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godtas2 notes wip (goes up to lanmolas now) [by krystal]

Dec 12th, 2017
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  1. 1 This TAS (dubbed "godtas2") was created on Snes9x 1.51 by me (Krystal) and is meant to demonstrate the fastest recommended strats for a realtime run.
  2.  
  3. 300 Notes will generally be advanced stuff, but I'll try to introduce some basics. I am bad at explaining stuff and there are a ton of safety strats that I won't be covering.
  4. For starters, you'll want to run the J 1.0 version of this game. Filename should be one character to save some seconds.
  5.  
  6. 600 TEXT: Mashing ABXY on text is good since all of those buttons advance it. Any input advances the final part of a textbox (UNLESS it's a confirmation, like the end of Sanctuary cutscene, so mash A there). I usually switch to mashing L/R (or A before boots). If there's no risk of opening the menu or anything, like after beating a Light World boss, feel free to spam everything (even the dpad).
  7.  
  8. 1080 MOVEMENT:
  9. - Alternates 2 and 1 pixels per frame walking in a cardinal direction (N/W pumps reset the "1" speed to "2", and vice versa for S/E pumps).
  10. This is because the N/W pattern is 2-1-2-1-repeat, and S/E pattern is 1-2-1-2-repeat.
  11. - 1 pixel per frame (both x and y) for diagonal (on normal ground without carrying/charging).
  12. - 2-1-1-1 N/W or 1-1-1-2 S/E for cardinal walking in thick grass/shallow water/carrying an object/charging sword.
  13. Even slower if diagonal. Obviously, try to avoid walking through such terrain whenever possible.
  14. - 4 pixels per frame in a dash (3 in grass/water). Takes 32 frames to start dashing.
  15.  
  16. 1780 Just like the end of a textbox (non-confirmation), any input will make Link jump out of bed.
  17.  
  18. 1933 Be sure to avoid the anti-airpump by holding southeast out of bed until you seem aligned with door. If you have no idea what I'm talking about, hopefully watching the input will explain better than I can.
  19.  
  20. 2230 WALLPUMPING: If Link is traveling north or west, you can mash either diagonal direction (into a wall or even the air) to boost a pixel. Mashing diagonals when Link goes south or east ("anti-pumping") will slow you DOWN a pixel.
  21.  
  22. So as long as we're holding north and thus traveling north, mash into walls (or the air!) to your left or right. If traveling west, you can mash up or down. You'll see.
  23.  
  24. For cliffs, try NOT to be pressing any sort of diagonal input (such as airpumping at frame ~2584) because you'll just get locked in place and waste time. If you were holding and thus already walking diagonally to the cliff, then you can hold it. Holding diagonal near some doors will still get you stuck though, try it in Link's house!
  25.  
  26. 3246 AIRPUMPING: Now obviously since the goal is to get to a certain x-position, airpumping left here would be stupid. We're taking advantage of the wall and then switching into airpumping mode to get perfect alignment with the bush.
  27.  
  28. 3476 SANDWICHED: Those gaps look deceiving, but fear not: just spam <^ and ^> in situations like this and don't mind the gap(s).
  29.  
  30. 3615 Try not to hit corners of any hole or you'll get stuck for a bunch of frames before you can fall in.
  31.  
  32. 3937 We can get a pixel boost during the sword collection here by holding left and mashing anything but start. LATER ON at Sahasrahla, mash only A/L/R, because B/Y/X would just begin to use those respective actions and cancel your boost (but not here at the uncle).
  33.  
  34. 4424 CORNERBASHING: Well how about that, you lose frames if you don't enter a door with perfect alignment. Try to avoid the game auto-correcting your sloppy corner movement as much as you can, especially while dashing since you'll get a lot of 0px/frame movement.
  35.  
  36. 4842 Notice the <v buffer here to avoid an anti-pump since we're buffering it during the transition. Some anti-pumps are impossible to avoid, or unwise to avoid, like trying to snap around the tree after you slash this bush (doesn't work that often).
  37.  
  38. 5073 Advanced way to get through these bushes is to slash the second one as high as you can and optimize your diagonal movement. If a soldier is in the way, hold sword after final slash to poke it out of the way.
