1 2
20 21 22
34 35
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
Ver Greeneyes wrote:
I get the feeling I need to understand how the scrolling glitch works, at the least. Is there a Zelda II glitch page? (I did a quick search but nothing came up.. wish you could search through topics)
This post is probably the best technical explanation that exists right now.
Active player (253)
Joined: 7/30/2006
Posts: 208
Location: Alefgard, USA
Has a full map been drawn up before showing which rooms are next to each other to facilitate ease in room-jumping?
Post subject: Zelda II - The Adventure of Link
Former player
Joined: 3/8/2007
Posts: 30
In regards to the current published non glitch run - Parpara palace can be completed after the Maze palace or even the 5th palace when links attack level is higher, killing horsehead faster. This will surpass the current run....
Player (36)
Joined: 9/11/2004
Posts: 2630
... not really, the time saved wouldn't be worth the trips back and forth across the ocean.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 7/2/2007
Posts: 3960
Please use the existing thread instead of making new ones.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
How would he have known that the existing topic is using the Japanese name?
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
It has "Zelda" and "2" in the topic name...
Joined: 7/2/2007
Posts: 3960
It's also safe to assume that there is an existing thread given the number of TASes that have been published for it. Thus if you can't find it, you need to expand your search parameters. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: Re: Zelda II - The Adventure of Link
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
georgiek wrote:
In regards to the current published non glitch run - Parpara palace can be completed after the Maze palace or even the 5th palace when links attack level is higher, killing horsehead faster. This will surpass the current run....
I'm pretty sure that screws up the overall levelling strategy and loses time overall. Killing Horsehead like twenty frames faster isn't a fair tradeoff to losing a few hundred (or more) later on due to not having enough MP for a fairy spell at some point. It's good thinking, but won't work. The only known improvement is using (some very ugly looking) death to save time on a couple of the items that can be picked up as a fairy.
Former player
Joined: 3/8/2007
Posts: 30
Rising tempest: Could still be worth considering: also another possible idea (dont know if it'll save frames) which i am wondering if someone can enlighten me as i am too lazy to do it: the current run does (after cave nth of naboruu) walks to maze palace gets child, walks back to darunia (via not walking on the river) walks back to maze palace (repeating forced sequences) gets magic container, kills karock gets boots then restart seq. walks from north palace to level 5 an alternate run (may save frames) gets magic container gets boots from maze palace gets child (walk across river) get to darunia (via maze palace river) restart sequence ONCE reflect is gotten (no more 2 forced squares to backtrack outside darunia) walks to maze palace again, using the Ocean (outside naboruu) and River inside Maze of Maze palace Defeats Karock Walks via "river" to get out of palace. walks south straight to palace 5 can anyone test this
Former player
Joined: 3/8/2007
Posts: 30
Perhans someone could include "Zelda 2 - The Adventure of Link" in the title of the thread here anyway i will now post my time-saving ideas here:This concerns the current non-glitched run: Parpara palace can be completed after the Maze palace or even the 5th palace when links attack level is higher, killing horsehead faster. Now. I need some help with the below for someone to tell me if this is also faster... the current run does (after cave nth of naboruu) walks to maze palace gets child, walks back to darunia (via not walking on the river) walks back to maze palace (repeating forced sequences) gets magic container, kills karock gets boots then restart seq. walks from north palace to level 5 an alternate run (may save frames) gets magic container gets boots from maze palace gets child (walk across river) get to darunia (via maze palace river) restart sequence ONCE reflect is gotten (no more 2 forced squares to backtrack outside darunia) walks to maze palace again, using the Ocean (outside naboruu) and River inside Maze of Maze palace Defeats Karock Walks via "river" to get out of palace. walks south straight to palace 5 can anyone test this
Player (206)
Joined: 5/29/2004
Posts: 5712
Let's change the topic to "The Legend of Zelda no Densetsu II: The Adventure of Link no Bouken" so that the title will literally mean, "The Legend of Zelda's Legend 2: The Adventure of Link's Adventure."
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
georgiek wrote:
Parpara palace can be completed after the Maze palace or even the 5th palace when links attack level is higher, killing horsehead faster.
