Joined: 5/13/2006
Posts: 283
I prefer to play the console version; it's more nostalgic that way. ;)
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Joined: 4/21/2005
Posts: 32
Location: Georgia, USA
kwinse wrote:
... I meant that it floats up into the air and lands at a distance from Link ...
It comes out of the ground and "bounces" one, maybe two (it's been a while since I actually bothered getting this particular heart piece) squares away. However, I don't think it'd be possible to get it to leave the boundaries, as I'm fairly sure it can only bounce left and right, and if it did leave the game's boundaries left or right, it'd be in trees that would leave it impossible to reach. Plus, I doubt it would go over/through the fence, anyway.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Oh, ok. No, the heart does bounce twice, and if it hits the fence or a tree, it bounces back. That being said, uprooting against a tree/fence would save you a tad bit of walking. The hear will never leave the bounds of where Link can be, though.
hi nitrodon streamline: cyn-chine
Joined: 4/29/2005
Posts: 1212
I think someone on SDA has just started on a new Speed Run for a 100% run. Maybe the 100% TAS will be done before that one? ;3
Former player
Joined: 4/6/2006
Posts: 462
are you referring to Madzombie? on another note: when i originally decided on the rules, no exploration glitches. i thought that was pretty simple and clear. but to someone who is not familiar with the game it may seem arbitary and confusing as new glitches you find are nearly as powerful as exploration glitches. really i think it makes no sense to disallow some glitches and not others. it goes against the philosophy of simplicity. now i think the simplest rules are none, but yes that makes a boring 3 minute run. so the best thing to do is definite winning the game as killing ganon, instead of entering the triforce room. this way nothing would hold you back in your search for glitches and exploration of the game physics. it would also be a good learning experience because you would need to learn things about the game that hardly anyone understands, and some things no one understands. it would also require you to think out side the box and do something that is completely different. besides a 20-30 minute tas is more entertaining than a 1:20 minute tas flagitious said the above statement. i agree that the player should use everything he or she can in order to beat ganon (and not enter the triforce room), but i have mixed feelings. if a run were allowed EG, should it obsolete the current run? i think it should not, because employing the EG would totally make a new run (new route, etc) altogether (now this is where my thoughts go in circles). if not, so why have the rule "do whatever you can to reach ganon"? the thought came after the discovery of the swimming bugs flag and i will appreciate any thoughts posted
Joined: 4/29/2005
Posts: 1212
I personally think there should be different TASing catergories as far as runs. Like GLitched, Normal and 100%. Each one should get it's own listing, so they don't automatically obsolete a run from a different catergory.
Joined: 2/16/2005
Posts: 462
I dont think anything automatically obsoletes old runs... the publishers do that manually. Not 100% sure though.
This signature is much better than its previous version.
Joined: 2/19/2006
Posts: 40
Location: Oakdale, CT
Kitsune wrote:
I personally think there should be different TASing catergories as far as runs. Like GLitched, Normal and 100%. Each one should get it's own listing, so they don't automatically obsolete a run from a different catergory.
I agree with this as well. Some people like different aspects of the TAS runs and it would be nice to be able to have separate categories for each. I get the most enjoyment out of watching games played as they were intended. I'd LOVE a 100%, no restarts, run of Zelda or Zelda 2. While the Up+A trick is valid and is mentioned in the instruction book, I just find it's use to be kind of boring. The thing is, just because I like to see the full games played as intended doesn't mean that others do. Hence the idea to have different categories seems really neat to me.
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
Wow, much has been discussed since I last checked this thread. Nice find with swimming bugs and all, Erokky. As you can see from my sig, I'm currently not working with the 100% run. I also found more time saving bugs. I'll let you know them if you want. As for my opinion on what bugs should be used to obsolete Flags run, I'd say any bug that doesn't let Link travel through walls.
Former player
Joined: 4/6/2006
Posts: 462
I'd love to hear them.
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
So far, I'm aware of 2 that save a significant amount of time. One is the right+up+left that Omni does in his glitched run. Not every stairway you do it makes you disappear into the stairs. You can also do it going down stairs. The next is the right+down+left on single steps which causes Link to move one pixel per frame while going down steps. The other 2 timesavers I know of only save a frame here and their and is complicated to explain, so I'll leave it at that, unless you really want to know.
Tompa
Any
Editor, Expert player (2213)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
Hehe, I found out that a trick that I found in Parallel Worlds could be useful in A Link to the Past as well. What do you think about this trick?^^ http://dehacked.2y.net/microstorage.php/info/3576/Hammer%20Early.smv EDIT: So far I've only been able to do it when there are holes around... If you could do it regulary, this would be really neat to do at more places. EDIT2: Another place where it can save time, is after the Big Key in Misery Mire. There may be more places, haven't find more so far...
