The game world is paused whenever Link pulls an item from a chest, but because his animation does not loop perfectly, because of a missing frame, he slowly slides across the ground and even through walls.
One of the minimum % speedrun abuses this by looping the animation for many hours in order to glitch through a wall, and not collect a progression item, which would count towards the collection percentages.
In the original (and maybe also DX) release of Link's Awakening, the game uses a top-down view with the world split up into tiles. Walking of the left side of a screen makes you end up on the right side of the next screen over.
What you could do is pause at the right frame on the screen transition, and you would end up on the new screen but link's position would not change. So you walk off the left side of a screen and end up on the left side of the new screen. Lots of fun to be had with skipping important stuff with that.