http://dehacked.2y.net/microstorage.php/info/543083981/4matsy_zelda1_25keyrun.fcm
Zelda accidentally locked 25 doors in her castle. So, she sends Link out to get some of those nifty one-use-and-then-they-disappear-forever video game keys.
Oh, and she also managed to get kidnapped by Ganon again.
Used speedup and savestates whenever I felt like it; this wasn't really intended to be a "serious" run or anything. :p
Minor gaffe: I could've gotten the bomb upgrade in level 5 without wasting any keys, as there's both a key and a locked door in front of it. No way to get the one in 7, though, so I was stuck with 8 bombs for the whole game. It's really a wonder that I never ran out once I started the dungeons...o_O
4matsy: I just watched that on 400%. I appreciated it. I have the most extreme notion of what a 100% completion means, and that run most closely achieved it.
My idea of 100%, essentially, is: do everything that cannot be undone. Collecting items or keys by killing every bad guy in the room is important because you can never get that item or key again. Same thing with visiting secrets to everybody and door repair guys. Preferably, all locked doors would be unlocked, and all rooms on a map will be visited.
I'm not sure what inspired you to collect as many keys as possible, though, particularly because of the magic key. Also, you can buy keys, thereby surpassing the number you achieved. Had you not set this goal, I feel you would have entered the rooms you didn't. All that's left would be the door repair guys, and you would have done my idea of 100%.
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
The SDA rules for 100% is the greatest.
Obtaining all keys in the dungeons and visiting the door repair man is two USELESS things to include in a 100% run. It honeslty isn't even discussable.
Why thank you. ^_^
I did a run like this, but that goes through every room in every dungeon, back on page 1 of this thread.
Doesn't visit the door repair guys though, I was mainly trying to get enough cash in the beginning to buy everything without having to kill a bunch of enemies or gamble... :p
One night on IRC (#PureZC on irc.initialized.org...it's a Zelda Classic fansite, so there's a lot of Zelda fans in there :p), me and another guy were wondering how many spare keys it was possible to finish the game with. We figured it would be right around 20 or so...
So he went through the game and got 25. I had originally calculated 26 from looking at maps of the dungeons, but then last night when I did the run myself I found I'd missed counting a locked door somewhere, so yeah, it looks like the max for first quest is 25.
I skipped the magic key, because then the "A" would overwrite the regular key count, and then I wouldn't be able to see how many regular keys I had left.
There's 3 locked doors you have to go through in level 9, so it would be 28 if you considered yourself to be using only the magic key to unlock those. Or even many more, if you did level 8 early and then cleaned out the rest of the dungeons. XD
Buying keys, I didn't bother with. The max is 255, and I didn't feel like bouncing between the gambling game and a key shop until the sun burned out... <_<'
I just watched the video you posted on page 1. Once again, on 400% speed, and I appreciated it. As you said, it does more closely match my notion of 100% than your latest 25 keys run.
You did leave some places unbombed or some trees unburned, if they were for gambling, medicine, or door repair.
I was thinking more about what 100% means to me. I noticed, for example, that you don't even need to get the blue ring by my definition, because once you get the red ring it overwrites it. I don't remember if you can downgrade your ring, but if you can, you would still need to get the red one just so it simply doesn't show up in the dungeon. Hmm... Then you'd have to get the blue ring again, if you could downgrade, because that change could not be undone. This sounds very silly to me. Maybe I should change my idea from "do what cannot be undone" to "become as powerful as possible." However, this is speculation, based upon whether you can downgrade your ring. If you can't, I think I'll keep my initial definition.
I noticed that you bought the meat the second time, because after you do that you can't get rid of it.
Going along with the "that which cannot be undone" train of thought, if you can do A then B, or B then A, and the latter is the one that is unchangeable, then I would suggest to do the one that is obviously stronger. However, if the value is subjective, then it doesn't matter, so long as the final result is unchangeable.
A good example I kept going back to was the idea of what should be saved in my bottles in Zelda 64. In case you don't know the game, you get 4 bottles which you can store a red, green, blue potion, or a fairy. The red fills up all your life, green all your magic, blue all of both, and the fairy will revive all of your life even after you die.
I would say that it is subjective whether the blue potion is better than the fairy. While it does restore all the magic and the fairy does not, the fairy does work automatically after death. So you could fill your bottles with all blue, or all fairies, or any combination of both. But what is clear is that you should not have red or green potions, as they are clearly inferior.
I am interested in the fastest run for 1) Zelda 1 with glitches, 2) Zelda 1 with "intended" gameplay, 3) Zelda 1 100% with glitches, and 4) Zelda 1 100% with "intended" gameplay. While the glitched runs may never be provably the best of their class, the intended 100% run is also particularly daunting of a task, computationally. There are just so many different routes and things to consider.
It is unfortunate that after you beat the game, the second quest file erases your first quest file. It makes the conquest of 100% by any definition seem pointless. I suppose a 100% run is all the things I just described, but on the second quest. I think it's fair to "cheat" and consider the first quest as a mathematical entity of its own, for which we want to complete as thoroughly as possible.
You said you can hold 255 keys. How do you know this? Maybe there is a preset limit, just like there is a limit for bombs. As you said, you don't want to be visiting the gambling game till the sun burned out. I think for this reason it is also okay to handwave away the gameover counter limit.
