(Link to video)

Introduction

Game & Watch Gallery 4, also known as Game Boy Gallery 4 in Japan and Game Boy Gallery Advance in Europe, is the GBA entry of the Game & Watch Gallery series. This has 11 games with Modern versions as well as 9 games that only have Classic versions. In that set of 9 games is the 1989 Zelda Game & Watch game, which has an ending and a second quest. This run aims to complete both quests as quickly as possible with the power of wigglin'.
I originally only made the verification movie for others in the future to try their hand at Zelda Game & Watch but got too interested after watching some RTA runs.

Run notes

  • Emulator used: BizHawk 2.8
  • mGBA core
  • Takes damage to save time
  • Commences the wigglin'
Verification movie to have the required SRAM: UserFiles/Info/637950635588411093

Mechanics and techniques

In the regular rooms, the sword swing has a certain number of active frames. Under normal circumstances this results in one hit if all those active frames are connected in a row. To get more damage per swing, moving back and forth stops and restarts sword contact, counting as an extra hit on recontact. Thus as soon as the first active frame connects, Link begins oscillating to get as many hits during the sword's active frames as possible, reducing the amount of sword swings necessary for regular enemies.
At full health in regular rooms, Link's sword also shoots a sword beam that does an additional hit. This additional hit per sword swing adds enough damage to reduce the number of sword swings and speeds up rooms further. For the most part this means maintaining full health for regular encounters.
There are three dungeon items that are obtainable: the tomahawk, the map, and the water of life. Due to the map and navigation the tomahawk is always skipped despite doing triple damage against bosses. The water of life is either used automatically when Link's health depletes or is used manually by pressing down. Manual use is used to get sword beams in the first half of each loop.
For boss fights, the fastest strategy is to swing the sword, move back as soon as the hit registers, then move in again for another swing. This is where the majority of the damage taken takes place. There are still some situations, mostly in the second quest and final boss fights, where some movement is delayed to avoid extra damage.
The main difference for the second quest is that the enemy and boss attacks are faster. This is much more noticeable in the final dungeon where I end the fights slower to use the health on the final boss.
The low rerecords is mostly a consequence of this still being a Game & Watch game where the same fast strat approach can be reused across dungeon rooms as well as across both quests. This isn't 100% guaranteed since I did have to adjust the boss fights in the second quest to maintain a certain amount of health entering the next dungeons.

Closing notes

The main possible improvement for this that I can see is better health management, which is tricky for me to gauge.
Even if a proper "170 stars" or, once link cable TASing is possible, "220 stars" run of Game & Watch Gallery 4 is done, the Zelda Game & Watch game doesn't give stars and would be skipped. This does have its own separate ending so at least this can be on its own. Not sure on the others without a star reward, though.
Thanks to the Game & Watch Gallery 4 thread for having the time info to steer me away from certain games when making the verification movie because some of the games take much longer for star earning. I don't like those Cement Factory times.
I know that MAME supports a majority of the Game & Watch games as of 0.187 but I haven't tested them out to see if there's subtle difference between the MAME emulation and the Game & Watch Gallery 4 simulation.

feos: Claiming for judging.
feos: As listed in Movie Rules on movie ending, one doesn't need to play additional loops if the game has an ending. If difficulty keeps increasing, games without an ending can be played until the point when the hardest difficulty loop is completed, though that's not required.
If a game has an ending, it may have additional quests, in which case there's another rule:
For games that have a second quest or loop, you are allowed to play only the first quest. The second quest is only required to be included if gameplay is significantly different.
I admit we don't have rules on when we allow to complete more of the game after its regular ending. And obviously that doesn't mean it's banned.
In games like Ghosts'n'Goblins, the second quest is what gives you a true ending, but difficulty keeps increasing after it. In Zelda games, the second quest seems to be a definitive extra mode, and the game doesn't get more and more different (and difficult?) in further loops.
For this game, I tried copy-pasting second loop inputs to the third loop and it desynced after the first dragon, because I didn't have enough health to get the beam shot. A few enemies required me to insert more twitching, some others synced after the beam shot got restored. Some of the dragons required me to delay the last two hits to avoid dying. All in all it looks like the third loop is not a copy of the second one, even though it was a bit tricky to test due to different health management. Enemy health stays the same across loops, but it did look like the dragons became quicker.
I think it would be a decent solution to publish this submission with just one loop (because it reaches the game's only ending), and then to have extra files in the publication module: one being the verification movie, and another being "2 loops", which is what was initially submitted.
Now there's one more minor issue, specifically the fact that the current rules don't allow save-anchored movies in Standard (doesn't sound all that minor, right?), but thankfully we've reached a complete consensus exactly on this matter, even though it hasn't been codified just yet.
Accepting to Standard as its own branch since it features an entirely new game.
Publisher, please attach the 2 extra movie files to the publication, as mentioned above.

EZGames69: Processing...

TASVideoAgent
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This topic is for the purpose of discussing #7631: Darkman425's GBA Game & Watch Gallery 4 "Zelda" in 07:19.33
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Are there any gameplay changes after the second quest? Is the second quest only different in terms of difficulty?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Darkman425
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From what I can find the game loops after the second quest. The second quest has faster enemies, which is mostly relevant for the dragon bosses at the end of dungeons, although the 2-8 regular enemies do have enough health to get an attack out, requiring a little evasion to maintain health for damage. I couldn't find any manual scans out there for the 1989 Zelda Game & Watch to confirm for sure. I found the manual here: https://www.zeldadungeon.net/gallery/thumbnails.php?album=496 There's only mention of a second quest, and the game goes back to displaying the time after 4 minutes sitting on the ending on the original hardware. While subsequent loops could be played there doesn't seem to be any mention online for any changes in difficulty past the second quest, just playing loops for more points.
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I copied the second quest inputs to repeat on the third one and this enemy refused to die https://i.imgur.com/w0pjHvd.png For games without an ending, if difficulty keeps increasing but gameplay is the same, we're fine with just one loop. This game has an ending, so we don't require extra loops. It may make sense for games with special content after the second loop, like a true ending (Ghosts and Goblins), but the number of extra loops played should be definitive in some way. For this particular run, I personally think one loop would be enough, unless I got it wrong and difficulty has stopped increasing after loop 2.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Darkman425
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I never checked if difficulty kept increasing, I just stopped it at the end of loop 2 since the SRC board currently only has runs up to a 2 loop clear.
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Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4828] GBA Game & Watch Gallery 4: Zelda by Darkman425 in 07:19.33
Fortranm
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Possibly related: https://tasvideos.org/Forum/Topics/23255?CurrentPage=3&Highlight=516429#516429 We now have 3 single G&W games with movies other than this one: [3565] DS Game & Watch Collection: Donkey Kong by Fortranm in 06:55.86 [4784] DSi Game & Watch: Donkey Kong Jr. by Fortranm in 03:49.80 [5323] DS Game & Watch Collection 2: Parachute x Octopus by Fortranm & RetroEdit in 03:03.75 The ones from the G&W Collection series are all named in the format of "Name of the collection: Name of the specific game". The G&W Galley series is different in the way that it has overarching progression that can eventually result in credit/ending sequences (similar to Kirby Super Star). However, the subgame in question here (G&W: Zelda) has no relation to the overall progression whatsoever from what I understand. In this sense, this subgame in particular is just like the ones from those collection games where each component is completely independent from another. For this reason, I think it's probably better to rename this publication to "Game & Watch Gallery 4: Zelda" instead.