Goldeneye for the N64 on Hardest difficulty and under a half hour (aiming for in game time over real time, though most menus and such are optimized unless otherwise noted).
Small Note
While this TAS is extremely optimized within itself, there are 2 major improvements possible, which were unavailable at the time I started the run, and an improvement is in the works to take these into account:
  • Skipping the pause to change controls on Dam, change later when pausing for the modem on Dam.
  • Abusing a glitch in 2.3 control style which allows me to fire a weapon during the cinemas, thus destroying out of the way things/luring guards/opening doors etc... the possibilites are virtually endless, but only so much will be useful in a speedrun.
Both were not available at the time this run was started because the TAS input plugin was not available at the time I started the run. The Dam pause out was avoidable yes, but would have cost me several seconds of in-game time which is the movie's primary goal. The second was because of how 2.3 works, the axises of the joystick need to be set seperately for it to work, and this was not possible until TAS plugin was released.
Another thing to look forward to in the improvement is a less fucked up sky. The newest version of Mupen released by okaygo causes polygons not to drag on the sky, but it is still just blackness. Ideally, I would wait for a plugin which has the sky emulated perfectly but, well, we'll see. Also a few tiny improvements here 'n there.
That said, this movie is still publish worthy because it is incredibly optimized within itself, ridiculously well played, hilariously entertaining, and it's gonna be another half a year at least for the improvement. The only real sketchy thing about it is the sky, but that's basically out of anyone's control at this point.
Onwards!
  • Use Jabo's Direct 3d8 1.6
  • Use N Rage input (uncheck raw data in the input settings and make sure only one controller is active)
  • Use Jabo's Direct Sound 1.6
  • Use RSP Emulation plugin
  • Aims for in game time over real time
  • Plays on hardest difficulty
  • Abuses programming errors in the game
  • Manipulates a ludicrous amount of luck
  • Takes damage to save time
Goldeneye is certainly the best FPS game available on a home console. The first FPS game to involve more than being nigh-invincible and blasting your way through a long corridor. It is a game of stealth, skill, and doing things called "objectives" which enhance each mission and truly make them unique. This TAS plays the game more like a convential FPS however, in that I mindlessly yet skillfully blast my way through everything without any regard to my own safety.
There are a lot of different weapons available in Goldeneye, and I made a point of using every weapon available in missions at least once. The only three weapons available in normal missions that are not used; proximity mine, automatic shotgun, tank. The Klobb is easily the worst gun in the game and for that purpose I use it as much as possible because I think it's funny.
I've been working on this since around May of 2006 and I hope the effort I put into this shows through. And to think I'm going to improve it! Wow I'm awesome!
Techniques used
  • Warping: Doors and some other objects can be warped through with a well timed weapon switch. This is used in almost every level of the game.
  • NPC Strafe/Lean: Some stationary NPCs (Mishkin, Valentin) can be moved to more ideal places by strafing/leaning back and forth in front of them, repetedly. Used in Statue, Archives, Streets.
  • NPC Dialogue Shot: Some NPCs with dialogue lines can say their lines faster with a well timed shot to them. Used in Statue, Control.
  • Luring: Noisy weapons alert guards and can lure them to more ideal places/have them open doors for you. This one is used a lot too.
  • Boosting: Taking damage from behind gives you a slight boost of speed.
  • NPC Warp: Looking in certain directions/standing in certain areas can cause guards/NPCs to warp through doors/run faster etc.
Luck Manipulated
This one is pretty extreme, and includes, but likely not limited to:
  • Boost manipulation
  • Grenade/item drop manipulation
  • Doak placement on facility
  • Hostages on Frigate
  • Boris on Bunker
  • Guard-opened doors (mainly applies to Silo but happens all over the place)
  • Controlling the center of an explosion (is never fully centered around the actual exploding object)
  • Flight recorder position on Statue
  • Trevelyan position on Facility
  • Not getting killed by the grenade on Control
  • Scientists on Caverns
  • etc.
