Speedrun:A Link to the Past/Spinspeed

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A Link to the Past/Spinspeed
Spinpseed.png

Games

Prerequisite

Uses

Allows Link to move at dash speed in any direction.

Spinspeed is a Japanese 1.0 Glitch used in A Link to the Past. It is one of many techniques used to Arm the Superspeed state which causes a number of glitched interactions. The most common use is the ability to move at dash speed in all 8 directions and change direction without stopping or charging a new dash.

How-To Perform

  • Charge a sword spin by holding the B button for 66 Frames until the glowing tip of the sword disappears.
  • Quickly slide your thumb from B to A to press the A button exactly 1 frame after releasing the spin.
  • You will know that spinspeed is armed correctly if the sword doesn't come out when you press B.
  • Activate spinspeed by exiting a Manual Staircase with an Up or Down Input.
  • A more advanced method can be performed by sliding your thumb from B to A and then back to B again in such a way that you will not lose your sword charge if you fail the glitch, saving a full second on the next attempt.
  • Superspeed will remain active until a new dash is started, Link takes damage, or the screen is transitioned. Spinspeed will remain armed after taking damage and only needs to be activated again. Dashing or leaving the screen will disarm superspeed.

Uses

  • Spinspeed is the primary method for arming superspeed before the Hookshot is acquired.
  • Spinspeed is almost always used to speed up movement on screens with manual stairs. It is only used when the time spent charging and releasing a spin is less than the time saved with faster movement.
  • The superspeed state can also be used to extend the hitbox of the Magic Hammer as seen in the Helmasaur King fight.

Videos


mooglemod demonstrating the Spinspeed Glitch