TASVideos

Tool-assisted game movies
When human skills are just not enough

Submission #2119: Tompa's SNES The Legend of Zelda - A Link to the Past "glitched" in 03:44.67

Console: Super NES
Game name: The Legend of Zelda - A Link to the Past
Game version: USA
ROM filename: Legend of Zelda, The - A Link to the Past (U) [!].smc
Branch: glitched
Emulator: (unknown)
Movie length: 03:44.67
FrameCount: 13480
Re-record count: 1917
Author's real name: Tomas Abrahamsson
Author's nickname: Tompa
Submitter: Tompa
Submitted at: 2008-10-18 16:51:35
Text last edited at: 2008-10-22 13:02:20
Text last edited by: ShinyDoofy
Download: Download (1007 bytes)
Status: published
Click to view the actual publication
Submission instructions
Discuss this submission (also rating / voting)
List all submissions by this submitter
List pages on this site that refer to this submission
View submission text history
Back to the submission list
Author's comments and explanations:

SNES The Legend of Zelda: A Link to the Past in 03:44.67 by Tompa

  • Snes9X v1.43+ V11 (Most 1.43 versions should work...)
    • WIP1 timing
    • Allow Left+Right/Up+Down

  • Aims for fastest time.
  • Takes damage to save time.
  • Abuses programming errors in the game.
  • Manipulates luck.
  • Ignores orders from your uncle.
  • Bushes are being slaughtered.

This is a 17 frames improvement over Deign's previous version #1963: Deign's SNES The Legend of Zelda - A Link to the Past "glitched" in 03:44.95.

Tricks and glitches used

Wobbling - You are able to speed up your movement when going up and left by changing direction every second frame.

Pixelporting - When being between two walls while going up/down, face the wall to either left or right and press <^> or <v>, depending on going up or down.

Faster walking in stairs - Holding <^> or <v> when walking in stairs speeds you up a bit. It also makes you walk through some of stairs.

STUFF

After having some problems with my other ALttP run, I decided to see if I could improved the glitched version. At that time I didn't know where, or if, I could save any frames. But apparently I did. I also decided to keep the input animation in the beginning of the run

1 frame saved at the first bush outside the house.

1 frame saved at the second area of bushes.

9 saved because of better pixelporting at the stairs after getting the sword.

2 frames saved before the damage boost.

2 frames lost because two frames were saved. The guard could get in the perfect position fast enought, which gave me a not as good damage boost.

5 frames saved to a better pixelport in the stairs before the upper floor

1 frame saved during the Triforce conversation, don't know how though...

For some reason most of the rerecords disappeared... But who cares anyway?

Thanks to:

Deign, for his previous submission.

dezbeast, for the finding of the Pixelporting trick.

Comicalflop, for his input anmination in the beginning.


mmbossman: Somewhat of an 'invisible' improvement, but 17 frames is quite a lot for a run that has gone through so many iterations. Accepting as an improvement to the published 'glitched' run.


Similar submissions (by title and categories where applicable):