The Legend of Zelda: Outlands is probably the best, and most famous Legend of Zelda 1 hack. I can recommend it to anyone who liked the original version. It even features two quests... one even harder than the other. This movie completes both quests.
The patch can be downloaded here. You will need to patch "Legend of Zelda, The (U) (PRG0).nes".
A few people who watched it mentioned they would like to see a run which doesn't use any glitches. One of the reasons for this is that the run may be a little difficult to keep up with what's skipped, and what's happening without knowing the game. Of course, I would suggest to everyone to play the game themselves, as it is also a lot of fun... but that takes quite some time. I myself don't think a full run is a very good idea, since without glitches, the route will be very linear, and there are spots where you need to beat the same boss three times in a row and such. The main good thing about a glitchless run is that if shows of the entire game, which might give more appreciation and understanding for this movie. A walkthrough can do the job just as well, so I made both a walkthrough of the first, and second quest. Walkthrough first quest Walkthrough second quest Do note that it are merely walkthroughs, which don't aim for speed and don't use any glitches. Useless items, and also maps and compasses are collected. It should however give a good image of what a full run would look like, and give a better understanding about this run.
  • Aims for fastest time
  • Takes damage to save time
  • Uses a game restart sequence
  • Abuses programming errors in the game
  • Manipulates luck
  • No predefined saves
  • Completes both quests
  • Genre: Action
  • Genre: Adventure

Glitch

I discovered a glitch which allowed Link to go half a tile inside a solid block from the bottom and the top, while working on the regular Zelda run. Since then, the glitch has been expanded, and it's now possible too to do it sideways, which allows fast left/right movement too. A short history on how is was discovered step by step can be found here. I could write a long paragraph on how it is exactly performed, but I suggest just looking at the input, and you know it right away, since it's not hard to perform or understand. The glitching is a lot more useful in this game than in the regular game. So far, no items can be skipped at either the first or the second quest of the regular game. At this hack, it's possible to skip several items, and there are more spots, both in the overworld and underworld, where the glitch is very useful. I'd like to thank Sleepz, Hanzou and Catastrophe for the time they spent on the glitch.

First Quest

Entering my name took 25 frames longer than having "A" as a name. A small prize to pay for the message that appears at the end of the TAS ;). The game starts off all the way at the left of the overworld. Glitching to the left takes Link to the right of the overworld. The spot I get to can't normally be reached without a raft. I'm ending up in a big dark part at the right of the room. It is made out of entrances, which warp me to the middle of this room (these entrances can't be reached without glitching). Link goes down one screen, uses the glitch a few times to get through the rockformations, and the glitches again to the left, leading to being at the left of the overworld. I needed to go one room down, since the wall at the left side is one block thick here, which is needed if you want to walk through the wall. I go up again, and now you see I'm at the other side of the river (from where Link started). This place can't normally be reached without having the power bracelet and ladder. This is where 150 rupees are found, which are needed later in the run. Getting money in this game is generally pretty hard, since there is no gambling, and only one spot where you get 150 rupees at once. The maximum you can get at other places is 50 rupees. After getting the 150 rupees, I reset with up+A.
Onto level 1. The glitching was useful several times here. Notice how Link has to walk into the screen a little to do the glitch. The wooden sword it located in level 1, and it obviously can't be skipped, so I collect it here. I stay a little longer at level 1 to collect an extra key. Then a reset to exit the level.
The next thing that is needed it are the silver arrows. They are needed to kill 'Ganon' after all and can be found in level 5. Somewhere along the way bombs are collected. I glitch past the bridge. Normally a ladder would be required here. No power bracelet is needed to push the gravestone for entering level 5, luckily :). Inside the level, the glitch is used a few times to avoid killing all enemies in the room. After a while, I reach a room with 8 enemies, which look slightly different here, but are the same as bunnies in the first quest. All need to be hit 10 times, so 80 hits need to be dealt in this room! All of that for just another key. The dark rooms in this game are truly dark. You don't even see the walls at the side, so it's a little hard to see where exactly you are. The scrolling also looks weird, since the screen is just black, and you don't see it moving. After these dark rooms, there is a room with darknuts and bunnies. The main aim is to kill the bunnies as fast as possible, since they take the longest. I had some problems with making it in time to collect that bomb (which disappears after a while). In the end, I was just in time for it by a close margin. To kill the boss in the next room, the flute is normally needed, but luckily the solid blocks are arranged in a way that it can be bypassed. The corridor in the next room just appears after a while (which I can't remember happening in the regular game). The glitch is used to get right where the staircase appears. Finally, the silver arrows :) When I exit the level, you get to see what a triforce looks like in this game (it's a fairy). For this dungeon, it was located right next to the start.
Right after the dungeon, I glitch myself to an area which can only be reached with the raft normally. The bow is bought here (luckily Link has just enough money). Now with the silver arrows and bow, and sword, Link is ready to face Ganon.
After resetting, I do the same thing again as at the start of the run, and the spot where I get to happens to be right next to level 9. ' At level 9, if you walk up, you will get to the seal, where all triforces (or fairies) are needed. To the right is a dead end. To the left normally too, but the blocks are diagonal, so Link can glitch through them. This successfully gets Link in a place that can only be reached with all triforce parts, and thus they are skipped. The thing I pick up next is the key which can be used many times... although I just pick it up because it's in the way, I don't open any locked doors with it. Next up is a room with 8 enemies that eat your shield. It was pretty hard to manipulate all 8 of them to move in the way I wanted. Then there is a long way with bombing, taking damage and glitching. There even is a room with 8 blue wizzrobes, thankfully I didn't need to kill them. I don't know if it's possible to reach the staircase I use to get to Ganon without glitching or not... either way, I used it. Right before Ganon there is a wizzrobe room. Ganon is pretty straightforward. First quest isn't completed after Ganon... two more rooms untill the end. One of them shows some nice use of the silver arrows. Then the first quest is completed.

