First off, I could not have completed this run without the help of others. Major thanks to Tompa, who helped tremendously with route planning and glitch-finding. Without Tompa’s help, this run would probably be about 10-15 minutes slower. Other people I want to thank are Maur, spockybiemmichab, evilchen, and Graveworm for helpful criticism and encouragement over the course of the run. This was my first real TAS, and I was grateful for all the help I received.
Link’s Awakening Deluxe is the first Gameboy installment in the Legend of Zelda series, remade in color and with a few bonus features (such as a “Color dungeon” and a set of photos you access through in-game events). This run, however skips all of that in favor of completing the game as fast as possible.
The screen-warp glitch in the black and white version is absent from the DX version, but this run does exploit a number of other glitches. Most of these are a result of holding normally impossible direction combinations, such as up/down or left/right, at the same time. Different directional combinations will achieve the following results:
  • Pegasus boots: rockets you diagonally (every diagonal except down/left)
  • Bombs: can be dropped (regardless of walls) above, below, or to the side
  • Arrows: can be shot diagonally
  • Hookshot: chain can reach through walls and be shot in weird directions
  • Fire rod: shoots projectiles diagonally
The exploitation of these glitches can be seen in the run.
A few general tricks:
  • The text that appears when opening a chest, and some boss text, can be skipped by pressing a/b/start/select at the right moment.
  • Save and Quit (accessed through a/b/start/select) warps Link back to the entrance of a room or dungeon. This is used to save time by not having to run to those places.
Start – Sword
I bump off a few things to get places faster. The sword is picked up using the left/right glitch, saving time by not having to talk to the owl first.
Through Dungeon 1
Some pits can be crossed by “damage boosting across,” which means getting hit while walking into a pit, boosting you across. Getting the Tail Key this way is a fairly major sequence break and time-saver. The dungeon is rather unremarkable... look for more action later!
Through Dungeon 2
I turn myself invisible using the multi-directional glitches after rescuing Bow-wow. I also “cut” Link in half, again, using the multi-directional glitches. The boss fight is pretty long and boring... so Link demonstrates the genie’s poor aim, and his dance skills :)
Through Dungeon 3
The dungeon is the first location for some real action. I collect a piece of power early on, so the double sword power speeds some things up. At the miniboss, we see the first real application of the multi-directional glitches with bombs. After getting the boots, it’s just a mad dash (hehe) to complete everything in the dungeon.
Through Dungeon 4
This is a long segment, mostly because I have to pick up the Ocarina, the Angler Key, and Marin.... I leave the dungeon early because I can skip the ghost sequence (he normally appears after dungeon 4, and you have to return him to his house). I save and quit to skip another owl encounter.
Through Dungeon 5
Another action packed segment! I use bombarrows sparingly (need to save the arrows), and instead just use bombs in most places. I also begin to use some of the hookshot glitches here.
Through Dungeon 6
Face Shrine is normally pretty long and boring, but I glitch my way through it pretty quickly, using the hookshot in strange ways to clear obstacles. At the miniboss and boss, I use a glitch that lets me throw two bombs down at once. If one presses up/down while holding a bomb and tries to lay another bomb, another bomb will drop, but you’ll still be holding the first bomb in your hands! I use this to kill the boss before he even begins talking (normally impossible). I skip the lvl2 bracelet due to a trick I’ll explain below.
To Dungeon 8
Tons of tricks in this segment! Mambo-ing back after dungeon 6 allows me to skip yet another owl encounter. The Frog’s Song of Soul has a nice tune, be sure to listen to it :) The rooster can be skipped due to a neat trick found by Tompa; if you jump in a pit and use the hookshot, you can jump again once the hookshot is done firing! The flame cave (which normally requires the mirror shield to pass) is skipped using the pegasus boots to run past before the flames have really had a chance to start. Another nice skip is the Turtle rock boss... you can just walk through his head!
Through Dungeon 8
Another use of the hookshot glitch saves quite a bit of time in the dungeon. An application of up/down bombarrows can be seen more easily (since I timed a menu switch). Note the glitched graphics... did Link just shoot a bomb with a boss key on it?
Through Dungeon 7
Hookshot glitching through the block (to get to the 3rd and 4th pillars) saves a lot of time. The pit was too wide to throw the ball over, so I performed a glitch where I jumped and grabbed it at the same time, thereby giving me greater throwing distance. The boss is dispatched rather quickly with some well-timed fire rod swings (and one glitched swing).
