This game was brought to my attention a few days ago, and I think it could make an entertaining TAS.
An example for a single level:
http://www.youtube.com/watch?v=pWl1UOlQh9c
After a group of 5 levels you get a "remix" stage at the end, combining all the games into one with new music:
http://youtube.com/watch?v=6wYmV_JdTUc
It seems easy enough to make a TAS for, since getting perfect timing is pretty straightforward, no need for route planning or anything like in other games. At the end, it would basically be more of a demonstration video, but there enough variety in the games and music (8 sets of 5, plus the mixes) to stay entertaining. There are also some drumming minigames that might be worth adding to the run too, but not necessary.
This run desynched for me in the bonus room with the token in the chests.
In any case, please take the small amount of time in the opening menu to pick stereo sound.
This seems like an acceptable fix. I used avisynth before to put the disclaimer imformation on the Ristar video, so having a solution this way is quite handy.
This I won't be doing though, because OoT uses 60fps for more than just the parts you mentioned. For example, I believe all the fadeouts to white and other full screen effects still run at 60.
Since I'm going to be out for a while, I'm going to set up a capture of all the progress so far, from the very beginning, this time with the initial size at 640x480. Hopefully that should put any shearing effects from the aliasing to rest.
edit: wasn't out as long as i expected, and the capture was going pretty slow, so i'll probably do it over a series of nights, and splice together each section.
Thread resurrection!
Really, you guys should give this a second chance. Once you get used to it, it's an amazing game. Nothing quite like ripping an opponents arm off and beating them with their own severed limb.
I'm not going to make a new avi until Twinrova is beaten. Since this desynched for me too, you'll have to wait a bit. It failed after quick spinning a switch, after which Link stunningly rolled into a wall.
I too was wondering about the lack of ground jumps to the blocks there. I figured it was just a bomb rationing thing though.
Anyway, here a torrent of the newest section: http://nrg.gotdns.com/etc/forest.avi.torrent
(edit: this starts from the appearance in the graveyard, like the provided savestate. the chatter from the chamber of sages after beating the shadow temple is not included, but that's boring anyway. contrary to the previous video, the heart container wasn't taken.)
Yeah, that's the video I made, running off my personal tracker. Sorry if the speed's a bit slow, since SOME people aren't staying connected once they're done.
Yep, that's how far I managed, though jumping off the goomba to cross the pit in 8-1 was pretty tough too.
Now, Mario 3, you're in for a lot of trouble there if you don't use B. No items, no warps, no fireballs or flying or anything fun. Most importantly, you can't grab shells or tailwhip, so there'd be no way past the pyramid in world 2.
If you get the sword powerup, you can do 3 damage per hit on bosses with jump attacks when you're at 1 health. Probably worth considering for those bosses with larger health bars, if the time saved counters the hitstun and the sword collection.
Seeing this made me wonder if it's possible to increase the sliding speed by dropping a second bomb with frame accuracy during a slide. I can understand a lot of reasons why it wouldn't, like the roll being a requirement every time instead of just the first, but worth messing with anyway.
The way I would do it, I'd capture uncompressed AVI of the part I want, and that way Jasc Animation Shop can load the avi file directly. I've had issue using some with different codecs but uncompressed always works.
Apart from speed stuff, I liked all the aesthetic choices you made; the things that don't affect the overall gametime. The rainbow dashes in King 2 stood out to me, since you showed restraint to only do it in that one stage. I'm glad you did, because though it looks cool, it would probably get old if you did it in every level. It's definitely better looking than some 30fps wobbling, at least.
I noticed you didn't purchase a spike protector to use for CD collection in the stage with a spike floor near the roof; the part where you need two lightning jumps to get past. I don't remember if you still take damage with a protector or not, but it would have helped you save some time if you had bought one.
I'll understand if you opted not to get it because of your no-damage rule though, even if you wouldn't actually lose health from it.