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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.

 

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Single-segment 0:32:04 by 'Darkwing Duck'.

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Author's comments:

Legend of Zelda verification comments:

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

The obvious change from the previous run is that I now use the screen scrolling glitch. 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.

The route remains very similar, with changes made to incorporate the screen scroll glitch. For the first quest, screen scrolling saves walking time and allows me to skip some enemies. The route remains very similar to a run without the screen scroll glitch unlike the second quest, where the route is significantly changed.

The information about the counters and Link seems like a good idea, so they are copied from my previous run.

Counters:

There are two kill counters, and they are both very important. The first one is the item drop counter. I believe most of the verifiers know these counters, but I'll explain them for whomever doesn't. 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 not 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 supercedes 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.

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.

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.

As for the run itself:

The change is seen right away as I scroll through to level 3 instead of wrapping around, killing an octorok on the way. Since I don't have bombs entering the dungeon, I need to get one in the dungeon, and the first opportunity is a red darknut. I need a minimum of four bomb drops total in the dungeon, and cooperative darknuts and manhandla to get me a really good time. I get that and achieve my fastest level 3 time ever.

I need to manipulate bomb drops and blue rupees in level 4. A slight route change exists here, screen scrolling through the water in the dark. Before that, though, I get really bad luck in the like-like/zol room. They did what I called "four-cornering," which is each enemy went to a different corner, making bomb hits less effective. Lost a bit of time, here.

The route change gives me a worse final vire room spawn, and I only get two kills with a bomb, but it yields a really good drop, a bomb and a blue rupee. Couldn't ask for better.

That extra bomb drop in level 4 doesn't stop me from manipulating another bomb drop in level 1. That one extra drop lets me get to full bombs for level 5, which is required for speed. I leave level 1 with more bombs and rupees than usual, and am able to manipulate yet another bomb drop so I have bunches for level 5.

The biggest change in the route is that I can go straight from a shop with the candle to level 5, thus requiring me to skip the white sword, so bombs are of utmost importance. I don't get quite the good time in the forced darknut room that I would have liked in level 5, but it wasn't terrible. Didn't get too many multiple hits with bombs.

I enter level 2 with an average amount of rupees. I need 140 leaving the dungeon and need 29 to get there. I need a bit of luck to get that amount, along with not getting hit to manipulate the forced blue rupee drops. Fortunately, I get the drops I need, though the dodongo was quite uncooperative, costing me some time.

Level 7 takes a bit more time with the wooden sword. I need a decent movement pattern in the goriya/keese room, especially if I don't have the beam sword. Disappointingly, I get hit by bubbles twice, costing me time. Conversely, the bubbles in the wall master room don't accost me at all, which was very nice.

Level 6 is surprisingly easy to speedrun through, though I do need to have full bombs leaving it. Only a few rooms are a concern when it comes to time. The first is the keese room, which goes splendidly. The other two are the forced wizzrobe rooms. The first one of those goes well. The second one goes great despite me getting hit twice. I then get two bomb drops later in the dungeon. This dungeon is one of the highlights of the run.

Level 8, much like level 6, has three rooms of concern. The first darknut room is a bit above average. The room suffers from lag if you don't kill one right away, and I suffer with it. The second darknut room doesn't suffer from the lag. It goes very well. The third room is the gleeok, and while I get knocked backward a couple of times, I get the triforce piece with full health, which cuts any healing time and saves some time.

Level 9 is a beast. I need a bomb drop somewhere between the end of level 8 and the room I call "the reverse C" room. It's the silver arrow room. Bombs make that room go incredibly faster since there are three bubbles in close quarters that take your sword away. Usually I hope to get one randomly, but getting hit by the like-like allowed me to count up on the consecutive kill counter, allowing me to set up a forced bomb drop from the red wizzrobes in the first forced wizzrobe room. Couldn't have gone better, and I was required to properly skip the patra, something I pull off.

So after the bomb drop, I get hit, which allows me to count up again to get a forced fairy drop off of the next patra, giving me three extra bombs and full beam sword at this point in the dungeon. That's a recipe for a fast time. Reverse C room goes great, nearby wizzrobe room goes well. A note about the room next to the silver arrow room, the game doesn't count what you kill in a room when it respawns the room later. It spawns the enemies based on how many are left. When I first enter that room , there are three blue and two red wizzrobes. I kill the two reds. When I return, there's two blue and one red. The game has a counter, basically, for what spawns. In the case of this room, first enemy is a blue, second a blue, third a red, fourth a blue, and fifth a red. When I reenter the room, there are three total enemies, and that's how the game determines what spawns.

The two like-like rooms go okay, and the final forced wizzrobe room was fair. I have no problems with the final patra. Gannon didn't know what hit him. I love getting perfect Gannon kills. Ends a run so well.

Overall, this run can be improved. This game has a high amount of luck, so a good chunk of time can come off given near perfect luck, with no lapse in skill. Still, this run is quite tight in execution, and provides an adequate amount of luck. Enjoy!

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

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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.

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