No, you can't downgrade your ring. Or any other items, for that matter. (Unless maybe you count drinking the red potion, thereby turning it into a blue one. XD)
Yeah, I just wanted a full subscreen with all the items on it. :p
Actually, at the end of the key run, I kicked myself for forgetting to get another bait; when I realized it, I was already at level 9's front door, so I just said "screw it". XD
I always preferred the blue potions, myself. They refill more than just 7 hearts, and I think using fairies still counts as a death in the final count...<_<'
Messing around with RAM addresses. :p
Actually, the key, bomb, and death counters can all go up to 255. (The death counter max, I found out during my first-ever time through the game, back when I was 8 or 9 years old. XD) But of course the bomb counter is throttled during normal play due to there not being enough bomb upgrades to get it that high. :p
You can get a list of all those lovely RAM addresses here.
In Zelda 64, fairies fill up all hearts, and it does not count as a gameover. I'm fairly certain no Zelda considers a fairy use as a gameover.
I understand that there is enough memory devoted to hold 256 values, from 0 to 255, but this does not mean all values are achievable. Just like the bombs stop counting at 8 or 12 or 16, maybe the keys stop counting. Some games might have a money counter that stops at 500, or 999. But for 500, the smallest amount of memory they can allocate could hold 512 values. And for 999, the smallest amount of memory they could allocate would hold 1028 values. So they will have a little bit of waste, and put conditions in the game to make sure the more psychologically pleasing numbers 500 and 999 don't get surpassed.
Link to the Past counts a fairy revival as a "game", but not a "death". That is, it does not add to the file-select counter, but it does for the credit counters.
(This has been verified by my roommate, who just finished the game again last night.)
I accepted this since you posted it. But today, upon beating Zelda 3, I discovered the contrary. That is, the number at the end credits was the same as the number at the beginning file selection, and I'm sure I was revived by a fairy in the game.
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
The number in the file selection is only updated when you finish the game again...
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself.
It rests on the conviction that you — by your choices, effort and actions — have made yourself into the
kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional
functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success."
- Onkar Ghate
Bisqwit wrote:
In Zelda 64, fairies fill up all hearts, and it does not count as a gameover. I'm fairly certain no Zelda considers a fairy use as a gameover.
Link to the Past counts a fairy revival as a "game", but not a "death". That is, it does not add to the file-select counter, but it does for the credit counters.
(This has been verified by my roommate, who just finished the game again last night.)
I accepted this since you posted it. But today, upon beating Zelda 3, I discovered the contrary. That is, the number at the end credits was the same as the number at the beginning file selection, and I'm sure I was revived by a fairy in the game.
What number?
Keep in mind the credits show many many more numbers than just "final death tally".
...
Also, I would like to restate that it showed nonzero for many dungeons but the death counter on the file select showed 0.
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SMB Fast with some modifications (IPS + movie)
(Forget where I got it, but it isn't the same as Acmlm's SMB1 fast one)
2-2, I accidentally blew past the flagpole, oops... just fast forward it, unless you want to see a glitchy mess later on in the looping :P
I (ab)used some savestates in later levels to save you watchign me fall down the same pit for the 9th time and to undo crashes/flagpole jumps after 2-2.
Columns Flash 1-handed
You can't actually tell in the video (honor system, I guess), but yeah.
I got bored and said something stupid ("I'm so good at this dumb thing I could beat it one handed!"), so I actually did it...
...
Yeah.
Columns 3 1P Hard Mode
http://xkeeper.shacknet.nu:5/emu/gen/columns3movie.rar
Played with GENS 9.5C
No losses, but a few items are tossed around :)
The included savestate goes to the final two matches. Personally, the second-to-last round is the most intense.
Okay. Today I played LttP in one sitting. During my game, I had a few fairy revivals, but I never had a game over. At the end of the game, I had 000 for all areas of the game, and 000 for the game total. After reseting, the number on the data said 0. So, fairy revivals did not count anywhere, not even at the end screen.
A nice thread. I gave it a try too.
I tried Mega Man 4 (U) with poor results. I attempted to do a legit speedrun of it way back. God I'm rusty now. Was just too awful not remembering/able to execute all the tricks.
Did not complete the game, not even close to. ^^
I happened to try this game some days ago and failed miserably, as I didn't realize how essential chain reactions are.
Actually a very nice watch with impressive game play. How do you set up these combos? Do you just pile up jewels, sort them by colour, use experience gained over time or set up exactly the combo you already have in mind?
Xkeeper wrote:
And now on Youtube, with annotations. That's like speaking!
:)
As a matter of fact, the AI descriptions and strategies were quite interesting.
Like I said in one; it's about 50% skill, 50% luck.
Most of the skill comes from knowing basic ideas of how to arrange jewels, but most of the luck comes from getting good pieces and setting up extras well.
I usually go for a 3-chain (easy enough), then try to add on to it by using a lot of similar colored jewels in the same spot. Occasionally I get it right, occasionally everything backfires.
It's a lot harder than, say, chaining in Tetris Attack (at least for me)
Link's Awakening, now
Same as before, using witty commentary and other tidbits here and there to try to keep you watching.
I know this is a double post, but it's new and relatively unrelated to the previous post...