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KiddoCabbusses: 2014-07-01 04:13:09 pm
KiddoCabbusses: 2014-06-29 05:52:43 pm
Hi there! I was discussing this through #sdamarathon during AGDQ and SGDQ and I figured I'd post this here.

Since I want to spread knowledge of the Satellaview game library, I figured a good idea would be to get people into speedrunning (To whatever extent that would be possible) more of it's original releases. I think of these the BS Zelda line is the biggest of note that doesn't have a notable amount of runners, so I wanted to try making this thread with my proposal. I was pretty hyped to see "Kaizou Choujin Shubibinman Zero" at SGDQ and I hope more Satellaview games will be considered viable speedruns in time for the next GDQ event.

A while back on YouTube I recorded two videos like this (One for Map 1 and one for Map 2, obviously):
(EDIT: I have replaced the old video with a more current Livestream log)


This is a run I did on Mottzilla Patch (Used for the real-hardware compatibility - you can find and purchase repro carts, and it'll most likely be the latest version of Mottzilla patch.) where I start the game on Episode 4 (Which is a substantial handicap since the intended design is gradual game progress over the 4 episodes, and mssing content from the previous three requires you to recollect them.) and proceed to finish the game. As it currently is, it cuts the game time from around ~200 minutes to around ~50 minutes.

For refernece, in comparison to the original game, the one thing Mottzilla patch does different from the original game that would affect the timestamp on this run is that it removes the "Mimi wo Samase" sequences, which pause the game for about 10-30 seconds each time they appear. While I didn't entirely calculate what time difference this would make I would presume it'd be about 1-3 minutes.

I didn't consciously check the time on my run because I didn't necessarily consider it speedrunning at the time, but I think it'd be a good idea to see if we can approach this kind of run from a speedrunning angle. Would anyone lwant to make any comments on critique on the idea?
Thread title:  
Hey, may I bump this?

I've also been attempting runs for BS Zelda no Densetsu: Inishie no Sekiban. Since there seem to be competititors for this run on PBTracker I figured I'd link this (clicking my time will show my run as it played out,.)

http://www.pbtracker.net/game/bs-the-legend-of-zelda-ancient-stone-tablets

It's unfortunate there seems to be a lack of interest in the Map 1/Map 2 run. :<
HELLO!
So what does the patch do?  Simulate the timed events being broadcast?
The timed events are actually among the things the base ROMs already have perfectly intact.
Explaining the specifics of each patch takes a bit, but the general gist of it is that data isn't exactly complete in the current dumped states of any of the BS Zeldas besides the Kamigami-rerelease. The specifics depend on which one you're referring but at the very least, in all instances there's still currently no way to have the original streamed audio back up in the games.


The patches are meant to give casual players the ability to play these games again without a complicated emulation setup. Among some of the adjustments:
1) add gameplay-important missing content back in (In Map 1's case it's mostly just bugfixes due to the base ROM being episode 3.)
2) Use SPC in lieu of the original broadcast audio
and
3) modify anything that called for Satellaview-specific protocols, for having the games run on hardware without the need for the Japanese Satellaview hardware setup.

For BS Zelda Map 1/Map 2, the "Mottzilla Patch" is used because it's been extensively tested to work on a real hardware setup.
For my Sekiban run, I use the latest "Japanese version" patch, because a) Japanese text is faster and b) the extra content added to the English version occasionally bugs the game and adds slowdown.

Ideally I'd want the runs to be manage-able in such a manner that the times would reflect just as well how a theoretical run would've played out as a broadcast. For my current Map 1/Map 2 runs, though, the fact that "Mimi wo Samase" waitsign pauses are disabled kinda gets in the way of that. I would make a special mod to Mottzilla patch to re-enable them, but it may not be worth the effort if speedrunners prefer to keep them off.

I will clarify anything if there's any need, so feel free to ask more questions.
HELLO!
What I would suggest, if you want to encourage more people to run these, would be to centralize all the technical details of what's going on somewhere, and get it on/linked from the KB.
Do you mean technical info in general, or technical info specific to running the games? The former has at least some aspects available on "The BS Zelda Homepage". As for the latter, I do agree that needs to be worked on. I've made a thread on reddit for discussing the runs and I'm learning things about running Sekiban from it.

http://www.reddit.com/r/speedrun/comments/29m9k3/gauging_interest_in_bs_zelda_speedrunning_with_an/

I suppose I could start with a text document for Map 1/Map 2 running. Since I'm not as good with live commentary, I should probably write down info on what my current route, strats and tricks are. I think I'll start with a general summary which I'll write here, since I'm not sure how getting it on/linked from KB works.

