• Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors
  • Manipulates luck
  • Uses a game restart sequence
  • No deaths
  • No predefined saves
  • Genre: adventure
  • Emulator: FCEUX 2.1.4a
This is a 86 second improvement over the published first quest movie.

Improvements

In the published movie, the glitch which lets you walk halfway through blocks was just newly discovered, and not used to its fullest potential. Two main differences of its current usage are:
  • In the published movie bombs were thought to be required for performing the glitch. Time was saved both in not having to lay down a bomb each time the glitch is performed and in not having to manipulate and collect as many bombs (although all in all, the glitch wasn't used that often in the previous TAS).
  • More significantly is the usage of the glitch in the overworld. Using it at the side or top of the screen enables Link to walk to the other side of the screen or in the menu section of the screen.
Another major improvement was knowing how the item drops work in this game. It is related to the number of enemies killed, which is why sometimes seemingly random enemies are killed.
If you want to know more about glitches, techniques, randomness, etc, there is a detailed discussion on it in the Second Quest submission text.
Does this mean the only improvements were made due to a better knowledge of these things? No. It is hard to really compare the two movies... even though the levels are completed in the same order. Due to the glitch, different routes are taken in the overworld, and inside levels, some shortcuts are possible. Bombs, rupees and hearts are also collected in different locations.
Even though comparing directly is difficult due to all this, it is clear that the majority of the rooms have better strategies and optimization. Hearts, bombs, rupees and automatic weapon switches have been planned very far ahead, and nothing is wasted.

Personal comments

jprofit22: Ahh what a weight off my mind to know that this run is finished!! Working with Baxter was a great delight. He is very precise and thorough, both of which are very handy traits to be an exceptional TAS'er. At the beginning of this run I was actually a bit discouraged because whenever I had something that seemed really good, Baxter would get the WIP and quickly find some nice improvements. It was a little frustrating but I soon learned to see it for what it was, a master at work :) In the end I am extremely happy with the way it all turned out and feel honored to be a part of it. Thanks to everyone before me in Zelda and TASing in general. Hope you all enjoy!
Baxter: I'm glad this run is finally finished. Shortly after my movie with Phil was published, improvements to the glitch were found. Other than those particular improvements, the movie was of good quality, and I'm actually pleased the movie wasn't obsoleted right away, as it was quite a step forward in Zelda TASing. Having worked in the meantime on several other Zelda TASes provided some new insights on how to tackle these rooms. Working with jprofit22 on this was great fun. I'm amazed by how fast he got the hang of TASing this game. He was always motivated, worked hard, and had some really great ideas. Enjoy this run :)

Nach: Judging.
Flygon: Added YouTube module.

Nach: Nice job collaborating you two. This was a much anticipated improvement, and it exceeds expectations. Accepting.
Flygon: Processing...

