulder Dash</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Boulder_Dash&amp;diff=126"/>
		<updated>2021-01-08T05:04:51Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: /* Videos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Notes ===&lt;br /&gt;
This walk is most commonly used in any category that does not allow for Up+A to be used.  It can also be used as a backup walk in categories that do allow for Up+A&lt;br /&gt;
&lt;br /&gt;
=== Walk Diagram ===&lt;br /&gt;
[[File:BoulderDashWalk.png]]&lt;br /&gt;
&lt;br /&gt;
=== Walk Description ===&lt;br /&gt;
* '''0''' - When walking from either the bridge or the grave 1-up, the goal is to take an encounter on this tile.  Exit the encounter to the left with no delay.  Make your way towards '''1'''.&lt;br /&gt;
* '''a''' - This is a rarely used backup tile for 0 in case it’s easier to take the encounter on this tile.  Exit the encounter to the left with no delay.  Make your way towards '''1'''.&lt;br /&gt;
* '''1''' - This is the Cats Tile, another backup for if you can’t get the encounter at either '''0''' or '''a'''.  If you did get the encounter at '''0''' or '''a''', ignore this and continue following the path to '''2'''.  If you did not get one of the earlier encounters, step off the path either above or below to trigger an enemy spawn and take the encounter on this tile.  Exit the encounter to the left with no delay.  Follow the path to '''2'''.&lt;br /&gt;
* '''2''' - This is the last tile that you are on the path for.  Walk onto the grass to the left to the '''🡑''' tile where both the step and timed encounter spawns should trigger.&lt;br /&gt;
* '''🡑''' - Walk one tile up and then to the left to avoid the spawned enemies.  Make your way into the swamp either directly below 3 or one tile to the right of that and then walk through the swamp up to 3.&lt;br /&gt;
* '''3''' - This is where the next spawns will trigger.  Break the boulder quickly and walk up into the cave, you should make it in before taking an encounter.&lt;br /&gt;
* '''Note:''' this is one of the most consistent overworld walks in the game.  With just a little practice it should become consistent.&lt;br /&gt;
* '''Common ways for this walk to fail'''&lt;br /&gt;
** Fairy spawns&lt;br /&gt;
** Late up input at '''🡑'''&lt;br /&gt;
** Long delay at the boulder break&lt;br /&gt;
** Missed or incorrect d-pad inputs&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
* riiyak's Boulder Dash Options Tutorial - https://www.youtube.com/watch?v=9pZp_srKIVo&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=125</id>
		<title>Eco Key</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=125"/>
		<updated>2021-01-08T05:04:30Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: /* Videos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eco Key Introduction==&lt;br /&gt;
Here is the room in Palace 5 where Eco Key is performed.&lt;br /&gt;
&lt;br /&gt;
[[File:ecokey1.png||Eco Key screen]]&lt;br /&gt;
&lt;br /&gt;
In casual gameplay, the intended method to get through this room is to cast Fairy spell, go up the column past the key, exit the screen to the right, then circle back and pick up the key.  The Jump spell is not sufficient by itself to reach the ledge.&lt;br /&gt;
&lt;br /&gt;
The Eco Key trick is the method of using the Jump spell to perform a max height jump, and then use the Skull Bubble to damage boost onto the ledge.  This saves time by avoiding having to exit the screen and backtrack.&lt;br /&gt;
&lt;br /&gt;
This time save by successfully executing Eco Key is approximately '''13 seconds'''.&lt;br /&gt;
&lt;br /&gt;
==Eco Key Setup==&lt;br /&gt;
The Eco Key trick is fairly precise but there is a several pixel tolerance, and it can be executed consistently.&lt;br /&gt;
&lt;br /&gt;
# Upon entering the room, cast Jump.  Avoid the first Skull Bubble.&lt;br /&gt;
# Scroll the screen until the Key, Skull Bubble, and 3 floor bricks on the top of the ledge are visible.&lt;br /&gt;
#: [[File:ecokey2.png||Stop when you can see the 3 bricks on the top ledge.]]&lt;br /&gt;
# Stop and wait for the Skull Bubble to bounce off the floor, right side of the screen, and then up toward the ceiling.&lt;br /&gt;
#* Crouch stab twice to stop immediately and wait the proper delay. The two stabs should be slightly slower than max speed.&lt;br /&gt;
#* Turn backward and stop.  Wait until the bubble starts traveling up to the ceiling.&lt;br /&gt;
#: [[File:ecokey3.png||Watch the skull bubble bounce off the corner by the key.]]&lt;br /&gt;
# Walk to the right.  When Link reaches one floor brick away from the corner, press and hold A to execute a maximum height jump.&lt;br /&gt;
#: [[File:ecokey4.png||Perform a full height jump starting when you are 1 floor brick from the corner.]]&lt;br /&gt;