  39.  
  40. 5219 STAIRWOBBLING: How THESE wide kind of stairs work is basically there are invisible "walls" to your left and right everywhere (hey, just like the air). However, holding a diagonal on them also makes you move pretty fast just by default, so do that even if you don't want to pump. Here I'm entering the stairs as far east as possible to maximize the movement gained from each frame <^ is being pressed, plus the pixels gained from airpumping.
  41.  
  42. Doorpumping is a thing too, btw! Notice how I only started doing it around frame ~5303 here, to avoid getting stuck by doorpumping before the door completely opened (this applies to locked doors as well).
  43.  
  44. 5599 West is best (both for RNG and pumps, now). Let's try to align with the pillar for perfect movement and save frames on average. That door is HUGE, so be sure to doorpump until your hand dies.
  45.  
  46. 6030 At the very top of the screen you can see a one-pixel row of another soldier's shadow. If you want, you can watch its movement and decide if you want to airpump to the wall ASAP or try to walk around these guys.
  47.  
  48. 6434 Here's an example of an unavoidable anti-pump. Just get the anti-pump at the statue so that you always cut the corner automatically by means of holding diagonal (don't try to foolishly time these kinds of things). Also doorpumping is much less significant on small doors like this stairwell.
  49.  
  50. 6816 There's a thing called stairlag avoidance which I'll go into on the next door. For now, in this room you want to be slashing left anyway (which does avoid the lag), then CONTINUING to hold B (and down, not diagonal!) so that you slide with the poke (6944-6954) and thus delay the spin attack going off so that it hits the soldier easier.
  51.  
  52. 7235 I looked for the worst RNG here, where the soldier hits you unless you hold down for 4 frames (7249-7252). Not a big deal, just let go of diagonal for as little time as you can. Usually holding down for ~2 frames works, but not 100% of the time.
  53.  
  54. 7644 Beware of cliffs, just like holes as mentioned earlier, you can get stuck here and either fall or lose a ton of frames trying to get away from falling (you can abuse these physics to almost always avoid falling at Moldorm, as you'll see later).
  55.  
  56. 7966 To avoid the green soldier, we're gonna airpump until the bottom row of the screen cuts off the black bar on the floor pattern (y-226). When you see the same floor pattern aligned with the right edge of the screen, you can start mashing back down again.
  57.  
  58. 8434 When we slash at the door, you'll get ~44 of 48 needed charge frames (provided you don't doorpump like crazy). If you don't want to reset, opt to go a little more north to release spin (and then you can probably doorpump even, hooray).
  59.  
  60. 8862 After releasing spin, hold <^ to easily be able to open the chest (and even get the chest boost automatically if you're still holding <^). I'm throwing backwards at a really opportune frame (catches the key fast) and then wallpumping a bunch because this is a TAS. It's very possible to exit this room faster than the key can even catch up to you, so beware of pumping if you don't want to reset.
  61.  
  62. 9346 DUNGEON LADDERS: Don't hold diagonal near these kinds of ladders! Just snap in cardinally or else you'll get reduced speed. They are also automatic movement, so you can't pump or anything while on them.
  63.  
  64. Much like the big door outside castle, don't doorpump early on locked doors or you'll get stuck. Wait until you're a touch inside.
  65.  
  66. 9919 STAIRLAG AVOIDANCE: If you don't hold left or right until Link turns to FACE that direction, you'll get 8 frames of lag. This does not apply to when you're dashing south out of stairs with the boots, but you have to time that decently well.
  67.  
  68. Also much like the ladder thing I just mentioned, you also want to snap into DOORS too. Holding diagonal near doors will likewise slow you down. For this reason, I avoid pumping too close to them. Locked doors will not reduce your speed, so you can attempt to pump into them and then cardinally snap.
  69.  
  70. 10365 Stay walking along the wall until ~10458.
  71.  
  72. 10458 Now that we have the trooper's attention, let's walk down to y-187. This will usually pull the trooper closer to you and delay the swing, allowing you to skip the pot kill much easier.
  73.  
  74. The rhythm for first frame damage isn't too difficult (can be damaged every 30 frames, so just time the swipes).
  75.  
