• If you are watching the .m64 file, make sure you have these settings on with Mupen64 v.0.5.0:
Video Plugin: Jabo's Direct3D8 1.6 Input Plugin: N-Rage`s Direct-Input8 1.60 Sound Plugin: Jabo's DirectSound 1.6 RSP: RSP emulation Plugin and make sure RAW DATA is checked under ->Options-->Input
Quite a journey to make an N64 game. First of all, this would have never been completed without the help from everyone on the message board and in IRC. More of a thank you to MWL for providing a walkthough, via webpage located: http://mwlin.freehostia.com/wiki/index.php?title=TAS/Speed. Thank you to AKA, Acryte, YautjaElder, and everyone on SDA forum and NESVideos forum for much of needed help.
  • Takes damage to save time
  • Uses death as a shortcut
  • Ignores minor obstacles
  • Completes game as fast as possible
  • Abuses programming errors
A short description on what went on: OH NO! Dreams of soon-to-be Deja Vu & The Great Deku Tree is in need of help!
Kokiri Forest - Fastest route in getting rupees so far. No more diagonal walking unless needed in certain areas for a small distance.
Inside the Deku Tree - Ahh, the 1st dungeon. In the room with the Skullita and web on the ground, there is a new method there which will take off 4 minutes or so in the next run. I got lucky in the Pre-boss room.
To skip a lot of backtracking, there is a part where Link grabs a chicken and jumpslashes over the Guerdo fence to go to the Spirit Temple.
Haunted Wasteland - There is a poe that navigates you through the desert, but with brilliant skill, Link surpases that.
Spirit Temple - What a fun 1/2 of a dungeon where Iron Knuckle meets his doom for the 1st time! Also, there is a way to get the Mirror Shield early, maybe it will get used in a future run.
  • Had just enough of a heart remaining to die upon impact for a death/warp
Fishing Pond - Swimmin into the middle of the pond after catching the biggest fish and holding Z & R while swimming to the owner will give you the Golden Scale, needed to dive deep and get the bottle. There is a way to skip King Zora now without the bottle, maybe it will get used later on.
Hyrule Castle - The 1st of 2 seamwalks. Seamwalks are tough when you start out, but practice makes it easier. The sidehopping past the guards was fun because they just look to lazy to say anything to you.
Zora's Fountain - There was said to be a way to roll into Jabu-Jabu's mouth at the perfect pixel angle, but after many attempts, I gave up and did the next easiest thing, which is jumpslash on him to enter.
Inside Lord Jabu-Jabu's Belly - Fun dungeon with a stabbing bomb boost for the Mini-boss skip.
Dodongo's Cavern - 85% of this dungeon was skipped due to the bombchu's lighting the eyes. No one could prove if it was possible to light both eyes with 1.
Death Mountain Trail - The 2nd and last seamwalk to get to the Great Fairy Fountain and jumpslash through the mountain side to enter since I had no bombchu's.
Market - At the Market, I went bombchu bowling for the bomb bag upgrade to carry 30 bombs. Even though I didnt get the bombs, when I become an adult, they are automatically filled!
Temple of Time - OH NO! Ganon, The King of Evil, has followed me into the Temple of Time!
Graveyard - The dead Graveyard keep is wanting to race me in his grave! He likes my style so he gives me the Hookshot! Back in the Graveyard, the Poe boost was never accomplished after thousands of tries. So a new method was discovered!
Shadow Temple - The funnest watching Temple of them all! This is where I pick up the hover boots because they are needed for the other Temple's (Forest and Spirit). Bongo Bongo met his final beat.
Lost Woods - Since Mido did not get any taller, I might as well just backflip over him!
Sacred Forest Meadow - To skip most of the annoying enemies in this area, I used a "stored ground jump" to get to the top of the ledge and hover my way on down.
Forest Temple - Only thing needed out of here is the Fairy Bow. Once I got that, I played the Requiem of Spirit and went to the Spirit Temple to finish the 2nd and final Temple.
Spirit Temple - Some obstacles were in my way because I did not have the Longshot, but just a few seconds were lost in climbing and such. The witches could have been beaten a little faster but I could not position them so they would not move, got frustrated and gave up! However, I did stab Twinrova to death.
Inside Ganon's Castle - ALL SAGES UNITE! The most desynching part of the game is here in the Castle. Redo, after redo was put into this, but finally got it done!
  • Going down the tower, I only needed to keep Zelda moving to where she needed to go
On Ganon, there is a place behind his foot where if you stay and don't move, he'll just glide you around like a merry-go-round.