# Just after jumping, press and hold Left to turn backward while jumping.&lt;br /&gt;
#: [[File:ecokey5.png||Turn back after jumping.]]&lt;br /&gt;
# Link's forehead will hit the Skull Bubble and get knocked back. If executed properly, Link will rebound up and land on the ledge.&lt;br /&gt;
#: [[File:ecokey6.png||Damage boost off the Skull Bubble onto the ledge.]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* riiyak's Eco Key tutorial - https://www.youtube.com/watch?v=GqBVuEr_sfk&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=RNG_Algorithm&amp;diff=124</id>
		<title>RNG Algorithm</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=RNG_Algorithm&amp;diff=124"/>
		<updated>2021-01-08T05:03:02Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: /* Implications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Zelda 2 uses a single RNG algorithm for most &amp;quot;random&amp;quot; elements in the game.  Anything requiring random behavior is chosen using different bits of this sequence to determine what action is performed.  Examples include which overworld pattern to spawn, when a Bot jumps at or away from Link, or where on the screen Carrock will teleport to during each hop.&lt;br /&gt;
&lt;br /&gt;
The RNG sequence is '''9 bytes''' long in RAM, from address '''$051A''' through '''$052F'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Algorithm==&lt;br /&gt;
===Computation===&lt;br /&gt;
Think of the RNG sequence as a giant string of 1's and 0's, 72 digits long.&lt;br /&gt;
&lt;br /&gt;
# Take bit 6 from $051A (7th bit in the string of numbers)&lt;br /&gt;
# Take bit 6 from $051B (15th bit in the string of numbers)&lt;br /&gt;
# Perform XOR operation on these two numbers - if ''both are 0 or both are 1'', result is '''0'''; if ''one of each'', result is '''1'''&lt;br /&gt;
# Prepend this result value to the beginning of the string of numbers and shift everything else over to the right&lt;br /&gt;
# Next frame, do this again with the new values&lt;br /&gt;
&lt;br /&gt;
This sequence is recomputed ''every frame'' (except lag frames).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Re-seeding===&lt;br /&gt;
To further randomize the sequence, ''the entire sequence is &amp;lt;u&amp;gt;re-seeded&amp;lt;/u&amp;gt; periodically throughout the game''.  These re-seeds happen just as Link transitions to a new side-scrolling screen.  Moving about on the overworld or exiting a cave/town/palace does not prompt a re-seed, but entering a cave/town/palace or any screen transition within these areas do cause a re-seed to occur.&lt;br /&gt;
&lt;br /&gt;
The re-seed replaces whatever is in $051A (the first 8 numbers in the string) with hex digits 0xA5, or the binary digits &amp;quot;10100101&amp;quot;.  Presumably this is because this value consists of a random mix of 1's and 0's.  Regardless of the reasoning, it effectively decapitates the normal sequence and re-randomizes it each time the screen transitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Implications==&lt;br /&gt;
&lt;br /&gt;
*Any manipulation based on RNG algorithm requires frame perfect play from game start, since the re-seed mechanism is destructive in nature.&lt;br /&gt;
*There are actually only '''''128 total RNG sequences''''' in the entire game.   &lt;br /&gt;
**Since the algorithm only evaluates the 7th and 15th bits in the full string, the entire string will be deterministic based only on the values of the first 15 bits.&lt;br /&gt;
**Furthermore, we know that the re-seed sets the first 8 bits to &amp;quot;10100101&amp;quot; and are therefore always the same at the beginning of each screen transition.&lt;br /&gt;
**Hence, we can classify every RNG sequence possible based on this starting value and the next 7 digits being random, in other words 128 total possibilities.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*riiyak's Video Explanation (timestamp 1:06) - https://www.youtube.com/watch?v=Hbe3JqWdVd4&amp;amp;t=66s&lt;br /&gt;
*riiyak's RNG sequence database - [[File:Zelda2_rng_sequences.zip||]]&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=RNG_Algorithm&amp;diff=123</id>
		<title>RNG Algorithm</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=RNG_Algorithm&amp;diff=123"/>
		<updated>2021-01-08T05:00:15Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Zelda 2 uses a single RNG algorithm for most &amp;quot;random&amp;quot; elements in the game.  Anything requiring random behavior is chosen using different bits of this sequence to determine what action is performed.  Examples include which overworld pattern to spawn, when a Bot jumps at or away from Link, or where on the screen Carrock will teleport to during each hop.&lt;br /&gt;
&lt;br /&gt;
The RNG sequence is '''9 bytes''' long in RAM, from address '''$051A''' through '''$052F'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Algorithm==&lt;br /&gt;