I'm a bit fuzzy on the level up strategy that was settled on for this run, but I think changing what level Link's magic is in for palace 4 would throw a monkey wrench into things. It might not seem important but having to wait for, say, 2 more bars of magic to fill up at the end of palace 4 would probably negate a faster fight in palace 1. Plus we're down a level from palace 1, so the sword after palace 4 is going to be affected. but... It is possible to spawn a red ironknuckle out of the statues at the start of many of the palaces. And it is possible to leave the palace, return, and spawn a new red ironknuckle. This dosn't have anything to do with your suggestion, but I like thinking about 6-counts and might have to rewatch the run and ruminate while smoking a pipe or something. I sort of remember we had a time saving up+a get ruined because it threw off a 6-count that maybe could be fixed by just spawning 2 or 3 red ironknuckles at the start of a palace.
georgiek wrote:
the current run does (after cave nth of naboruu) walks to maze palace gets child, walks back to darunia (via not walking on the river) walks back to maze palace (repeating forced sequences) gets magic container, kills karock gets boots then restart seq. walks from north palace to level 5 an alternate run (may save frames) gets magic container gets boots from maze palace gets child (walk across river) get to darunia (via maze palace river) restart sequence ONCE reflect is gotten (no more 2 forced squares to backtrack outside darunia) walks to maze palace again, using the Ocean (outside naboruu) and River inside Maze of Maze palace Defeats Karock Walks via "river" to get out of palace. walks south straight to palace 5 can anyone test this
Unless I'm mistaken, all this really does to the overall run is add the walking out of Palace 4 from the boots room, and subtract walking through 2 forced battles near Darunia. Without doing any sort of deeper look, the steps on the overworld do sound a little shorter the way you're describing it; probably about half of the trip back from Darunia to the start of the maze and who knows, the overworld randomness could even be more favorable that way. But I don't think adding 8-ish sidescrolling rooms and one falling animation would make up for waiting around outside Darunia a second time and some overworld steps. I don't have my numbers any more, so I can't say for sure it's not worth a look but it doesn't seem like it would be. Anyway, the route and level up strategy probably aren't perfect, but I don't have means to test any more so feel free to give your ideas a try and compare it to our run. e: oh hey the screen shot is still from the old run
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
Hate to necro-reply, but the Zelda 2 Editor I made shows room linkage.
Joined: 3/25/2004
Posts: 459
Bag of Magic Food wrote:
Let's change the topic to "The Legend of Zelda no Densetsu II: The Adventure of Link no Bouken" so that the title will literally mean, "The Legend of Zelda's Legend 2: The Adventure of Link's Adventure."
Let's just retitle it to "The Legend of Zelda's Legend 2: The Adventure of Link's Adventure."
Player (206)
Joined: 5/29/2004
Posts: 5712
Link's adventure has many adventures.
put yourself in my rocketpack if that poochie is one outrageous dude
Player (36)
Joined: 9/11/2004
Posts: 2630
The of Legend of Zelda's Legend 2 of the Zelda 2: The Link's Adventure of Adventures Link of Link 2?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 3/8/2007
Posts: 30
or lets just keep it japanese so no one understands :p on a seriosu note.. it should be "zelda II - the adventure of link" then possibly the jap name following that.
Joined: 1/20/2009
Posts: 19
Look what I made. Basically, it's Barba being attacked by a little wee Link with 1 for Attack. The savestate and movie are in the ZIP file which can be found on the link below. http://www.speedyshare.com/872140174.html It's my first TAS I finished, but I wasn't incredibly interested in doing it, so it isn't completely optimal or entertaining, but nonetheless, it's something neat to check out. Unfortunately, my computer sucks and I can't make a good quality AVI. If someone could do that for me so I can put it up on Youtube, I'd be very grateful. =)
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
1. Use the AVI recording feature of your emulator: http://tasvideos.org/EmulatorResources/MakingAVI.html 2. Use Anri-chan to get it down to size: http://speeddemosarchive.com/kb/index.php/Anri-chan I know it was developed for SDA to easily reduce the size of DVD-Video captures, but it works here too. 3. This site is mostly about optimized full-game tool-assisted speedruns or works-in-progress thereof, not about the kind of crap that clogs YouTube and ruins the good name of the TAS.
i imgur com/QiCaaH8 png
Joined: 1/20/2009
Posts: 19
arflech wrote:
3. This site is mostly about optimized full-game tool-assisted speedruns or works-in-progress thereof, not about the kind of crap that clogs YouTube and ruins the good name of the TAS.
Thanks.
Joined: 7/2/2007
Posts: 3960
Easy there, Arflech. We share plenty of videos on this site that are just "Hey, look what I did!" bits.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
Okay then. Small trick, might be useful for the nonglitched run. quick n dirty youtube fcm I think I'm demonstrating the only place where it would actually serve any useful purpose, by skipping a door and as such saving some magic and also allowing less of a wait to move forward again (overhang). It can also be done in other places (eg palace 4). I don't think there's any other practical applications though. I'll just... leave this here for someone else to worry about.
Lord_Tom
He/Him
Expert player (3144)
Joined: 5/25/2007
Posts: 399
Location: New England
Good find...you just hug the right hand wall while falling?
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
No, you actually have to pass under the bottom corner of the floor, so simply holding to the right won't do the trick because from a standstill you can't move fast enough to get into the next falling 'zone'. You have to be moving normal speed when you get to the bottom so if you hit the ground it wont work. I hope that makes sense I'm pretty tired :)
1 2
20 21 22
34 35