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?
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.
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
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.
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>
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.
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.
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.
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.
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.
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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.
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.
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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).
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.