===Computation===&lt;br /&gt;
Think of the RNG sequence as a giant string of 1's and 0's, 72 digits long.&lt;br /&gt;
&lt;br /&gt;
# Take bit 6 from $051A (7th bit in the string of numbers)&lt;br /&gt;
# Take bit 6 from $051B (15th bit in the string of numbers)&lt;br /&gt;
# Perform XOR operation on these two numbers - if ''both are 0 or both are 1'', result is '''0'''; if ''one of each'', result is '''1'''&lt;br /&gt;
# Prepend this result value to the beginning of the string of numbers and shift everything else over to the right&lt;br /&gt;
# Next frame, do this again with the new values&lt;br /&gt;
&lt;br /&gt;
This sequence is recomputed ''every frame'' (except lag frames).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Re-seeding===&lt;br /&gt;
To further randomize the sequence, ''the entire sequence is &amp;lt;u&amp;gt;re-seeded&amp;lt;/u&amp;gt; periodically throughout the game''.  These re-seeds happen just as Link transitions to a new side-scrolling screen.  Moving about on the overworld or exiting a cave/town/palace does not prompt a re-seed, but entering a cave/town/palace or any screen transition within these areas do cause a re-seed to occur.&lt;br /&gt;
&lt;br /&gt;
The re-seed replaces whatever is in $051A (the first 8 numbers in the string) with hex digits 0xA5, or the binary digits &amp;quot;10100101&amp;quot;.  Presumably this is because this value consists of a random mix of 1's and 0's.  Regardless of the reasoning, it effectively decapitates the normal sequence and re-randomizes it each time the screen transitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Implications==&lt;br /&gt;
&lt;br /&gt;
*Any manipulation based on RNG algorithm requires frame perfect play from game start, since the re-seed mechanism is destructive in nature.&lt;br /&gt;
*There are actually only ''''128 total RNG sequences'''' in the entire game.   &lt;br /&gt;
**Since the algorithm only evaluates the 7th and 15th bits in the full string, the entire string will be deterministic based only on the values of the first 15 bits.&lt;br /&gt;
**Furthermore, we know that the re-seed sets the first 8 bits to &amp;quot;10100101&amp;quot; and are therefore always the same at the beginning of each screen transition.&lt;br /&gt;
**Hence, we can classify every RNG sequence possible based on this starting value and the next 7 digits being random, in other words 128 total possibilities. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*riiyak's Video Explanation (timestamp 1:06) - https://www.youtube.com/watch?v=Hbe3JqWdVd4&amp;amp;t=66s&lt;br /&gt;
*riiyak's RNG sequence database - [[File:Zelda2_rng_sequences.zip||]]&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=RNG_Algorithm&amp;diff=122</id>
		<title>RNG Algorithm</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=RNG_Algorithm&amp;diff=122"/>
		<updated>2021-01-08T04:54:45Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: Created page with &amp;quot;==Introduction== Zelda 2 uses a single RNG algorithm for most &amp;quot;random&amp;quot; elements in the game.  Anything requiring random behavior is chosen by different bits of this sequence t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Zelda 2 uses a single RNG algorithm for most &amp;quot;random&amp;quot; elements in the game.  Anything requiring random behavior is chosen by different bits of this sequence to determine what action is performed.  Examples include which overworld pattern to spawn, when a Bot jumps at or away from Link, or where on the screen Carrock will teleport to during each hop.&lt;br /&gt;
&lt;br /&gt;
The RNG sequence is '''9 bytes''' long in RAM, from address '''$051A''' through '''$052F'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Algorithm==&lt;br /&gt;
===Computation===&lt;br /&gt;
Think of the RNG sequence as a giant string of 1's and 0's, 72 digits long.&lt;br /&gt;
&lt;br /&gt;
# Take bit 6 from $051A (7th bit in the string of numbers)&lt;br /&gt;
# Take bit 6 from $051B (15th bit in the string of numbers)&lt;br /&gt;
# Perform XOR operation on these two numbers - if ''both are 0 or both are 1'', result is '''0'''; if ''one of each'', result is '''1'''&lt;br /&gt;
# Prepend this result value to the beginning of the string of numbers and shift everything else over to the right&lt;br /&gt;
# Next frame, do this again with the new values&lt;br /&gt;
&lt;br /&gt;
This sequence is recomputed ''every frame'' (except lag frames).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Re-seeding===&lt;br /&gt;
To further randomize the sequence, ''the entire sequence is &amp;lt;u&amp;gt;re-seeded&amp;lt;/u&amp;gt; periodically throughout the game''.  These re-seeds happen just as Link transitions to a new side-scrolling screen.  Moving about on the overworld or exiting a cave/town/palace does not prompt a re-seed, but entering a cave/town/palace or any screen transition within these areas do cause a re-seed to occur.&lt;br /&gt;