Individual level notes (and the times acquired):
Dam (1,49)
Again, sorry for the pause out, kick my ass I deserve it. It's pretty easy to understand what's going on in this level, but the thing at the gate to the actual Dam may confuse some people. The shirt backwards strafe and emptying of the KF7 clip was to get the door to the mainframe room below open for me. Saving about four seconds compared to a loss of 30 frames. Some lookdown was used on the surface of the Dam because the sky is dreadful to look at. Possible improvements: Shooting the alarms on the Dam itself through the walls. This still won't save much, but it could help. Warping the door to the first alarm would lower the time to 1:48 for sure.
Facility (0,52)
The level which took me second longest to do, because of some very key luck manipulation and then optimizing it. Doak's placement is determined the frame I leave the vent. Thus, an unnoticeable amount of time was spent watching the 2nd cinema, to wait the frames here instead of the vent, saving in game time at a loss of no overall time. Reason I don't leave the level right away is that I need to wait for the Objective involving meeting Trevelyan to complete. Note the ass-shot on the scientist. Possible improvements: Better Obj A door. This would lower to 51 and get me a reasonable shot at an even 50 seconds. I may have to lose time warping the door before this one though, we'll see.
Runway (0,35)
Using grenades is faster than taking a detour and commandeering the tank. While a faster line through the 3rd drone gun is possible, Bond will be torn to bits. Possible Improvements: Not bloody likely.
Surface (1,48)
I manage to save two or three seconds by luring the guard carring the large key out of his hut. About half of this time is lost later on from having to shoot the locks off the vent tower instead of firing a grenade launcher from afar. While manipulating a grenade drop would save this shooting time, a thrown grenade is easily outrun by Bond meaning I will kill myself before I can get into the vent. Still, an extremely high 1:47 may be possible with, hell I don't know. Note the ass-shot on the guard in the satellite tower.
Bunker (0,59)
The first level where I'm not a hit away from death by the end of it, and indeed take no damage at all! Impressive, but 3 boosts should be possible to get on this level, more if I manipulate a grenade drop. Getting Boris to run into the mainframe room was tricky, but it saves a lot of time. Possible Improvements: More boosts, and a few things possible only in 2.3.
Silo (1,14)
I run and shoot a lot of things and it's pretty cool. All missed shots from my KF7 were deliberate and get guards to open doors for me. Still, might be improved with a better warp on the guard on the first set of stairs, but 1:14 is definately a maxed in-game time.
Frigate (1,08)
The level which took the longest to do. 5 Hostages must escape for Objective A to complete. I won't bother explaining how they work, I could write a fucking novel on that. Suffice to say, that everything wierd I do after getting to the bridge of the ship is done to make sure my hostages escape in the time I "set" for them. A time as low as 56 seconds is possible on the level, but all 5 hostages certainly can't escape that quickly. I'm not sure if this one can be improved, I think I've found the fastest escape time for each hostage.
Surface 2 (1,16)
Those of you unfamiliar with the game probably have no idea what the hell's going on here so I'll explain. I have to destroy 4 security cameras and 2 computers for two of my objectives. None of these items are actually visible on screen for more than 2 frames, if even at all. This might explain the seemingly roundabout way I take to finish the level. Possible improvement: 3rd camera can be shot through the trees, but not grenaded through the trees. Should be able to improve to 1:13 or lower.
Bunker 2 (0,48)
Another WTF level. 6 cameras to shoot this time, and you can actually see some of them for once! The other objectives all involve picking up items scattered around the level. While it looks like I run too far at the start of the level, the bullets I shoot here lure the guard holding the clipboard right into my path later on in the level. Possible improvements: The cell door can be warped through while closed. This also does not activate the Jailer, meaning I can one-slap kill him this way. 46 seconds may be a possibility.
Statue (2,17)
A long, somewhat boring level filled with text. The wierd movements I make during the Valentin text allows me to lure him forward in the level, saving time. I shoot "Janus" the frame he appears in the chest for him to start his dialogue 6 seconds sooner. Some slight wierd movement at the end of the level was done to make the flight recorder appear in the best position. Possible Improvements: Most of the guys at The Elite hate this one and think 2:16 or 2:15 should be possible. I don't know about that, but a few frames can be saved for sure.
