• 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...

Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
hanzou wrote:
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?
Hey, long time no see :) Yeah, the cave can be reentered quite a few frames sooner (both times the gambling cave is entered it can be done roughly 20 frames sooner). The reason for not doing this is that the 50-rupee won't be in the center (and collecting the 50-rupee on the left or right side costs more than 20 frames). The randomness is completely determined by what frame you enter. Randomness however only changes every 4 frames, as "leaving the overworld" has a 4-frame frame-rule. The wait might have been slightly smaller in the previous TAS, but this is pure luck and nothing particulaly improvable. The waiting frames were probably better hidden in the previous version, slowing down a frame every few frames on the way to the cave for instance. This could also be done in this run. So your first suggestion is actually like your second and third one. Zelda is perfectly good hexeditable as long as your changes are equally fast, so technically your suggestions can be added quite easily. The problem is however that encodes have already been made.
Player (50)
Joined: 1/19/2009
Posts: 100
hanzou wrote:
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
The reason the cave was entered on the frame it was is because if you enter a cave on a certain frame after just coming out, it won't reset the overworld music when you go into the underworld and I thought this would be a fun little bug for anyone who noticed it. Because of the 4 frame rule to enter the underworld, you actually enter the cave (screen goes black) on the same frame as were you to enter the doorway 1 frame before, except that the music does reset on that frame. I was a little disappointed to find that it was 1 frame slow until Baxter told me to check the frame where we enter, reminding me of the 4 frame rule, and indeed it was the same :)
Player (20)
Joined: 10/14/2005
Posts: 317
Cool thanks for the explanations. Another option besides subtly hiding the wait would be to make it overt, swing the sword and spin in place. I'm sure there will be more Zelda runs in the future (as we already have a handful) so please do keep these ideas in mind for next time!
Banned User
Joined: 6/18/2010
Posts: 183
OH MY GOD
Joined: 7/2/2007
Posts: 3960
I find it amusing how much LoZ TASes are improved by being played back at 2x normal speed. In any event, an improvement on a published TAS. Yes vote.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 10/11/2010
Posts: 19
Jesus, how many runs are going to be completely destroyed before the year is over? Incredible improvement.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
mmarks, please remember to set the aspect correction flag in future for your MP4 files. I've remuxed it with the correct MKV and publishing it shortly.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14856
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1685] NES The Legend of Zelda by Baxter & jprofit22 in 22:38.13
Joined: 10/14/2010
Posts: 27
Location: California
hegyak wrote:
Link uses the Candle. It's super effective!
Enemy Keese uses Dive. Link's speed has increased!
>> Standing on head makes smile of frown, but rest of face also upside down
Publisher
Joined: 4/23/2009
Posts: 1283
Here is an requested HQ encode (MP4): http://www.mediafire.com/?k4bzx2q9a22lbt9
Editor, Player (68)
Joined: 1/18/2008
Posts: 663
Console verified. Link to video
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Joined: 10/9/2012
Posts: 2
Wow, not one excess rupee, bomb, or key. That's absolutely brilliant. I hope that was all mapped out ahead of time to break the game, because if it's a coincidence I'll be astonished.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
This run is famous! The run's and Baxter's input are used for this Pop Fiction episode. Congrats :)