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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 0:31:25 by 'Darkwing Duck'.

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Author's comments:

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

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 appears random drops are based on a frame counter on whether a random drop happens or not. Seems like the rate is around 5/16.

*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.

This run's big time gain over my previous best time is mostly due to level 2. I had been having bad level 2 splits for some time. It's an easy level, so I hadn't put much work into it. Did some work and some strategy changes. The biggest issue is getting to 140 rupees while having a full stock of bombs. I had been relying on the moldorm for a forced 5 rupee drop, but that was contributing to my slow splits. Using bombs is much faster, but I'd either be out of them or really need the rupees. I changed things around a bit to want a bomb from them, or if I really needed a rupee to take a hit or something like that so that I can use bombs for the first 3 or 4 segments of the moldorm and still get the five rupee drop. Each segment counts in the consecutive kill counter.

I'm doing this submission and comments long after doing the actual run and the reason is the poor Gannon fight. Probably lost 10-15 seconds on that alone.

Aside from those two things, I've done this run so many times I don't remember much else specific about the run. Generally speaking, the first quest is about not going below a specific amount of bombs at various points in the run. No fewer than four at the ladder. No fewer than two after silver arrow, etc. Rupee and bomb counts affect the time a lot. Need five or six random five rupee drops to feel really good about a run. I force a lot of five rupee drops in this run.

Efficient bomb use in the whistle room is another big time affecter in the run. Mine looks to be average.

Didn't have quite as good a level 6 as my previous run, but that was my best split I was going against.

Maybe next goal will be sub 31.

Enjoy.

Single-segment Second Quest 0:36:45 by 'Darkwing Duck'.

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Author's comments:

Standard game mechanics comments:

All Zelda runs will now contain 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. Clipping through blocks can be buffered with the sword or an action item.

With screen scrolling, the route for this quest is significantly different than a non screen scroll run (which is unlike the first quest, where the route remains pretty much the same). 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.

Proficiency in screen scrolling is the first key to a good speedrun.

Quick note about item drop counters:
The kill counter, as I've dubbed it, cycles every ten kills. Enemies in the bomb dropping group (third of four) 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. Knowing the drop counters and how they work is the second key to a good speedrun

The route hasn't changed from the previous run. I just perform it a bit better. The biggest change that comes to mind is trying to manipulate a clock in the darknut/bubble room in level 4. I can tell where I am in the kill counter during the eight wall masters. Then there are six forced goriyas afterward and eight more forced kills in level 4 before the darknut room (two zols and three keese for a key and three bits from the broken digdogger). The keese in level 3 and tektites in the overworld are the enemies to kill to setup being at the right number entering that darknut room. Unfortunately, I don't get the drop in this run. Maybe next time.

Run starts off well. 12 rupees and 4 bombs is solid leaving the dungeon. The early game is heavily bomb dependent, so there are lots of bomb drops I need to force. Level 2 goes well enough. My 37:11 had an extremely good level 2, so I usually lose a little time here. Being within 10 seconds is good after level 2. I'm 12 behind after this dungeon.

Can pick up lots of time after ward, though. The second quest forces backtracking in any route you choose, so I choose to get the ladder. Had a really good key grab in level 6, as well.

The world clip is fun to do. It's the reason getting the ladder is so much faster. Still a quick way to get to level 3 and lets you get a heart container as well.

Dodongos in level 3 were not great, neither was the first enemy clock from the wallmaster.

As good as my level 2 was in my previous run, my level 4 was just as bad. Lots of time was picked up here. Faster room clears is the biggest reason.

Okay dodongo room in level 4. Then got a clock in the raft room, which is really helpful.

Level 8 was a bit inefficient in my previous run. Even with fairly uncooperative dodongos, I pick up time.

Picking up the 100 secret was actually a bit of a chore given the spawn pattern that shows up. Did it well in this run. Fire from the side is best, and I didn't get hit by the moblin.

Hardest room in second quest in my opinion is the spiral block blue wizzrobe room. I don't do it in the absolute fastest way possible since they didn't move properly, but I didn't get hit, which was important.

Probably the biggest mistake in the run was not one rounding the gohma in level 5. Six seconds were given away, there. Also had the costliest damage boost ever. Despite that, the gauntlet section of level 5 was pretty clean. The room with the key was the biggest routing improvement. Very good gleeok as well.

Level 7 is the hardest dungeon to speed through. Was better this go around than before. Ideal manhandla. First darknut room was good. Didn't one round gohma like I should, though. Had a great plan for the second darknut room, but they didn't cooperate. Fairly average. Last darknut room was solid. Good gleeok. Picked up time here, as well. Was well ahead of 37:11 pace at this point.

Had a menu issue in level 6. Great clip, however, to grab the key. That, and a one round gohma added time to my lead.

Went really conservative in level 9. I was actually kind of forced to do that anyway due to the patterns in 9. With the bomb dropping in the wizzrobe room, I should have used some in that room. Mistake on my part. Losing health forced me to turtle a little bit against the lanmolas. I usually don't go to arrow, there.

Losing that amount of time getting my sword was unfortunate, but kind of refocused me.

A lot of level 9 rooms are tricky. They look easy, but you need to move in a specific manner to make it look easy.

I was asking for a fairy against that last patra and was granted one. A 1/10 chance if the patra dropped anything, around a 5/16 chance.

Perfect Gannon to finish, which is nice. Easier to do in second quest than first quest. Still have to deal with the luck factor of Gannon moving to the bottom left instead of the bottom right.

Solid run. Can pick up 15-20 seconds in level 9 alone. Rest of the run harder to pick up time.

Enjoy!

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