Archives (0,54)
This one took a real long time to get just right. Another midly yawn level but at least this one's shorter. I escape the level quickly enough so that Natalya getting exploded didn't fail me the mission.
Streets (1,54)
Val is lured forward again (this time, I have to defend myself too). You need to kill 13 civilians to fail the "Minimize Civilian Casualities" Objective: for that reason I kill them indiscriminately throughout the level. Note the civilian I explode with the rocket launcher near the end.
Depot (0,48)
Lotta luck manipulation for such a short level. Here I have to destroy a LOT of stuff, get a key and open a safe. I make it so the guards damage some of the things I need to explode, saving me the time and effort of doing it myself. The movement while I am getting pinballed around by the drone gun looks odd, but it prevents me from getting backboosted (loses more time than the small stuck on the table). Next warehouse, I have to destroy a bunch of boxes. Luck manipulation happens, and the explosion from one box creates a massive chain reaction. This objectives completes about half a second before the end of the level. Lastly, there is an error in hit detection on the back of the train itself allowing me to shoot through and hit a guard; they open two doors for me saving about 3-4 seconds. This level can be improved a further 3-4 seconds by abusing control style 2.3.
Train (1,44)
The long wait at the end of the level (longer than the actual playtime itself) is for waiting for Natalya to hack into Boris' computer- the second of these objectives completes at the last frame of the level fadeout. Because of a glitch in how this event is programmed, if you can destroy the locks fast enough, you can leave the Train early and have Natalya not follow you outside.
Jungle (0,51)
I have to destroy seven drone guns as an objective. I am pointing this out specifically as it is extremely unclear what the remote mines are used for. I manipulate Xenia to roll into my path, saving time picking up her weapons needed later when I destroy the last two drones and the ammo boxes. Because of how the doors on the end elevator are set up, I don't need to open the door to warp it.
Control (3,57)
Extremely complicated level so I'll go into greater detail. The warp on the elevator door at the beginning took a lot of time to get right. To proceed in this level, I have to kill everything in the first room and the guards' bodies must fade away. I manipulate the faster/fastest death animations here. The wierd movement while Natalya runs to the first computer is done to force her to take a diagonal line to it instead of making an unnecessarily wide 90 degree turn later on, saving time. This computer runs on an invisible timer then the first door opens; but if Natalya is doing one of her animations as the timer ends, it continues to wait for the animation to finish for the door to open. I shoot her so that when her getting shot animation ends, it is the earliest possible frame for the door to open. Fast forward a bit, When fetching Natalya for the long protection sequence, looking away causes her to warp a door saving around 2 seconds. Boris can be killed at this point safely without failing the mission. The wait at the very end of the level is for Objective A to complete (happens when Natalya gets back to the elevator).
Caverns (1,22)
I was able to get the consoles for Obj A done without breaking my line at all. Because the walkway lowers the damage from the timed mine I need two for the first set of consoles. The second I put an AR bullet into each while alerting the scientists so there is no need for another mine (and thus to stop moving). In the Obj B consoles room, I manipulate the key drop to be in optimal position. The guards blow up the Obj C console for me. Lastly in the escape, the timed mine thrown after the grenade boost was to manipulate the far drone gun to miss me.
Cradle (0,34)
Trevelyan is invincible until the control console is activated; for this reason the time he spends running there is waited out during the cutscene rather than in mission, losing no real time but saving on in game time. In addition, he can only be damaged one time after each time he stops. For this reason I purposefully waste some ZMG ammo to have both guns firing at the same frame, scoring a double headshot. He is killed later with the grenade I get from the first guard.
And there you have it.
Now, just like to ask the community what they would like to see in the improved run. Aztec/Egypt, play these? And if so, would you still like the movie to end at the credits? (this would be done by using button codes to unlock the bonus levels after playing the caverns, then beating those and returning to Cradle for the finale). Any other suggestions are of course welcome.
