TASVideos

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

Game Information

GBC The Legend of Zelda: Link's Awakening DX

Total movies: 2


[Tier: Stars][Notable improvement]GBC The Legend of Zelda: Link's Awakening DX (USA v1.0) in 27:55.02 by TwistedTammer.
BizHawk Movie (.bk2) (date: 2019-08-11)
MKV file via BitTorrent (Modern HQ) (size: 44.30 MB, length: 32:19)
MP4 file via BitTorrent (Compatibility) (size: 47.25 MB, length: 32:19)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #6472 — Author's comments
Discuss this movie
Obsoletes movie #1462 (1:00:02.68)
Rating: 8.9 (6 votes)
View Publication
- Takes damage to save time
- Forgoes major skip glitch
- Uses a game restart sequence
- Forgoes time-saving glitches
- Genre: Action
- Genre: Adventure
The Legend of Zelda: Link's Awakening DX is an updated version of an older GB game which adds color, an additional dungeon, various other minor features, and a lot of bug fixes. Link, after rescuing Hyrule (again?), sets off on a journey and subsequently shipwrecks on the mysterious Koholint Island, which has been overtaken by evil monsters which he must defeat in order to find a way back home.

[Tier: Moons][Fastest Completion]GBC The Legend of Zelda: Link's Awakening DX (USA v1.0) "warp glitch" in 05:39.06 by bobmario511.
VBA movie (.vbm) (date: 2014-07-02)
MKV file via BitTorrent (Modern HQ) (size: 11.47 MB, length: 10:45)
MP4 file via BitTorrent (Compatibility) (size: 10.62 MB, length: 10:45)
Mirror www.archive.org (MKV Modern HQ)
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Watch on (www.youtube.com)
Submission #4350 — Author's comments
Discuss this movie
Obsoletes movie #2077 (05:37.87)
Rating: 7.7 (9 votes)
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- Best ending
- Takes damage to save time
- Major skip glitch
- Heavy glitch abuse
- Genre: Action
- Genre: Adventure
Proving yet again the lengths a TAS can go in destroying a game, this run features a warping glitch that allows for severe sequence breaking. The final boss is reached within a handful of minutes and defeated with minimal weaponry.

The author, bobmario511, surpasses the previous run by 0.35 seconds through a completely different route.

There is a movie of this game that does not use the warp glitch.

Note: While this movie appears to be slower than the previous one, that run's time was calculated with an incorrect frame rate. This run is indeed faster.

Total movies: 6


[Tier: Moons]GBC The Legend of Zelda: Link's Awakening DX (USA v1.0) "warp glitch" in 05:40.05 by Chef Stef.
VBA movie (.vbm) (date: 2008-08-11)
MP4 file via BitTorrent (size: 8.13 MB, length: 10:16)
MP4 file via BitTorrent (Modern HQ) (size: 8.77 MB, length: 10:16)
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Mirror archive.org (MP4 Modern HQ)
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Submission #2031 — Author's comments
Discuss this movie
Rating: 6.9 (17 votes)
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- Uses death to save time
- Heavy glitch abuse
- Genre: Action
- Genre: Adventure

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
In this movie, the author utilizes a warping glitch, along with through-the-wall glitches, to send Link directly to the final boss (after stealing powerful weapons from the shop, of course). The game, normally hours long, is beaten in a mere five minutes.

There is a movie of this game that does not use the warp glitch.


[Tier: Moons]GBC The Legend of Zelda: Link's Awakening DX (USA/Europe v1.0) in 1:14:25.65 by Chef Stef.
VBA movie (.vbm) (date: 2006-09-13)
AVI file via BitTorrent (size: 124.23 MB, length: 1:20:00)
Mirror www.archive.org
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Submission #1161 — Author's comments
Discuss this movie
Rating: 7.6 (16 votes)
View Publication
- Best ending
- Takes damage to save time
- Heavy luck manipulation
- Genre: Action
- Genre: Adventure

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
After becoming the Hero of Hyrule, Link is sent off by Zelda to study to be a proper Elf. On the way, he gets shipwrecked on a mysterious island taken over by evil, which he then tries to free to make his way back home.