&lt;br /&gt;
The re-seed replaces whatever is in $051A (the first 8 numbers in the string) with hex digits 0xA5, or the binary digits &amp;quot;10100101&amp;quot;.  Presumably this is because this value consists of a random mix of 1's and 0's.  Regardless of the reasoning, it effectively decapitates the normal sequence and re-randomizes it each time the screen transitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Implications==&lt;br /&gt;
&lt;br /&gt;
*Any manipulation based on RNG algorithm requires frame perfect play from game start, since the re-seed mechanism is destructive in nature.&lt;br /&gt;
*There are actually only ''''128 total RNG sequences'''' in the entire game.   &lt;br /&gt;
**Since the algorithm only evaluates the 7th and 15th bits in the full string, the entire string will be deterministic based only on the values of the first 15 bits.&lt;br /&gt;
**Furthermore, we know that the re-seed sets the first 8 bits to &amp;quot;10100101&amp;quot; and are therefore always the same at the beginning of each screen transition.&lt;br /&gt;
**Hence, we can classify every RNG sequence possible based on this starting value and the next 7 digits being random, in other words 128 total possibilities. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*riiyak's Video Explanation (timestamp 1:06) - https://www.youtube.com/watch?v=Hbe3JqWdVd4&amp;amp;t=66s&lt;br /&gt;
*riiyak's RNG sequence database - [[File:Zelda2_rng_sequences.zip||]]&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Game_Data&amp;diff=121</id>
		<title>Game Data</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Game_Data&amp;diff=121"/>
		<updated>2021-01-08T04:11:45Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Level Up Exp|Experience Required for Each Level up]]&lt;br /&gt;
* [[Spell Costs|Cost of Each Spell at Each Level]]&lt;br /&gt;
* [[RNG Algorithm]]&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Overworld_Walks&amp;diff=106</id>
		<title>Overworld Walks</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Overworld_Walks&amp;diff=106"/>
		<updated>2021-01-06T04:11:23Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Disclaimer ===&lt;br /&gt;
This is Zelda II and as such, basically none of these walks and manipulations are going to work 100% of the time.  Reasons for a particular walk failing may include: fairy spawns, random walks, input mistakes, weird framerule spawn shenanigans, and more not mentioned here.&lt;br /&gt;
&lt;br /&gt;
=== List of Walks ===&lt;br /&gt;
* [[Parapa Cave Walk (Early Shield)]]&lt;br /&gt;
* [[Bubble Skip]]&lt;br /&gt;
* [[Reverse Bubble Skip]]&lt;br /&gt;
* [[Trophy Cave Walk (Post Palace 1)]]&lt;br /&gt;
* [[Boulder Dash]]&lt;br /&gt;
* [[Late Shield Tomb Walk]]&lt;br /&gt;
* [[Dazzle Walk - From the Maze to Darunia]]&lt;br /&gt;
* [[Riverdance (Early Fire)]]&lt;br /&gt;
* [[River Skip (Late Fire)]]&lt;br /&gt;
* [[River Skip (Cave Duck)]]&lt;br /&gt;
* Needs to be added to....&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1gJMWUFYImDcxF0Byopbuvp96cVI6kSwE3LnNOUJgW54/edit?usp=sharing Incomplete Walk Guide for 100% All Keys](to be converted to wiki pages)&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Boulder_Dash&amp;diff=105</id>
		<title>Boulder Dash</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Boulder_Dash&amp;diff=105"/>
		<updated>2021-01-06T04:09:40Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Notes ===&lt;br /&gt;
This walk is most commonly used in any category that does not allow for Up+A to be used.  It can also be used as a backup walk in categories that do allow for Up+A&lt;br /&gt;
&lt;br /&gt;
=== Walk Diagram ===&lt;br /&gt;
[[File:BoulderDashWalk.png]]&lt;br /&gt;
&lt;br /&gt;
=== Walk Description ===&lt;br /&gt;
* '''0''' - When walking from either the bridge or the grave 1-up, the goal is to take an encounter on this tile.  Exit the encounter to the left with no delay.  Make your way towards '''1'''.&lt;br /&gt;
* '''a''' - This is a rarely used backup tile for 0 in case it’s easier to take the encounter on this tile.  Exit the encounter to the left with no delay.  Make your way towards '''1'''.&lt;br /&gt;
* '''1''' - This is the Cats Tile, another backup for if you can’t get the encounter at either '''0''' or '''a'''.  If you did get the encounter at '''0''' or '''a''', ignore this and continue following the path to '''2'''.  If you did not get one of the earlier encounters, step off the path either above or below to trigger an enemy spawn and take the encounter on this tile.  Exit the encounter to the left with no delay.  Follow the path to '''2'''.&lt;br /&gt;