I'm not particularly much a formatting type or such, so this willl mostly be a wall of text. I apologize.

-----------------------------------------------------------------------------------------------------------------------------------------------------

BS ZELDA MAP 1/MAP 2 SPEEDRUN [thing]

NOTE TO NEWBS: Please do a few casual runs first. This help page should be useful to guide you through the game first.
http://bszelda.zeldalegends.net/bs1help.shtml

CURRENT RUNNING METHOD/SETUP:
a) Patch used is Mottzilla Patch v.95, for ease+real hardware compatibility.

b) Mottzilla patch arranges the game in the same episodic structure as the broadcasts. The save file set up for the run skips the first three episodes and has the player start on episode 4 completely empty-handed, and thus handicapped.
The quickest manual way to set this up in Mottzilla patch is, after the creation of a new save file, to use the patch's week skip "cheat" as soon as you gain control of the character (When prompted to take the sword). This is done by going ito your inventory screen and pressing L+R+Y+B at once. Use this three times to access epsiode 4 quickly. [If you have troule with this or are simply lazy, you can ask me for a pre-prepared SRAM file.]

c) Once setup is complete, the goal is to collect the Triforce pieces and defeat Ganon. Due to being in episode 4, you will only have 50 minutes TOTAL to complete this task . (Watch the in-game timer. It starts at :07 minutes in and ends at :57 minutes in.)

d) For the sake of having a speedrun time to track for WSplit users: Start the timer when the Old Man finishes saying "It's Dangerous to Go Alone! Take this." at the start of episode 4 (This is when you take control of your character.), and stop the timer when the Triforce is collected from Ganon's ashes. (Any movement after this is optional.)

Episode 4's Timer-activated events (These are the only ones that should be relevant to the run):
----------------------------------------------------------------------------
(The episode starts with the dark overworld. Darknuts replace Octorocks for a minute, making a quick move to Level 1 tough.)
x:08 Normal Overworld, the Armos wakes up
x:10 Shop prices halved (USEFUL. Highly suggested you buy whatever items you think you need within this ten-minute timeframe. Absolutely needed items include the Blue Candle and the Bait. The Blue Ring and Magical Shield might also be of use.)
x:15 All red bubbles are replaced with blue bubbles (Most useful when reaching level 5)
x:19 A Thunder kills all enemies on the screen
x:20 Shop prices back to normal
x:21 A Thunder kills all enemies on the screen
x:25 The Red Ring and Magic Sword are now available (VERY USEFUL. You will want these to plow through levels 5-8 quickly.)
x:30 Red Bubbles return
x:35 Red Ring and Magic Sword can no longer be obtained if you have not already gotten them; a whistle is heard upon entering overworld screens with a secret
x:40 The sword shoots even with hearts not filled, Unlimited Bombs and Special Boomerang
x:45 Second sunset, Ganon is ready for the final battle (As of the current revision of this run, I do not know of a method to fight Ganon earlier. Any OOB experts on this one?)
x:57 GAME OVER
----------------------------------------------------------------------------

TRICKS OF NOTE (and other important tips that are useful for speedrunning):
[IMPORTANT - DO NOT EXPECT TRICKS FROM NES ZELDA TO WORK. YOU CAN'T EVEN KILL DODONGOS WITH THE SWORD IN THIS VERSION.]

1) Overly-lenient sword collision detection:
Attacking with the sword to your left or right can hit enemies a whole row below you. Use this to attack enemies without being in the path of a counterattack. Especially useful on Darknuts.

2) 2dongs1blow:
In a room with 3 dodongos, it is possible that you can feed 2 dodongos the same bomb if they are on intersecting paths and your timing is well-executed. This is at least partly RNG-based, so don't count on being able to do this every run. Not only will this help you get through these rooms faster, but you will save bombs, which are an important item to keep high stock of.

3) Bomb Restore Points:
Bombs are CRITICAL in BS Zelda. In the early game they do great damage when you lack the magical sword and do great damage against the bosses (Especially Manhandla), and in the later game they are needed for triple Dodongo rooms. With this in mind, it is important to memorize some specific locations in BS Zelda's dungeon maps. The rooms I am referring to are ones where Bombs will immediately "flash" into existence. REMEMBER WHEN YOU SEE THESE. In these rooms, bombs will ALWAYS be there for you to collect, basically giving you a free refill. If your bomb stock is below 4 in the early game and 6 later on, YOU WILL WANT TO REFILL, so memoize these rooms and use them! (NOTE: the rooms are different between Map 1 and Map 2.)


