After months of work, pain, excitement and a lot of desyncs, it is done.
Here's the first Sayonara Wild Hearts TAS.
This project was around for several months and I'm finally done with it. I'll be telling you more about it later today.

🌙 MOON POWER 6000
video game music and shitposting,
but never in that combination*
*(not a guarantee)

After months of work, pain, excitement and a lot of desyncs, it is done.
Here's the first Sayonara Wild Hearts TAS.
This project was around for several months and I'm finally done with it. I'll be telling you more about it later today.
Damn.
One question: there's a lot of places where it's clear that you're taking an intentional death+continue, which I presume is for score reasons? I was never all that good at this game (even though I adore it) so I'm not sure why that's the case. The obvious assumption is that fewer deaths = better score but it appears that's not true?
[edit] Oops, didn't see that this was already posted to tasvideos, where this is explained:
Right as we begin the level, we collect hearts and die. This sets up the already foreshadowed glitch called Dama Death. Dying resets our counters for all collectibles right away, but heart pickups do not increase the streak counter immediately. As such, dying while collecting hearts in a precise way can make the game give us the points (and therefore, increase the heart counter) after death. While the score is properly reset to what it was at the last checkpoint (0 in this case) once we respawn, the streak counter is not, so we can start the level with the counter already increased, adding a massive amount of points to the whole run (to be precise, dying as we collect m hearts in a level with n hearts total adds m*n points).
oh hell yes i'm watching this immediately and prepping to be incredibly mad about it