Zelda II, improved by 1077 frames (17.95 seconds).
Uses FCEU 0.98.16
Goal nonsense
  • Aims for fastest time
    • It's fast.
  • Rarely takes damage to save time
    • Only twice in fact, both in Palace five (more below)
  • Manipulates luck
    • Frequently, For example, changing the path and positions of overworld enemies, deciding whether a Red Jar or a P Bag will drop from every sixth enemy, and etc.
  • Abuses programming errors
    • To an extent, nothing game breaking, mostly being able to attack much more frequently than the creators intended and abusing downstab's hit detection.
  • Uses a game restart sequence
    • Frequently
  • No predefined saves
    • And how!
  • Genre: Platform
    • Link jumps on shit
  • Genre: RPG
    • Link has levels and talks to townsfolk
  • Cuts down trees
    • Wears high heels, suspendies and a bra. Oh, I wish I'd been a girlie just like my dear Papa.
This run came about by Inz's incredibly silly idea of levelling magic over attack in the first half of the game. While this seems to be a laughable idea on paper, it's in practice around ten seconds faster overall up to the point where the levels are equal to the attack route, though the actual gameplay sequences are slightly slower.
...that doesn't make sense you say? Then, allow me to elaborate my unenlightened friends. At the end of every dungeon in this game, there is a crystal you place, which refills your life/magic at a rate of 32 frames per container. Having higher magic levels means cheaper spells, hence less magic to refill. This was paid careful attention to throughout the run, a couple magic refills were gotten without need of casting more spells to save time refilling on crystals. Palace three for example: Link's magic meter is full at the crystal allowing gameplay to resume much quicker.
In addition, you also get a free levelup on the crystals. In the first three palaces, this level is used towards the new levelling strategy, but as magic levels are cheaper than attack some more time is saved from waiting less for the experience to tick. Level 8 magic is flat out needed for the fastest route through the final palace, and anything below attack level six later on in the game, bosses simply take too many hits to kill quickly. As opposed to the last run, attack level 7 was declined in this run saving 148 frames from not waiting through the level-up fanfare. As a result, 16 frames were lost on Barba, and 32 frames on Thunderbird, as well as an additional 27 frames from an extra level cancel, the result is a net gain of 73 frames however.
With regards to the actual bosses, time is lost on the first three but not nearly enough to negate the gains from faster magic/experience fills from the Crystals. To those unfamiliar with earlier runs, Link can attack _extremely_ quickly with frame by frame precision in this game, so an extra 10 (horsehead), 12 (helmethead), or even 21 (blue rider) hits doesn't take long to get in. Oddly enough, the fights are more fun to watch as the bosses have time to breathe before they are killed.
As for the overworld, all random encounters gotten into are over a forced battle square. In all instances, the random encounter is quicker than the forced battle.
For time saved outside of the levelling strategy itself;
In the Death Moutain caves, less experience is needed for 2 level ups, so less large enemies were killed, saving time as Link loses momentum to kill these guys without the downstab. In the Hammercave itself, the red Dairas were manipulated into not throwing axes as Link runs away, saving a frame each from not having to slow down mid-air to dodge them. The red Daira at the bottom of the elevator was manipulated into a closer position, and killed quicker than before through the use of a momentum-unfriendly strategy, but as it's required to wait for the experience from him to start ticking before exiting the screen (or he respawns on the way back and throws an undodgeable, unmanipulateable axe) this doesn't end up mattering.
After palace three, we return to the old strategy of restarting (UP and A on controller 2) after the crystal. Upon realising that we can spawn red ironknuckles from the statues at the entrances to palaces three, four, and six, there is no need for the extra enemy in the cave on the way to the dock for the six count (every six kills of a large or small enemy drops either a point bag or a magic refill). We are 1279 frames ahead of the published run at this point, though 745 of those are artificial as 4 level ups are moved to later in the run (see paragraph below).
Palace four uses the same route. Here we spam sword levels, the result is after the restart at the boots we have the same levels as in the published run (6 attack, 7 magic).
The route through palace five was changed drastically, and saved 180 frames to the spider on the overworld. Instead of getting the flute then killing the boss, it is done in reverse with a restart at the flute. The boss here was killed 13 frames quicker than the old run by manipulating him into walking towards Link sooner, and carefully controlling Link's height to be just above the mace, and just inside the detection for downstabbing. The sword level was cancelled, and 1000 points were acquired returning to the flute for a magic refill/level, the last level-up of the run. At the spider, we are 738 frames ahead of the published run.