  76. 10825 Walk a bit into the cell and throw boomerang east. Frame you catch the BK on seems to be in a pattern of 8, like so:
  77. Thrown: Received:
  78. 10821 10855
  79. 10822 10854
  80. ...
  81. 10828 10848
  82. 10829 10855
  83. ...and so on
  84.  
  85. 11042 CHEST BOOST: I went a pixel further left to guarantee safely opening the chest without having to time it precisely (otherwise Zelda's cutscene starts) and used the boost to go 1px right into the cutscene (you want to open it before cutscene starts for obvious human error mitigation). Note that since the yes/no confirmation in this cutscene is not the FINAL part of the textbox, ABXY can safely be mashed on it, unlike the Sanctuary's where you risk opening the map if you mash X on the confirmation, for example.
  86.  
  87. 11414 If the green soldier is present on the screen during this textbox, you'll get ~20 extra lag frames. Return of Ganon.
  88.  
  89. 13760 Optimize your diagonal movement here by going as far north as possible, but be warned that you'll get stuck in place for every frame you're still holding ^> once aligned with the top (as it'd start the 20 frame cliffjump countdown).
  90.  
  91. 13965 Airpumping is obviously not good for places like this. It's for when holding diagonals would get you to a wall early before you can cut around the corner of it or whatever (first room of sewers after pushing the ornament is a great illustration).
  92.  
  93. 14553 You have a bunch of time to take your time airpumping here, so pay attention to floor patterns so you don't mash too far south and thus cornerbump the door and lose a bunch of frames.
  94.  
  95. 14760 Doors like this are so small that I typically just aim for a "delayed" single pump, such as holding < and timing the <v to go off after the game is actually registering your input (you'll notice that you automatically move at 2 pixels per frame as part of like every transition, and it's when that ends that you can begin to dash or actually doorpump or whatever). Further complicating it is Link stopping for some loading frames on certain rooms (like frame 14757 and 14758 here).
  96.  
  97. Also, ride the wall to combat certain RNGs, as seen here.
  98.  
  99. 15095 A great illustration of avoiding anti-airpumps: hold >v through the entirety of this room to save a frame or two.
  100.  
  101. 15975 Stairwell lag doesn't apply to stairwells at the bottom of a screen like this one.
  102.  
  103. 16331 Don't hold < out of this pre-ornament textbox unless you want to lose like 3 frames!
  104.  
  105. Push the ornament until you see 3.5 bricks above the door. Don't pump on the actual ornament (it anti-pumps, cool engine). Wait until you're a little inside the door.
  106.  
  107. 17529 Yeah, no perfect snakes, I'm lazy. But this shows that you can sometimes just walk around one to save ~5 frames over having to boomerang one. ALSO note that if you're only freezing one enemy to walk through it, be sure to use boomerang, as it won't cause the ~6 frame knockback that your sword can (only use sword to clear multiple snakes in your way or something).
  108.  
  109. 17878 We're going due north to try winning the snake gamble (sometimes the left one isn't there). If both are there, boom northeast and start airpumping.
  110.  
  111. 18443 Perhaps the best two set of rooms for airpumping because of shallow water physics. Spam diagonals due to sandwiched door until you automatically get stopped for the textbox, then proceed to do nothing but hold < and mash ^ for these rooms.
  112.  
  113. 19407 INSTABOOM: If you keep B held, you can get a pretty decent window (seemingly like 6 frames here at least) to instantly throw boomerang while you're in the "slide-poke" animation. Tip: Be sure to be at least as north as I am here, otherwise the boomerang will just hit the torch probably and not catch the key.
  114.  
  115. 20061 Much like how I warned you about pressing diagonals near a cliff (not counting the whole holding diagonals onto a cliff thing), the same applies to this block. That's why wallpumping between these blocks can be counter-productive since with bad execution, it'd prevent you from pushing the block as fast as possible.
  116.  
  117. After the block starts moving, feel free to hold diagonal. This is a very rare door where you can actually hold diagonal to align with it and not get speed reduction.
  118.  
  119. 20445 Moving due west a little can sometimes help with reacting to the nearest rat.
  120.  
  121. 20631 MESSAGE SKIP: Hold right until at least where the video does before you start moving diagonally.