I know many of you suck at playing back m64s. For that reason, most levels are currently available on my youtube channel: http://www.youtube.com/profile?user=R151NGT3MP357 , that which is not there will be uploaded within the next couple days.
I'd also like to thank the following people for their advice and encouragement throughout this run:
  • Wouter Jansen
  • Henrik Norgren
  • Ryan White
  • Graham Maddocks
  • Brandon Sanford
  • Glen Stevens
  • Inzult
  • Ludwig Van Beethoven
Enjoy the run.
(EDIT: Some formatting. Also if I didn't explain something well or left something out lemme know)

adelikat: Accepting for publication.
DeHackEd: Encoding at my earliest convenience.

Joined: 4/30/2006
Posts: 480
Location: the secret cow level
I think that would get kind of boring after like a few thousand headshots.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I liked most of the run. Control was especially awesome. I hated most of what you did during waiting periods (shifting back and forth rapidly), it was like 3D wobbling and it was nauseating. I'm not thrilled that several levels have graphical emulation problems, either. Overall this makes my vote meh.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
JXQ wrote:
I hated most of what you did during waiting periods (shifting back and forth rapidly), it was like 3D wobbling and it was nauseating.
I explained this in the submission; on Statue Archives and Streets it is done to make Mishkin and Valentin follow me. Saves about 3 seconds on Statue, 2 on Streets, and positions Mishkin so I can open doors/set up a boost/have him not in my way. Someone mentioned bullet messages and I had this idea for the long wait on Train, but the polygons outside the Train don't leave bullet holes or markings. On Control, the idea escaped me, but I wouldn't've had too much time to do anything impressive with this.
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I loved when you moved back and forth when waiting for Natalia on the hilarious wait scene with those guards coming from the stairs, and I'm sure she loved it too. :)
Joined: 7/26/2006
Posts: 1215
FODA wrote:
I loved when you moved back and forth when waiting for Natalia on the hilarious wait scene with those guards coming from the stairs, and I'm sure she loved it too. :)
The pleasure was all hers.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
bisqwit@Gon:~/nes/n64$ unzip 1721.zip  
Archive:  1721.zip
  inflating: Sonata #15 in D Major (Pastorale).m64  
What the…? :)
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Bisqwit wrote:
bisqwit@Gon:~/nes/n64$ unzip 1721.zip  
Archive:  1721.zip
  inflating: Sonata #15 in D Major (Pastorale).m64  
What the…? :)
Second best Beethoven sonata evar. ;) Must be some sort of mp3 to m64 converter. Anyway, unchecking Raw Data fixes the desynch at the beginning of Dam? EDIT: Nevermind, just had to switch to the TAS Plugin.
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
mr_roberts_z wrote:
Must be some sort of mp3 to m64 converter.
Haha, take Beethoven's Sonata #15 in D Major.mp3 and change the file extension to m64, and viola, you have an entertaining and fast TAS of 007 Goldeneye. Try doing the same thing with a Dragonforce song and see how fast the video is ;)
Joined: 5/17/2007
Posts: 393
Location: Sweden
hm wonder if you could make a tas and play it up on a midi player as a song(mp3 are to big). Oh forgot to add earlier, voted yes
"No love for the game gear"
Joined: 2/26/2007
Posts: 1360
Location: Minnesota
I have been following Jack's progress since ~Runway and he continues to amaze me... man I love this game, especially when it gets demolished by a talented TAS'r. Quite basically: Fuck yes.
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Joined: 10/3/2005
Posts: 1332
hm wonder if you could make a tas and play it up on a midi player as a song(mp3 are to big).