In addition we take two hits in palace five. Both are as a fairy and do not slow Link down (8 and 9 frames gained respectedly). As more magic is needed to refill at the crystal than life, these hits are taken safely without losing time. The one other place this would save time (6 frames in palace 6) the skull would drain Link's MAGIC, costing more time at the crystal refill.
Palace six is mostly the same as before, though the blue rider was killed 3 frames faster (odd since we have a lower attack level in this run) and Barba 16 frames slower. Declining the attack level on the bridge again saves 148 frames on the published run, minus 29 as this is still an extra level cancelled overall. As said earlier, the extra attack power for the last two bosses that matter doesn't save nearly that much time.
The overworld to the Great Palace went MUCH better in this run. We wound up being 989 frames ahead at the entrance to the Great Palace as a result, a gain of 116 frames over the old run in this area.
Inside the Palace itself, Inz discovered a way to save 6 frames each on the underhang elevators, by bouncing off the opposing wall with the sword. The room where reflect is cast to block fireballs was improved 27 frames by queueing the spell up at the wizard who teaches you Thunder (during the forced pause, rather than a voluntary one in this room). The room where we jump over a huge wall with the dragonhead enemies was improved 72 frames, by stunning one of the heads it was possible to manipulate his position without losing any forward momentum at all.
Thunderbird took an expected hit from the lower attack level, 32 frames lost here. Point of interest, he is killed without using the Jump spell in this run. The keygrab is slower by 27 frames- exactly the same time it would take to pause and cast Jump, so this method was used for more "wow" factor.
And finally, due to some random douchebaggery on Shadow Link's behalf, the input had to end six frames later in the fight than in the published run (though the time between each hit is completely optimized for his 56 frame invulnerability.)
Otherwise, there are some insignificant gains and losses here and there throughout the run thanks to luck manipulation being easier or harder. Also Inzult is a slow worker (so he claims anyway.)
something about audio commentary to come, closing statements blah blah

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. Oh! I also corrected the ROM name.
  • You indicated Zelda II The Adventure of Link (U).nes
  • I updated it to Zelda II - The Adventure of Link (U) [!].nes

adelikat: Accepting for publication.
Bisqwit: Processing for publication.

Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14897
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. ---- [1114] NES Zelda II: The Adventure of Link "warpless" by Rising Tempest & Inzult in 47:57.05
Post subject: Re: #1940: Inzult and Rising Tempest's NES Zelda II - The Ad
Joined: 5/9/2005
Posts: 748
Grats on the publication.
NesVideoAgent wrote:
something about audio commentary to come, blah blah.
Any chance of update on that?
Post subject: Re: #1940: Inzult and Rising Tempest's NES Zelda II - The Ad
Active player (422)
Joined: 9/27/2004
Posts: 650
Location: Canada
Paused wrote:
NesVideoAgent wrote:
something about audio commentary to come, blah blah.
Any chance of update on that?
As far as I know, we still plan on recording one over skype at some point, but I've been pretty busy, and when I have been around, Rising Tempest has not been on, so I guess he's been pretty busy too. That said, we haven't done anything besides decide it would be cool to do.
Joined: 5/21/2008
Posts: 32
Is it going to be like the 'glitched' TAS where he explains how things work while the run plays, or like JXQ's OOT commentary where he sits and MST3k's the run?
Joined: 7/2/2007
Posts: 3960
I just re-watched this; it's a great TAS. One question, though - why grab the key after killing Thunderbird? There's no locked door to unlock. Will the screen not scroll forward until you get the key?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 7/10/2007
Posts: 280
Derakon wrote:
I just re-watched this; it's a great TAS. One question, though - why grab the key after killing Thunderbird? There's no locked door to unlock. Will the screen not scroll forward until you get the key?
Correct.
Joined: 9/28/2008
Posts: 12
I am uploading this video to You Tube, as I can't find a non-glitched speed-run there. The video is split into parts; the first may be found here http://www.youtube.com/watch?v=_PURCAfB-ts The videos are part of a playlist, which may be found here http://www.youtube.com/user/MarioZeldaPokemon#grid/user/34CD1711479853F6
Active player (422)
Joined: 9/27/2004
Posts: 650
Location: Canada
Now that I'm watching that upload closer, it occurs to me that it's the old version of the run.