In this movie Chef Stef takes a unique route through the game exploiting many glitches to completely skip parts of the game that you are normally required to play. If you like Zelda, and you like glitches, this is the movie to watch.

We also have a movie of the Game Boy version (no DX), which skips a lot more of the game.


[Tier: Stars]GBC The Legend of Zelda: Link's Awakening DX (USA v1.0) in 1:00:02.68 by Swordless Link.
VBA movie (.vbm) (date: 2010-02-15)
MP4 file via BitTorrent (size: 81.97 MB, length: 1:05:34)
Mirror www.archive.org
Watch on (aktan.site90.com)
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Submission #2565 — Author's comments
Discuss this movie
Obsoletes movie #863 (1:09:49.93)
Rating: 8.7 (34.5 votes)
View Publication
- Best ending
- Takes damage to save time
- Forgoes major skip glitch
- Uses a game restart sequence
- Forgoes time-saving glitches
- Genre: Action
- Genre: Adventure
Award - Gameboy TAS of 2010

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
The Legend of Zelda: Link's Awakening DX is an updated version of an older GB game which adds color, an additional dungeon, various other minor features, and a lot of bug fixes. Link, after rescuing Hyrule (again?), sets off on a journey and subsequently shipwrecks on the mysterious Koholint Island, which has been overtaken by evil monsters which he must defeat in order to find a way back home.

Through a wide variety of glitches and general optimizations, this is now almost ten minutes faster than the previous full run of this game.

This run does not make use of a form of warp glitching, but still demonstrates that they obviously didn't fix as many bugs as they thought.


[Tier: Moons]GBC The Legend of Zelda: Link's Awakening DX (USA v1.0) "warp glitch" in 05:38.8 by hogehoge61.
VBA movie (.vbm) (date: 2009-06-04)
MKV file via BitTorrent (size: 8.46 MB, length: 10:14)
Mirror www.archive.org
Watch on (www.dailymotion.com)
Watch on (www.youtube.com)
Submission #2249 — Author's comments
Discuss this movie
Obsoletes movie #1169 (05:40.05)
Rating: 7.2 (24 votes)
View Publication
- Uses death to save time
- Takes damage to save time
- Heavy glitch abuse
- Genre: Action
- Genre: Adventure

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Proving yet again the lengths a TAS can go in destroying a game, this run features a warping glitch that allows for severe sequence breaking. The final boss is reached within a handful of minutes and defeated with minimal weaponry.

In this update, hogehoge61 uses increased frame precision and a further optimized boss fight to shave 75 frames from an already short movie.

There is a movie of this game that does not use the warp glitch.


[Tier: Moons]GBC The Legend of Zelda: Link's Awakening DX (USA v1.0) "warp glitch" in 05:37.87 by bobmario511.
VBA movie (.vbm) (date: 2012-07-14)
MKV file via BitTorrent (size: 10.37 MB, length: 10:16)
MKV file via BitTorrent (Modern HQ) (size: 12.14 MB, length: 10:16)
Mirror archive.org
Mirror archive.org (MKV Modern HQ)
Watch on (www.youtube.com)
Submission #3640 — Author's comments
Discuss this movie
Obsoletes movie #1292 (05:38.8)
Rating: 6.9 (6.5 votes)
View Publication
- Uses death to save time
- Takes damage to save time
- Major skip glitch
- Heavy glitch abuse
- Genre: Action
- Genre: Adventure

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Proving yet again the lengths a TAS can go in destroying a game, this run features a warping glitch that allows for severe sequence breaking. The final boss is reached within a handful of minutes and defeated with minimal weaponry.

bobmario511 surpasses the previous run by 0.93 seconds.

