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

Submission #2763: Tompa's SNES The Legend of Zelda - A Link to the Past "Glitched" in 03:44.65

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: 03:44.65
FrameCount: 13479
Re-record count: 2675
Author's real name: Tomas Abrahamsson
Author's nickname: Tompa
Submitter: Tompa
Submitted at: 2010-07-26 06:26:15
Text last edited at: 2011-05-01 20:28:33
Text last edited by: Tompa
Download: Download (1084 bytes)
Status: published
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Author's comments and explanations:

SNES The Legend of Zelda: A Link to the Past in 03:44.65 by Tompa

  • Snes9X v1.43
    • Allow Left+Right/Up+Down
  • Aims for fastest time.
  • Takes damage to save time.
  • Abuses programming errors in the game.
  • Manipulates luck.
  • Uses sword four times
  • Is nice to the guards
  • Gets money

A Link to the Past is a game about a boy who woke up in the night to throw bushes around. He also enjoys to take equipment from relatives, bump into guards and walk through stairs. He's apparently a hero. This is a 1 (one) frame improvement to my previous glitched run #2119: Tompa's SNES The Legend of Zelda - A Link to the Past "glitched" in 03:44.67.

Encoded and up on Youtube as well ClickyClick.

Trick and Glitches used (Copied from previous submission)

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.


This is probably the 10th, or so, time I have tried to improve this run. I keep on coming up with ideas that could save time, but it "never succeded". When I did this version, it was actually supposed to be for the full run improvement I'm working on.

When comparing to my previous glitched run, I was suddenly one frame faster which I couldn't understand.

The reason to this is that the guard I damage boost off started to move one frame earlier, which resulted in getting a better angle when boosted.

In the previous submission text, I mentioned that "2 frames lost because two frames were saved" and something about the guard. The problem there is that I can only take damage every 4th frame. If I was able to take damage earlier from the guard, more time could be saved.

I also didn't include the beginning input animation, as I thought it "got old", so I did my own one at the end instead.

Enjoy (Or... something)!

adelikat: Ok, accepting because it is reasonably possible to be the last frame the user can scrape out of his movie.

sgrunt: Kyman is encoding this.

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