  122.  
  123. For the switch you can hold A! Simply press up and then down as fast as possible while holding A and your switch execution will probably become a bit more optimal.
  124.  
  125. 21119 SPLIT: Camera stopped moving. 5:15 SDA, 5:42 SRL
  126.  
  127. 22480 Dumb confirmation, just mash A as warned earlier. Be sure to skip the Heart of Shame unless you want to be a shameful WooferZ.
  128.  
  129. 23234 We're actually manipulating the soldier on the next screen by not walking too far south (but be south enough to not walk through that thick grass). Remember to buffer your diagonals on screen transitions.
  130.  
  131. 24144 Follow this general bridge path to attempt lag frame mitigation.
  132.  
  133. 24365 STUPID SLOPES: If you're not holding diagonals while walking alongside slopes, you'll often get stuck in them for a frame every so often. It's hard to see to the untrained eye, but just keep it in mind.
  134.  
  135. 25309 We're going to forego the perfect alignment to stairs this time because there are enough wallpumps and airpumps to break even or save like 5 frames.
  136.  
  137. Always be sure to sandwich-pump going north on these kinds of ladders, as they aren't automatic movement like dungeon ones.
  138.  
  139. RUPEES: Killing the Octorok isn't that big of a deal if you have to do it, since you optimally want 35 rupees from drops (and 5 from a pot in Agahnim's Tower, then 4 columns of 45 rupees in Darkness for the perfect amount of 210).
  140. The route in a nutshell: 35 drops, 100 Sahasrahla, 5 pot, 45*4 columns, 300 dark house = 620 rupees. Need 110 to open Darkness, 10 to upgrade sword, and 500 for flippers.
  141. Hammeryump Update: Ignore all that above - just need a 5 drop, the 5 from Agah's pot, and then you get the rest in Dark Kakariko.
  142.  
  143. 25950 Delay slashing until you reach the statue to make sure it wakes up faster. If you don't trust your boom mashing, you can try to time boomerang alone (and usually be late), or you can guarantee a good frame rule on the poke by being 2 pixels higher than the video is (you should always do this anyway). If you use this spam method, try to time letting go of sword to save some frames (avoiding the "slide-poke" thing). The reason for freezing the statue is to reduce lag from it following you.
  144.  
  145. 26613 Delay throwing the boom so you don't whiff on stairs. Also make sure you aren't holding diagonals when you throw it, of course.
  146.  
  147. 27067 SUCTION DOORS: When the input stops, that means the movement is automated and there's nothing you can do to speed it up.
  148.  
  149. 27735 That gap coming up looks big enough to get stuck in, but it's another gap to not mind if you're willing to wallpump it. Generally you shouldn't come back to the left wall if you've already moved right to dodge a cannonball, but should rather stay in the middle and cut dodging close.
  150.  
  151. 28297 Get the heart pot if you're badly damaged, since it's only a few frames slower. Hold diagonal onto the switch so that you don't go down as far potentially.
  152.  
  153. 28554 Slash these things out of the way if needed.
  154.  
  155. 28939 Don't start going southwest until around here. Throw east when you hit the bones, then just watch the video for the rest of the diagonal stuff (the second pot is thrown diagonally to avoid walking down too much, just like the switch not too long ago).
  156.  
  157. If you're still damaged, you can boomerang the heart. There's a lucky glitch where boomerang will sometimes refill two hearts at once.
  158.  
  159. 29364 Don't hold ^> out of this ladder because you'll get the speed reduction. It's better to just take an anti-pump.
  160.  
  161. 29755 If you skip the arrow pot at the east side of this room, you have a 12.5% chance of being able to skip the ~68 frame backup pot before Lanmolas entirely (by means of getting 3 drops in a row before Armos: Arrows x5, Heart, Arrows x5 from prize pack 4).
  162.  
  163. If you get only 1 (Arrows) or 2 (Arrows+Heart) drops, you can (and should!) still have 29 arrows before Lanmolas by getting the aforementioned backup pot (dash to it and light the lamps in the following order: NE, SE, SW, NW).
  164.  