Heh. Yeah, have the emulator sequentially play notes from Ode to Joy whenever Z is pressed.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
After thinking about it for a while I've decided to vote 'meh' I simply can't stand not being able to see that game properly completed with the two additional levels at the end "Finish the job James". I would like to see the game starred but sadly as disscussed in IRC I cannot except because of obvious emulation errors :'( Should it be published still... Yes
Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Seems a lot of you really want to see Aztec and Egypt included in this. That's cool. What remains is if the majority still want to see the video end with the ending of the game. This could be done by exiting out of the folders after finishing Caverns and entering button codes to open the bonus levels, then going back and finishing Cradle. Or beat all levels and just finish Cradle again for the ending. Or just beat all 20 levels in sequence, ending be damned. Complaints about the graphics are basically expected. What I will do for now is look through every plugin available and see what the best results for the game can be at the moment, and if they aren't satisfactory I'll just wait for a better one (I plan of taking a break of at least a month before starting the improvement anyway). I'll take all other suggestions I've had regarding entertainment to heart as well (bullet messages, extreme violence, less nauseating leaning if possible, etc.) Thanks for the constructive criticism so far for those of you honest enough to offer it, and thanks as well for all the random praise feeding my already massive ego.
Post subject: AVI but questions
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
The submission is not approved yet, but in case it will, I'm already making the AVI. In fact, a preview can be download here: http://tracker.tasvideos.org/goldeneye-tas-risingtempest-PREVIEW.avi.torrent (121 MB) However, there are many visual glitches in this game -- I want to know whether those are something that could be fixed or not. Namely, the graphics-not-updated-doublebuffer-blinking ceiling that appears such as at 5:21. And the suspiciously buggy looking floor texture at 19:29. Also, I wonder what's up with pointing the camera towards the floor when running. It doesn't look very cool.
Post subject: Re: AVI but questions
Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Bisqwit wrote:
The submission is not approved yet, but in case it will, I'm already making the AVI. In fact, a preview can be download here: http://tracker.tasvideos.org/goldeneye-tas-risingtempest-PREVIEW.avi.torrent (121 MB) However, there are many visual glitches in this game -- I want to know whether those are something that could be fixed or not. Namely, the graphics-not-updated-doublebuffer-blinking ceiling that appears such as at 5:21. And the suspiciously buggy looking floor texture at 19:29. Also, I wonder what's up with pointing the camera towards the floor when running. It doesn't look very cool.
There shouldn't be any buggy floor texture (at least when using Jabo 3D8 1.6), and I'm not sure what you mean by "graphics-not-updated-doublebuffer-blinking ceiling", so I'll take a look at that and see what's up. To my knowledge, the only issues should be the sky not being emulated and thus causing polygons to "drag" along it. I say "only" but this is actually really irritating, and I'm really hoping to find a fix or a plugin that emulates the graphics of the game 100%.
Joined: 5/9/2005
Posts: 748
Aztec and Eygpt really need to be in there. But beside that (and the emulation problems which are not your fault) easy yes vote. Not sure but could the secret levels not be done first on the next version, before the main storyline? Just might help in not breaking up the run. And I am curious about if those DLTK rules could be make entertaining videos too.
Post subject: Re: AVI but questions
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Bisqwit wrote:
Also, I wonder what's up with pointing the camera towards the floor when running. It doesn't look very cool.
This is a speedrunning method that is used in real time in order to reduce lag from not having the game drawing lots of polygons in some levels, and if I remember correctly, isn't needed on mupen (for some reason which escapes me.) However, RT found this out a little while later after some stage; I'm not sure at what point, but he stopped doing it as much (as compared to if he would have looked down the entire time, as originally planned.) I do know that looking down can help you make some tighter turns around corners, and you can move the camera up or down oh so slightly to affect luck, and while it looks weird at first do know it's use was originally to reduce lag (which ended up not being needed) and to prevent the audience from seeing the screwed up sky textures. A future TAS should not have it all (unless for really tight turnarounds and luck manip) because of fixed graphics. I hope that was clear.