TASVideoAgent
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This topic is for the purpose of discussing #2916: Baxter & jprofit22's NES The Legend of Zelda in 22:38.13
Skilled player (1085)
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Very nice. I was wondering when a run incorporating the new (though now rather old) glitch would be submitted. This is the type of glitchiness I like; it cuts down on dull overworld time, but does not interfere with the interesting bomb usage in the dungeons. Yes vote.
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Encoding... Was a TAS very good, congratulations. YES voted
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
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Link uses the Candle. It's super effective! It's so broken now. Warping all the time. Yes from me. Also, did I count five dragon bosses?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 11/4/2007
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Making a HD encode now. Yes voted, obviously.
Player (50)
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Posts: 100
hegyak wrote:
Also, did I count five dragon bosses?
Should just be 4. Lvls 1 and 7 have what i think of as "baby dragons", and lvls 4 and 8 have multi-headed hydras.
snorlax
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Thank you for finishing this run. I was expecting even more of an improvement, but I think that just goes to show how optimized the previous run really was. Still, it's good to have an updated run on the site. This actually goes by so fast that I think some sort of 100% run would be worthwhile. Meanwhile, you got my vote here.
mklip2001
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Very nice job, guys! As has been mentioned, it was awesome to see the candle put to good use in Dungeon 2, and the inventory management was spot on. Having exactly enough rupees to fire your arrows was pretty cool. I wouldn't really want to see a 100% run, though. There's just too many items that don't end up being useful, like the Book and the Red Candle. Also, the goals for a 100% run are a bit unclear: would you have to get the Medicine? The blue and red rings?
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
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I think 100% needs to be properly defined before a TAS can be made. But this isn't the right place for that. Yes vote, its a nice improvement.
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Toothache wrote:
I think 100% needs to be properly defined before a TAS can be made. But this isn't the right place for that.
I agree on that. Playing blindly doesn't seems to be a good idea. Yes vote from me.
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When you went from dungeon 2 to dungeon 5 why didn't you warp instead of taking the stairs up?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Skilled player (1399)
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hegyak wrote:
When you went from dungeon 2 to dungeon 5 why didn't you warp instead of taking the stairs up?
I assume by warp you mean glitch to the other side of the screen? To reach level 5 the normal way, you have to have to go up 4 times in the screen below it. This can be avoided by using the glitch from the screen right to it. We used the smallest stairs to reach this screen to the right of level 5 (the other stairs leading up to there are a bit longer, and Link would have to make a detour to reach the right side of the screen to glitch). Taking the stairs we took is the fastest option.
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Archive download Archive colletcion EDIT: I will reencode because Noob Irdoh was right, use the audio of the first part of the video, that was for HD encoding. I think mixed all
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
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Is it just me, or does mmarks's encode become mute at 1334, after you collect the triforce in level 7?
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The encode sound stops around that time for me too. Wasn't gonna post just to say this, but now that I have... I CAN'T WAIT TO WATCH THIS MOVIE!!!
__--N0ISE
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Archive download Archive colletcion Now everything has been improved, think...
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
Warepire
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mmarks: Audio goes mute somewhere in the 13th minute. ===================== Very nice improvement, voted yes.
Banned User, Player (142)
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Warepire wrote:
mmarks: Audio goes mute somewhere in the 13th minute
If you've seen my previous post, this is not
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
Warepire
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mmarks wrote:
Warepire wrote:
mmarks: Audio goes mute somewhere in the 13th minute
If you've seen my previous post, this is not
I was certain I had downloaded the fixed video... But I see now I hadn't. Sorry for the confusion.
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Editor, Player (67)
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Why didn't you use the movement glitch on the screen before the entrance to level 7? It seems like it would be faster to go through the menu section than to walk around like you did. I'll hold off voting for now, but I enjoyed the run a lot, especially the Gleeok and Patra fights.
Current Projects: TAS: Wizards & Warriors III.
Tub
Joined: 6/25/2005
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Bonus points for ending with exactly the amount of items you ended with. Yes vote.
m00
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Dacicus wrote:
Why didn't you use the movement glitch on the screen before the entrance to level 7? It seems like it would be faster to go through the menu section than to walk around like you did.
It is impossible to get to the opening that's the entrance to the lvl 7 lake. The black part at the top of the screen actually has a section of the screen you're on hidden in the black (its a slice of the width of the map screen between about the top, and 2/3 of the way from the top, including bushes/rocks/water/statues, and it's offset slightly from its mirror section below you). The problem below lvl 7 is that there's rocks blocking the opening. Edit: It's actually a little faster to get to lvl 7 by just going up and then to the left, glitching past one screen and taking damage boosts along the way. Unfortunately with the upcoming enemy drops this would have made it extremely difficult to fill the life meter before collecting the triforce without having to make an unneeded detour to collect health. Also, the enemy spawn locations are dependent on your route and we got some pretty crappy spawns which gave me the idea to try that other route. Ultimately, we got much more favorable spawns and initial movement this way and I believe we ended up saving some time because of it.
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I suspected it might be something like that. Yes vote.
Current Projects: TAS: Wizards & Warriors III.
Player (20)
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Good job you two! Baxter, glad to see that you are keeping up with TASing after all these years. I saw the swordless run tonight as well. Comments / ideas for future runs: * I'm probably behind the times, but walking out half a square to reenter the gambling cave looked slower than what I recall from Phil's old run (press left, not up, to reenter). Did a test and it seems still able to save at least one frame while maintaining the same randomness result: zelda_cave_reenter.fm2 * I'm still hoping one of these days a Zelda run will show the window of opportunity (fcm from 2007) on Ganon in Mega Man 3 style. * Another idea for a useless style move came to me while watching level 7 in your movie: zelda_grumble_stab.fm2. Doesn't save time, but doesn't cost any frames either, right?