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

Submission #3453: bobmario511's GB The Legend of Zelda: Link's Awakening in 03:49.12

Console: Game Boy
Game name: The Legend of Zelda: Link's Awakening
Game version: USA v1.0
ROM filename: Legend of Zelda, The - Link's Awakening (U) (V1.0) [!].gb
Emulator: (unknown)
Movie length: 03:49.12
FrameCount: 13747
Re-record count: 4574
Author's real name: Scott W.
Author's nickname: bobmario511
Submitter: bobmario511
Submitted at: 2012-02-03 08:10:55
Text last edited at: 2012-02-13 07:17:28
Text last edited by: Ilari
Download: Download (1233 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:
I was considering redoing a "glitched" all dungeons run of this game I did a while back (never submitted, but might if people want it). In the process I noticed that the glitched any% run could be improved.

(Link to video)

Game objectives

  • Emulator used: VisualBoyAdvance re-recording 19.3
  • Aims for fastest time
  • Abuses glitches
  • Manipulates luck
  • Takes damage to save time

This is an improvement of 10 frames over Swordless Link's run. Time was saved in screen warping to first obtain the sword.

Tricks used


By pressing select right as link exits the screen he is on, it will warp him to the otherside of the next screen, allowing large portions of the game to be skipped.

Up/down + A or B combos

This allows link to do a variety of glitchy things. The most notable use in this is picking up the sword with this trick. It can also be used for effects like turning link dark or making his sword look strange.

Corner Boosts

When you walk past a corner you can walk into one to boost link forwards slightly. This was only used a few times.


Only thing changed at the beggining of the game was waiting 1 extra frame on the 3rd screen warp so the object on the screen would dissapear. This resulted in less lag and saved 15 frames initially. After collecting the sword, there was lag I was unable to aviod costing 3 frames getting into the 8th dungeon.

Somewhere between reflecting the 4th fire ball with the sword and the ghost nightmare dissapearing, there were 2 frames of lag that I couldn't make up, after trying many manipulation methods I was able to get it down to this leaving me at 10 ahead. Hitting the fireball at an angle did not change the lag so I decided to leave it in for variation.

During the nightmare ganon fight, I was able to save frames of lags in some cyles while hurting the boss, just to loose them next cycle, not changing the total.

The only real improvements I can see for this is if the lag can be manipulated better. As a side note for possible improvements, it appears that there may be a frame rule in regard for loading screens and lost frames. I did a test where I waited x frames before picking up an instrument. For the sake of this example, waiting 0 frames got link to load at frame 63, waiting 1 loaded at 73; however waiting 2 and 3 loaded it at 71. Frames 4-8 then all loaded on 73. This should be considered when TASing this in regards to missing frames.

Thanks to Swordless Link for his run, it was very usefull to look at to compare progress.

Also thanks to Brandon for encoding this, looks great!

Nach: Accepting improvement to existing run.
Brandon: Publication underway.

Similar submissions (by title and categories where applicable):