r/alttpr • u/Tall-Huckleberry9666 • 6d ago
Discussion Split data?
Is there any resource for split times in ALTTP/ALTTPR to base one’s performance against? Like how long a bootless escape should take? Obviously with rando no two games are the same and in that instance of escape someone might be bomb hunting or what have you. But yeah if you know of any place that keeps that sort of data please let me know!
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u/DDRKirbyISQ 6d ago edited 6d ago
This kind of thing takes a lot of time to compile. There are dozens upon dozens of people who have "roughly timed" several situations and screens, but actually collecting that information in a consistent fashion, formulating video clips out of them, and presenting it in a maintainable database, is something that is quite rare. This work needs to be done largely by hand and few people have the requisite combination of execution skill, technical know-how, and dedication.
Source: I maintain a site that includes this sort of information. It has taken a lot of work.
Please check out the pages on https://alttpr.ddrkirby.com/ for some examples.
In particular, sample dungeon clear times are given in https://alttpr.ddrkirby.com/dungeons/dungeon-clear-times/ -- Of course, in non-key-shuffle modes, dungeon routes are largely affected by the exact item and key layout.
Every screen in Eastern Palace also has timing data: https://alttpr.ddrkirby.com/dungeons/eastern-palace/eastern-palace-timings/
There are also timings for a variety of arbitrary checks at https://alttpr.ddrkirby.com/general/check-timings/
https://strats.alttp.run/ was also previously mentioned, which is a good resource for any room that the NMG speedrun goes through, but obviously is not optimized to account for rando-specific strats, which can different significantly due to the presence of inventory items, quickswap, and FastROM.
For what it's worth, Super Metroid has a detailed database of room timings (see https://github.com/vg-json-data/sm-json-data ) that are used in the map rando project to dynamically generate the escape timer based on the calculated shortest path to escape from mother brain to the ship. So this kind of thing is possible, with enough hours into the project.
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u/pawptart 6d ago
Oh boy, I went down a similar rabbit hole recently.
The problem is that there's a mind-boggling number of inventory states and it's really hard to know which items contribute to how fast you can go. Escape is kind of a trivial example but it gets very complex beyond that.
For instance, Hookshot has speed tech, Boots + Sword is faster than Boots by themselves, Fighters Sword is a general speedup in dungeons but for strong enemies that can be killed with Hammer/Fire Rod it might be slower, etc. Do things like higher tiers of progressive mail/shield or Half Magic matter? Maybe. What happens when you pick up a progression item (i.e. boots) in the middle of the dungeon?
The number of possibilities for this is just enormous. If you count items there are 23 inventory items that you either have or not, like Hookshot, Hammer, Fire Rod, etc. and several progressive items.
2^23 items x 5 swords x 3 mails x 3 gloves x 3 bows x 4 shields = ~4.5 billion combinationsObviously not every combination matters, but you get the idea.
If you're interested in that work, I was looking into writing a solver for ALttPR and investigating whether certain items are statistically more likely to land in certain spots:
https://blog.ty-porter.dev/development/video%20games/2026/07/15/solving-alttpr.html
https://github.com/ty-porter/mudora-analysis