Final blow on Ganon is at frame 539871, 2 Hours 29.8Minutes. End of movie is at frame 552279, 2 Hours 33.4 Minutes.
Enjoy the video!

adelikat: Accepting. Good luck publishers.


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Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Of course he did not change which ROM he was using partway through the movie.
Skilled player (1100)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Haha, i phrased that badly. I meant if he realised that a certain rom was so bad that it was worth starting from scratch to find a more reliable one.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Different versions of the ROM usually don't change whether the game records without desync. Not enough differences between them to do that.
Joined: 1/23/2006
Posts: 31
Hey, Listen! (lol - sorry... I love that pic) I can't believe I just read 17 pages of this. I also can't believe I haven't been back here for months - but it's finished! I remember reading the tons of pages on the WIP way back then... Congrats for not losing patience (or sanity) and completing it! Still waiting on the download, but just wanted to point something out to the backwalking/item equipping discussion somewhere back around page 10. It's probably been brought up in IRC or on IM's before, but couldn't you make a really simple AutoIt script (once you had the timing down) to accomplish that? I do understand that super gliding probably makes the point moot, but I never really realized that it wouldn't really be *that* hard to write an input script like that and just run it, have it pick up off of frame advance so you wouldn't waste a frame. You could easily cut it off too when it got to the point you needed it to. I'd write a proof of concept but out of all the files/tools needed to try, the only one I've got at the moment is AutoIt. Anyway, great job again and I can't wait to watch it after work tomarrow. =) Better drama between these two threads then most reality TV shows too, btw.
Joined: 8/2/2004
Posts: 98
Banarak wrote:
Hey, Listen! (lol - sorry... I love that pic) I can't believe I just read 17 pages of this. I also can't believe I haven't been back here for months - but it's finished! I remember reading the tons of pages on the WIP way back then... Congrats for not losing patience (or sanity) and completing it! Still waiting on the download, but just wanted to point something out to the backwalking/item equipping discussion somewhere back around page 10. It's probably been brought up in IRC or on IM's before, but couldn't you make a really simple AutoIt script (once you had the timing down) to accomplish that? I do understand that super gliding probably makes the point moot, but I never really realized that it wouldn't really be *that* hard to write an input script like that and just run it, have it pick up off of frame advance so you wouldn't waste a frame. You could easily cut it off too when it got to the point you needed it to. I'd write a proof of concept but out of all the files/tools needed to try, the only one I've got at the moment is AutoIt. Anyway, great job again and I can't wait to watch it after work tomarrow. =) Better drama between these two threads then most reality TV shows too, btw.
GB is working on a new version.. He's at the spirit temple and is more than 4 minutes ahead.
-Oz. If practice makes perfect, but nobody's perfect, why practice?
Joined: 2/3/2006
Posts: 69
Ahahahaha, loving this commentary. Ocarina of Time is treated with such wide-eyed reverence that it's refreshing to hear what's basically an MST3K treatment from JXQ. You are a hero, sir. ;)
Skilled player (1100)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
I did think that the commentary was an interesting concept. Perhaps more for other long movies...
Joined: 5/9/2005
Posts: 752
Agreed. There have been three runs that I have watched that have contained commentry, this, a Devil My Cry run, and a Metroid prime 2 run. They turned the runs from decent viewing into runs that are amongst my favorite.
JXQ
Experienced player (762)
Joined: 5/6/2005
Posts: 3132
Thanks guys! There's a torrent to the avi with commentary included, if you are interested, that way you don't have to worry about them going out of sync.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
SXL
Joined: 2/7/2005
Posts: 571
it does not seem to be seeded anymore since a while. I'm the only client connected, so I'll drop from it.
I never sleep, 'cause sleep is the cousin of death - NAS
JXQ
Experienced player (762)
Joined: 5/6/2005
Posts: 3132
I'm seeding it currently, and it shows someone connected but it's transferring at 0 Kb. Cardboard has also been seeding, so I dunno.. :\
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Skilled player (1100)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Another good reason for commentary is that it could also be used to explain some of the finer points of the run. For example, JXQ should make one for his Super Metroid 100% using it to entertain (I'm not insinuating that this movie is at all boring, in fact it is my favourite TAS) and also to explain tricks and glitches and why he did what he did in certain places.
Joined: 5/9/2005
Posts: 752
That would actually be great, and not only for the evil laugh he would do at the end as he happily lets the fuzzy little animals boil to death into a chicken and acid soup. With comments like "The rules of Samus's movement had to be re-learned each time I got an item that changed something about her movement." suggests there would be a lot to talk about. Not that I want to delay any Sonic runs that may be in progress of course...
