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

Super Nintendo Entertainment System
(Submitted: The Legend of Zelda - A Link to the Past)
warp glitch
(Submitted: glitched)
(Submitted: Legend of Zelda, The - A Link to the Past (U) [!].smc USA)
Snes9x
13480
60
1917
Unknown
Submitted by Tompa on 10/18/2008 4:50 PM
Submission Comments

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.
Last Edited by on 1/1/2022 6:13 PM
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