hmm...need to be a block farther right than the edge of wall when it decides to pull the "LINK IS FALLING!!!" screen.
Hugging the right hand wall would zero your x-speed. You want to avoid that bottom corner with all your TASy goodness of keeping max speed so you can move those 16px before screen transit, so you end up on the wall instead of spawning in the "open space" region as usual.
Least that's how I'm interpreting that vid/his comment. Hope it helps.
I found a neat trick while using Fairy. If you hold Left and Right or Down and Right and then hold Up, you fly upward at incredibly high speeds.
Also, I've been using the Left+Right speed boosting bug in numerous places. On any elevator, if you move against the left wall and then hold Left+Right, you can slowly enter the wall, and if you do this at the top of the screen, you can get onto the top, and then leave the screen in ways you're not normally supposed to. I've tried all the places in Parapa Palace and nothing too exciting was found. I've curious if this is a gold mine, waiting to be found in the game somewhere, and possibly improve the glitched run, but I'm doubting it.
Likewise, if you speed boost into the wall where an elevator is, you can get far enough into the wall where the wall no longer prevents your movement, but you can still move the elevator upwards, which can allow walking across the ceiling again and also allow you to go upwards by elevator to places you normally weren't supposed to.
Here's a video showing off a few of these. One I didn't record was the elevator that heads to the 2nd and 3rd keys. If you go to one of the normally inaccessible places, it will send you to the left side of where the Candle is, but unfortunately, you'll be stuck inside the wall. Even if jumping out of it is possible, you'll be on the ceiling anyway.
Anyone have detailed information about this sort of thing?
Hi.
This was posted... somewhere in the thread. It doesn't have any apparent use in the glitched run because getting fairy is so slow. But it might well be useful for, say, a 100% glitch style run because it allows you to enter glitch town from any town screen or fall 'down' on any palace screen with an open ceiling-- which is often less useful than it sounds.
The glitched run does use the top of the screen from time to time in this manner. But it never exits, say, to the right where usually there would be a wall.
Although no exits like that are used in the glitched run, those non-exits usually count as exits to palaces. I've checked many places in the great palace, but it's been a while, so it's possible there are things I simply neglected to check and don't remember.
I've messed around with this too. I didn't find it useful in regards to the glitched any% run but feel free to explore new routes through the 2 palaces visited.
Also, it's possible to use up+down while in an elevator to get the same results.
Unfortunately, this is a pretty common result for making the game think you're going down an elevator on one screen and landing in another that isn't designed for it. Lots of routes died with Link embedded in brick.
If there's a way to fool the game into thinking you're still on an elevator, it might be possible to free yourself. I have no reason to believe this is possible though. Just rambling.
If I was considering doing a 100% run using all and any known glitches, would I need to kill the bosses, or just glitch past the bosses and place the crystals?
Would I have to level up the 3 stats all the way to max or would that not matter?
Hypothetically speaking.
If you're asking what do you consider 100%, I would say no on both. The 100% category in RPGs usually doesn't include killing all unique monsters or leveling up to the maximum extent possible.
If you're asking from an entertainment perspective, I'd enjoy seeing the bosses killed, but don't particularly care what level you reach.
I guess I'm sort of asking both. If bosses are skipped, it becomes quite literally a movie about only collecting items. But the bosses are already killed in the gitchless run, so I dunno. Just wanted some opinions while I think about routes.
You know, hypothetically.
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I definitely think you should really max out everything and kill all bosses. If you glitch pass them, the entertainment value gets lowered. Also, it should be more challenging fighting bosses and establishing a route. So pretty please, with me on top, DO AS I SAY! Hypothetically speaking of course.
I say do both. Leveling may not be important in itself, but I think the technical problem of leveling efficiently is something anyone can appreciate.
As for the bosses, I could take it or leave it. Though, one would probably fight them anyway if they wanted to get 8/8/8, so they should probably be included.
Joined: 5/25/2007
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Please beat all bosses...not like those are long fights and they add entertainment.
In contrast, I can't really see the joy in maxing out experience levels...I guess it'd be ok as long as it was worked into the rest of run rather than finding someplace to exp up and adding minutes to the run...
This is true. Though, I'd bet that experience farming would be unnecessary, since it's easy to manipulate P-bags. Also, there are eight (six?) free level-ups from placing the crystals— a (hypothetical) glitch run might possibly exploit those for getting the most expensive levels.
The current any% run (that doesn't use the L/R glitch) does a trick that lets him use the experience that's supposed to go to an expensive levelup to chain-levelup cheaper skills (in this case, leveling attack power five times in a row). That might come in handy.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
My take is the same as Lord Tom's. The boss fights will probably be entertaining; do them. I don't see the point of maxing the levels. In fact I think the leveling strategy (which ones, when) would be more interesting if you weren't constrained to max them all out.