MY ROUTE:
If any of this seems confusing, please watch my video logs of me running this game. (That was linked earlier in the thread.)
Currently there aren't any crazy glitches to exploit

1) As soon as I collect the sword, I make a dash for Level 1, trying to get in before the Darknuts disappear from the overworld. Level 1 is a critical dungeon to clear as quickly as possible because in this run it's one of the longest and most linear ones, so death is probably it's most penalizing here. REMEMBER TO GRAB THE BOW.

2) Go to level 2 as soon as you finish collecting the rupees from the secret cave behind level 1. Hopefully you have 8 bombs already. Use bombs to get through some of the tougher enemies. There are multiple rooms where you can re-stock on bombs if you get far enough in. The boomerang is optional but probably too useful in early-game to skip - bats are annoying.

3) If you need more rupees to buy the blue candle, there is a second secret rupee cave behind the fairly waterfall near level one. BUY THE BLUE CANDLE FROM THE SHOP NEAR YOUR STARTING LOCATION and use it to burn the trees preventing access to levels 3 and 4. You may also want to collect more rupees from secret caves you can access by burning bushes. Whatever amount of rupees you have, go to the "Boy, This Is Really Expensive" shop and BUY THE BAIT. I also suggest you get the BLUE RING because level 4 can wreck you if you're damage-prone. After you finish shopping GET THE WHITE SWORD from the graveyard (since this is episode 4, the Lost Wood and the Desert Storm are disabled, making this easy to access.). then you can go to level 3.

4) At level 3, COLLECT THE RAFT so you can access level 4. The Magical Boomerang can be skipped. Try to take Manhandla down with a single bomb.

5) At level 4, use bomb shortcuts ASAP to collect keys. Collect the ocarina so you can defeat the boss. IT IS HIGHLY RECCOMENDED TO BUY THE BOMB BAG UPGRADE, even if not absolutely necessary, because levels 5 and 8 will hae 3-Dodongo rooms where having plenty of bombs is critical. BE CAREFUL fighting Digdogger. HE CAN WRECK YOU. Try to kill him with bombs.

6) Check your Zelda Time clock after level 4. If your run is good you'll be just a minute before the Red Ring/Magical Sword time event.  The Red Ring is close to Level 4's location, so head towards the armos, wake the one to the left up, and go inside the Red Ring room. Once it is available, GRAB THE RED RING. You should no longer fear death for the rest of the run. After that, immediately dash to the waterfall near the path to level 5 and GRAB THE MAGICAL SWORD.

7) Level 5 is also long and winding, so try not to take too long here. Watch out for the Bait room, the Blue Darknuts and the Three-Dodongo Room. Remember to GRAB THE STEPLADDER.

8) After level 5 is when you can finally REALLY stretch your routing strut and start take an unexpected path. GRAB THE POWER BRACELET AND GO TO LEVEL 8.

9) COLLECT THE SILVER ARROW AS SOON AS YOU ENTER LEVEL 8. Use bombs to skip huge chunks of the dungeon, but be sure to keep a good supply on hand for the three-dodongo room near the end. Try to collect extra keys if you can to make levels 7 and 6 quicker. Watch out for the Blue Manhandla and Blue Gohma Duo.

10) Go to Level 7. Take the most direct path to the Boss/Triforce and skip anything else. If possible, stock up on keys to make passing level 6 quicker.

11) After level 7, figure out the quickest way to level 5 and head there. My current route involves me using the teleport room just below the level 7/8 fork. Use the Ocarina to access level 5.

12) Hopefully you have enough keys that you don't need to burden yourself with the subbosses. You can skip the rod. Try to defeat Gohma the moment you enter his room by shooting an arrow as soon as you can.

13) In the current status of my run, I've been able to do this all and my Zelda Time would be at :43, giving me an etra two minutes before Ganon appears. Ganon will be right where you started and got the wooden sword from. Expect a fight similar to the NES one.

14) If you don't feel secure about whether your game is cleared after beating Ganon, use the episode skip one more time ot access the credits. Hey, there's my alias under Bugtesting! Cheesy

MAP 2 DIFFERENCES:
There actualy aren't that many worth noting for the run. Map 2 is generally EASIER than Map 1, because there's more balance in the pacing of the dungeons and more generous distribution of bomb items. All the strats are basically the same.
Just check the map layouts here:
http://bszelda.zeldalegends.net/bs1m2help.shtml

-----------------------------------------------------------------------------------------------------------------------------------------------------
Updating again. I got a map 2 run video. Map 2 is actually an easier run than Map 1 (Dungeons are shorter/have more shortcuts, keys and bomb restore points), but I screwed up quite a bit in this video so the timestamp is a bit longer (41:07)