  165. This gamble has a downside: there's also a 12.5% chance you'll get 0 drops, and then you'll have 17 arrows for Armos (not enough, need 18) if you fired at the Stalfos. For a RTA you can just reset, or you can waste a few seconds and get the 10 arrows in the room before Armos (AFTER you've killed all the enemies and verified you got 0 drops). If this is a big problem, you can either just get the pot in this very EP Bow room, or you can forego the Stalfos shot to have 18 anyway (but then you'll likely kill them slower as you'd have to do something like throw both the pots in that room).
  166.  
  167. If you want to optimize the order of killing Darkness' mimics, be sure to keep track of your drops in prize pack 4.
  168.  
  169. 30744 Don't hold B too long when killing this thing or you'll get the slide-poke animation for ~2 frames at least.
  170.  
  171. 31086 Ignore the A spam. Throwing the boomerang backwards only saves 3 frames, so just walk into the pot if you suck at it. Also if you're extremely lucky, you can get a Stalfos to drop 16 MP in your path. Boss refills will be 1 MP per frame, all the way up to 128 (without the magic upgrade), thus saving 16 boss refill frames by this dropping in our path. This is probably a good spot to mention that hearts take 10 frames each to refill (even if it's a quarter damage, e.g. 30/32 HP (takes 4 HP damage to register half a heart loss)).
  172.  
  173. 32300 Damageless BK is nearly impossible to do and only saves about 15 frames, so just try to get a damage boost west and open the chest as far west as possible (you will never want to go east to get to the door based on its location).
  174.  
  175. Pumping the dumb fancy wall at 32695 is an anti-pump, just like the bottom of auto-movement dungeon ladders, even while traveling west.
  176.  
  177. 33426 BASTARD DOORS: This one's a "conditional" bastard door in that you'll only get the speed reduction if you hold a certain direction while exiting it (down, in this case, which is why we hold v> while exiting it). You'll see some later that have "bastard" conditions on the optimal directions, the first of such appearing in Desert Palace.
  178.  
  179. 33693 Since we're entering without any diagonal movement to take advantage of, just treat it like outdoor stairs and spam. You have to be at least 1px to the right of the wall to open the chest.
  180.  
  181. Also, like the BK room, the fancy wall at ~33940 is an anti-pump.
  182.  
  183. 34391 If you're going to kill some Popos/Spaghettis/Tangelas (all the names are cute) for rupees, be sure to go far enough north to wake the greeny up faster.
  184.  
  185. MENU: LEFT for Boomerang->Bow
  186.  
  187. Go at least as far west as I did before shooting to make sure you don't fire too early. You should only shoot the greenie from the east if you're skipping rupee drop chances. Be careful not to airpump too far north or else you can't lift the pot.
  188.  
  189. STUPID MENUS: Can't move until the green circle appears (34512). Can't do <+S on same frame because it'll close the menu without moving. Annnd here's the reason everyone hates menus in this game: while any direction is held, you CANNOT move again without completely releasing all directions. For example, holding left to move to Bow and then mashing down as much as you want will not bring you to the Lamp. You must release left for at least 1 frame before moving down. Also note that pressing < and then ^ on subsequent frames would only move left once, even though < is not being held when ^ is pressed!
  190.  
  191. 35067 If you do this room ridiculously fast, you can lift the 3rd pot before the antifairy bounces off of it. For this reason I walked rather far west and lifted it at 35169 to not really lose any frames, yet let it bounce anyway.
  192.  
  193. 35379 If you didn't notice by now, no doorpumping is possible in rooms where the door shuts behind you.
  194.  
  195. 35681 Hit the switch far east enough so that you can swoosh through door still.
  196.  
  197. 36028 Various RNGs allow for the fastest shot'n'pot like this. Try to get north as fast as possible to wake up reddie quickly.
  198.  
  199. Try not to poke the door before it opens or else you'll retain an infinite poke and not charge. You also need to hold B through this door to keep the charge even though it's a suction door.
  200.  
  201. 36350 You can release spin a bit earlier than done here, which was a little late to manipulate perfect drops.
  202.  
  203. 36971 Drums start here (36971), which can be a useful audio cue. When you wait for this part of the song, chances are you can react with first shot pretty decently. First possible frame to shoot is 36977.
  204.  