Second Quest

For those who didn't like getting to places that you aren't supposed to... the second quest has a lot less of this. The levels in the second quest aren't numbered from 1 to 9, instead, they spell out OUTLANDSC (so U is the second dungeon, and C the ninth). C stands for "challenge". First off Link goes to level U to get some meat. The meat is obtained without any weapons, which wouldn't normally be possible. You would at least need either boomerang, bombs or candle. I think the intention of the creator was to visit level O first where you can get the boomerang. I also use the glitch to get a key. After getting the meat, there is a up+A reset with a save to start over again.
Now that we have meat, Link goes to level O. After getting some keys, the boomerang is obtained. There is even a room where you have to kill all 'bats' with the boomerang, which is pretty neat. It was actually pretty hard to get the room like that. Then meat is used, and Link can obtain the ladder. Enough of this level... back to level U!
With the ladder, Link can reach new places in level U, like the place where Zelda had hidden the flute. The glitch is used to get here faster. After getting the flute, RESET.
Note that since I saved, I switching weapons before the save wouldn't have made a difference. This is only possible the you 'continue' not when you 'save'. Glitching is used again to get somewhere at the right in the overworld, and even though the glitching passes areas that could normally not be reached... the part where I get in the end can be reached without glitching. Here the flute is used to get money. Note that it takes long for the creature to spawn (the one that gives me money), this cannot be avoided. After getting the money, I reset.
Now I walk to level T to finally get my sword. There are also bombs ready to pick up :). It is important to note that everything I did till now was in the right order of what the creator intended, so indeed the sword is in the third level. Flute was needed to get enter this level. After getting the sword, I exit the level to buy the bow again.
Since the silver arrows are in the last level this time, we are ready to head there. Level C is located near the spot where you get when you do the glitch at the start again, so that's convenient. This time the flute is needed to enter it. The seal is bypassed again, by doing the glitch in the second room. Link makes, and glitches, his way to the room where the infinite key is located (this would normally take quite a bit longer without the glitch). After it is obtained, Link moves on to a wizzrobe room. It was pretty hard, since I could only use two bombs. In the end, the entire second quest will be completed with only 4 bombs. After the wizzrobe room, Zelda wants to kill me, and after that, Link can pick up the silver arrow. Then RESET. Fully equiped, Link heads for Ganon, and kills him... game complete? Far from it. The hardest part is yet to come. Before reaching the end of the game, one of the hardest bosses of the game needs to be beats no less than three times! The last one was particularly hard, since there were bullets coming from the corners of the room too, which could cause lag. Most of it was avoided. It was also hard to know where you were, since everything was black in that room (there were quite some blocks blocking your way). In the end, Link saves the day once again.

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. Here goes!