Active player (422)
Joined: 9/27/2004
Posts: 650
Location: Canada
Uh. The archive.org stream on the movie page is of the obsolete run. Viddler's correct, though.
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
It doesn't look like this version of the run is on archive.org at all, so I've removed the link.
Active player (276)
Joined: 4/30/2009
Posts: 791
NESAtlas
He/Him
Player (56)
Joined: 7/4/2010
Posts: 114
Location: Gales Ferry, CT
I have combined the Great Palace section with an Atlas Map! Link to video
Joined: 7/2/2007
Posts: 3960
These are always a fun watch. Thanks for making it! I especially liked the full-screen falling. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 5/29/2004
Posts: 757
AndyDick wrote:
I have combined the Great Palace section with an Atlas Map! Link to video
Now THAT was awesome! Thanks for taking the time to do this! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Post subject: How did you...
Joined: 12/12/2011
Posts: 1
Location: Berrien Springs, MI
Hi, I'm new here and I have been playing this game again for the first time in over 15 years. I am now in the Grand Palace and have a couple of questions. 1. How did you make yourself invincible to attack from the rear? Everything was bouncing off without inflicting any damage. 2. How did you get over the wall in the dead end room to walk above it? I've been stuck there trying it since last night. Any help would be appreciated. Thank-you.
Joined: 7/2/2007
Posts: 3960
1. Assuming you're talking about how he deflected the shots from the blue bird warriors, he jumped, then turned around for a frame so his shield would block the shot. It's too quick to notice easily. The jumping was to avoid having to stop to turn around. 2. A combination of the Jump spell and manipulating where the enemy spawns from, looks like. The enemy spawns based on your current height, so he jumped to get it to spawn higher than usual, and then jumped again to bounce over it up onto the wall. You don't have to do that to beat the Great Palace, though. It's an unintended route.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11274
Location: RU
What happened to the branch once again? Can't it give less details and more global difference?
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.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
That would be great, but unfortunately no one's come up with a single phrase that describes all that this run avoids compared to the any% run yet. According to this post by Inzult, this run refrains from both L+R zipping and using unintended exits to rooms. If we want to simplify the branch name, we need something that says "both of these are avoided" in one unambiguous phrase.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11274
Location: RU
http://tasvideos.org/JudgeGuidelines.html#Branches
Then, if the game is deep enough, other branches can exist if the ratings are Moon-worthy. Such labels should consist of only a few words required to specify the general goal. Anything complicated should be put in the movie description. In rare cases, combinations of 2 goals are put in the branch label, it they are required to showcase what differs those from the other branches of the same game.
Details you described are good for movie description. What about more general differences? I doubt it's only different by those 2 things.
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.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
I don't know this game, but does this run get "all" something, like visit all areas or fight all bosses? It would probably be easier to define this run by what it does than what it avoids.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4017
CoolKirby wrote:
I don't know this game, but does this run get "all" something, like visit all areas or fight all bosses? It would probably be easier to define this run by what it does than what it avoids.
But you could imagine a TAS that uses L+R and unintended exits and gets 'all' of the stuff this TAS does in a faster time. (That's kind of why the 'glitchless' gold TAS by fractalfusion couldn't be rebranded 'all bosses' or whatever - an arbitrary execution TAS could beat them up in record time!)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Active player (422)
Joined: 9/27/2004
Posts: 650
Location: Canada
If you just want to call it any% glitchless and call it a day, that's fine. I wouldn't argue that the run has absolutely no glitches in it, but it's a serviceable name in terms of describing what the movie is.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
Inzult wrote:
If you just want to call it any% glitchless and call it a day, that's fine. I wouldn't argue that the run has absolutely no glitches in it, but it's a serviceable name in terms of describing what the movie is.
I disagree. The movie uses glitches, therefore it's by definition not "glitchless". It doesn't help to give it a confusing name like that. We might as well call it "the chocolate run" because the author (presumably) likes chocolate.
Samsara
She/They
Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
Posts: 2794
Location: Northern California
This movie was flagged as console verified, but there doesn't seem to be a video attached, so I'm removing the flag. If a video exists or a new one is made, please post it in this thread and the flag will be re-added.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.