There is a movie of this game that does not use the warp glitch.


[Tier: Moons]GBC The Legend of Zelda: Link's Awakening DX (USA) in 1:09:49.93 by Chef Stef.
VBA movie (.vbm) (date: 2007-05-19)
AVI file via BitTorrent (size: 113.45 MB, length: 1:14:56)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #1538 — Author's comments
Discuss this movie
Obsoletes movie #599 (1:14:25.65)
Rating: 7.2 (26 votes)
View Publication
- Best ending
- Takes damage to save time
- Uses a game restart sequence
- Genre: Action
- Genre: Adventure

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
After becoming the Hero of Hyrule, Link is sent off by Zelda to study to be a proper Elf. On the way, he gets shipwrecked on a mysterious island taken over by evil, which he then tries to free to make his way back home.

In this movie Chef Stef takes a unique route through the game exploiting many glitches to completely skip parts of the game that you are normally required to play. If you like Zelda, and you like glitches, this is the movie to watch.

This is movie is nearly 5 minutes faster that the author's previous movie. There were many improvements. We recommend reading the author's comments.

We also have a movie of the Game Boy version (no DX), which skips a lot more of the game

#57575908576609610 - Link'sAwakeningDX 100% draft
LADX_100%_Draft_1.bk2 (70.2kB bk2 movie [GBC])
Uploaded 2019-08-28 22:19:32 by TwistedTammer (4 files)
For GBC The Legend of Zelda: Link's Awakening DX (5 files)
In 1:04:27.4 [230990 frames], 18494 rerecords)
572 views, 47 downloads
No video this time, but I should be getting WIP videos out when I get working on the actual run.

Done in the same ruleset as the published run, "No wrong warp, superdash warp, out of bounds screens, or superswimming" No duplication of heart containers or seashells is allowed.

100% is All hearts, items, capacity upgrades, photographs, L-2 Sword, and a tunic upgrade. All dungeon keys and the magnifying lens is also required. Same collection rules as the RTA.

Use a USA 1.0 Rom with L+R enabled. GBC_Bios.bin works.

Basically 80% of my normal optimization standards, reaches the credits in a time of 1:04:27, I've got more ideas to push this time lower.

I found a new trick involving glitched Pegasus dashing, by using surfaces that slow you down(grass, stairs, and shallow water), and superdashing into the top of the screen, from 6 pixels below the border, you transition and are 3 pixels below the screen border, which allows you to clip a little lower and pass under walls, though only moves about 10 pixels with DLR dash to the left per second. I found 2 applications of this trick in this draft.

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#56226432387362031 - Link's Awakening DX No warp glitch WIP 3
The Legend of Zelda, Links Awakening Any% No warp glitch.bk2 (10.8kB bk2 movie [GBC])
Uploaded 2019-06-29 03:44:52 by TwistedTammer (4 files)
For GBC The Legend of Zelda: Link's Awakening DX (5 files)
In 09:03.87 [32484 frames], 92455 rerecords)
815 views, 50 downloads
After I found out about clipless superjump(no application in speedruns) from an obscure router named Emularoz, the game was broken even more. Clipless superjumps allow for superjumps almost anywhere in dungeons, and using shield/sword during these jumps allows you to alter you fixed trajectory and clip into walls, although very precise. I also discovered a better bomb trigger method, just plant a bomb offscreen(up+down ect.) and plant another bomb 2 frames later. A new application of this is used to get powder from the witch hut, without acquiring the toadstool of course, instead of the Trendy game, saving 8 seconds overall. Because of these clipless jumps, my run will now skip every dungeon boss faster than they can be beaten.