Tub
Joined: 6/25/2005
Posts: 1377
Zelda is a slow-paced game, not just because of the long backwalks and cutscenes. The commentary really helped getting through those parts, and added tons of entertainment to the unentertaining situations. Now, Super Metroid is fast-paced, and with the amount of subtle tricks JXQ added, it never got boring for me. I don't need added entertainment. I don't need additional information either, the submission text + SM Tricks page left little to ask. While I'd definetly appreciate more JXQ-style-madness in audio format, I guess it'd better suit a different run.
m00
Skilled player (1100)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Mukki wrote:
I'm not insinuating that this movie is at all boring, in fact it is my favourite TAS
^^^ I agree but commentary would add an extra dimension to any run, fast or slow.
JXQ
Experienced player (762)
Joined: 5/6/2005
Posts: 3132
It all depends on the point you want to get across. A commentary on a more serious game that is better suited for a TAS would probably not have as much time available to make fun of the game, and would be better spent explaining things or telling stories about parts that were especially difficult or rewarding during the making of the run. Personally I think that kind of commentary would be difficult to make interesting.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Skilled player (1100)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Point taken. Then again I'm probably just thinking of what I would like to hear whilst watching the run. For example, I would be fascinated if whilst watching the run the author was taking me through it: "This was the most difficult part..."; "2000 rerecords here..."; "Perhaps I could improve here next time..."; "This is the glitch I was talking about..." etc. However, that's just me talking.
Joined: 2/3/2006
Posts: 69
It's almost more interesting to hear someone who doesn't know the game in and out be surprised at the same spots you are, and conjecture on how certain sequence breaks were done or damage was avoided. Also, the MST3K effect of poking fun at games that weren't designed with speedruns in mind, which was my favorite part about this. Listening to the author talk about specific glitches and route planning on a TAS wouldn't be as easy or as fun to listen to in my mind; the comments allow them to write as much as they want about any specific point without having to say, "okay, this part riiiiiight....HERE, that millisecond jump" and then explain it for two minutes. YMMV of course, that's just where I'm coming from. I think commentaries might actually be more fun for traditional speedruns, because then there was an actual play session the author could talk about, specifically mistakes, close calls, distractions that happened during the session, I think it'd just in general be more interesting to hear about. Expanding on the MST3K idea: Imagine a site that had people run games with the cutscenes left in, and other people would go in later and give the game itself the full MST treatment. It'd be a game demo site, just geared toward showing off as many of the neat things you can do in a game rather than solely aiming for the fastest time. Imagine the riffing a game like Metal Gear Solid 2 would bring upon itself.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I cannot possibly imagine how to create an interesting voice track for the Rockman TAS, being an unfunny person and all. All the good stuff goes so fast past that you can't explain it well... it would need to be explained together with a slow-motion video. And that would more be like a "making of" video then.
JXQ
Experienced player (762)
Joined: 5/6/2005
Posts: 3132
"Making of" just brings MTV-like images into my head. We'd have crazy clips with cameras ever-moving and hip-hop playing, spliced with images of women dancing and groups of people watching the video and going "WHOAAAA!!!!" and giving each other dap whilst listening to their ipods and answering their flashy-looking but cheaply made cell phones. It'd be grand fun :) Actually, Bisqwit made a large picture for one of the levels (Cutman I think?) that did an excellent job of explaining the "route" (term used loosely, especially for that level, heh).
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Player (206)
Joined: 5/29/2004
Posts: 5712
Aaron Haynes wrote:
Expanding on the MST3K idea: Imagine a site that had people run games with the cutscenes left in, and other people would go in later and give the game itself the full MST treatment.
Just reading the cutscenes is funny enough! http://www.somethingawful.com/index.php?a=2713
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
what if professional comedians commentated?
Homepage ☣ Retired
mwl
Joined: 3/22/2006
Posts: 636
Can we please change the image to this one? No offense, but honestly, the treasure chest sucks. It shows nothing that is amusing or out of the ordinary. For those who don't know, the Golden Scale is normally obtained as an adult only. I've thought about using a couple of the other images on this page (just about the only publicity the run managed to get...*sigh*), but thought they may spoil a bit too much.
Former player
Joined: 6/15/2005
Posts: 1711
You know what else sucks (no offense)?
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Fabian wrote:
You know what else sucks (no offense)?
Condescension?
hi nitrodon streamline: cyn-chine
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