Back to Dungeon 4
Time to finish the dungeon... three bombarrows take down the boss with no trouble at all.
To End
From here, it’s simply a trek to and through the wind fish’s egg, and a final boss battle. The ghost follows me up to the egg, since I had just beaten dungeon 4. I hope the ghost enjoyed the music :) The boss is of course humiliated through Link’s elite skills.
Notable improvements that could be made (I’ll add more if and when I find them):
(Semi-)Major mistakes (several seconds saved)
  • Up until the first dungeon, I wasn’t sure that jumping diagonally was faster than walking diagonally (it actually was). Some time can be saved from jumping instead of walking.
  • I use a piece of power to kill the Moblin boss on his first charge. The piece of power should be saved for the second dungeon, since the extra movement speed and power against the bosses would save more time than is currently saved on the moblin boss.
  • The 50 rupee chest in the swamp should be taken before the dungeon is completed.
  • Room in dungeon 3 (with the walking bombs I kill with a bomb) can be completed faster, possibly with a glitched bomb drop.
  • My use of the boots in dungeon 3 overall was not very good... in some places, keep walking while charging the boots to gain some distance.
  • Using the mambo to warp back as soon as I get it is apparently not the best route; it would be better to warp back via one of the nearby warp holes.
Minor mistakes (a few frames to a couple of seconds saved)
  • The text at the beginning of the dungeon can be skipped, and I neglected a few places where it was reasonable to do so, notably dungeons 2 (both times) and 6.
  • While the feather is equipped, jump while doors are opening to avoid standing still
  • In the beginning of dungeon 2, light the left torch first.
  • In dungeon 2, before the miniboss, push the left block first.
  • In dungeon 2, after the miniboss, go up and right instead of right and up (in the next room).
Possible areas for further improvements (these may or may not be feasable)
  • The small bow-wow who gives you the food sometimes moves closer to the door, this could be manipulated.
  • Manipulating Bow-wow to eat the plants faster
  • Possible damage boosts elsewhere?
  • The final form of the final boss could be manipulated to open his eye earlier? (Not sure about this one, I think it's on a timer)
TAS Info
Uses VBA rerecording 17.1
  • Abuses programming errors in the game
  • Uses Save and Quit to warp
  • Takes damage to save time
  • Aims for the fastest time

adelikat: Large number of positive responses, accepting for publication.

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JXQ wrote:
Zurreco wrote:
Just because one somewhat leads to the other for this one situation does not mean that the trend should be broken.
Wow. WOW. You are amazing. No death leads to best ending in this game. Not somewhat. It's the determining factor.
As XKeeper pointed out, you can still technically die while still maintaining the best ending. Sure, it will never be shown here or in any form of speedrun, but it is still a loophole. That would be my logic for the 'somewhat' statement. Bad analogy time: Say there is a puzzle game. In normal play, the highest score you can get is 99999. However, by using a glitch, this bound can be broken, and the highest score possible becomes XXXXX, or something. Technically, the highest score is XXXXX, but it can only be attained by a glitch that affects the score boundaries. If someone made a run for this puzzle game, and they only used the one glitch to achieve XXXXX in the fastest amount of time, should the video be tagged with "Gets highest score" and "Abuses programming errors"? You can't have the former without the latter, but they are still separate requirements.
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That's why we have "Contains speed/entertainment trade-offs".
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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moozooh wrote:
That's why we have "Contains speed/entertainment trade-offs".
Not dying does not nessacarily equal entertainment (see also: long backtrack to start of level)
Perma-banned
JXQ
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I'm of the opinion that the less tags are used to sufficiently explain the movie, the better. And this bullshit loophole is ridiculous, I don't know why it's being brought up. You could easily argue that you didn't actually die because you didn't complete the death spin, or because the death count didn't increment. But in the end it's all irrelevant semantic nonsense that only drives the original point of this discussion into the ground instead of advancing it.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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There can be only two situations with "no deaths" which could be important to note. First: if dying is quicker than otherwise ("Uses death as shortcut"), and the author has chosen not to. This contradicts with "Aims for fastest time", and should be covered with "Contains speed/entertainment trade-offs" even if the dying itself isn't entertaining. I don't know how else to justify not dying in this kind of situation in a TAS. Second: if the game should have killed a character but he didn't die due to some glitch. We have "Abuses programming errors in the game" for that. As a result, "No death" is fully redundant.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 4/17/2004
Posts: 275
moozooh wrote:
Browsing by "No death" is even more improbable since that's what all the TASes do unless they have "Uses death as shortcut" tag. The "No death" tag is all-round redundant.
