SDA logo

Released in July 1987, The Legend of Zelda introduced gamers to a young boy in green who would form the basis for another classic Nintendo series. In this game, he must recover the eight pieces of the Triforce of Wisdom, so he can confront Ganon for the Triforce of Power.

 

Return to the Game List, the FAQ, or the Home Page.

Single-segment 0:31:39 by 'Darkwing Duck'.

Get Flash to see this player.

Author's comments:

Some copy/paste stuff from previous run comments that still apply:

First of, a few thanks. Thanks specific to this game's speedrun go to Jprophet, one of the game's TASers, Solairflare, PresJpolk, and Breakdown as well as a lot of my stream viewers for route discussion, and KingHippo423 for a few techniques I lifted from his playing of the game.

This run incorporates screen scrolling. To clip through a wall (screen scroll glitch), you must stand toward that wall and be a specific amount of pixels away from the wall (either 5 or 7, the amount escapes me at the moment) and then move one frame in a side direction. This will cause Link to turn around, but stay on the same pixel. Then you can move through the wall. You only get to move through a half step of solid wall, but that's enough to clip through things that are set diagonally, or push you through the screen transition "wall." Clipping through the edge of the screen sends you to the other side, which has a bunch of uses you see in the run.

Counters:

There are two kill counters, and they are both very important. The first one is the item drop counter. The graph found here, http://tasvideos.org/2091S.html, explains what enemies drop. The counter starts at zero (at power on or hard reset) and every enemy you kill increments the counter by one, even non item dropping enemies. There is one exception I've found. Killing keese and gels broken apart from vires and zols do not add to the counter. Neither does breaking apart the vire or zol.* This is important, as I'll describe in the individual level sections. The counter resets from 9-0 (or 10-1 if you prefer), so each enemy has ten possible drops.

The B group, or bomb dropping group, is the most important group. The group entails blue octoroks, blue moblins, red darknuts, vires, red goriyas, gibdos, blue lynels, and red wizrobes. They drop bombs three of the ten times they drop an item, at kills one, six, and eight. If I know where I am in the counter, and I'm in an area where I need bombs and there are bomb dropping enemies and non dropping enemies around, I'll try to kill the bomb dropping enemies on the proper number.

The second counter is the consecutive kill counter. This counter supersedes the item drop counter. If you kill ten consecutive enemies without being hit, the tenth enemy will drop a blue (5) rupee. If you kill the tenth consecutive enemy with a bomb, it will drop a bomb instead. At the sixteenth consecutive kill, a fairy will drop. This kill acts a bit oddly, as this is the only kill where you'll get multiple fairies if several enemies are killed within a short time window. At kill 26 and every tenth consecutive kill thereafter, the drops refer back to the tenth consecutive kill. Killing a non item dropping enemy at kill 16 skips the fairy drop and a forced drop will happen at 20 and every tenth thereafter.

If the tenth consecutive kill is carried out on a non-item dropping enemy, for instance a like like, the manner in which you killed it will determine the drop on the next item dropping enemy. If you killed the tenth enemy with a bomb and it isn't an item dropping enemy, the next item dropping enemy will drop a bomb. Any other manner will yield a blue rupee.. This event occurs a few times in the run.

The consecutive counter is extremely important early on to both manipulate bomb drops off enemies that don't usually drop bombs, as well as accumulating blue rupees for buying the candle.

It is believed that random item drops are determined by a frame counter; however, the mechanics behind what frames drop items and what frames don't is currently unknown. I received a bomb drop off of the initial blue octorok at a forty percent clip, but that doesn't fully answer the question.

*It has since been found that breaking apart Zols and Vires CAN add to the consecutive counter. It depends on how you hit them.

Link:

Some information about Link. The forward/backward sword thrust is well known, but he can also turn ninety degrees. There are set parameters for it to work, making it unreliable to employ, but it's possible for it to happen in a run.

Link's sword, along with all projectile weapons, Link's and enemies', has a bit of a skewed hitbox that leans a bit left. Level 4's gleeok will be a good example of this.

Link can also thrust without stopping under certain circumstances. The most notable is through doors, which I do regularly as sort of a nervous tic.

All right, following is 95% original content!

The biggest change in the route is trying to manipulate a bomb off of the darknuts in five. Of course, in this run, I botch that, so it doesn't happen. So long, thanks for playing. I do manipulate one off of the one gibdo, so I save a small amount of time.

I had a really good moldorm fight. The two stayed together and I had the bombs to spare to make quick work of them.

I added a dark block clip in level 4 and a really tough one in 9, which is made easier by buffering the one frame part of the screen scroll mechanic by using the sword, a trick found by a Japanese speedrunner, Hal_yotsuba. Props to him.

Got a perfect Gannon, so that was nice.

From an execution standpoint, my wizrobe fights are on the whole a lot better at the time of recording this run than when I got the 32:04.

Again, the run is improvable, and I'm just a few seconds off a set goal I have, but it's over twenty seconds faster than my previous run on SDA, so I think that's worthy of having this run on site. Enjoy!

Single-segment Second Quest 0:37:11 by 'Darkwing Duck'.

Get Flash to see this player.