Homepage ☣ Retired
Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
It is exactly as comicalflop said and I couldn'tve said it better myself. Though in this run it's only noticeably used on the very first stage, in other outdoor levels I just found the maximum vertical height to not see the sky. I do look down quite a bit in other spots where it wasn't necessary but this was more of an artistic touch (eg. looking at guards running to catch me on Silo, shooting a few guys on Caverns etc). Still looking/waiting for an ideal plugin, I did try a few others today and was not impressed.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Honestly the bad camera really makes me not like this run. I want to see what's going on, the looking at the floor technique made me vomit, and the strafing (I dunno if that's what you were doing) made me annoyed. Is the constant sideways walking faster than normal travel? Something similar happens in Jet Force Gemini, but it's less annoying there. I'm not familiar with the game at all, except for sucking at playing mutliplayer with a few friends on random occasions. I dare say I don't know enough about the game to make a decision. But I will vote. I'm sorry I was not entertained, and sorry if not understanding the game is the reason why I wasn't entertained. I'm voting no. On a positive note, what you did looks nicely optimized, and it looks like a great milestone was finally achieved. For that reason, I want the movie to be published, but that's not the question in the poll, is it? Cliffs: Good job, but not my cup of tea.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Post subject: Re: AVI but questions
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
Bisqwit wrote:
Also, I wonder what's up with pointing the camera towards the floor when running. It doesn't look very cool.
He mentions in the submission text something about the sky not emulating properly, and polygons dragging through it. (I suspect he's talking about a visual effect similar to what happens if you disable clipping in doom or duke nukem and go through a wall.) So he was probably pointing the camera down, except when necessary, to avoid that ugly effect. The thing is, when I watched this using rice, the sky looked fine on the few occasions it was visible. PS: I haven't voted yet because I haven't decided how to vote on this yet.
How fleeting are all human passions compared with the massive continuity of ducks.
Player (79)
Joined: 2/8/2005
Posts: 130
watched all the youtubes and voted yes. i agree that aztec and egypt should be included next time
Former player
Joined: 6/15/2005
Posts: 1711
Wasn't as much fun as I expected. Still decent though. What the hell is up with the cutscenes when you talk to Valentin (I think that was his name) though? Voting yes. Edit: Apologize for not reading the submission text before bitching. Still, damn that was ugly :)
Zoey Ridin' High <Fabian_> I prett much never drunk
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
DK64_MASTER wrote:
Is the constant sideways walking faster than normal travel?
In many 3D games you can walk forward at a certain maximum speed, as well as sideways at the same speed. Usually you can also do both at the same time (ie. press forward *and* sideways at the same time). Due to programmer lazyness they simply add the two movement vectors together to get the resulting diagonal movement vector. Naturally since adding two perpendicular movement vectors like this makes the resulting vector longer than either of the original ones (by a factor of sqrt(length(forward)^2+length(sideways)^2), which is > 1) this means that walking in diagonal is faster than walking forwards or sideways alone. There are a few 3D games where they actually saw the trouble of making diagonal walking equally fast as forward walking (Quake being a prominent example).
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
DK64_MASTER wrote:
sorry if not understanding the game is the reason why I wasn't entertained.
it's almost always the reason. i never vote no on anything because i never watch movies of games that i haven't played because they are boring. so, you're trying to say you're sorry huh=?? i don't forgive you ahahahahahaa
rising temepst wrote:
Still looking/waiting for an ideal plugin, I did try a few others today and was not impressed.
the rice plugin is the only thing that emulates the sky a little, the other one i think is ok is jabo's1.5 or whatever, the sky is uniform color so it's less annoying that the cool effect you get on jabo's1.6 oh by the way the ingame timer code is this.::: 009654A0 you prolly knew that but who cares lollhahhahahahahhahahahah
Joined: 10/24/2005
Posts: 1080
Location: San Jose
nfq wrote:
it's almost always the reason. i never vote no on anything because i never watch movies of games that i haven't played because they are boring. so, you're trying to say you're sorry huh=?? i don't forgive you ahahahahahaa
Actually, if you did read what I wrote, I have played this game, just not the single player. I have also played a number of bond shooters befor. I was expecting it to be more like quake, crazy action with rocket jumps etc... But what really annoyed me was the necessary camera work. I dare-say that this game is not suitable to TASing... IMO. If a movie is very popular, and I haven't played the game (much), I will make an effort to see what the fuss is about. And if I was not entertained, then so be it.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~