This is a TAS of the n64 classic "The Legend of Zelda - Ocarina of Time". It is the first run (that I know of) that is under 2 hours and the first run that uses the "Reverse Bottle Adventure Glitch" which is what made this time possible. Using this glitch you can instantly update something in your inventory or quest item sub-screen.
Aims for fastest time
Uses death as shortcut
Takes damage to save time
Abuses programming errors in the game
No predefined saves
Genre: Action
Genre: Adventure
This is my first submission if I left something out of these comments let me know.
Bisqwit: Congratulations on your first TAS movie. I believe you gained a lot
of experience in the making of it. However, as many audience members have pointed
out, this movie is lacking in a few aspects we keep important. Compared to the
published movie, it does not do as good job following the guidelines,
such as "never wait for anything unless absolutely necessary", even though
it completes the game faster due to new techniques.
As you already have realized yourself, part of it is because you
did not use frame advance in the making of this movie.
As such, because this movie does not really represent well the quality we uphold
on this site, and because the votes cast on this submission are not significantly
in favor of publishing it, I am rejecting this submission.
I wish you good luck for your next TAS work, but I recommend you
gather experience from some less demanding TAS project first.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
You have both the deku stick and the slingshot out on C buttons. Press the c button for the deku stick and backwalk when holding it out. after 18 frames, press the c button for the slingshot, and keep backwalking. after 6 frames, press the c button for the deku stick again. Keep going back and forth.
I forget exactly if it's 18/6 frames of wait (I think it is) but basically what you're doing is on the first possible frame pulling out the other item, so that you're in a constant state of pulling out the items. You'll know you did it right if one frame later after you pressed one of the buttons the owl text appears.
In the .m64 that Guano/me had, I did the owl skip part.... I think I should link it so that there is a good sense of how to do that trick, and also what the bar if optimization is (barring in mind we know of exactly one spot in the deku tree that could be improved, which is to roll past one of the skulltulas instead of jumpslashing.)
here ya go
Now, onto the run. I haven't found the time to watch it yet, so I will not be voting, but here's what I've surmised from what I've read.
40 minutes saved is coolio, non-precision not so much.
I would probably vote meh if I had watched the entire thing. I was higly entertained from the very first one, having not known what 100% OoT precision looked like; the game was being pwn-snaked in my virgin eyes. If this was the first submission for the game, I'd probably cream my pants as much as I did the published one last summer.
However, being one of the peeps that was TASing this game, I know so much better about the standards of what is optimal in this game and what viewers want to see technical wise. I would probably wince every now and then if I watched it, despite liking the game very much and having the patience to watch many runs of it over and over and going through the cutscenes. (I had to to make synch checks.)
I don't think this should be published. I applaud the final product, but a better one is in the works and while the first one was published partly because it was in demand, now the demand is for a tightly optimized run.
If I had more time I could address a lot of the other issues that have been brought up in this thread (a lot I want to address but poo-poo for business), but for now, I would most likely vote meh and this should not be published.
I thought it was a good run, had it's flaws but they're easily ignorable. I understand your intentions were to not submit this run because of how it appears to be unoptimized but it's good that you did anyway, gives us something to look at, talk about, etc.
Albeit, it destroys the currently published run's time, I don't know if it should be published. It has a similar quality but a difference in mistakes. While Guano's mistakes were relatively subtle, at first (they're much less subtle now), yours are very noticeable but again you didn't intend on submitting this run, already knowing how sub-par it is, so I understand.
I don't know what else to say besides I voted Meh for the general reasons stated in this post and that I hope you don't give up TASing, it's always fun to see newcomers and how they adapt to make a good run.
The fact that the "Bad Reasons to Publish" page is being linked to as a response to other's opinions of a movie is getting old quickly. There are more valid reasons to be in favor of publishing a movie than your own.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Well. I know nothing about OoT...
What ever movie looks better should stay there. This site has come a long way for optimization, why would we publish a less-optimized run. Why do people always see "faster faster faster" when they think of a TAS.
If this one is not optimized, I would rather wait for a more optimized version to be submitted.
Well I just sat through the whole thing without knowing too much about OoT.
To my untrained eyes things werent as offensive as everyone made it seem, but I kinda agree that the gameplay resembled high-quality human play as opposed to a TAS.
Also I would like the writeup to explain more about the tricks used as the route seems much different from the last one. I did consult the tricks page but it was kinda light on the subject of the bottles.
Anyway I think I'll vote a solid "meh".
This signature is much better than its previous version.
To my untrained eyes things werent as offensive as everyone made it seem, but I kinda agree that the gameplay resembled high-quality human play as opposed to a TAS.
To me, some sloppiness in this movie were glaringly obvious.
Such as standing for a second doing nothing except changing camera angles, slow reactions.
I'm not expert at OoT but I do have experience on TASes :P
An example I can remember right away is a fence near the beginning. He jumps over one or two successfully, but then he climbs across one and switches the camera angle, and Link is just standing there for a moment doing nothing. I compared with the published movie, and it really is worse.
An example I can remember right away is a fence near the beginning. He jumps over one or two successfully, but then he climbs across one and switches the camera angle, and Link is just standing there for a moment doing nothing. I compared with the published movie, and it really is worse.
I see that and for some reason I thought he might have a reason to have jumped from the fence to the hole.... did he collect a ruppee in the air?
bahh... I still maintain this isn't quite as bad as people make it sound but I doubt it is publishable.
This signature is much better than its previous version.
It doesn't "fix" OoT per se. It makes N64 TASing easier and more precise, but the synchability cannot be fixed with that plugin.
Yes^^"
Uhm... btw. someone told me I should use the rice video plugin for the Majoras Mask run... I did use it.. and it doesn't desynch where it does before...
But now a short time after... (after he talks with this dancing scarecrow...
He hangs on the wall^^")
both OoT runs also desynch... I tried nearly everything...
But without any success... Do i have to change some settings?
Or what? I use that plugins that are used by the person who recorded the movie... AH >_< I want to watch them o.o
Got this to work before, but now it keeps desynching around frame 117,000 in Dodongo's cavern. Link goes into the room beside the groundjump room and pushes one of the fish things into a wall, and then he runs around and rolls into the scenery.
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My username is all lower-case letters. Please get it right :(
Got this to work before, but now it keeps desynching around frame 117,000 in Dodongo's cavern. Link goes into the room beside the groundjump room and pushes one of the fish things into a wall, and then he runs around and rolls into the scenery.
Argh. I can't get this to play. I tried different mupen versions with various plugins but it always desynchs. If someone has this working it would be cool if you could upload your mupen folder with the right plugins and settings.
I'm bumping this topic as a reminder that a RBA TAS already exists, so people can watch this one in case they dont understand anything about the principle.