Author's comments:

This is the first submitted Legend of Zelda run with the screen scroll glitch, so I think I'll start the comments there. To clip through a wall (screen scroll glitch), you must stand toward that wall and be a specific amount of pixels away from the wall (either 5 or 7, the amount escapes me at the moment) and then move one frame in a side direction. This will cause Link to turn around, but stay on the same pixel. Then you can move through the wall. You only get to move through a half step of solid wall, but that's enough to clip through things that are set diagonally, or push you through the screen transition "wall." Clipping through the edge of the screen sends you to the other side, which has a bunch of uses you see in the run.

With screen scrolling, the route for this quest is significantly different than the obsoleted run. The power bracelet is required in the second quest, and generally you need to go through the lost woods in order to get it, since the ladder is in the graveyard. However, I get get to the west side of the continent much earlier, and thus get the power bracelet early.

I won't go into specifics into the logic behind the route I take. Check out the Zelda thread on the SDA forums if you want more information on the route.

Quick note about item drop counters:

The kill counter, as I've dubbed it, cycles every ten kills. Enemies in the bomb dropping group (3 of 4) drop bombs at kill 1, 6, and 8. The consecutive kill counter gives me a blue rupee at ten consecutive kills without being hit (a bomb if I kill the tenth with a bomb), a fairy at kill sixteen, and a blue rupee/bomb every tenth thereafter.

On to the levels.

I start at 1. No LoZ run is complete without setting up a bomb drop at the best opportunity. Fortunately, I need rupees, and if I kill five enemies before level 1, I have two chances at a bomb drop on the three goriyas. I have to have one drop, and I hope for two. I only get one, and I need another in the dungeon, so I manipulate a wall master to drop a bomb on the consecutive counter. At least, that was the plan, and I happen to botch it, so I have fewer bombs out of one than I want. I also have difficulties executing the clip through the blocks. This is common, and was/is, for some reason, the hardest one for me to pull off.

Picking up the power bracelet off of the armos can be a bit tricky. You have to move a half step and move to the right after activating the armos in order to not be hit if it gives you the pattern that it happens to give in the run. Fortunately, I successful accomplish the maneuver.

The room in level 2 where I kill two gibdos is a required kill room. However, I can't kill them all the first time in the room or they will be re-spawned when I return to the room. I can kill all but one of them if necessary, and I kill two in order to hopefully get a bomb drop, which I do. The run would have been over had I not gotten that bomb drop.

I had good fortune on the manhandla. Had a pretty good gleeok, as well.

Now because of how the second quest was designed, I need the ladder, and it's in 6, so I'm off to go there. It's obtainable without doing anything other than dodging, so getting it is uneventful. I can't beat the boss, since I have neither the bow nor the arrow, so I must leave. I commit the biggest error in the run and get swallowed by a like like, which costs time.

Need 60 rupees coming out of level 3, and I'm a bit behind, so I kill a few extra enemies on the way. I get more than I expect, though.

Dodongos in 3 go fairly well.

I actually have to worry about the stopwatch against the eight wall masters. If you pick one up before the final hand is killable, then you have to reenter the room because you can't clear the room. And given that there's 8 of them, chances are you will encounter a stopwatch in that room. The drop happens too late for me to worry about it dropping.

Even though I don't plan on going into 4 without the white sword, I still want to open it up from the right side. I botch opening it quickly, though.

Level 4 doesn't have much interesting tidbits to it. You can't leave the two red and blue darknut room without your sword (hit by a red bubble) because the room above it shutters the way back, and there's no good place to get your sword back without wasting time. The run is over if you do so.

I fail the double bomb kill on the digdogger. Doesn't cost much time. However, the raft room hurts, and this level is the worst part of the speedrun.

Going into level 8 with full health makes it very easy. Need full bombs out of this dungeon, so I was a bit cautious on the dodongos.

Level 5 is hard. Pulled off the spiral wizrobe room well enough. Goal is to hit all wizrobes twice with three bombs and was able to do so.

Many other rooms are problematic in 5. The many block room can have a red wizrobe spawn one and a half tiles right to where Link enters the room. There is no possible way to not get hit if that happens. I have named it the "screw you" spawn. I get the screw you spawn in this run. I lose time being at low health at recovering the triforce piece, which is disappointing.

A run with the white sword is possible for the second quest. Good luck getting through level 7 without it. Three forced darknut rooms, and a lot of nastiness. I tinkered with a white sword run, but level 7 said no. Even at full health with the magical sword, I would lose runs here.

I miss a clip in the diagonal block room. Enemy movement patterns would determine how long I'd try to get it. Saves a few seconds if I do it right off the bat.

Second forced darknut room goes...poorly. Fortunately, I get a lot of health drop to go from half a heart to 8 for the boss. I need most of it.

Time to finish 6 off. Actually only need to kill the gleeok to get to the gohma. Can power your way through a bit, too. The level is much easier than you'd think with the wizrobes around.

Failed a screen scroll on the way to 9. Get hit, so I took the low road to 9.

Level 9 itself is more mazelike than the first quest level 9. Only one true path and lots of misdirection. Only have one forced wizrobe room, too, which is both a blessing and a curse. It's a curse because I get fewer drops if I get hit.

I make a few ugly errors in 9, but I don't take damage in places where I can be crippled. The final patra is annoying with the statues. Thankfully, they don't give me much consternation.

I have a perfect Gannon fight.

There are improvements with the run. It's something I may get back to at a future time, but this was my best attempt by far, and beats the run it'll be replacing by over five minutes.

Return to the Game List, the FAQ, or the Home Page.