Effing co-sign. If you're doing a TAS, then chances are you aren't going to be dying unless it saves time. So "no death" is basically stating "Hey guys, I'm doing something what you would normally do in a TAS anyway!"
JXQ wrote:
Zurreco wrote:
I don't see why people aren't up in arms about the "Ignores semi-important goals in the game" tag, since that seems much more irrelevant than two different but supposedly similar tags.
I don't like that tag either.
Considering that published movies now have tags in the game header (any%, 100%, all Emeralds, what have you), is this tag even really needed anymore?
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Zurreco wrote:
Seriously, is linking it as both No Death and Best Ending such a crime against humanity?
It is indeed a crime against humanity because saying it is "best ending" involves trick, hypocrisy, treachery, lies and thievery. Ok I am kidding. For me, the ending sequence start from 1:13:25 and hero has been renamed to THIEF because the bow was stolen. But it is not completely renamed since when you quit the game and load it, you will see hero's real name. If we search carefully, I am sure we can find find the memory address for yes="THIEF". So naming the hero to Thief when starting the game is pointless because we can prove that it is truly a THIEF. And being THIEF really affects the game.
Xkeeper wrote:
*123520> <Xkeeper2> Based on "No death == Negative", I would assume that it only applies if the author chooses not to die, even if it would save time *123535> <Xkeeper2> similarly to taking no damage if it would speed the game up *123548> <Nach> it only applies if the author chose not to die where dieing would save time[/color] was.
As for the "No death" tag. Is "death" saves time? If yes, then aims for fastest time is irrelevent. Anyway, in both case it is because there's an already faster movie. Imo, "Aims for fastest time" for this movie is not true.
JXQ wrote:
Best Ending implies No Death.
True. edit: Here's the tags that are currently been used for this game. - Takes damage to save time It is indeed true. - Aims for fastest time Like I said it's not true. A faster movie exists. - Uses a game restart sequence True - Best ending Imo, it's not true. Oh well... - Abuses programming errors in the gameTrue - Manipulates luck Probably true. I have no proof. :P - Genre: Action True - Genre: Adventure True If you are not happy then eat my eggs.
JXQ
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Top three fresh egg distributers: 1) Phil (I've always enjoyed Phil's eggs) 2) Bob Evans 3) Land O' Lakes
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Phil wrote:
For me, the ending sequence start from 1:13:25 and hero has been renamed to THIEF because the bow was stolen. But it is not completely renamed since when you quit the game and load it, you will see hero's real name. If we search carefully, I am sure we can find find the memory address for yes="THIEF". So naming the hero to Thief when starting the game is pointless because we can prove that it is truly a THIEF. And being THIEF really affects the game.
It affects the game in the sense that you can't go back into the shop, but this doesn't matter because the player already has all the items that he needs anyway. Seeing as being renamed "THIEF" doesn't affect the ending of the game as a whole, then I don't really see what the problem is. To me, it's about the same as requesting a TAS for a game that doesn't exploit minor bugs.
Phil wrote:
If you are not happy then eat my eggs.
Eat your own eggs. >:O
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Phil wrote:
- Aims for fastest time Like I said it's not true. A faster movie exists.
That's for the black and white version. I'm quite sure the fastest possible time for the DX is much longer. I think that tag is true, because he does so while keeping in mind the other goals.
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I think he purposely avoided using the (left+right) warp glitches that the DX version has. You could call that not aiming for the fastest time, but on the other hand, using those glitches might have made the movie too similar to the other one to be publishable.
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Anon wrote:
Phil wrote:
If you are not happy then eat my eggs.
Eat your own eggs. >:O
Come on man, my eggs are so fresh.
SXL
Joined: 2/7/2005
Posts: 571
why not tagging the movie "no death" and alter the description to explain that, "in this game, 'no death' gets you the best ending with Marin appearing as a reward, however morally it's discutable since the hero is a THIEF, as he stole the bow to spare time." with such a solution, everybody will be satisfied (if someone is not, propose something better !), and the uneducated public would be told what's about. peace bro's !