Truncated: The hack is not accepted at this site. In my opinion it shouldn't be either since it is not well made. About a third of the votes for this submission was no, which comparatively is a large amount, and I agree that it's not very entertaining. For these reasons I am rejecting this submission.

mmbossman: This submission has been given another chance at publication. If you feel it should be published, instead of returning to the grue, please post WHY in the thread. Similarly, if you do NOT think this movie should be published, post WHY.

mmbossman: The prime issue I see with this submission is the feeling that because it's a hack, all the glitching is really just a product of the hack, and not the original game engine. This is not the case, as several of the same glitches can be seen in the 2nd quest movie. This is probably why Truncated described this hack as "sloppy" originally; There was not a published demonstration of these glitches to confirm that they were possible in the original game. Just like any other glitched movie here, the glitching only becomes more impressive after the viewer has played the game, and although I have never played this hack, I still found the movie mildly amusing. After looking through Baxter's detailed explanation of the hack, and considering the positive tone of the people responding after this was revived, I believe that it should become part of our collection. I would also recommend that the description for the movie contain a link to the post linked above, to further inform the viewer about how much is really going on.

ShinyDoofy: Processed, about to publish.

Joined: 11/9/2008
Posts: 108
Location: New Orleans, LA U.S.A.
hey baxter? could you encode the walkthroughs? Pretty please. I spent about six hours watching 20+ ten minute parts for the first quest on youtube and it was pretty agonizing to watch. I would love to watch your walkthroughs..... please encode? pretty please?
__--N0ISE
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
No, I can't/won't encode them. Maybe you can convince one of the people that usually make encodes for TASvideos to encode them... but otherwise you'll just have to watch them on the emulator.
Joined: 11/9/2008
Posts: 108
Location: New Orleans, LA U.S.A.
that's cool. i do not have a copy of any windows OS at the moment so i am unable to use the emulator. anybody out there have a free minute for chilxxn?
__--N0ISE
Former player
Joined: 11/13/2005
Posts: 1587
djchilxxn wrote:
that's cool. i do not have a copy of any windows OS at the moment so i am unable to use the emulator.
If you're using Linux, FCEUX runs very smoothly under Wine.
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Or, you could use, say, the SDL builds of FCEUX. This is a recent enough FCEU movie that FCEUX should be capable of playing it back.
Joined: 8/16/2012
Posts: 7
I'm wondering if this would be any quicker. In the second quest, just as Baxter is glitching into the desert to get the +150 Rupees, he walks past the room with the gravestones near the southwest of the map. Maybe if he pushes the middle left gravestone in that room (he walks right past it!), then it would save time on the next restart - he could then immediately walk south from the start point, use that tunnel and come out right near the graveyard for Level T. Is that any help? Or has this option been tried and determined that it's not any quicker? EDIT: Just to add that this gravestone is the only one out of the four entrances to the warp zone that doesn't require the Handy Glove. Although without glitching, you do need the glove to even get to that part of the screen to push it. Looking at the video, a quick push of the grave in the previous "segment" would save having to walk across a good number of screens in the segment involving getting the sword, so I really do think it could save a considerable number of seconds.
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Hey avengah, and welcome to TASVideos :). I did not consider that possibility when I made the TAS, so I never tested it. Your idea would indeed save some time: about 10 seconds actually. Very nice find!
Joined: 8/16/2012
Posts: 7
Yeah, it's interesting to note that the exit you come out of will stay open and can be used without the glove, but the other two exits still require the glove even once they've been opened. I was just watching your Walkthrough video of the second quest; I downloaded FCEUX to watch it and it told me I needed to convert from .fcm to .fm2 or something, but the program handled that for me. Anyway, when it got to the three Gleeoks in Level U, Link died at the start of the second one and it got stuck on the Continue / Save / Reset screen! So I started the video again in turbo mode and went to normal speed at that point, and it worked fine that time. Do you know why FCEUX might have caused that to happen, seeing as the rest of the video up to that point played fine? Sorry, I'm new to this. EDIT: Also, in your walkthrough of Level S, when you enter the level, the door on the right is unlocked. Did you do some sort of glitch to make it unlock itself? I'm sure it was locked when I played through the game...
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
FCEUX is the new version of FCEU. FCEUX uses .fm2 files and FCEU .fcm. Since I made those movies at a time when FCEUX did not exist yet. As you mentioned, FCEUX is able to convert the .fcm files to .fm2, and while this works pretty well most of the time, there are instances where, due to small differences, the movie desyncs, which is what happened here. The easiest way to watch the movie without any problems is probably to just play it back in FCEU, which can be downloaded here: http://code.google.com/p/fceu/downloads/list (0.98.28 is the latest version, it should work fine with that. Also note that if you ever make a TAS, be sure to use FCEUX, as that's the currently preferred movie format). I don't know about the door when you enter Level S. I do know that at the original LoZ game, when you enter, leave and re-enter Level 1, the locked door in the first room is opened. Could be something like that, but I'm only guessing here... You probably already found it, but in case you missed it; this post contains links to maps of the overworld and the levels: http://tasvideos.org/forum/viewtopic.php?p=201683#201683
