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Joined: 4/25/2004
Posts: 498
Leave your life or money. (Anyone actually tried "leaving their life" when they had only 3 hearts to begin with? Heh... =P)
Banned User
Joined: 5/11/2004
Posts: 1049
Yes, I think it drops you down to half a heart put you keep the 3 max
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Player (206)
Joined: 5/29/2004
Posts: 5712
Oh, I heard it was possible to have 0 hearts and be invincible...
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 4/25/2004
Posts: 498
Yeah, you keep your 3 hearts, but they're all emptied...yet it doesn't kill you. So you can run around with no life. =P
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
What's this all about? You should create new thread if you want to write something unuseful for Zelda.
Post subject: Leave your life
Former player
Joined: 7/6/2004
Posts: 155
I've tried only leaving my life in Zelda 1 for the NES. After doing that twice, I had only 1 heart container left. When I got to the 3rd and final guy, I went to spend my last heart container. It didn't make me invincible or anything like I had hoped. It just left me with 1 heart container, so essentially you get through for free. I have only tried it in 1 version of the game.
Joined: 3/25/2004
Posts: 459
I believe there was a video floating around of the second quest being beaten swordless, where he did give away all three hearts. Don't remember the mechanics of it, though.
Joined: 7/28/2005
Posts: 83
Location: Montreal, Canada
I've seen (and still have, I believe) the swordless second quest run (which he doesn't technically beat; he gets to Ganon and then dies because Ganon can't be harmed without a sword). In it, he leaves his life twice despite only having the starting 3 hearts. All his hearts turn white (as in, he doesn't even have half a heart) and the "danger you're about to die" tone plays. He doesn't get hit, gets to the triforce piece at the end of the dungeon, his hearts refill, no permanent harm is done. I have no idea what would have happened if he'd gotten hit, but it doesn't appear to do anything quite as drastic as permanently lowering your health below the starting amount. Mileage may vary depending on which version is being played, though. I wouldn't put it past the Japanese version to do some sort of insane fear of God thing from giving one of your starting hearts. Anyone more bored than me want to do extensive testing?
Player (87)
Joined: 2/10/2006
Posts: 113
Location: US
How much time do you think the whistle trick could save? There seems to be a few seconds load time going in and out of each dungeon, and starting a game also seems to take a while. So I'm not so sure an FDS run would be faster unless there is a big route improvement, like 1 minute.
Use the force
Player (206)
Joined: 5/29/2004
Posts: 5712
Well, it may not be about being faster so much as playing by some slightly different rules.
put yourself in my rocketpack if that poochie is one outrageous dude
Post subject: Old Zelda I Speedrun
Joined: 1/1/2022
Posts: 1716
Hey everyone, I apologize if an answer to my question already exists here at the forums. I searched for the forums for about 45 minutes and decided that if the answer were there, it would take me much longer to find it than if I just asked again. So here we go. I'm looking for an older speedrun of The Legend of Zelda for NES. I saw the one that Michael Fried did on Google Video and was quite impressed by it; I liked that it didn't use the Up+A restart sequence that pretty much all of the other speedruns I've seen of the game use. Does anyone know where I can get either an .AVI or the keypress recording of an older speedrun? Basically I want one that doesn't use the Up+A restart sequence. If anyone knows of a "human" run that doesn't use the restart sequence let me know, otherwise a TAS would be exactly what I'm looking for. Thanks!
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Well, there is a run of the 2nd Quest on SDA that doesn't use the Up+A sequence, here: http://speeddemosarchive.com/Zelda1.html#SS2ndQ Other than that, I couldn't find any run of the normal quest that doesn't use the Up+A sequence. Perhaps that 2nd Quest run was what you were looking for. :)
Joined: 1/1/2022
Posts: 1716
Randil, Thanks for the lookup! I found a 2nd Quest video that didn't have the sequence as well. However, I'm looking for a video of the 1st Quest. I really just want to show my dad the video; we used to spend hours together playing Zelda and I wanted to show him how it could be done in just over half an hour. If I can't find a hard copy of the video, then I guess I'll just browse to Google Videos and watch Michael Fried's old run. It's not all that great of quality, but it works.
