Legend of Zelda: A Link to the Past by Tompa
- Aims for fastest time
- Takes damage to save time
- Uses a game restart sequence
- Abuses programming errors in the game
- Genre: Action
- Genre: Adventure
About the run
Long ago I had the idea of TASing ALttP as my first TAS. But after I looked at Flagitious’ run several times, I realized that it would be pretty much impossible for me to do it, because I had no experience and I would never be able to handle the manipulation and movement so I gave up the idea.
While going left or up you can wobble (Holding left/up and pressing right/down every second frame) to increase your movement by 33%. Can also be used while swimming after a certain speed has been reached.
While being pressed between two walls while going up/down, face the wall to either left or right and press <^> or <v>, depending on if you are moving up or down. This will make Link move up to 6 pixels at once in a mysterious way...
This is used a lot when going through narrow passages such as doorways and stairs that will take you between different ground levels, not floors. This won't work with all doorways and stairs however; some stairs make you go out of bounds and some doors are Link walking through automatically.
By using Turbo A, once the Pegasus Boots are collected, you can float over holes. While floating you can also go through small walls, see Palace of Darkness…
Shooting stuff through moving blocks
Items such as small keys, rupees, heart etc. can only be obtained every 4th frame which will sometimes force you to lose a frame or two (or three) if you are unlucky.
Most enemies that damage Link can only do that every 4th frame. This is abused to walk/run through enemies without taking damage.
There are a few enemies that will only react a specific way depending on what frame you enter the room, such as the Cyclops and the "desert enemy" Swamola.
Many of the enemies can be manipulated. This is abused a lot to be able to kill them faster and not having them blocking my path.
The items received from enemies aren't random, just if I get an item or not. Enemies have different prize packs that follows a specific item drop order. Skeletons for example, are always dropping a small magic as their first item, the second one is a green rupee and then a heart etc. Other enemies, such as the cyclops, have different prize packs.
If I want to get a specific item I'll have to kill the right amount of enemies until that item appears.
Enemies will not drop any items if they are killed by a dash attack.
The run itself:
BLA BLA BLA faster to do BLA BLA because of BLA BLA.
No Super Bomb BLA BLA, can kill Ganon anyway BLA BLA, saves around 2 minutes BLA.
BLA, need to BLA BLA wait BLA BLA a few frames anyway BLA BLA BLA.
erokky: You helped me get started with this, teaching me Link's physics and how the item manipulation worked etc. I would probably not have started seriously with this run if it wasn't for you.
flagitious: Your awesome run was a very good guideline for me to use. I was often very impressed how you had solved the enemy manipulation in many cases, which I have had many problems. Also a good WIP watcher.
dezbeast: Helping out with different things in the earlier parts of the run and given me comments on my WIPs.
Desbreko: You made me hate Mothula, but thanks for explaining how to kill him quick enough :D.
ShinyDoofy: Thanks a lot for encoding my WIPs!
Comicalflop: For proofreading the submission text.
Thanks to all the WIP-watchers and those who kept me going with this run! I hope you know who you are.
: Accepting for publication as an improvement to the published movie.
ShinyDoofy: Processed, will publish...