Joined: 8/16/2012
Posts: 7
Yeah, you didn't leave and re-enter the level. It was already unlocked when you went in the first time, as I watched you push the rock and walk in. In any case, I'm replaying the game now (it's brilliant, isn't it!) and I'll let you know what happens when I reach that part. I'll try a few different things and see what happens. Apparently, the north door in Level D is supposed to be locked according to those maps, but it never is. Since the levels are stored in the order D A U N S T O L C in the game, that makes Level D equal to Level 1, even though you don't play it first. Since there's a lot of level swapping going on, I wonder if any of that could cause that locked door to unlock itself before even entering the level? I wonder if the maps were made by actually looking at the ROM to determine what type of connections the rooms have, or whether he actually went in and checked each room manually? I'll get back to you tomorrow when I've played up to that point; after getting the sword, raft and Bagu's Note, I saved up for the White [edit: Kokiri] Sword, Goron Shield, bow and arrow and have started fully clearing out the levels. I'm up to Level T now, so it shouldn't take me long, seeing as I've got everything I need to do each level in one go now. (On my first playthrough I actually found the Master Sword straight away, well before I needed it in both quests, and the note in the first quest, but I didn't get the second quest note until after getting the Handy Glove, but that's not really that much later than the earliest possible time...)
Joined: 8/16/2012
Posts: 7
OK, I've found three glitches but I can't be specific about the cause. Firstly, the north door as you enter Level D is supposed to be locked. I discovered this by going into Level D as early as possible (after only visiting Levels O and U). Visiting Level T would mak the door unlock itself. However, on another playthrough, repeating the exact same steps through levels O and U, it was unlocked without having to enter Level T. So normally, you'd have two spare keys after completing Level D, but you're only supposed to have one spare key (which was actually a mistake by the creator; he intended each level to have the right number of keys). The second glitch is the east door in the first room of Level S. This one is weird and I really don't understand it. On my most recent playthrough, I completed levels O, U, T and L, getting the Handy Glove. At this point, I pressed save state and entered Level S. The east door was unlocked. I reloaded state (so Level S had not been entered at all on this playthrough) and completed levels A and N. Then, on entering Level S, I saw that the east door was now locked! This really does not make any sense at all. (The correct state is that it should be locked; this makes sense regarding the key placements in the level.) The third glitch is also in the first room of Level S. If you leave the level via the north door, the east door is unaffected (it'll stay as it is), but the south wall will bomb itself open if it isn't already. This, I'm assuming, is similar to the Level 1 glitch of the original game - leaving Level 1 through the south door unlocks the north door, so leaving Level S through the north door "unlocks" (bombs open) the south door, or something. A possible explanation is that the game tries to move you one room further north / south, but because it can't, it tries to re-enter the same room from the opposite door, unlocking it in the process. Once it realises you would be in the same room, it takes you to the overworld so you don't actually see yourself re-entering the room from the opposite door. It's just a theory, though. I also found another couple of minor graphical glitches. From Ocarina destination 5 (above the Lost Hills), go through the One Way cave and go west once. The timing is tricky and I'm not even sure of the correct timing to do this, but activating one or both of the Iron Knuckle statues can make it glitch up so it looks like a Ganon's Eye (the rock's replacement) while it's moving upwards. Also, if you kill the statues at the right time (which I'm not sure about), sometimes one of the Ganon's Eyes falling from the top of the screen may change into a Wallmaster sprite (the replacement for the original game's Ghini). It'll stay that way until you leave the screen, so when it reappears at the top, it'll still be the hand. I don't remember being able to make the original game's rocks look like Ghinis... maybe if you killed a Zora at the exact right time? No idea. EDIT: It might be possible to discover exactly what causes the doors in question to unlock or lock themselves if the memory locations which store whether those doors are locked or not can be watched throughout the game. I'm not good with that sort of thing, but at least if it's possible, it'd give some idea of what it is that causes these changes.
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Joined: 9/11/2004
Posts: 2624
djchilxxn wrote:
hey baxter? could you encode the walkthroughs? Pretty please. I spent about six hours watching 20+ ten minute parts for the first quest on youtube and it was pretty agonizing to watch. I would love to watch your walkthroughs..... please encode? pretty please?