  205. Bow timing is every ~17 frames at close range. For a simple visual cue, just fire again as soon as you see the bow gone. It gets trickier at mid-screen range...sometimes you have to wait to fire again until the arrow is visible, or sometimes a little past Link's hat, depending on distance and other dumb factors. Bow physics!!
  206.  
  207. After the initial 6 shots, be sure to get the next 2 shots off as soon as possible. Have fun learning the rest. If you're lazy, use the top-right easier (yet slower) method.
  208.  
  209. 37399 Holding wall (the A button, really) can reduce lag.
  210.  
  211. 37523 Also possible to sometimes catch things faster if you release sword spin on the last frame or whatever... looks cool enough to do anyway so just run into it. ALSO be sure to catch the bottom of the pendant's shadow, like in the video, so that you catch it much earlier.
  212.  
  213. 38435 SPLIT: Sword up. 10:03 SDA, 10:30 SRL
  214.  
  215. 38840 Just hold <v from this jump. Let go after the next jump. When you get to the rail (38983) you can attempt to press <^ to move up a pixel. Be sure to do it early enough (before aligning with the ledge) or it'll be counter-productive.
  216.  
  217. 39507 TALKING TECHNIQUE: You can be pretty far away if you mash A.
  218.  
  219. 40210 Just like the boost with uncle, mash A/L/R here while holding up and you can boost a pixel while collecting boots.
  220.  
  221. 40935 You can hold diagonal out of this door if you have to, or you can try to save like 2 frames by timing a snap.
  222.  
  223. 41515 You can ignore all the (sometimes) strange directions pressed when dashing around, like <v at 41755. Pretty heavily TAS'd. Just cancel dashes (or "dash boost") with the direction you want to go, since it really isn't a big deal at all for realtime play to worry about things like <+A on same frame vs. A and then < to change direction after charge starts (Daring Dashes).
  224.  
  225. 42440 Don't stop dash early or the soldier can get you.
  226.  
  227. 43053 Try to start this dash around here to maximize slope travel. Slopes are honestly "random" for realtime play in the sense that hitting every pixel of them will give you a different outcome, but it's pretty much universally a good idea to dash along slopes if possible. Sometimes if you hit the very first pixels of the slope, you can cornerbash on it and lose a bunch of frames. It'll look visually slower, since you move at 0px/frame sometimes.
  228.  
  229. 43580 Start dash here to maximize diagonal travel on next screen.
  230.  
  231. 43816 Take note here of how we're 8 pixels above being aligned with the tree (which would be y-160). What we're doing is taking advantage of the screen transition to optimize this diagonal movement so that we can dash on the next screen and not waste those 8 pixels going cardinally instead of diagonally.
  232.  
  233. 44046 Doesn't look like you can walk through this part of the cliff at first, but it's quite possible.
  234.  
  235. 44239 You can, sometimes, hold diagonal into the library door. Sometimes you'll just walk past the door though, so it's not recommended. Either way, this is one of those very rare exceptions where holding diagonal near the door won't give a speed reduction.
  236.  
  237. 44434 Watch for Link's head to align with the floor pattern for your visual cue.
  238.  
  239. 45060 Try to jump in this relative area so that you go further.
  240.  
  241. 45240 Dashing too far north on these kinds of cliffs will cause you to bonk.
  242.  
  243. 45502 Take advantage of this screen to align yourself for a good slope dash on the next screen.
  244.  
  245. 45675 It's 8 frames slower to safely dash under this soldier, but he's really annoying so it's recommended.
  246.  
  247. 46079 Don't try to pump the trees because of how dashing here works. Tree is at x-136, but you'd only be able to land at like x-138 and waste some frames aligning with the tree, thus defeating the purpose. Some pumps just aren't meant to be (nor does it make that much of a difference if it's such a small area anyway).
  248.  
  249. 46396 Only a 3 frame loss this time to safely avoid the soldier (by means of skipping the slope).
  250.  
  251. 47671 Keep track of the ground pattern so that you know you're set to dash under the cactus.
  252.  
  253. 48148 MENU: LEFT for Bow->Book
  254.  
