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Post subject: A question about A Link to the Past (GBA version)
Joined: 11/1/2006
Posts: 95
i seem to recall that when you either beat ganon, or beat the four sword dungeon, you see a status screen, like "Lantern usage: [number]", does that screen ALSO say how many times you've taken damage? please help, I've been trying to beat this game without damage (1st dark world dungeon so far) and I took damage... will I see it in the status screen?
Player (36)
Joined: 9/9/2006
Posts: 388
Well regardless of that screen. You've just stated your own contradiction right there. "I'm trying to beat this game without taking damage.. and I've taken damage" So go back to the point before you took damage and work a way around it.
A whisper in the wind~~
Joined: 11/1/2006
Posts: 95
i already saved but that isnt the point I'm only doing a no damage run INCASE theres a part of the status screen that tells you how much damage you've taken if there isnt that screen, i'll know that i dont have to restart
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I'm not sure I understand either. Is this not even a TAS?
Joined: 11/1/2006
Posts: 95
no, this isnt a TAS i'm playing the GBA version on my SP
Joined: 10/15/2007
Posts: 685
If I recall correctly (I haven't played the GBA version in a couple years), it only tells you how many times you've died or restarted from a saved game, not how much damage (if any) you've taken. I could tell you for sure, but I have no idea where my GBA carts went when I moved into this apartment.
Kirby said so, so it must be true. ( >'.')>
Post subject: A Link to the Past - No Damage challenge
Joined: 11/1/2006
Posts: 95
I think it'd be interesting to see that as a TAS. IMO, it'd be better if every dungeon was completed (like no using UDEG/whatever to warp).
Joined: 6/26/2007
Posts: 147
Taking no damage in LttP is trivial for a TAS. We already have a full LttP run w/o the UD/LR glitch too.
Joined: 11/1/2006
Posts: 95
I'm sure it takes damage, though. My point is a LttP run where the person doesnt take damage would be fun to watch.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Disagreed.
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
It's so incredibly easy to avoid damage in this game with a TAS that it would just function to add time and feel less than optimized.
Living Well Is The Best Revenge My Personal Page
Joined: 10/26/2007
Posts: 35
When you beat the game normally (by defeating ganon), after the credits it shows how many times you died in each dungeon. When the credits roll from beating the four swords dungeon, I believe it shows how many times you used each item throughout the entire game (lantern, bow and arrow, etc.), but I don't think either of them show how many times you take damage.
<i>If the day before the day before yesterday is three days after Saturday, what day is today?</i>
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Sounds like a good run to me, if Golden eye got accepted and half the time the game is spent staring at the floor and the walls (one of the most boring runs I've watched on this site) running through the stages why couldn't this? I like no damage 100% runs.
I think.....therefore I am not Barry Burton
Joined: 11/1/2006
Posts: 95
Exactly. I didnt wanna sound rude, but some runs here are just plain repetitive. 100% No Damage in LttP would actually be entertaining. I'd do it but... I reset constantly on my real game trying to do it, lol.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Pasky13 wrote:
Sounds like a good run to me, if Golden eye got accepted and half the time the game is spent staring at the floor and the walls (one of the most boring runs I've watched on this site) running through the stages why couldn't this? I like no damage 100% runs.
I can't spefically remember much of the time spent doing that, although looking at the floor was done in certain places to avoid the viewer having to watch a glitchy sky instead. Although my guess is that lack of familarity spoiled the run for you. As for 100% no damage, although I've beaten the game once a long time ago, but never 100% I don't see how I could appreiate a run done from that perspective espeacially with the advent of frame advance it not even remotely hard to do. To conclude for a normal player it might be a very boastful achivememt but not very much from a TASing point of view.
Joined: 11/1/2006
Posts: 95
It'd be interesting to watch though. We have Pacifist Contra runs, dont we? Those are slower as far as I know, but still fun to watch.
Joined: 5/13/2006
Posts: 283
Just because one game is fun to watch with X condition (which may or may not be arbitrary) does not make another game fun to watch with Y condition. Or with X condition for that matter.
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Joined: 7/2/2007
Posts: 3960
Consider your options: in Link to the Past, hearts are basically there to give the player a chance to make mistakes. In TASes, mistakes aren't made, which allows hearts to be used for other purposes, like purposefully ignoring an enemy that's in the way, or getting damage boosts. Is the game more interesting because you have to kill every enemy that's in your way? I don't personally think so; I think it's more interesting when the player makes use of all the resources available to him (with the possible exception of outright glitching). That includes health. This is exacerbated by the fact that Link just isn't very agile, so there aren't really many interesting acrobatic feats you could pull off. Your fastest option (when dealing with a foe in your way), in most cases, is going to be to walk through your enemy; your second fastest will be to kill it. In contrast, the Contra games are actually significantly more complicated to TAS when you don't kill everything you meet. Killing things tends to make the game faster, not slower as it would in a Zelda game. Moreover, the extra enemies must be dodged, because the protagonist dies in one hit, while in a Zelda game extra enemies don't usually affect the game strategy much one way or another. There's been similar debates about various other self-imposed restrictions, like the powerup-less Super Mario World run, the Capless Cannonless Coinless Mario 64 run, the minimalist Super Metroid run, and so on. The upshot is that each game, and each potential restriction for a game, must be taken on its own merits (and those merits are not just in how it impacts the game speed, but also in how it impacts the entertainment value of the run); you can't really use one game's use of a restriction to justify the use of a restriction in another game.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
There was also a no-damage Super Metroid run, which was horribly useless and boring. A no-damage ALTTP would probably fall under the same category for me.
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
I think damage boosts are much cooler to watch than no damage.
Joined: 11/1/2006
Posts: 95
If the run was made for fun (hint: Not abusing save states/re-records/any non-system function) I'd watch it.
Tub
Joined: 6/25/2005
Posts: 1377
You're really on the wrong site if you crave unassisted skill feats. :) But of course nobody is stopping you from doing the run (you said it'd be fun, right?) and then watching it.
m00
Joined: 11/1/2006
Posts: 95
VBA, that good enough? I know you guys wont want the run, cause it isnt perfect.
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Ummm.... what? Just because we don't think it would make a good submission shouldn't keep you from trying to make a run if you think it would be interesting. And I think the general consensus is that the run wouldn't be accepted as a movie here due to the lack of entertainment value for most viewers, not because of it's perfectness (or lack thereof).
Living Well Is The Best Revenge My Personal Page
Joined: 10/24/2007
Posts: 23
Pasky13 wrote:
Sounds like a good run to me, if Golden eye got accepted and half the time the game is spent staring at the floor and the walls (one of the most boring runs I've watched on this site) running through the stages why couldn't this? I like no damage 100% runs.
A lot of the time might be looking at the floor, but the other half is spent shooting enemies in the head with breathtaking precision. I'm guessing you've never played Goldeneye before? Because that was a game that defined the N64 and a number of people's childhoods, and watching it get so thoroughly beaten was extremely enjoyable. In fact, I'd say its probably one of the best runs on the site. And "takes no damage", assuming its slower than a regular run, is quite silly in a TAS, unless it differs significantly from the main run.
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