Former player
Joined: 4/6/2006
Posts: 462
Tompa: HOLY SHIT! That is quite bloody extraordinary! Wow. That is a friggin' amazing trick. *spasms in excitement* Here's the new route of the Palace of Darkness. Still in beta-testing. Suggestions welcome. http://dehacked.2y.net/microstorage.php/info/3594/neu%20root.smv
Banned User
Joined: 12/23/2004
Posts: 1850
What in the holy seven hells? Can you walk over any hole like that, or just certain ones? (Perhaps we need a LinkToThePastTricks page now...)
Perma-banned
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
I hope people realize how much time this tremendous fantastic trick saves.. Seriously erokky, either you, flagitious or someone else have to work on this now. This begs to be TASed.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Xkeeper wrote:
Can you walk over any hole like that, or just certain ones?
You can walk over any hole, that trick has been known for ages. The point of the .smv was that he went right through the wall, which is a new trick.
Player (36)
Joined: 9/11/2004
Posts: 2630
Any hole where you don't automatically jump when you reach the edge.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Player (36)
Joined: 9/11/2004
Posts: 2630
New glitch: http://dehacked.2y.net/microstorage.php/info/4180/Stairs.smv Explanation: Normally when you go up the stairs when you walk across a triggering area the game starts a mini cutscene and you lose control of Link for a while as he slowly makes his way up the stairs. (at a rate of 1,1,0,1,1,0,1,0,1,1,0,1,1,0,1,0 pixels/frame) However, if you hold < v > while passing over the triggering area you move at 1,1,1,1,1 pixels/frame, and at 1,2,1,2,1,2 when you're past it as still walking up the stairs. It saves a good 25 frames or so per stairwell.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 4/6/2006
Posts: 462
OMGGGGG!!!!!!!!1 awesome trick!!!!! I'm so resuming it now (not literally now).
Former player
Joined: 4/6/2006
Posts: 462
dezbeast wrote:
So far, I'm aware of 2 that save a significant amount of time. One is the right+up+left that Omni does in his glitched run. Not every stairway you do it makes you disappear into the stairs. You can also do it going down stairs. The next is the right+down+left on single steps which causes Link to move one pixel per frame while going down steps. The other 2 timesavers I know of only save a frame here and their and is complicated to explain, so I'll leave it at that, unless you really want to know.
oh hmm, it looks like dezbeast was here before us. good job dezbeast.
Player (36)
Joined: 9/11/2004
Posts: 2630
dezbeast. You really are a card. >_>
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Don't glitch too much kiddies, or you'll get stuck in walls! So from 5AM to 7AM I was noodling with pixelporting, and the teleporting, and all that good jazz. well, I must've accidentally did the exploration glitch somehow, for I wound up stuck inside the walls, not underneath. what's most peculiar is how the room layout becomes confused... it has set parameters on where it thinks the walls should be, hence I can walk through some walls by find barriers in others, and I climb the stairs before I even touch them. of course, I enter the next room and get stuck, which is no fun. So it seems to be some bizzare cross between the normal exploration glitch and teleporting, because the room transitioned completely normally, and I wasn't totally free to roam where I wanted to. Anyways, this was all a big effort to kick ALttP into gear again, in the hopes that random glitch finding/optimization finding (I gained 1 pixel! boo yah! which actually means that Dezbeast's "up to castle door" is incredibly tight; I tested so myself) would either get the any%, 100%, or both back into action where it belongs.
Homepage ☣ Retired
Tompa
Any
Editor, Expert player (2213)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
It will most likely not be me who does the 100% at least, CF ;). I'll work with ALttP it should be Parallel Worlds actually. I did try a glitched run of that game, but I couldn't find a decent route... It would be on the next version of the game if so, if it will be released at all... Anyway, I would really like to see someone work with these runs as well, poor Erokky in irc, the annoying Tompala is killing him.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
dezbeast wrote:
So far, I'm aware of 2 that save a significant amount of time. One is the right+up+left that Omni does in his glitched run. Not every stairway you do it makes you disappear into the stairs. You can also do it going down stairs. The next is the right+down+left on single steps which causes Link to move one pixel per frame while going down steps. The other 2 timesavers I know of only save a frame here and their and is complicated to explain, so I'll leave it at that, unless you really want to know.
can there maybe be quick .smvs showing how to do this and which stairs these two tricks work on? I've been trying to picture it in my mind's eye and can't quite seem to do it. I assume that in as early as Hyrule Castle that these stairs glitches can be put to use, as well as pixelporting through all doorways?
Homepage ☣ Retired
Player (36)
Joined: 9/11/2004
Posts: 2630
http://dehacked.2y.net/microstorage.php/info/4181/stuff.smv This features one frame saved while falling into the hole or in the fadeout or something, and also 25 frames being saved with that trick.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.