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.

Experienced player (612)
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Would another run be applicable, where Link doesn't steal or is it too minor a detail to even consider?
Former player
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VANDAL wrote:
Would another run be applicable, where Link doesn't steal or is it too minor a detail to even consider?
If it's faster, sure. Otherwise, it's not important enough for a different publication.
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It is probably too minor. Though, I would be pleased to call our hero Link instead of THIEF. But anyway, it is not the best ending like now.
Experienced player (612)
Joined: 4/24/2005
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I doubt it would be faster because of how expensive the Bow is.
Tub
Joined: 6/25/2005
Posts: 1377
labeling issues aside, this run is great. I'm going to watch it again now. btw, I find it amusing that some people are offended by stealing stuff in videogames, but don't mind the massive genocide on cute little creatures that were only trying to protect their homes.
m00
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I am not offended by "stealing stuff in videogames". Saying it is the best ending when hero is named THIEF isn't true. That's really not the same thing.
Former player
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To be fair, Link only killed out of self defense at first. Then... he got carried away. All that matters is that those stupid Moblins started it!
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Phil wrote:
That's weak argument to name hero THIEF. I don't consider it the best ending. But since you love thievery, I can't do nothing. Nintendo wanted to punish you by renaming your character THIEF when stealing something. Is it BAD? YES Where in the world we're going with people like you!! That's questionable.
Honestly, I think that because your character is named THIEF, then it must be a bad ending is a weak argument. It doesn't change the ending any more than any other name. No text other than the name changes, nothing is added, nothing is omitted, no graphics changes, no extra scenes, no omitted scenes.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
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I never said its the "bad ending". Did I say that? No. I say it's not the best ending. Imo, there's 4 endings. The bad ending is the one that you got killed and hero's name unwanted been renamed to THIEF. But since it's a weak argument and you managed to convinced me with your powerful argument then it's pointless....
JXQ
Experienced player (750)
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Well, if "no death" implies "best ending", do we really need both tags anyway? Or is there another requirement for this ending I'm not aware of?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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You can also make the arguement that the dialogue isn't really part of the ending at all, that it's just some ending text and not part of the final movie.
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Another argument is that Marin appears after "THE END" so she is not part of the ending. So it only makes one ending for this game like Zelda ending FAQ claim. :P That Marin can be compared to High score after "THE END" in some game. A different score doesn't mean a better ending. Exact? In this case you got a better high score by not dying.
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
Wow, you really don't want this run to have the "Best Ending" tag. I know a few games (that I can't name off the top of my head) that have special additions after "THE END" based on circumstances during the game. Using "Well, the game "ended" there!" doesn't make much sense as an argument... (it's also worth noting that the 'version' of the ending you get changes based on wether you're playing the GB or the GBC version.. and the GB one has her appear when THE END is on screen, not after.) And yes, getting slapped with the nickname (yes, nickname) "THIEF" has no effect on anything. It's required to get 100%, too... it's just a minor detail the programmers added to remind you not to go in the shop again :P Edit Also, technically, "No death" in this game does not equal "Best Ending" -- it's possible to die without incrementing the death counter, and thereby keeping the "Best Ending"... (of course, it requires executing an oversight; namely A+B+S+s during the "death spin" and save&quit)
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Saying "The GB one has her appear when THE END is on screen, not after." doesn't make much sense either since it's the gbc version. THIEF is not required to get 100% from what people are saying and proven here. Stop saying that.
Xkeeper wrote:
Also, technically, "No death" in this game does not equal "Best Ending" -- it's possible to die without incrementing the death counter, and thereby keeping the "Best Ending"... (of course, it requires executing an oversight; namely A+B+S+s during the "death spin" and save&quit)
It will be cheating, unless it's mentioned in the game manual. So "No death" is required to get "Best ending". In other words, "No death" is not needed. Unless you agree it's not best ending. It's like someone had decided that this game has 2 endings no more no less and I must agree with that. I'd be stupid to agree with that. Yahoo for conservative people, they are so heroïc.
JXQ
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Tags like "no death", and in this game's case "best ending", are redundant and unecessary in my opinion. Of course you aren't going to die in a TAS unless it saves time. And if not dying gives you the best ending, then of course you're going to end up getting it since you aren't dying to save time. How many more ways can we indicate the same thing? Xkeeper[edit]: Give me a break.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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Well, if person A wants to find that one Zelda game with the best ending, and person B wants to find that one Zelda game where Link doesn't die, and they're both thinking of Link's Awakening, it's win win! Seriously, is linking it as both No Death and Best Ending such a crime against humanity?
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JXQ
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Wow. Yes. It's a crime against humanity. Wow. If you have twelve tags on a run, it screws up the format of the movie and it's kind of stupid looking, especially when you are saying the same thing in different words. (inserts obligatory "in my opinion", which really should be assumed by this point) So, as I stated verbatum before, it's a crime against humanity and should be punished with public stoning. No exceptions. Your avatar moves a lot.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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No Death and Best Ending is not the same thing. No Death is a negative tag, while Best Ending is a positive tag. Unless there is a short cut in the game where death would have to be used, that tag should not be applied. Furthemore one has to know a bit about the game to know No Death == Best Ending in this particular game. As such one does not neccesarily imply the other in the person browsing's mind.
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.
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If we are going to go to the trouble of making a "no deaths" or "best ending" tag, it should include all movies that fall in to the criteria. Just because one somewhat leads to the other for this one situation does not mean that the trend should be broken. Otherwise, any movie that has 'takes damage to save time' should automatically not have the 'aims for fastest time', since it should be obvious that if they are saving time via taking damage, then they are obviously trying to save time over all! 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.
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JXQ
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I'm not saying Best Ending and No Death are identical in all cases. I'm saying in this game, they are equivalent tags. The reason is seen by answering this question: Q: "How do you get the best ending?" A: "By not dying." Perhaps I think this is silly because browsing by "Best Ending" is probably the last thing I'm going to do on this site.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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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.
Otherwise, any movie that has 'takes damage to save time' should automatically not have the 'aims for fastest time'
I would not be opposed to doing away with the "aims for fastest time tag" since it's on the vast majority of the runs, the Why&How, and is the fundamental goal in nearly every movie here.
I don't see why people aren't up in arms about the "Ignores semi-important goals in the game" tag
I don't like that tag either.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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JXQ wrote:
I'm not saying Best Ending and No Death are identical in all cases. I'm saying in this game, they are equivalent tags.
They are never equivalent. As I stated above, No Death is negative while Best Ending is positive. We don't apply No Death to say our SMB video, because there is nothing positive about Dying in that game.
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.
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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.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
JXQ
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Nach wrote:
They are never equivalent. As I stated above, No Death is negative while Best Ending is positive.
In this game: Best Ending implies No Death. No Death implies Best Ending. This is a biconditional which implies equivalence. Regardless of the "feel" of the tags.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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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.
*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 In the case above, it is not redundant. However, when dealing with this movie, it is was.
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