* '''2''' - This is the last tile that you are on the path for.  Walk onto the grass to the left to the '''🡑''' tile where both the step and timed encounter spawns should trigger.&lt;br /&gt;
* '''🡑''' - Walk one tile up and then to the left to avoid the spawned enemies.  Make your way into the swamp either directly below 3 or one tile to the right of that and then walk through the swamp up to 3.&lt;br /&gt;
* '''3''' - This is where the next spawns will trigger.  Break the boulder quickly and walk up into the cave, you should make it in before taking an encounter.&lt;br /&gt;
* '''Note:''' this is one of the most consistent overworld walks in the game.  With just a little practice it should become consistent.&lt;br /&gt;
* '''Common ways for this walk to fail'''&lt;br /&gt;
** Fairy spawns&lt;br /&gt;
** Late up input at '''🡑'''&lt;br /&gt;
** Long delay at the boulder break&lt;br /&gt;
** Missed or incorrect d-pad inputs&lt;br /&gt;
&lt;br /&gt;
=== Videos ===&lt;br /&gt;
* riiyak's Boulder Dash Options Tutorial - https://www.youtube.com/watch?v=9pZp_srKIVo&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=104</id>
		<title>Eco Key</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=104"/>
		<updated>2021-01-06T04:05:40Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eco Key Introduction==&lt;br /&gt;
Here is the room in Palace 5 where Eco Key is performed.&lt;br /&gt;
&lt;br /&gt;
[[File:ecokey1.png||Eco Key screen]]&lt;br /&gt;
&lt;br /&gt;
In casual gameplay, the intended method to get through this room is to cast Fairy spell, go up the column past the key, exit the screen to the right, then circle back and pick up the key.  The Jump spell is not sufficient by itself to reach the ledge.&lt;br /&gt;
&lt;br /&gt;
The Eco Key trick is the method of using the Jump spell to perform a max height jump, and then use the Skull Bubble to damage boost onto the ledge.  This saves time by avoiding having to exit the screen and backtrack.&lt;br /&gt;
&lt;br /&gt;
This time save by successfully executing Eco Key is approximately '''13 seconds'''.&lt;br /&gt;
&lt;br /&gt;
==Eco Key Setup==&lt;br /&gt;
The Eco Key trick is fairly precise but there is a several pixel tolerance, and it can be executed consistently.&lt;br /&gt;
&lt;br /&gt;
# Upon entering the room, cast Jump.  Avoid the first Skull Bubble.&lt;br /&gt;
# Scroll the screen until the Key, Skull Bubble, and 3 floor bricks on the top of the ledge are visible.&lt;br /&gt;
#: [[File:ecokey2.png||Stop when you can see the 3 bricks on the top ledge.]]&lt;br /&gt;
# Stop and wait for the Skull Bubble to bounce off the floor, right side of the screen, and then up toward the ceiling.&lt;br /&gt;
#* Crouch stab twice to stop immediately and wait the proper delay. The two stabs should be slightly slower than max speed.&lt;br /&gt;
#* Turn backward and stop.  Wait until the bubble starts traveling up to the ceiling.&lt;br /&gt;
#: [[File:ecokey3.png||Watch the skull bubble bounce off the corner by the key.]]&lt;br /&gt;
# Walk to the right.  When Link reaches one floor brick away from the corner, press and hold A to execute a maximum height jump.&lt;br /&gt;
#: [[File:ecokey4.png||Perform a full height jump starting when you are 1 floor brick from the corner.]]&lt;br /&gt;
# Just after jumping, press and hold Left to turn backward while jumping.&lt;br /&gt;
#: [[File:ecokey5.png||Turn back after jumping.]]&lt;br /&gt;
# Link's forehead will hit the Skull Bubble and get knocked back. If executed properly, Link will rebound up and land on the ledge.&lt;br /&gt;
#: [[File:ecokey6.png||Damage boost off the Skull Bubble onto the ledge.]]&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
* riiyak's Eco Key tutorial - https://www.youtube.com/watch?v=GqBVuEr_sfk&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=103</id>
		<title>Eco Key</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=103"/>
		<updated>2021-01-05T05:37:08Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eco Key Introduction==&lt;br /&gt;
Here is the room in Palace 5 where Eco Key is performed.&lt;br /&gt;
&lt;br /&gt;
[[File:ecokey1.png||Eco Key screen]]&lt;br /&gt;
&lt;br /&gt;
In casual gameplay, the intended method to get through this room is to cast Fairy spell, go up the column past the key, exit the screen to the right, then circle back and pick up the key.  The Jump spell is not sufficient by itself to reach the ledge.&lt;br /&gt;
&lt;br /&gt;
The Eco Key trick the method of using the Jump spell to perform a max height jump, and then use the Skull Bubble to damage boost onto the ledge.  This saves time by avoiding having to exit the screen and backtrack.&lt;br /&gt;
&lt;br /&gt;
This time save by successfully executing Eco Key is approximately '''13 seconds'''.&lt;br /&gt;
&lt;br /&gt;
==Eco Key Setup==&lt;br /&gt;
The Eco Key trick is fairly precise but there is a several pixel tolerance, and it can be executed consistently.&lt;br /&gt;