http://www.youtube.com/watch?v=VPBfoWcInqQ Sorry about it being 2 years late.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 8/16/2012
Posts: 7
It's ridiculous but I now know exactly what's causing the doors in the first rooms of the labyrinths to act strangely. I don't know why, but at least I know exactly what causes it. Contrary to popular belief, the original Zelda's Level 1 glitch is NOT caused by leaving the level without unlocking the door. It's actually caused by ENTERING the level when the previous screen was exited to the south. This means that if you somehow glitched into the Level 1 part of the overworld from above, the north door would be unlocked on your very first visit to the level. Now, apply this to Outlands. Level D has a locked north door. You can enter Level D's overworld area from the north or the east to access the level. If you enter the area from the north, the north door will be unlocked on your first visit to the level. If, however, you come from the east and enter the level, the north door will still be locked. Moving on to Level S, you can enter its area from the west or the east. Since the west wall of the first room is completely solid, nothing happens if you enter from the west. If you enter from the east, however, the east door will unlock itself on entry to the level. If you exit the level, you exit via the north door. Then, if you re-enter the level, the previous movement was north, so the south wall is affected this time: as it's a bombable wall, it bombs itself open. In Baxter's second quest walkthrough, he enters Level S's area from the east. This causes the eastern door in Level S's first room to be unlocked when he enters the level. Again, I'm not sure why it happens, but I can state the conditions under which it does happen. It just occurred to me to test this for some reason, since I couldn't make any sense out of what I'd seen with the way the doors seemed to randomly either be locked or not. So anyway, since the quickest way to Level D's overworld coordinates from Level N is via the north entrance, the north door will usually be unlocked for most players. I've just tested this theory with the original game, and I've established that if you leave Level 1, go offscreen to the east, come back and go back in that the door is still locked. So there it is; an answer to the glitch. I wonder if I'm the first to actually work out why it happens?
Joined: 7/2/2007
Posts: 3960
Perhaps this has something to do with the logic for when to respawn monsters? It seems like it'd be easier to store the last two screen transitions the player has performed (requiring 2 bits each) than it would to store the actual screens they've visited (2 bytes each), and doesn't the player need to get at least 3 screens away from a screen before it gets restocked with enemies? Just throwing that out there. It may well be completely off-base.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 8/16/2012
Posts: 7
Update: Using the Game Genie code AAPNLO you can walk through scenery in the original game. This let me enter Quest 1 Level 6's area from the west. Entering the level for the first time, the west door is now unlocked. This definitely seems to hold! EDIT: Correction: EIONGPEP is the code. The mix-up was caused by JNES's faulty cheat system - codes can't be turned off without reloading the game (after unticking the box, you can simply repick the game from the Recent menu). So I was trying different codes that I found on different sites, and obviously that one didn't originally work for me since I'd tried a different one. Then I tried a third one and it worked. Of course, I didn't know that the previous codes were actually still active; EIONGPEP and AAPNLO together still works. So then, it's EIONGPEP. That definitely works.
Joined: 4/25/2004
Posts: 498
Looks like you've indeed cracked the method, then, avengah. Nice. :) All that's left, then, is for someone with the proper know-how to trace the code and determine which part of the game's programming is truly responsible for the bug. I wonder what could possibly have caused this...? o_O
Derakon wrote:
and doesn't the player need to get at least 3 screens away from a screen before it gets restocked with enemies?
6, actually. The game remembers the last 6 screens you visited (including the current one).
Joined: 8/16/2012
Posts: 7
Thanks! The way I see it is this: entering a cave, staircase or entrance on the overworld does not count as a screen shift. However, leaving a labyrinth does count as a screen shift. This leads me to believe the following might be happening: If you enter Level 1 (original game, not using glitches), the last shift is to the west. Leave Level 1, and the last shift is now to the south. Re-enter Level 1, and since the game is programmed to be able to place you anywhere in a labyrinth (as seen in several levels in Outlands), it "assumes" that since the last screen shift was to the south, that you must therefore have come from the north. This means that if the north wall is set to either a locked door or bombable wall, its state is changed to unlocked or bombed. Otherwise, how could you have come in from the north? Obviously, you didn't actually come in from the north, but this could be what the game thinks. It's just a theory, though. About the game remembering previous screens, I always wondered why, if you left different numbers of enemies alive on different screens, saved and turned off the game, it would remember the numbers for each and every overworld screen. It actually annoys me a little; why should you have to kill every single enemy on an overworld screen for them to respawn - EVEN AFTER SAVING AND POWER OFF? It seems like an awful lot of pointless data to save, back in the days when every byte was precious.