Joined: 7/20/2004
Posts: 45
Swordless Link wrote:
I've discovered something very important. If you save & quit immediately after buying something from the shop, the rupees don't go down any further than they had got to before you S&Qed.
Really? I thought that was common knowledge. I never really used it in my regular playthoughs though, since there are more than enough rupee chests in places that I never had a need to. Buying the bombs first and then the shovel will definately be quicker (rupee route wise), so that should be pretty much a done deal. It's very easy to save most of your rupees, even in real time, but you will lose that time if you get the shovel first (even though the bombs are close to the counter, the rupee count decreases even while making the purchase AFAIK). Can you get bomb refills on the way anywhere instead of buying another set, or is it just faster in the long run to waste the extra rupees?
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Joined: 1/12/2007
Posts: 682
Really? I thought that was common knowledge. Well yes, it is. What I really meant was I've found a way to use it in the run. Also, I've made a huge mistake in that last post. Skipping the dungeon 5 chest doesn't save 17 seconds, but instead, 7 seconds. >_> After discussing it with Tompa, we've decided that the best course of action would be to enter the shop with 200 rupees, buy the shovel then the bombs, S&Q immediately, buy the next set of bombs, steal the bow (be left with 130ish rupees), skip the ocarina chest and get the dungeon 5 chest. The reason we're doing it this way is because it costs 2-3 seconds to get the first set of bombs before the shovel, due to having to go back to the other end of the shop, and this difference pushes the route I just mentioned ahead of the other one (where we enter the shop with 210 rupees) by about a second. Moving on with the run now...
Post subject: LADX 100% WIP (end of dungeon 3)
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Joined: 5/23/2006
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Update for Link's Awakening 100% TAS (to the end of dungeon 3): http://dehacked.2y.net/microstorage.php/info/1243562421/LADX%20100%25.vbm I don't think I'm going to be incorporating the new rupee trick because it would require a lot of redoing, and I don't really want to delay this any further. It does, however, still use the older trick of buying the bombs before the rupees for the shovel have finished counting down (as I mentioned in my post on the previous page). When getting the first golden leaf, I discovered that the pit enemy's "underground" location is fixed near the top left section of the screen, and more importantly that you can shoot him there even though he's underground! In dungeon 3, there were some minor improvements compared to the published any% TAS probably totaling a few seconds at least (the dungeon 3 route is exactly the same, so the times/strategies are directly comparable).
Tompa
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Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
I loved the room with the timed bombs :D. Nice WIP Stef, as always! Here is some new stuff, and some reminders of old things: Faster Sword "Slash" Bomb boost Underground Stuff Similar things, but in the water, probably useless (GB rom) Good luck with further progress!
Joined: 7/16/2006
Posts: 635
So, the question is, would this be useful in a run? http://www.youtube.com/watch?v=eBZ1a6WP1Bk I estimate the time loss for getting the Red/damage tunic to be in the 2:00-2:30 range, so the question is how much time would having that 2x damage on non-spin attack hits save?
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Joined: 1/12/2007
Posts: 682
In case anyone who isn't following me on YouTube wants to know how this run is going... Dungeons 1 and 2: http://www.youtube.com/watch?v=RIJOStYmIBk Dungeon 3: http://www.youtube.com/watch?v=xe0MQsGi2uQ First part of dungeon 4: http://www.youtube.com/watch?v=ReUbDY77Ink Dungeon 5: http://www.youtube.com/watch?v=LbofF6hf-6Y --- I've improved all of these WIPs except the last one in some way, so the eventual run will be slightly different from what you see here, but not by a great deal. I just thought I'd post this here since I'm not going to post anything else from the run until it's finished.
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Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
Ooh, could you post the movie file on Microstorage? My PSP can't play Youtube videos.
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Oh, of course, I should've posted that as well. Here it is: http://dehacked.2y.net/microstorage.php/info/630840807/LADX-WIP-D5.vbm
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
I'm speechless. You have taken this game far beyond my expectations. I eagerly await your submission.
Joined: 10/20/2006
Posts: 1248
One of the few runs where I couldn't resist showing it to my friends before it's completed. :p
Tompa
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Joined: 8/15/2005
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Location: Mullsjö, Sweden
This thread has been dead for too long, let's bump! Chef Stef has yet again started to work on the 100% run and I'm working hard to finish up a good route for it. The hardest part with it is where to get the 20 seashells needed for the L-2 Sword. One thing that would improve the route a lot, would be to steal the shovel, buy bombs and steal the bow before the first dungeon. This, however, requires Link to die once. The reason to do this is not to save the time taking the money, but to get the seashell in the first dungeon to avoid taking a big detour to get another one. The glitched LADX also died because of stealing and no one complained there as far as I know. And many other runs are using deaths to save time anyway. The issue would probably be that you won't see Marin fly in the end of the game. And I presume that people may complain because of that as it would be a nice ending touch to a 100% run. I personally don't care about that really, but I still wanted to ask what the reaction would be to this.
creaothceann
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Joined: 4/7/2005
Posts: 1874
Location: Germany
It's somewhat like Super Metroid where you can rescue some trapped animals so that they can get to their own space ship. IIRC they don't have to be rescued in a 100% run, even though they appear in later games. Personally I'd like to see Marin though. :)
Joined: 5/9/2005
Posts: 752
I would rather 100% runs have both, best possible ending and deathless. Especially in runs where they are one and the same. I'll survive either way though.
