The Legend of Zelda: Link's Awakening DX - Angler's Tunnel (TAS)

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***READ BEFORE WATCHING***

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This part is drastically different from how it was in the V2 run. This is because of a huge sequence break I found which allows us to glitch through certain objects. You can see it a few times before I enter Angler's Tunnel. If you do a leftdownright superdash into an object, provided that there's an object to your left and above you, and nothing in the space diagonally up/left from where you are, you can glitch through it. This saves a LOT of time in several places throughout the run. This is NOT possible with any other kind of superdash/superjump, OR with any other object setup. This has been thoroughly tested and I have concluded that this is the only one which works.

I later found that you can also use it to glitch over fences which are along the top of a screen. This can be seen in Angler's Tunnel. I use it to get over the fence and get the Nightmare's Key early (it's not possible to go directly to the key - you still need to do all the other stuff to get there "normally" after getting over the fence). This will ultimately save a ton of time.

Tompa later found an even more awesome use of my discovery, which allows us to get "out of bounds" by doing it into doors which are at the very top of screens. For obvious reasons, this has limited use, but it'll still look awesome when it's done later on in a few places.

Some uses for these new discoveries include accessing Eagle's Tower quicker (saves going into one of the caves), skipping the fire cave on the way to Turtle Rock (which also saves a bomb), and skipping a key in Face Shrine.

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As for the WIP itself...

A lot of time was saved between exiting Key Cavern and reaching Animal Village due to better superdashing and superjumping. An awesome new timesaver can be seen right before Animal Village, when I bomb boost across the river, instead of going underground. This not only looks so much better, but it also skips a pause.

Not much to say about the stuff between here and when we reach Marin, other than that you can see the glitch I mentioned above used a few times. Also, I'd just like to make it clear, again, that it's not possible to superdash down/left. That's why I don't do anything like this in the village when heading to the beach after the Dream House. I could've equipped the feather and done superjumps instead. Of course, I tested this, and sadly, it ended up being slower, as it meant there would be two extra pauses.

The moldrom battle in the desert is handled the same way as the arrow enemy was in the castle in the previous WIP. Chef Stef discovered that it was possible to hit him without him actually appearing first (as he has a predetermined position on the screen which he stays in, while being invisible, until he's supposed to appear), so two bombarrows make light work of him. I even kill him before he starts talking.

Saved quite a bit of time in the mountains with better optimisation.

The route in Angler's Tunnel is vastly different now, as I mentioned above. It should be fairly obvious what's going on, so I won't detail every little thing. I get a bombrefill here instead of in the next dungeon, where it was previously gotten. It's definitely faster to get the one here.

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Thanks to Chef Stef, LinksDarkArrows, and Tompa for regularly reviewing my progress and offering helpful criticism and tips all over the place.

Thanks to duksandfish for another excellent encode.







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