If levels aren't maxed, and bosses arre fought, the level strategy would probably be attack always, only on crystals. Otherwise the late bosses would take 90-something hits. Most if not all enemies would be skipped. Since fairy isn't needed to go through locked doors with left&right there would be very few casts of any spells.
If bosses are skipped, then the level strategy is just whatever happens to be next, with preference to magic if it doesn't waste time.
If levels are maxed, then the focus would be on getting level 8 attack (again), mostly by placing crystals. Then placing a crystal, (hopefully early on) and spending the 9000 exp on other stuff.
That leaves Link with 1600 EXP and 4 levels to gain, I think. 2 each attack and life; 15 400 total experience to make up elsewhere.
If the 9000 point crystal can be placed early, some free level ups can be had. Getting enough P bags to make up the rest late-game will be difficult, considering most enemies would just be left in the dust or not even spawn. I'm not sure it would be possible without grinding. But it may well be close.
edit: if the 9000 point crystal is placed on palace 5, for example, 1900 EXP can be gained before palace 6 and another 9000 point crystal can be placed; this gains 2 additional levels, with 3000 exp left over and 1 life (4000) and 1 magic (7000) left to get
I haven't put too much thought into a specific strategy for exp maxing, but there would probably be some amount of grind time, possibly early on, possibly in the endgame.
I don't think any of the options are particularly interesting, tbh.
Hi one more post, the route would be something like this whether or not bosses are killed (line breaks are restarts with up&a):
trophy/jump
magic jar/healer glitch (no doors entered)/hammer
healer glitch (doors entered)/Life spell/water of life/bagu's hut/fairy/downstab/palace 3
sheild/fairy off top of screen in town (doors+normal exit)/heart/palace 2
fairy off top of screen in town (no doors)/magic jar by hammer/fairy off top of screen or right exit(not sure if this works)/palace 4/kid/magic jar/upstab/reflect (the order here is different if the boss is killed; magic jar/boots/fairy out(if possible)/kid/upstab/reflect/palace 4 boss)
fire-fairy off top(doors)/heart/palace 5/hidden town/heart/palace 6/thunder/palace 7/win
The first heart can be gotten after any up&a. Palace 1 can be tackled by warping to it from pretty much any other palace.
That's about it I think. Some extra up&a's might be needed between town visits in the final segment and small bits of the route may need to be fine-tuned if things don't work when the exits are broken.
How interesting are leveling strategies if you're going to max them out anyway?
Also, there seems to be little use for taking damage in this game, which means that the life powerups are basically pointless.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
I always thought a "low% without big glitches" run would be interesting to watch:
Lowest possible stats at the end of the game (I heard this was 3-1-1, maybe 4-1-1, I dunno. Never been crazy enough to actually try it. <_<' Maybe put the unavoidable points into life instead of attack, since the TAS would never get hit anyway, lol)
No cross, candle, magic key, or upthrust
Only the jump, fairy, reflect, and thunder spells
Only the 4 starting heart containers (this point wouldn't matter much since the TAS never gets hit...)
Supposedly it's the hardest possible challenge to do unassisted. Like, just barely possible by a super-expert with a heaping load of continues. :p
It'd be interesting to see how the bosses would be handled with level 1 attack, I think. I always was kinda disappointed by the TASes' boss fights so far since they're all like BRRRRRAP and the boss is dead in a second or two. :p
The main thing that might cause an entertainment hit, though, is that there'd be a lot of resetting involved, since the bosses give so many points that you need to reset right after grabbing their keys in order to avoid leveling up. Or something like that, I forget what the exact point avoidance technique is with bosses...
Why can't you just not buy anything with the experience points you get?
Also, low attack power won't make the bossfights last much longer. The current run uses some kind of attack-canceling system to land multiple wimpy strikes very quickly; attack powerups are moot for much of the game because of this.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Hah, I made an attempt at 1-4-1... Getting there involves a lot of going to a few levels, getting items, leaving, coming back later and killing the boss, resetting, coming back later, putting in the crystal etc. It's very tedious.
Segue. I think I'm going to hammer together a 100% test run that skips bosses and doesn't care about levels (but does get them as high as possible without extra grinding) just so I can see the route.
Yeah, false. At level 1, it costs 7.5 bars of your magic meter (8 bars total), so you can still cast it even at the minimum magic level.
When you get to level 7 magic, that's the first level where that spell becomes cheaper than 7.5 bars, so maybe that's where that comes from.
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Does anyone care if I change the name of this thread to the English game name (Legend of Zelda II - The Adventure of Link), to match the published movie name?