https://www.youtube.com/watch?v=haPlJVlppH4

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#55020418136503477 - Link's Awakening DX No warp glitch USA 1.0 Wip 2
The Legend of Zelda, Links Awakening Any% No warp glitch.bk2 (27.7kB bk2 movie [GBC])
Uploaded 2019-05-05 20:13:50 by TwistedTammer (4 files)
For GBC The Legend of Zelda: Link's Awakening DX (5 files)
In 22:45.47 [81556 frames], 79748 rerecords)
1130 views, 76 downloads
Numerous improvements over my last WIP, notably a new method of bombtriggering I found, used to skip past Tarin in the Mysterious woods. It requires lifting a bomb, then with precise timing place an up+down bomb and throw the bomb you're holding. I then leave the screen during the 1 frame window I can move, transitioning to the tail cave key screen instead of the troll screen. This saves 320 frames or so, skipping the longer text, but the "you're gonna be lost" text is unskippable. The Moblin still has to be killed because of sprite slot nonsense or something.

I save time by skipping the second set of bombs at the shop, thanks to skipping the 3 other Stalfos fights. Minor time save at the Trendy shop by using the npc to skip a sword slash animation. Better use of damage boosts on the way to Bottle Grotto, by jumping to keep the boost for longer, an oversight of mine. 1 menu saved in Bottle grotto, previously my arrow routing was going to be tighter, but by saving several arrows I can use the bow on the 2 Stalfos.

Face Shrine is particularly broken thanks to several superjumps. It's possible to superjump itemless, by facing away from the wall for 1 frame then jumping without using the d-pad, then pressing into the wall to reach a subpixel speed of 6, then push away. All the damage I took on the way to the Catfish Maw instrument was to get the fastest deathwarp to the entrance, most didn't contribute to movement boosts, but were still faster then waiting for the glitched tail to kill Link. Even with the 15 or so menus, costing 108 frames each, it was faster to complete Catfish Maw before Angler Cave by about 20 seconds. I tested completing Catfish Maw after Key Cavern, it definitely saves overworld time, but by beating that dungeon, an owl cutscene is introduced on the way to the shrines, wasting too much time, and I can't bomb trigger that one to be faster. After unlocking Angler Cave, I go through the underground cave, and clip out of bounds, saving having to go through Tal Tal Heights. The warp for Angler Cave doesn't exist before unlocking, so that made it impossible to skip the key. In Angler Cave, a superdash can be used to touch the loading zone beyond the fence, and transition, discovered by SwordlessLink. The bombs are necessary for future dungeons. I use a superjump and clink off of the peahat, and another superjump clink to get to the boss key. I found a way to clip into a wall that's 2 tiles apart from the wall you superjump out of. By itemless superjumping, you activate the leap on the right frame, clipping deep enough into the other wall when you land, then a special superdash with an unavoidable bonk to clip out of bounds. I feel bad about skipping the boss fight, but it doesn't break the rules, and the eagle fight was skipped in the previous TAS. We also skip the flipper, as it takes to long to acquire to save time with the limited amount of water to get past later on.

I really hope my awesomebomb trigger can be used to cause a bat stun to skip the last phase of the Nightmare fight, but I'll have plenty of bombs for that fight in case.

https://www.youtube.com/watch?v=u37CPbUWvnE

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#54584716403849943 - The Legend of Zelda, Link's Awakening DX No warp glitch (USA 1.0)
The Legend of Zelda, Links Awakening DX Any% No warp glitch.bk2 (20.4kB bk2 movie [GBC])
Uploaded 2019-04-16 05:18:12 by TwistedTammer (4 files)
For GBC The Legend of Zelda: Link's Awakening DX (5 files)
In 16:54.86 [60615 frames], 67691 rerecords)
1189 views, 91 downloads
Several new glitches and optimized strategies have been discovered since the previous TAS by Swordless Link and Tompa in 2010. Since this is a childhood favorite, I decided to make this my first TAS. Through the speedrunning and TAS communities, online glitch/strategy resources, and hundreds of hours of my own testing, routing, and fixing errors with Tasstudio, I have poured everything I know into this run. Being just a WIP, there may be changes.

