Posts for Rising_Tempest

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Experienced Forum User, Published Author, Player (166)
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I fixed the Surface. Sorry I did not do this earlier, I just hate doing shit over. I've already started some work on Bunker, but feel free to add any ideas for the level I may not have had. I'm already going to try to have Boris run into the mainframe room, and the recently discovered Boris-Shot (saves about half a second in making him start the computer decrypting earlier).
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YES! This is truely an example of what this site is about! Give this thing a star!
Experienced Forum User, Published Author, Player (166)
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Alongside!? This is the best speed tas ever! It should obsolete the previous mario world runs. No, every run on the site!!!!!!!!!!!!!!!!!!!!
Experienced Forum User, Published Author, Player (166)
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The run skips the cutscenes, and those are what I found more appealing about this game :/ The actual gameplay looks allright. A lot of the vertical jumping segments didn't look completely optimzed to me, but I don't know enough about the games mechanics to say for sure. Meh vote from me.
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Rising Tempest wrote:
I'd already though of getting guards to open locked doors on this level a la Aztec, but the problem is that there's two of them that need the same key to be opened (Large Key).
Already taken care of but thanks anyway. I will be up all night with nothing to do, so I will redo what needs to be done of this level. I will use the shooting of locks from further away- it won't save much time but I had a pretty low decimal 1:48 (judging by the frame counter anyway). This and squeezing out another boost or two will probably lower the mission time to 1:47. I also noticed the "fog of war" takes up a certain height of the level's atmosphere, I will try not to look above this except when necessary. This should make a nice compromise for the "messy sky/I hate lookdown" arguement. Also, someone mentioned if I used lookdown the whole level, it would be faster (Wouter I believe?). Anyway time to clear up the myth once and for all- lookdown does not save time on this game. While it does reduce lag, in this game lag is only FPS related- meaning the animation slows down, but not the gameplay. While lookdown is certainly a good idea for console speedrunning- less FPS lag is more tight control- in a TAS it isn't as important as I don't have to worry about human imperfections like reflexes. Of course, extreme cases of lag will be avoided wherever possible, so the movie doesn't become irritating to watch.
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I own some computer company or something: www.risingtempest.com
Experienced Forum User, Published Author, Player (166)
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The Surface. Completes the level in 1:48, skipping the grenade launcher. To lure the guard out of the GL hut, I need to hit one of the guards inside, or break a window and fire a shot through it. Because I would've had to wait too long to line up a shot through the window at a guard, I did the alternate way. Saved a few frames on a couple doors with some "unorthodox" warping. Six boosts throughout the level. As I didn't have the grenade launcher, I shot the locks off. This looks neat, but the rest of the level is kinda boring. I have the very distinct feeling that I forgot something very obvious for this level though. So,,, I will wait a couple days before starting the bunker for some feedback. EDIT: Youtube video for the lazy: http://www.youtube.com/watch?v=Fh4pTgEiERo . Might need to wait a couple minutes for it to be viewable. EDIT 2: The file desyncs when played from the very start. I have half the level to redo, but in the meantime take a look at the working youtube avi and see if you can spot anything I did wrong before I go make the same mistakes again. Also, if the messed up sky is pissing some of you off, I could use lookdown for most of the stage (but that would piss off other people too). I'll wait until later tonight before redoing stuff.
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NINJAS!?!?!?
Experienced Forum User, Published Author, Player (166)
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I'd already though of getting guards to open locked doors on this level a la Aztec, but the problem is that there's two of them that need the same key to be opened (Large Key). I got the door to the safe key hut open after a couple hours of screwing around this afternoon- but I can't see the same trick working for the other hut. Whatever the case, this door is -MUCH- harder to get opened than the Aztec one. I thought of setting the alarm off via the far camera and see if guards would come out of the safe hut. They don't. The guards are very slow to get to the door of the safe-key hut anyway, so having to go out of the way at all to get the second locked door open would cost too much time for this to be an actual time-saver. Luring the guard out of the GL hut is possible, and will save a few seconds as I'll be skipping the GL as well. Only problem, is because of the sloped terrain near this hut I have to be fairly close to put shots through the window. Thusly, he'll stop shortly after leaving the hut instead of running towards me (of course, I can manipulate him to do the "charging attack" animation). Another idea I've had was to use one of the sniper towers to be able to put bullets through that window from further away- though I'd lose about a second to do so. But, the guard won't see me as soon as he leaves the hut and will run towards my position a bunch, and this would likely save more time than it takes to climb the tower and fire a couple shots. Or, if I go behind the "explosive" hut, I think I can see the GL hut sooner, this may be another way to get him to run towards me when leaving the hut, and won't lose time from climbing a tower. I'll have to make some noise to attract guards for boosts though. I'll probably take today and tomorrow to gather more information about any possible time savers I can think of before starting the level.
