Mukki, you're the most hardcore person with the chutzpah to do MM any%, I'd be surprised to find someone *more* dedicated than you, adept at minimizing desynchs with a different style of TASing, and the patience with a desynch laden-game. Because OoT is more stable, there's a very up-to-date speedrun in the works (the 100% MM is *very* old) and has a larger fanbase/anticipation, I think it should be done first. (regardless, MM any% should be finished before 100% MM, just to see if it's even possible to complete with all the desynchs.)
when it comes down to MM 100% vs. OoT 100% (plus some other general notes concerning the both of them):
I predict them both to be average out to the same time, 6ish hours, give or take. this may vary; it could be the sub 7 goal of the OoT speedrun may be the limit, despite tool assistance. MM is very strange; there are drastically faster ways to play the game since the speedrun was made, and based on the 3:37 vs. 2:40ish ratio of any% MM to any% MM TAS, I expect the 100% MM to drop similarly way below an expected level.
This causes a tricky problem:
the run goes in 4 cycles. you can use songs to speed up time to accomodate for the faster pace of a TAS, but calculating when to speed up and manage time perfectly to match the events that you have to be present for will be beyond painstaking.
Similarly, revising the OoT 100% route to be suited for TAS is no walk in the park either. there are many conditional reasons for the segmented route, and being able to do some glitches/sequence breaks might throw off the order in which you'll end up doing things, and the route is best described as a web; take out one strand, and the thing falls apart, you have to build it from scratch. Many TASable shortcuts/route ideas will throw the rest of the route into chaos.
Interestingly, both runs have a solid route laid out; the bad part is that each needs would need a major overhaul.
Much of the time saved in either run will be from TAS precision/speed, so it's tricky to calculate how much time will be saved from a route change and how much time is saved by doing a boundary glitch. in MM, being able to do one temple 5+ minutes faster might throw off timed events. for OoT, you might be able to quickly beat one dungeon saving mucho time, warp somewhere, and use a boundary glitch, but then the speedrun's route, which was optimal in its case (months of research went into it) becomes null for the TAS. (those are just two random examples.)
Exploration: the OoT any% skips so much stuff, the 100% is like a pleasure cruise through the parts of the game that were missed. MM any% skips stuff but not as fervently as OoT. you still visit *most* of the places, and 100% is more about showcasing all the items and sidequests involved with masks.
Entertainment: which game is better? Probably not a good question to ask, but it seems pertinent.
I'd say OoT and MM any% are about on par with each other, in terms of amount of action, similarity of action (they're both N64 zelda games, but regardless) coolness in stuff that's skipped, and plain beating the game in an unprecedented time.
but the games differ slightly in their 100% goals. and which is better, running through Hyrule collecting heart pieces and skulltulas, or roaming around Termina trying to solve mini quests?
I'm going to make a quick synopsis of what I think the OoT 100% will look like, based on watching the segments and from what a TAS can offer from the any%. I have not fully watched the MM 100%, (I assume similarly the MM any% TAS quality will be inserted) but I am less familiar with how entertaining that 100% speedrun is, so if someone wants to fill in what that one was like.
OoT is going around collecting hearts and spiders, but in doing so every square inch of Hyrule has to be explored. it was a bummer that most of the game was skipped in any%, so it's a bonus to see the entire game. the good news is that these other sections of the game are *mostly* broken about as badly as the places the any% went to. pretty much every location has glitches, techniques, or new findings that make them completable in a fast, entertaining manner. while there's the drudginess of having to go on a nice fetch quest and walk all over the place, the new techniques discovered lead to some new warps, some clever pre existing warps, and new methods of travel (superslide) that make running around in Hyrule not as much of a bore.
Also, is the process of attaining said spiders and hearts. with the new glitches/techniques discovered, shortcuts have been found in the attaining of these. that, plus clever use of the hookshot/boomerang can be used to very quickly nab these and leave in a hurry. I really do not expect the general pace of the run to stop/slow down at any point. (I'm reminded of the All Souls AoS run in a way.)
All 5 temples will be done, all dungeons will be completed (all in fast manner of course) and the whole game will be given the TAS treatment. it is also a very good opportunity to show how the entire game is broken, not just the any% route. There are a myriad of many documented tricks and glitches in other parts of the game that will be able to see the light of day in this run.
I really hope that in the future we will have 4 published zelda runs, but with the discrepencies of a new discovery for the OoT any% (even if this new trick doesn't work, the any% was nearing completion, despite a hiatus from the author.), the steady progress of the MM any%, the unproven potential of MM 100% (plus the fact that MM desynchs like a mofo), I believe that the OoT 100% should be given focus.
that was a lot to digest, I might've missed something or could elaborate on something more, if you want to give your opinions on any of this (particularly info about the MM 100% speedrun) feel free.
is anybody interested in starting to piece together an OoT 100% TAS route?