I never sleep, 'cause sleep is the cousin of death - NAS
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Phil wrote:
If we search carefully, I am sure we can find the memory address for yes="THIEF". So naming the hero to Thief when starting the game is pointless because we can prove that it is truly a THIEF. And being THIEF really affects the game.
Yeah, but an AVI file doesn't contain the game's memory addresses. :P (Meaning: Viewers only care about what they see on the screen, not what's going on behind the scenes.) What if I named my character IDIOT and played through the game without dying and without stealing from the shop? Would you call that the best ending? IDIOT is a pretty embarrassing name, even worse than THIEF. Would you say that the ending is not the best ending because I have an embarrassing name? Because, after all, that's all stealing from the shop does to you - it overrides your name. Overall, though, I disagree with the use of the "best ending" tag simply because a lot of the movies on the site which actually attain the best ending (Super Metroid 100%, anyone?) don't have this tag in the first place. About this “no death” issue… I think there are only three cases to think about. 1) Using death saves time and the player chooses to do it. The tag “Uses death as a shortcut” is used. 2) Using death saves time but the player chooses not to do it. The tag “No death” is used. 3) Using death does not save time. Neither of the tags are used. The issue about “no death = best ending” is relative to the game that is being played. In some games (such as this one) it’s true, while in other games, it’s false. In other games, getting 100% items means getting the best ending. Do you assume that the viewer knows enough about the game to make the judgments on their own for each individual game, or do you spell it out for them?
Tub
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CtrlAltDestroy wrote:
which actually attain the best ending (Super Metroid 100%, anyone?)
the best ending in SM contains a small moving white dot before the planet explodes. You need to rescue the animals. JXQ, your cue for image spamming! if you consider the displayed stats for the "best ending", this isn't it either. It may have 100% collection (the best), but the displayed time is not perfect.
m00
JXQ
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At Tub's request: AAAAAHAHAHAHAHAHAHAAHA BURN MY PRETTIES
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CtrlAltDestroy: The name "IDIOT" will be replaced to THIEF.
Tub wrote:
CtrlAltDestroy wrote:
which actually attain the best ending (Super Metroid 100%, anyone?)
the best ending in SM contains a small moving white dot before the planet explodes. You need to resque the animals. JXQ, your cue for image spamming!
That "small moving white dot before the planet explodes." can be compared to THIEF. They are minor details that affects by very little the ending.
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What if I named my character IDIOT and played through the game without dying and without stealing from the shop? Would you call that the best ending? IDIOT is a pretty embarrassing name, even worse than THIEF. Would you say that the ending is not the best ending because I have an embarrassing name? Because, after all, that's all stealing from the shop does to you - it overrides your name.
About SM: That's exactly my point. Rescuing the animals in Super Metroid is like a little extra, but you still got the "best ending" because you beat the game in less than 3 hours and got to see suitless Samus. That's why I propose getting rid of the "gets the best ending" tag altogether, because the word "ending" is too ambiguous. It can be hard to tell the difference between bonus features, minor details, and the actual "ending." Like I said earlier, if you want to argue that minor cosmetic details (like "THIEF") actually affect the ending, by the same logic you can also argue that you need the red or blue suit from the color dungeon for the "best ending" because it affects Link's appearance during the final cutscene. The possibilities are endless, really.
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CtrlAltDestroy wrote:
What if I named my character IDIOT and played through the game without dying and without stealing from the shop? Would you call that the best ending?
I misred. Yes, it would be the best ending without a doubt.
CtrlAltDestroy wrote:
About SM: That's exactly my point. Rescuing the animals in Super Metroid is like a little extra, but you still got the "best ending" because you beat the game in less than 3 hours and got to see suitless Samus.
That's what I meant. Why the SM doesn't have the best ending tag while this one yes.
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It won't be the best ending without the color suit! I will bother everyone on this topic about it until I get my way!
put yourself in my rocketpack if that poochie is one outrageous dude
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Who changed the screenshot and why? The old one looked cool to see Link jumping in middle of nowhere, and someone who knows this game would wonder how the author did it without the flying chicken. The new one just looks like any random bland spot.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Tompa
Any
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Yeah, I agree... The last one was much better. On this pic you will wonder what in earth he is doing there...
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Absolutely loved this run, brought back lots of memories from when I played it on my GB. The glitching was very nice to watch and the routeplanning was very impressive. Enjoyed it a lot =)
Nail here [x] for a new monitor.