Experienced Forum User, Published Author, Player (166)
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Me being yellow and offensive:
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
*Bench Presses Swingset* I uploaded an avi of the Runway (as well as both previous levels and the silo from my old run, as it's the only particularly good level) to Youtube: http://www.youtube.com/watch?v=y69RbqpwU9Q It wont be available for some hours according to Youtube though, but it's still there.
Experienced Forum User, Published Author, Player (166)
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Runway is officially done. This is probably the lowest time possible.
Spider-Waffle wrote:
There's one GE full game single segment speedrun, where Wouter skips through menus as fast as he can because he's trying to get the overall fastest time of beating the game. there is no PD single segment of the entire game yet (I want that to change...)
Now that I see this run is going for real time but has already wasted 20 seconds, I’m not that interested anymore and I find it hard to support the goal of real time anymore.
In game time takes priority, but I try to be as fast as possible with real time too. I already explained both why the pause out at Dam was neccessary for in game time, and why switching to 2.3 on the current movie file is not possible.
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Also, I am a little against the quitting of the first mission, because that also has the objective to change the controls correct? I know it's easier to TAS with the "C-buttons move me" style, but it is time wasted and with tools, you should be expected to create the same amount of precision no matter which controls you use, since you're playing the game frame by frame. (especially with the TAS input plugin, you shouldn't need to change the controls.) but that's in the past, and I guess if it's easier for you, then the end product will come sooner. and who will want to obsolete an entire difficult run just to improve 7 seconds on a change of controls? I started this second run before Nitsuja released that TAS input plugin (in which it is possible to set the axis' of the control stick seperately). I DID originally plan to wait until I had to pause for the decoder to change, but with the limited input plugin at the time, I would have had to slowdown to kill the first few guards and to accurately shoot the alarm. Even though I could start over and avoid those 7-8 seconds of control switching with the newer plugins, I don't want to think of what doing the first two levels over again would do to my morale on finishing this run. I;ve already done them so many times,,, (the dam to get used to TASing the game, and the facility because of Doak). I wouldn't be able to save more than a few frames over what I've done already on both levels. And, my idea to shoot the grenades wont work as well as I'd hoped,,, they're just too tiny (and don't even appear on the screen once I've moved so far away). I even managed to get a grenade stuck inside the 3rd gun, but still wasn't able to hit it despite several hours of trying. Though, shooting a grenade thrown at the missile battery isn't a problem, and will facilitate my getting 36. I still MIGHT be able to squeeze a high decimal 35 out of it, but I will have to perfect up to the 3rd gun, and throw the last grenade from further away. So, give me a few days to try and perfect the runway. When I get to surface, I'll aim for a 1:47 or 1:48. My 1:50 from the test run had pretty much optimal lines, but no good boosts. Going in front of the first hut will be a slower line to the grenade launcher and key, but I'll alert more guards and will get boosts on the way there to make up for, and surpass the time lost. And I'll try making some noise in other parts of the level to attract more guards. (I might as well keep planning ahead while I'm at it, for reference and morale...) Bunker I will try for 1:03. If I can get Boris to run right into the mainframe room this should be feasable. Lower would be possible with 2.3 control style, but enabling a second controller on this movie file causes it to desync. I can't improve the running part of this level much from what I had before, my lower time will depend heavily on Boris manipulation. For Silo, I set the bar pretty high in my test run. I'll be satisfied to tie my 1:18, but I might be able to cut a second or two with a better door for the second fuel room. This would be done by cutting the cinema earlier (thus catching the first fuel room when the guard enters, rather than exits), and might put the patrolling guard closer to the second fuel room door when I get up there. I'll try to match the style and entertainment from the previous run too. I'll settle for