Former player
Joined: 10/27/2004
Posts: 518
i just browsed archive.org for the hell of it and didnt see any 1st quest that didnt use 2nd controller trick. and i cant recall any from memory (nonTAS as stated).
Joined: 4/25/2004
Posts: 498
Here's an interesting trick I just learned via the message boards at TheHylia.com. (TSA's old ZHQ revival attempt, for those not in the know.) Specifically, this thread. 1. Start up a Japanese version of Zelda 1. Doesn't matter if it's the Disk System or Famicom cart version, so long as it's Japanese...I already tried this trick on the US version, and it didn't work. 2. Go to first quest level 5, and one room right of the entrance (where a bunch of pols voices are). 3. Blow/yell into the 2nd controller's microphone, and the pols voices go POOF. o_O (I used VirtuaNES for this purpose, as it allows you to assign a key for the mic...didn't take more than 5 or so taps of the key to make 'em bite the dust. :p) Good things about this trick, TAS-wise: - Pols voice rooms go by WHOOSH fast. - Looks cool. Bad things: - Not many rooms full of pols voices to begin with... - Only works on the Japanese version...load times can still be avoided by using the cart version instead of the disk version, but it's still bye-bye English text... - Couldn't be implemented in an FCEU movie at the moment anyway, as FCEU currently doesn't support the mic. (That's the main reason why I had used VirtuaNES to test it out.)
Player (206)
Joined: 5/29/2004
Posts: 5712
Whoa, there are emulators that support the microphone? Now I wish I had a microphone!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 3/25/2004
Posts: 459
I think Josh L. did the first Zelda 1 first quest video. It was 36 minutes.
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I have the AVI version of the Michael Fried video. I'm on IRC pretty frequently and am willing to send it if you want it.
Post subject: Zelda 1 glitch idea
Joined: 3/25/2004
Posts: 459
I was thinking about how the underworld levels are saved tonight, and the thought occurred to me that if I could bomb a wall that is not bombable, I could travel from one level right into another one. This glitch may be unreasonable, but one that does not seem so unreasonable is violating boundary detection with enemy boosts, flame boosts, and random button mashing.
          +-------------+-----------+-+
          |9 9 9 9 9 9 9|7 7 7 7 7 7|8|
        +-+             |         +-+ +-+
        |9 9 9 9 9 9 9 9|7 7 7 7 7|8 8 8|
        |               |       +-+   +-+
        |9 9 9 9 9 9 9 9|7 7 7 7|8 8 8|
        |               |     +-+     +-+
        |9 9 9 9 9 9 9 9|7 7 7|8 8 8 8 8|
        |               |   +-+       +-+
        |9 9 9 9 9 9 9 9|7 7| |8 8 8 8|
        |               |   +-+-+     +-+
        |9 9 9 9 9 9 9 9|7 7 7 7|8 8 8 8|
        +-+           +-+       +---+ +-+
          |9 9 9 9 9 9| |7 7 7 7 7 7|8|
          | +-+   +-+ | |     +-+---+ +-|
          |9| |9 9| |9| |7 7 7| |8 8 8 8|
          +-+ +---+ +-+ +-----+ +-------+
If such a glitch existed, we could enter level 9 by enterring level 8 and glitch across level 7. Or, if the glitch causes "wrap-around" by glitching to the right-most of level 8, we can go straight into 9. This would bypass the Triforce check at the beginning of level 9. From here, we could plan a glitch route and fight Ganon, or hopefully just glitch to the princess.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Ok but you can always dream.
Joined: 5/3/2004
Posts: 1203
I'm reasonably certain this is nothing more than wishful thinking. I've done a lot of testing to try to get into walls before. The engine is pretty rock solid in that respect. Not that I'm finalfighter or anything, but I'm pretty good at finding glitches when I try.
Player (21)
Joined: 10/14/2005
Posts: 317
Have you tested this idea with a level editor? In some games (e.g. Rockman2) you can warp between levels but it isn't helpful because the important variables unfortunately still point to the original level.
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
Remember that Zelda 2 lets you warp to the first palace from the 2nd or 5th, and the third palace from the 4th or 6th.
Joined: 5/3/2004
Posts: 1203
[Cue sarcastic comment about it being a good thing both games use the same engine.]
Joined: 3/16/2006
Posts: 289
Good thing both games use the same engine.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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