&lt;br /&gt;
# Upon entering the room, cast Jump.  Avoid the first Skull Bubble.&lt;br /&gt;
# Scroll the screen until the Key, Skull Bubble, and 3 floor bricks on the top of the ledge are visible.&lt;br /&gt;
#: [[File:ecokey2.png||Stop when you can see the 3 bricks on the top ledge.]]&lt;br /&gt;
# Stop and wait for the Skull Bubble to bounce off the floor, right side of the screen, and then up toward the ceiling.&lt;br /&gt;
#* Crouch stab twice to stop immediately and wait the proper delay. The two stabs should be slightly slower than max speed.&lt;br /&gt;
#* Turn backward and stop.  Wait until the bubble starts traveling up to the ceiling.&lt;br /&gt;
#: [[File:ecokey3.png||Watch the skull bubble bounce off the corner by the key.]]&lt;br /&gt;
# Walk to the right.  When Link reaches one floor brick away from the corner, press and hold A to execute a maximum height jump.&lt;br /&gt;
#: [[File:ecokey4.png||Perform a full height jump starting when you are 1 floor brick from the corner.]]&lt;br /&gt;
# Just after jumping, press and hold Left to turn backward while jumping.&lt;br /&gt;
#: [[File:ecokey5.png||Turn back after jumping.]]&lt;br /&gt;
# Link's forehead will hit the Skull Bubble and get knocked back. If executed properly, Link will rebound up and land on the ledge.&lt;br /&gt;
#: [[File:ecokey6.png||Damage boost off the Skull Bubble onto the ledge.]]&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
* riiyak's Eco Key tutorial - https://www.youtube.com/watch?v=GqBVuEr_sfk&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=102</id>
		<title>Eco Key</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=102"/>
		<updated>2021-01-05T05:33:07Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: /* Video Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eco Key Introduction==&lt;br /&gt;
Here is the room in Palace 5 where Eco Key is performed.&lt;br /&gt;
&lt;br /&gt;
[[File:ecokey1.png||Eco Key screen]]&lt;br /&gt;
&lt;br /&gt;
In casual gameplay, the intended method to get through this room is to cast Fairy spell, go up the column past the key, exit the screen to the right, then circle back and pick up the key.  The Jump spell is not sufficient by itself to reach the ledge.&lt;br /&gt;
&lt;br /&gt;
The Eco Key trick the method of using the Jump spell to perform a max height jump, and then use the Skull Bubble to damage boost onto the ledge.  This saves time by avoiding having to exit the screen and backtrack.&lt;br /&gt;
&lt;br /&gt;
This time save by successfully executing Eco Key is approximately '''13 seconds'''.&lt;br /&gt;
&lt;br /&gt;
==Eco Key Setup==&lt;br /&gt;
The Eco Key trick is fairly precise but there is a several pixel tolerance, and it can be executed consistently.&lt;br /&gt;
&lt;br /&gt;
# Upon entering the room, cast Jump.  Avoid the first Skull Bubble.&lt;br /&gt;
# Scroll the screen until the Key, Skull Bubble, and 3 floor bricks on the top of the ledge are visible.&lt;br /&gt;
#: [[File:ecokey2.png||Stop when you can see the 3 bricks on the top ledge.]]&lt;br /&gt;
# Stop and wait for the Skull Bubble to bounce off the floor, right side of the screen, and then up toward the ceiling.&lt;br /&gt;
#* Crouch stab twice to stop immediately and wait the proper delay. The two stabs should be slightly slower than max speed.&lt;br /&gt;
#* Turn backward and stop.  Wait until the bubble starts traveling up to the ceiling.&lt;br /&gt;
#: [[File:ecokey3.png||Watch the skull bubble bounce off the corner by the key.]]&lt;br /&gt;
# Walk to the right.  When Link reaches one floor brick away from the corner, press and hold A to execute a maximum height jump.&lt;br /&gt;
#: [[File:ecokey4.png||Perform a full height jump starting when you are 1 floor brick from the corner.]]&lt;br /&gt;
# Just after jumping, press and hold Left to turn backward while jumping.&lt;br /&gt;
#: [[File:ecokey5.png||Turn back after jumping.]]&lt;br /&gt;
# Link's forehead will hit the Skull Bubble and get knocked back. If executed properly, Link will rebound up and land on the ledge.&lt;br /&gt;
#: [[File:ecokey6.png||Damage boost off the Skull Bubble onto the ledge.]]&lt;br /&gt;
&lt;br /&gt;
==Video Tutorials==&lt;br /&gt;
* riiyak's Eco Key tutorial - https://www.youtube.com/watch?v=GqBVuEr_sfk&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=101</id>
		<title>Eco Key</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=101"/>
		<updated>2021-01-05T05:29:05Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eco Key Introduction==&lt;br /&gt;
Here is the room in Palace 5 where Eco Key is performed.&lt;br /&gt;
&lt;br /&gt;
[[File:ecokey1.png||Eco Key screen]]&lt;br /&gt;
&lt;br /&gt;