WR or better on Frigate. The hostages clearly love men, and I don't see why I should spend months manipulating them to complete the 0:57 I was able to fail. Not entirely sure of what time I should predict for Surface 2, but it will be well below the current WR. I plan on strafing towards the left at first, getting the far cameras as soon as I can, then going and getting the key from the hut and finishing the level as normal, as the key and satellite building are on the opposite side of the map. A ridiculous mine throw and killer door warp will top everything off. Bunker 2 will be an interesting level as it's more freeroaming than "run to the end of the level". Under 50 is possible, I'll be aiming for that, and probably study Miika's TAS of the level for ideas. While Statue will likely be a boring level, I'll be beating the WR by several seconds. Frame perfect Valentin strafing and the earliest possible Trev shot alone will save 3-4 seconds from the elite's best time. Some good boosting and optimal strafing might get me another couple seconds. I don't think 2:14 or 2:15 to be unreasonable here. I don't think I'll be able to beat the WR on Archives. Tying it won't be a problem, but so much of the level is Miskin's dialogue that frame-perfecting the rest of it might not get me a second ahead of the 0:55 WR. I'll beat the WR on Streets from optimal Valentin strafing and boosting. 1:53-1:55 range I think. The 0:50 Depot WR is probably the hardest one to get and a very impressive time for the level. I might be able to beat it by a second with everything done optimally. I don't know enough about the Train to say what time I'll get or what I'll do there. It's probably the level I play least in the game. Jungle will be the Agent WR time or better. 3:59 is what I hope to get on Control. I imagine this will be the funnest level for me to TAS as I have a lot of time to kill halfway through. Expect some of the funnier guard animations, as well as bullethole messages, emptying full clips into dying guards etc. Mid to High 1:30 range for Caverns... And 0:33 or, maybe, 0:34 for the Cradle (which is the Agent WR time if I'm not mistaken.) If I do the extra levels as a supplement to be published along the run of beating the game, I'll get a low 1:30 on Aztec and 0:45 or 0:46 on Egypt. I also plan to showcase as much of the games weaponary as possible, if not all of it. Also, in levels where I pick up two pairs of different weapons, I'll set up a mixed pair of weapons for coolness factor. As for my immediate plans, I'm going out for a cigarette.
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I've had a brilliant idea which could make 35 or even 34 seconds possible on runway, but it's going to take some time because the grenades are ridiculously tiny targets. And whoever mentioned waiting through the cinemas, it's only going to happen at two stages. Silo, so both of the first fuel rooms will be open when I get there (this will cancel out the time spent waiting if my numbers are right), and Cradle because Trev will need a head start to get to the control dealie ahead of me.
Experienced Forum User, Published Author, Player (166)
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That was fucking cool.
Experienced Forum User, Published Author, Player (166)
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Dam time was 1:49. Suddenly, I can't stop tassing at this game. I've already finished a three-quarter-assed play of the runway. This isn't final, I know 36 is feasable, and I'll get at worst that and move on. However, 34 or even 35 may not be possible as I had speculated earlier, as taking the most optimal route would get one torn to pieces by the furthest cannon. A backboost from this cannon seems unavoidable to not go too far off course. Avoiding this boost and staying out of it's line of fire until throwing the grenade at it forces me to walk too close to the far edge of the runway, and I lose time. While I avoided getting so many boosts at the end of the run (I get them earlier on instead), thus delaying the last grenade throw, the one time I get hit by the final gun is enough to force me to wait about 3/5th's of a second for the final grenade throw at the end- this would have made the difference between 37 and 36. While I tried many different throws at the gun to try and have it explode right away, it still took at least a second to die. Staying off course and avoiding this boost cost much more time than the short wait at the end. Anyway, I'll get back to work on the level this evening, probably start over from outside of the key hut. I probably could've given myself a better grenade boosts earlier on, gaining a couple frames and changing all the randomness for the rest of the level, hopefully, favorable randomness.