  255. 48278 Spam book to get a "talking technique" (make sure you're rather west so you can easily dash by the thing). Spam ABY (but not X unless you like maps) to skip cutscene. Watch for the moving thingies to stop moving, that's your timing cue to start a dash.
  256.  
  257. 49321 If we dash west here, the Leever after the pot will spawn late and no longer be a hassle.
  258.  
  259. 49770 Be a little east of the wall (like x-115). Charge a little over half a dash, release and then hold a new dash.
  260.  
  261. Beamos' hitbox is extremely small. You can move through the sides of it, and even the entire top half.
  262.  
  263. 50474 Hold > out of this dumb door to be able to dash easier.
  264.  
  265. 50702 Dashing immediately after a screen scrolls is hard to time, and even varies by location. For example, it's like 2 extra frames in Desert Palace than it is on the overworld (which is typically being able to dash one frame after the automatic 2px/frame movement stops). Oh well.
  266.  
  267. 51391 BASTARD DOOR: Even though you want to go ^> ASAP, you should just hold > until around frame 51441 or so. This is the first bastard door in the run that slows you down if you hold an optimal direction out of it.
  268.  
  269. 51539 Dashing looks slow, but it's both quite fast AND a consistency strat. Since you get to the door as it opens, it basically ties the luck strat where you slash the 3rd Popo to the left of the statue.
  270.  
  271. 51861 If the cannonballs blocked you the first time, don't just start a dash ASAP after you get the BK. It's faster if you just learn how far to walk south before starting a single dash compared to doing 2 dashes on the way back.
  272.  
  273. 53286 MENU: LEFT for Book->Lamp
  274.  
  275. It's easier to cancel a dash when dashing north than west, for example, so this pause buffer can be useful. Just be sure to hold <v (or v works too) out of the menu so you actually cancel the dash.
  276.  
  277. 53487 Gotta go 1px south of door at least to lift the first pot. Can't go too far north to lift the next one.
  278.  
  279. 54160 Hit The East Side Of The Switch In Desert Palace After The Power Glove In A Link To The Past
  280.  
  281. 54217 hit it
  282. 54218 hit it hit it
  283. 54219 hit it hit it hit it
  284. 54220 hit it hit it hit it hit it
  285. 54221 hit it hit it hit it hit it hit it
  286. 54222 hit it hit it hit it hit it hit it hit it
  287. 54223 hit it hit it hit it hit it hit it hit it hit it
  288. 54224 hit it hit it hit it hit it hit it hit it hit it hit it
  289. 54225 hit it hit it hit it hit it hit it hit it hit it hit it hit it
  290. 54226 hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it
  291. 54227 hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it
  292. 54228 hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it
  293. 54229 hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it
  294. 54230 hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it
  295. 54231 hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it
  296. 54232 hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it hit it
  297. 54233 michael jackson
  298.  
  299. 55727 Don't push the block TOO south or you'll just waste your time.
  300.  
  301. 55949 KEYDASH: Since you can dash through a locked door on multiples of 4 pixels, we want to stay aligned with the wall here (y-192). Start a dash, THEN press up while charging the dash so that you don't move north even 1 pixel.
  302.  
  303. 56733 Generally, you'll want to dash through the door if you're killing the things early. You don't have to kill them in a single slash in order to benefit from a dash. For example, slashing the first one earlier and then the second one in this general location would be fine too.
  304.  
  305. An example of a time you wouldn't want to dash through the door is when you have to wander quite a bit north or wherever to kill it, and by the time you walk back down to the door, it'll already be opening or within frames of opening. In that case, it'd be quicker to just walk through it rather than charge a dash while you're not waiting for anything, if that makes sense.
  306.  
  307. 56862 BASTARD DOOR: Gotta hold ^> out of this door instead of ^ to avoid the speed reduction.
  308.  
  309. 57124 KEYDASH: Stay aligned with the pots (y-152).
  310.  
  311. 57353 FAR LIGHTING: You can light torches from a surprising distance. There is also no delay on lamp, so you can do Y->release->Y on 3 frames technically.
  312.  
  313. LANMOLAS:
  314. okay so
  315. each lanmola has 16 HP
  316. my advice here is to deal damage to them (4 HP damage per arrow) until their HP reaches 0
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