In casual gameplay, the intended method to get through this room is to cast Fairy spell, go up the column past the key, exit the screen to the right, then circle back and pick up the key.  The Jump spell is not sufficient by itself to reach the ledge.&lt;br /&gt;
&lt;br /&gt;
The Eco Key trick the method of using the Jump spell to perform a max height jump, and then use the Skull Bubble to damage boost onto the ledge.  This saves time by avoiding having to exit the screen and backtrack.&lt;br /&gt;
&lt;br /&gt;
This time save by successfully executing Eco Key is approximately '''13 seconds'''.&lt;br /&gt;
&lt;br /&gt;
==Eco Key Setup==&lt;br /&gt;
The Eco Key trick is fairly precise but there is a several pixel tolerance, and it can be executed consistently.&lt;br /&gt;
&lt;br /&gt;
# Upon entering the room, cast Jump.  Avoid the first Skull Bubble.&lt;br /&gt;
# Scroll the screen until the Key, Skull Bubble, and 3 floor bricks on the top of the ledge are visible.&lt;br /&gt;
#: [[File:ecokey2.png||Stop when you can see the 3 bricks on the top ledge.]]&lt;br /&gt;
# Stop and wait for the Skull Bubble to bounce off the floor, right side of the screen, and then up toward the ceiling.&lt;br /&gt;
#* Crouch stab twice to stop immediately and wait the proper delay. The two stabs should be slightly slower than max speed.&lt;br /&gt;
#* Turn backward and stop.  Wait until the bubble starts traveling up to the ceiling.&lt;br /&gt;
#: [[File:ecokey3.png||Watch the skull bubble bounce off the corner by the key.]]&lt;br /&gt;
# Walk to the right.  When Link reaches one floor brick away from the corner, press and hold A to execute a maximum height jump.&lt;br /&gt;
#: [[File:ecokey4.png||Perform a full height jump starting when you are 1 floor brick from the corner.]]&lt;br /&gt;
# Just after jumping, press and hold Left to turn backward while jumping.&lt;br /&gt;
#: [[File:ecokey5.png||Turn back after jumping.]]&lt;br /&gt;
# Link's forehead will hit the Skull Bubble and get knocked back. If executed properly, Link will rebound up and land on the ledge.&lt;br /&gt;
#: [[File:ecokey6.png||Damage boost off the Skull Bubble onto the ledge.]]&lt;br /&gt;
&lt;br /&gt;
==Video Tutorials==&lt;br /&gt;
#: riiyak's Eco Key tutorial - https://www.youtube.com/watch?v=GqBVuEr_sfk&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=100</id>
		<title>Eco Key</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=100"/>
		<updated>2021-01-05T05:27:29Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eco Key Introduction==&lt;br /&gt;
Here is the room in Palace 5 where Eco Key is performed.&lt;br /&gt;
&lt;br /&gt;
[[File:ecokey1.png||Eco Key screen]]&lt;br /&gt;
&lt;br /&gt;
In casual gameplay, the intended method to get through this room is to cast Fairy spell, go up the column past the key, exit the screen to the right, then circle back and pick up the key.  The Jump spell is not sufficient by itself to reach the ledge.&lt;br /&gt;
&lt;br /&gt;
The Eco Key trick the method of using the Jump spell to perform a max height jump, and then use the Skull Bubble to damage boost onto the ledge.  This saves time by avoiding having to exit the screen and backtrack.&lt;br /&gt;
&lt;br /&gt;
This time save by successfully executing Eco Key is approximately '''13 seconds'''.&lt;br /&gt;
&lt;br /&gt;
==Eco Key Setup==&lt;br /&gt;
The Eco Key trick is fairly precise but there is a several pixel tolerance, and it can be executed consistently.&lt;br /&gt;
&lt;br /&gt;
# Upon entering the room, cast Jump.  Avoid the first Skull Bubble.&lt;br /&gt;
# Scroll the screen until the Key, Skull Bubble, and 3 floor bricks on the top of the ledge are visible.&lt;br /&gt;
#: [[File:ecokey2.png||Stop when you can see the 3 bricks on the top ledge.]]&lt;br /&gt;
# Stop and wait for the Skull Bubble to bounce off the floor, right side of the screen, and then up toward the ceiling.&lt;br /&gt;
#* Crouch stab twice to stop immediately and wait the proper delay. The two stabs should be slightly slower than max speed.&lt;br /&gt;
#* Turn backward and stop.  Wait until the bubble starts traveling up to the ceiling.&lt;br /&gt;
#: [[File:ecokey3.png||Watch the skull bubble bounce off the corner by the key.]]&lt;br /&gt;
# Walk to the right.  When Link reaches one floor brick away from the corner, press and hold A to execute a maximum height jump.&lt;br /&gt;
#: [[File:ecokey4.png||Perform a full height jump starting when you are 1 floor brick from the corner.]]&lt;br /&gt;
# Just after jumping, press and hold Left to turn backward while jumping.&lt;br /&gt;
#: [[File:ecokey5.png||Turn back after jumping.]]&lt;br /&gt;
# Link's forehead will hit the Skull Bubble and get knocked back. If executed properly, Link will rebound up and land on the ledge.&lt;br /&gt;
#: [[File:ecokey6.png||Damage boost off the Skull Bubble onto the ledge.]]&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=File:Ecokey6.png&amp;diff=99</id>