"Definition of 'No warp Glitch.'" No wrong warping, glitching into Out-of-Bounds screens, <v> superdash warping, or superswimming. Wrong warping involves entering warps from unintended directions(doghouse). Depending on kill count, you'll be sent to a glitched map where rhyme and reason as to navigation, location of items and warps, or what you are even looking at are unfounded. I won't be glitching into Out-of-Bounds screens, but clipping through walls into screens you CAN get to is allowed, just as SL did. Sometimes the <v> superdash into the left side of the screen(as if to transition to the left) can send you 1 screen to the right, which is aberrant transitioning, and wasn't employed by SL either. Superswimming is when you superjump while swimming, and Link gets placed in a collision-less state where you can walk through walls. I decided against it, as it kills the spirit of the run for me, though I may use it in a glitched 100%.

New Glitches and Strategies: 'Superjump' Different from superdashjump, when you clip 3 pixels into a "cliff" tile, like the ones Link jumps off of on the way to the sword, you can jump towards the wall, then input using an item that makes you face away from the wall, and you get put into the leaping animation, without actually being on top of the cliff. This is used to clip through walls. If you "clink" off of a skull sprite or Dodongo snake, you get redirected away from it, such as in Key Cavern to skip the fight and 1 key. 'Bomb Trigger' By placing down a bomb, while facing up and moving vertically, just before a transition, a second bomb is placed during the transition and causes a cutscene to load, used in some owl cutscenes to save some time, on Tarin, the Eagle's Tower pillars, and on the windfish egg cutscene, provided that we have all of the instruments. 'Screen transition boost' Discovered by Bobmario511 I believe, you save 2-3 pixels if you clip into a wall as deep as possible, then push into the wall the frame before the vertical transition, and on the other side you get a boost. Sometimes it won't work, and I had to skip a corner boost in Tail Cave to keep the transition boost, or it wouldn't work. 'Shopkeeper text skip' Only on the first shopkeeper, if you are holding an item and have the cash to buy it, a S&Q menu counts as buying it, without the text box. 'Sprite overflow' Published by Tompa, the DX method of unloading sprites on the next screen. By TAS-only manipulating enough sprites from digging, stabbing bushes, placing powder/bombs/arrows, so long that there would be more than 16 sprites, the game prevents sprites from loading. Said sprites that are unloaded allow me to skip Bow-Wow, and unloading the walrus let's me skip Marin, he could be bomb-triggered, but it was slower because the cutscene ends with a softlock necessitating a death warp. 'Pit clipping' Pit, water, and lava tiles normally prevent you from transitioning, but by menuing(item menu for water) just before you fall in, the game considers you "standing" on solid ground for 1 frame, allowing you to transition, or jump off of water, after the menu is closed. 'Drop duplication' Hearts and rupees that appear from digging, stabbing bushes, or killing enemies, can be duped into 2 if you flick your shield the frame before it is acquired, as if Link and the shield pick it up. This also works with the sword, as a dupe a heart just before the Villa pit clip for further damage boosts.

This is my first TAS, of any game, so I'm always looking for errors I may have made or possible time saves, to go back and add with TASstudio. I probably don't know every little detail about LADX, so suggestions and tips, or even more optimized sections are welcome. I'm constantly comparing my progress to the old TAS on the VBA emulator, to tie or surpass some segments.

https://www.youtube.com/watch?v=HblV5uiSiPQ&t

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#33109931985169565 - Link's Awakening DX - LP inputs
Pokota.LADX.lp.bk2 (291kB bk2 movie [GBC])
Uploaded 2016-08-22 02:20:20 by Pokota (10 files)
For GBC The Legend of Zelda: Link's Awakening DX (5 files)
In 4:12:28.42 [904777 frames], 41 rerecords)
6000 views, 365 downloads
OH MAN SOMETHING THAT'S NOT ACTUALLY A TAS
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This page is intended to list the various time-saving tricks in Zelda: Link's Awakening.