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I never want to play the Facility again. Now, since I fixed the desync, and saved 3 whole frames in the process, I can move onto runway.
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Meh. I had fun watching it, but a lot of it really doesn't look optimized. I don't know too much about speedrunning this game, but very frequently when watching I thought to myself, "that could be done a few frames faster"- particularily some of the metroid battles which could likely be done a few seconds faster. I realize for the Alpha's and Beta's, they get pushed around a lot when you shoot them making rapid fire harder- but with rerecords you'll know where they end up, and should be able to pursue, or at least time a jump so you can still be at the right height when firing soon as possible to score a hit. For the fledgling metroids near the end, with the exception of the last one, you'd stopped to kill them... wouldn't it have been possible to shoot them while jumping over them, and firing a few missiles backwards at them while moving along? I'm willing to bet this could be improved by at least a minute overall, and for that and a lot of little mistakes that seemed to stand out to me, I can't vote yes. But, it was fun to watch so I can't vote no either. Middle ground for me, I suppose.
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So I've (finally) got the facility done. Though I was really looking forward to starting the runway, right away, I'm having a desync problem (ugh.). I have uploaded the .m64 file and two savestates here (right click, save as). State nine plays from the beginning of the facility, and desyncs when I go to pause for the decoder. State three plays from halfway through the level and finished it. I remember having this problem before, way back when I started my first test run of the game with one of the doors on the Dam... not exactly sure why this happens. So here's, SOMETHING for you guys. I'm gonna get started on redoing that last room now, but I'll monitor this thread in case anyone knows a solution to the problem and can save me the trouble.
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laughing_gas wrote:
But when the luck deals with people you can't even see on-screen, it's going to be extremely hard to determine which input affects what and so forth.
Trial and error are one's best friends. How else would someone have figured out that it's the frame you exit the vent which determines Doak's placement? (Whoever figured this out by the way, major kudos to you). Things like Frigate hostages will be more tricky though. Grenade drops will be irritating to rig, but at the same time it's not too hard. Is based on your position and the frame which the guard first "sees" you. You can even makes guards miss you sometimes by looking down or up briefly at the right frame. This will help me when I get to Runway, I wont get shot during the last throw, and thus will get the 0:34 I could've gotten last time had that not happened- maybe 0:33 with some killer boost manipulation. In other news, I've more or less sorted out "the shit" I referred to in a previous post. Work on this TAS begins anew Monday, after Hangover Sunday (from the Greatest Party in the History of Man I will be hosting at my place Saturday). I only have one room left in Facility do to and it's so easy I don't know why I didn't sit down for an hour one of the days over last month which I had free time to do so. Oh well. Expect a WIP early this week guys.
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I'm in the "the old one was more entertaining" crowd. But, I think I have some ideas. Say, when the bosses are down, perhaps one player could throw them toward the other player, who then baseball swings at the boss with a trashcan/chain/whatever. Or, to throw the weapon on the hit which knocks the boss down, then you could kick it at them to damage the boss when it's on the floor. That could save on some waiting time and look stylish. The glitch and time saved is very nice, but I think the fighting could've been more entertaining- especially considering you have two characters to work with here. Meh vote for now, but it's definately a good start to a 2P run of this game. EDIT: Oh, but I did like using the other player as a weapon. And the whole mobrape thing was hilarious (but only the first time it had happened).
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Gunty wrote:
There is a way to darken all tiles with two bombs, but that will not solve the puzzle.
Quite right, quite right, that would be my bad then.
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That was pretty cool. The only thing that looked a bit wierd to me, in the labyrinth north ofbound kingdom, the puzzle where you have to bomb the floor to light it up? I seem to remember there being a way to do it in two bombs instead of five. Way to destroy the last bosses. Also, I didn't know you could heal the ghost ship and the Spectre with IP's to kill them in one round, Very sneaky.
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words
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
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I also voted meh. While it is an interesting concept and a fairly good watch, it has nothing on the extremely awesome video of the game already on the site. It could be put into concept demos or something I suppose.
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