		<title>File:Ecokey6.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=File:Ecokey6.png&amp;diff=99"/>
		<updated>2021-01-05T05:20:02Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=File:Ecokey5.png&amp;diff=98</id>
		<title>File:Ecokey5.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=File:Ecokey5.png&amp;diff=98"/>
		<updated>2021-01-05T05:19:48Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=File:Ecokey4.png&amp;diff=97</id>
		<title>File:Ecokey4.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=File:Ecokey4.png&amp;diff=97"/>
		<updated>2021-01-05T05:19:34Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=File:Ecokey3.png&amp;diff=96</id>
		<title>File:Ecokey3.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=File:Ecokey3.png&amp;diff=96"/>
		<updated>2021-01-05T05:19:22Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=File:Ecokey2.png&amp;diff=95</id>
		<title>File:Ecokey2.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=File:Ecokey2.png&amp;diff=95"/>
		<updated>2021-01-05T05:11:40Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=94</id>
		<title>Eco Key</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=94"/>
		<updated>2021-01-05T05:07:01Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eco Key Introduction==&lt;br /&gt;
Here is the room in Palace 5 where Eco Key is performed.&lt;br /&gt;
&lt;br /&gt;
[[File:ecokey1.png||Eco Key screen]]&lt;br /&gt;
&lt;br /&gt;
In casual gameplay, the intended method to get through this room is to cast Fairy spell, go up the column past the key, exit the screen to the right, then circle back and pick up the key.  The Jump spell is not sufficient by itself to reach the ledge.&lt;br /&gt;
&lt;br /&gt;
The Eco Key trick the method of using the Jump spell to perform a max height jump, and then use the Skull Bubble to damage boost onto the ledge.  This saves time by avoiding having to exit the screen and backtrack.&lt;br /&gt;
&lt;br /&gt;
This time save by successfully executing Eco Key is approximately '''13 seconds'''.&lt;br /&gt;
&lt;br /&gt;
==Eco Key Setup==&lt;br /&gt;
The Eco Key trick is fairly precise but there is a several pixel tolerance, and it can be executed consistently.&lt;br /&gt;
&lt;br /&gt;
# Upon entering the room, cast Jump.  Avoid the first Skull Bubble.&lt;br /&gt;
# Scroll the screen until the Key, Skull Bubble, and 3 floor bricks on the top of the ledge are visible.&lt;br /&gt;
# Stop and wait for the Skull Bubble to bounce off the floor, right side of the screen, and then up toward the ceiling.&lt;br /&gt;
## Crouch stab twice to stop immediately and wait the proper delay. The two stabs should be slightly slower than max speed.&lt;br /&gt;
## Turn backward and stop.  Wait until the bubble starts traveling up to the ceiling.&lt;br /&gt;
# Walk to the right.  When Link reaches one floor brick away from the corner, press and hold A to execute a maximum height jump.&lt;br /&gt;
# Just after jumping, press and hold Left to turn backward while jumping.&lt;br /&gt;
# Link's forehead will hit the Skull Bubble and get knocked back. If executed properly, Link will rebound up and land on the ledge.&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=93</id>
		<title>Eco Key</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=Eco_Key&amp;diff=93"/>
		<updated>2021-01-05T04:14:34Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: Created page with &amp;quot;==Eco Key Introduction== Here is the room in Palace 5 where Eco Key is performed.  Eco Key screen  In casual gameplay, the intended method to get through...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eco Key Introduction==&lt;br /&gt;
Here is the room in Palace 5 where Eco Key is performed.&lt;br /&gt;
&lt;br /&gt;
[[File:ecokey1.png||Eco Key screen]]&lt;br /&gt;
&lt;br /&gt;
In casual gameplay, the intended method to get through this room is to cast Fairy spell, go up the column past the key, exit the screen to the right, then circle back and pick up the key.  The Jump spell is not sufficient by itself to reach the ledge.&lt;br /&gt;
&lt;br /&gt;
The Eco Key trick the method of using the Jump spell to perform a max height jump, and then use the Skull Bubble to damage boost onto the ledge.  This saves time by avoiding having to exit the screen and backtrack.&lt;br /&gt;
&lt;br /&gt;
This time save by successfully executing Eco Key is approximately '''13 seconds'''.&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.bindingforce.net/index.php?title=File:Ecokey1.png&amp;diff=92</id>
		<title>File:Ecokey1.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.bindingforce.net/index.php?title=File:Ecokey1.png&amp;diff=92"/>
		<updated>2021-01-05T03:44:16Z</updated>

		<summary type="html">&lt;p&gt;Riiyak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riiyak</name></author>
		
	</entry>
</feed>