Because of the nature of this site, we concentrate here on tricks that are nearly impossible to perform in real play, but are useful in the making of tool-assisted speedruns. For most of the tricks, a frame advance feature in an emulator is a definite must-have.

Diagonal Jumping

Link's normal speed when moving in a single direction is 16 (subpixels/frame). When moving diagonally, this speed is reduced to 12 in both directions of movement. However, diagonally jumping with the feather causes Link to move at the original speed of 16 in both directions. For this reason, jumping diagonally is more efficient than walking diagonally.

Hookshot Jumping

After using the hookshot over a pit, there is a 1-frame window when Link can jump before the pit pulls him in (right after the hookshot finishes retracting). The sequence of hookshot-jump can be used repeatedly to cross any pit.

"Stopped" Actions

When Link's movement is being stopped for certain actions to take place (such as opening a chest, or viewing a text box), it is possible to move a few pixels (or even open the menu) after activating the action before being stopped completely. It is also possible to move slightly between actions (such as between two text boxes appearing in sequence).

Application: Skip Chest Texts

The text that displays when opening a chest can be skipped by opening and immediately canceling the menu. The optimal time to open the menu is after the item has appeared from the chest for 5 frames.

Application: Skip Boss/Dungeon Texts

Certain bosses have texts that can be skipped by opening and closing the menu on the correct frame. The texts introducing a dungeon can also be skipped; however, this is only useful if you need to switch items, as it takes longer to open and close the menu than to simply see and close the text normally.

Application: Save/Quit to Skip Trading Quest Texts

When Link exchanges an item in the trading quest sequence, he takes a few frames to pick it up and hold it above his head. The game temporarily allows input for 1-2 frames while this occurs. By pressing A/B/Start/Select during this window, you can reach the Save menu and avoid the rest of the item's text by saving and quitting. Link still collects the item in the process.

Skipping the Dog Food Text

This item is a special case because Link can collect it while being very close to a door. Stand near the door and talk to the mini bow-wow when it is close to Link; as Link holds up the dog food, move towards the door. If done correctly, Link will exit the room as he holds up the dog food. This method is faster than the Save/Quit method because it avoids having to skip the game intro and reload the saved game.

Up/Down/Left/Right Glitches

Pressing combinations of directions normally impossible on an actual Gameboy confuses the game. Using certain combinations in combination with some items will cause the item to act in an unusual way, sometimes displacing the item's effect far from Link. For simplicity, only button combinations that give abnormal item behavior are listed below.

Arrows

  • U/D: Starts two squares below Link and moves diagonally up/right.
  • U/D/L: Moves straight down from Link, slightly faster than usual.
  • U/D/L/R: Starts two squares below Link, moves to the right.
  • D/L/R: Starts two squares above Link and moves diagonally up/left.

Bombs

This list indicates where the glitched bomb appears (relative to Link).
  • U/D: 4 squares up, 1 right
  • U/D/L: 1 square down
  • U/D/R: 4 squares up
  • U/D/L/R: 2 squares down
  • D/L/R: 4 squares left

Pegasus Boots (Superdashing)

The directions given correspond to where Link moves after the boots charge up.
  • U/D: Diagonally up/right, very fast
  • U/D/L: Diagonally down/right
  • U/D/R: Diagonally up/left
  • U/D/L/R: Straight up, slowly
  • D/L/R: Diagonally up/left, very fast
Since most of these combinations move Link much faster than usual, superdashing should be used as often as possible when traversing the overworld or dungeons. However, sometimes superjumping is more useful (see below).