Joined: 7/16/2006
Posts: 635
Marin ending is fine, I suppose, but I'd rather see the 12 pictures.
Tompa
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Joined: 8/15/2005
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Location: Mullsjö, Sweden
The pictures will be included at least.
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I thought we had already defined 100% for this game as L2 sword, all heart pieces, all photos, or something. Death count doesn't come into it. So do whatever's fastest, which appears to be just dying.
Joined: 7/16/2006
Posts: 635
Tompa wrote:
The pictures will be included at least.
Oh, awesome. So, how much of a difference does not dying make?
Tompa
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It will require going through the same area more than neccesary, which can get a bit repetitive. There's also going to be a long detour from the route to just get a seashell and then go back the same way. I agree with Swordless (As well as myself :) ).
Joined: 9/26/2004
Posts: 18
Location: Australia
Sorry if this question has already been answered but will the color dungeon be completed in this run? I'm really forward to seeing the color dungeon being TASed
Tompa
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Joined: 8/15/2005
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Location: Mullsjö, Sweden
Yeah, the Color Dungeon will be played through in the 100% run. I have yet not completed my route, which I should be ashamed of. It's just so annoying to plan the seashells, bombs and arrows to fit perfectly. I think it's impossible actually. There will have to be some kind of "unneccesary detour" in the run and I really don't want it like that :(.
Post subject: Swordless Glitched Run
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Joined: 1/24/2011
Posts: 108
Link to video This run: -Doesn't collect the sword -Collects all 8 Instruments -Defeats no bosses Basically, I used the warp glitch to get to all 8 instruments in various ways without having to fight any of the bosses. The only items I collect are the Shield, the Magic Rod, both Power Bracelets, Roc's Feather, the Flippers, the Pegasus Boots, the Bird Key, and one Rupee that happened to be in the way. This run is still pretty rough and unoptimized. If I was to submit it, I'd start over and try to tidy it up, particularly where lag is concerned. I might modify my route a bit as well, getting the Pegasus Boots prior to getting the Cello. I'd also grab the sword right at the end and only use it against the final boss. Of course, this is if I actually want to submit this run. I'm not sure if it would stand a chance, since there are already a few runs of this game that have better defined goals than this one. Any advice would be appreciated.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Brandon
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Joined: 11/21/2010
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Nice goals. Any reason you don't just go for the Flippers first? With the Flippers, you can get pretty much everything.
All the best, Brandon Evans
Tompa
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Location: Mullsjö, Sweden
Pretty nice concept. I have had a similar run in. mind a long time ago, but I couldn't be bothered planning a route for it. One improvement would be to use the dog house glitch as well. Considering you are able to get many items as well as instruments from it. More info on that here: http://artemis251.fobby.net/zelda/index.php And, as you said, the run needs a lot of optimzation. Proper pegasus dashing, corner boosting and a lot more. So when optimizing everything, this could be a nice.
Brandon
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I'm not sure if either would be worthy of publication, but considering how much depth there is to this game's glitches, I figure there are many different branches that can be created. For example, what about a run that gets to the final boss via "Fish World," the area you get by teleporting the fisherman into a tree and going fishing? Also, how about a run where you can use the screen jump glitch, but not glitch the tiles? That might be interesting as you'd have to deal with all of the individual dungeons, but you could still bypass many areas. Let me know what you all think. This is probably my favorite game of all time, and I'd give TASing it a shot if there was a realistic goal to aim for.
All the best, Brandon Evans
Joined: 6/26/2011
Posts: 167
It's a difficult line to draw to allow a run that disallows one game-breaking glitch (the wall-walking used in the glitched run) but allows another. (For the purposes of this example, "game-breaking glitch" is defined as any glitch or bug that noticeably twists the intended path of the game, as the wall-walking does by completely bypassing the game goal of instrument-collecting.) Previous attempts at publishing similar situations for different games have been halted due to this problem. It's difficult to justify a category for every cherry-picking of glitches or restrictions. It's easier to simply have one run that uses whichever game-breaking glitch is the fastest, and then another that forgoes these glitches, but still uses minor, non-breaking ones like pixel-pushing.
First a movie gets submitted, and ends up accepted despite breaking rules other runs have been rejected for. And when I vote less than spectacularly on this movie, I become the victim of harassment and threats. Yay, favoritism.