Regarding the full item list, I'd be more curious about Midge Mallet. I don't know much about the game code, but it may be the case that the chest disappears simply because opening it caused a flag to be set, regardless of whether or not you obtain the rope. [Another thing to test - have one character start opening the chest, have another character leave the room?] Since you get Midge Mallet in a different way, it may have different effects.
There's a M.Potion 10 in Tower 3F, Tower 6F, and Cave B6. Not sure how far out of the way all of those are for you, but I'd bet the best solution is just grabbing as much as you can and tanking with it.
Also possible is refraining from using any on the run up, instead finding a place to hide and rest - but I don't think you use enough right now that you would have enough when reaching Ninja otherwise.
Never.
We'll all be sitting in our Brainjars in 700 years, cursing that we never produced enough Wii consoles to meet demand 700 years in the future, where mankind hangs in the balance of the ability to beat Skyward Sword faster than the Andromedan peoples.
There were some new infinites I hadn't seen, though I wish there were a few more fun glitches to see (for instance, Venom's super web throw can freeze the game under certain conditions).
Still voting yes.
I'm curious whether any of the Koei SNES games are viable for TAS. I know a few like Genghis Khan 2 and Aerobiz don't work so well, but something like Uncharted Waters 2 might have potential with a few of the scenarios, although a few others not so much. Perhaps not the most high profile of games, but really quite an enjoyable one. I do see there's a WIP of Brandish, so that may pop up in time.
Inindo seems certainly suitable given:
-SNES RPG runs can be 3-4+ hours already
-Holding R button makes you dash faster than any DQ-style RPG I've ever seen
But I'm not sure there's enough sequence breaking to be viable, and to my knowledge the bosses ramp up in difficulty so much at the end you'd need to spend an unfortunate amount of time levelling. (I think Dizzy only gets you so far, even against the final boss.)
to me, the best screenshot would be the obscene damage done to any boss by a Tsu shot. That'll get somebody who's played the game very interested in the TAS at a first glance.
Bobo: See the encounter algorithm. There are certain tiles that can't produce encounters that still influence the step counter, such as in town, or the port tiles. Extra steps are taken to influence the counter before heading into dangerous territory.
There were some battle scenes where it really looked like there was some time wasted. I think those could be much better optimized, but I have no proof of that.