Magic Powder

These directions indicate where the powder appears relative to Link.
  • U/D: 6 squares up, 1 left
  • U/D/L: 1 square up, 1 right
  • U/D/R: 2 squares up, 1 left
  • U/D/L/R: 4 squares down
  • D/L/R: 2 squares up, 2 right

Hookshot

These combinations can glitch Link through various obstacles if the hookshot catches the wall correctly.
  • U/D: Starts 2 squares below Link, moves left
  • U/D/L: Starts on Link, moves diagonally, up/right
  • U/D/R: Starts on Link, moves diagonally up/left
  • U/D/L/R: Starts 2 squares below Link, moves up very slowly. If Link is standing above a one square wide wall, this combination will pull Link down through the wall (Demonstrated in the image to the right).
  • D/L/R: Starts 2 squares above Link, moves diagonally down/left

Fire Rod

This list describes the movement of the flame from the fire rod.
  • U/D: Starts 5 squares below Link, moves diagonally up/right
  • U/D/R: Starts 5 squares below Link, moves straight up
  • U/D/L/R: Starts 1 square above Link, moves to the right

Up/Down While Holding Items

If you press up/down while carrying an item (such as a pot), the game will think Link is not carrying anything. You can perform other actions without Link throwing the item, as long as Link does not move during the action.

Application: Double Bomb

Pressing up/down while holding a bomb will allow you to place a second bomb. You can then throw the bomb Link is carrying, even though there is already a bomb on the field. This trick is useful for damaging bosses much faster than intended, notably dungeon 5's miniboss and dungeon 6's miniboss and boss.

Application: Jump While Holding an Item

Normally, Link cannot jump while he is holding an item in his hands. However, pressing up/down while holding the item will confuse the game and allow you to jump. This is useful in cases where you need to cross a pit or move diagonally more quickly quickly while holding an item.

Superjumping

After Link has started a superdash (see above), jumping will cause Link to perform a very large jump, though not necessarily in the same direction as the dash. This list shows the direction Link is sent during the jump (only larger-than-normal jumps are shown):
  • U/D superdash: Down
  • U/D/R: Up and slightly left
  • D/L/R: Left
These jumps are extremely useful for maintaining superdash speeds while crossing obstacles such as pits, or simply moving through the overworld more quickly.

Superdashing Through Objects

The down/left/right superdash is unique in that it boosts Link up and right a relatively large distance at it begins. Because of this, it can be used to glitch through certain objects in the game.

Superdashing Through Blocks

If there is a block above Link and another block to the left of Link (but no block diagonally up/left from Link), the down/left/right superdash can be used to glitch up and left through the blocks. Note that the dash must be precise or the blocks will simply eject Link before he glitches through.

Superdashing Through Thin Fences/Doors

If a fence or door is at the very top of the current screen, down/left/right superdashing will glitch Link through the top of the screen and move him to the next room. Since the developers assumed movement through doors and screens was impossible, this trick can often save a lot of time by providing a shortcut in certain areas (such as dungeon 4 and the path to dungeon 8).

Glitching Across Pits

Damage Boosting

If Link is damaged, he will be boosted away from the source of damage. With the correct setup, Link can be boosted across a pit by an enemy if the enemy damages Link while he is partially inside the pit. If the pit is only one square wide, Link will reach the other side without being pulled back in.

Pit-Walking

It is possible to cross one-square wide pits from above by centering Link between the two pits and walking down. Note that the trick only works on certain frames because of randomness with pit mechanics.

Glitched Shield Bounce

Pressing up/down with the shield causes the shield's "hitbox" to extend much farther vertically from Link than usual. This can be used to continuously bounce off of an enemy from a distance and give enough momentum to cross a pit.

Dungeon Keyholes

The keyholes for opening dungeons 1 and 3 are set in blocks that can be accessed from the side. It is possible to activate the keyhole from the side of the block if Link is facing upwards and moving diagonally into the block. For dungeon 3's keyhole, move to either side of the statue, face upwards, and move diagonally down into the statue. If done correctly, Link slowly moves down (while facing up) and activates the keyhole from the side.



See also