General Information

This is my TAS of Turok: Dinosaur Hunter for the Nintendo 64, completed in 36:37.42. This game has been a gargantuan task for me to complete, and I am incredibly thankful that it is done with. It has been a work in progress for approximately 14 months, although the bulk has been completed in the last 3 months.
  • Genre: First person shooter
  • Aims for fastest time
  • Abuses programming errors
  • Uses death as a shortcut
  • Manipulates luck
  • Plays at hardest level
  • Colors a dinosaur red.... with it's own blood
-Fuzzy Goal-
  • Only takes damage when it saves time or serves a purpose
It's hard to make Turok desync. Just use the plugins that are loaded with the movie file (video plugin is Jabo's Direct 3D8 1.6), along with version 1.2 of the ROM, and you'll be fine. For those of you who never use Mupen 0.5 v8 and need to find the TAS input plugin, it can be found here. It should be noted that the video plugin causes you to be able to see through many more walls than was originally possible with the actual cartridge, however I haven't found a suitable replacement. Rices plugin works fairly well, except it has some flickering problems with the fog and sky, and since fog is everywhere in this game, it gets annoying fast.
The backstory for Turok has something to do with a guy named the Campaigner trying to take over an alternate dimension called the Lost Lands. Turok is a Native American from our dimension transported to the Lost Lands to stop the Campaigner. He must fight through 8 levels of soldiers, raptors, grizzly-bear dinosaur dudes, evil priests, demons, robots, smurfs, teletubbies, and 4 bosses in order to vanquish the Campaigner. Keys need to be collected to open up each subsequent level, and there’s plenty of blood, guts, and dinosaur gore throughout to spice things up.

Techniques used for this run

This run has spanned my career here at TASvideos, so my techniques have improved and grown with the making of this. The first two levels, up until the Longhunter boss, were done within my first 4 months of TASing, so a lot of trial and error was used. They aren’t necessarily worse than the rest of the levels, but I think I was able to add a bit more entertainment in the subsequent levels since I wasn’t so concerned about figuring out how to TAS correctly.
As for the actual tricks used, there’s plenty. I won’t go into details (many of which can be found in the Turok discussion thread), but examples include wall jumping, wall cannons, jumping/walking on water, 20 hertz pulse rifle firing, wall zipping (only seen in the early part of level 1), wall clipping, and luck manipulation for ammo drops and enemy fire. RAM viewing was used to achieve optimal height for wall jumps and wall cannons, along with general jumping scenarios. In addition, it was used for HP watching to both conserve ammo and provide as short as possible boss fights.

Likely questions to be asked

Why do you have to run sideways the whole game? It’s annoying and gives me a headache!

Sorry, but blame the programmers for that. If, in their infinite wisdom, they had decided to make Turok behave like a normal person, and not give him a 30% speed boost when he runs diagonally, I would have been happy to present you with a front-facing run. Trust me, if that were the case, this would have been done ages ago. Instead, I was forced to consider the aesthetics of running forward, versus the 15+ minutes the run would have been extended. Speed won. However I have tried to provide interesting and entertaining views when it does not affect time, such as watching character death animations, killing random enemies as I fly by, toying with death, etc.

I noticed a small part in level X where you could probably save a few frames, why didn’t you?

Firstly, let me start off by saying it is my official opinion that first person shooters suck to TAS. Add in the aforementioned diagonal running, and it gets even worse. This spent 14 months sitting on my computer, a third of the way done, because it was such a pain to work with. So I will not lie and say this run is perfect, because it isn’t. I’m sure there are places where frames can be shaved, but at the same time I did put a lot of work into making this the best I could. I tried to produce a run that will hit at least a technical score of at least 8/10 with most people, and if I ever attempt a version 2 (in a looooong time), I will certainly try to perfect it.

This isn’t very entertaining, it’s just running from place to place.

That’s not a question. Please submit all queries in the form of a question.

Ok, why should I find this entertaining, since it’s just running from place to place?

Everyone is certainly entitled to their opinion, but judging from the response to nfq’s previous run, a lot of people find it entertaining to see this game destroyed. And to offset the 30 some odd miles Turok runs in his very busy day, I have killed some things along the way. So if you watch it and aren’t entertained, I apologize for wasting 35 minutes of your life:)

Are there any improvements you know about?

There’s a couple that may or may not prove to be major (>2 seconds) times savers. A death warp is possible in level 4, just after the second key. This would save roughly 5 seconds, but would cause Turok to lose his backpack (probably dropped it when he fell). Without a backpack, the carrying capacity for grenades is reduced, making for a (seemingly) longer Mantis fight. However, due to the speed and impact of the pulse rifle (1 shot worth 13 HP can be delivered every 3 frames), it may be faster to just manipulate energy refills than to worry about a few extra grenades.
It may be possible in order to access the first key of level 4 using walls jumps/cannons, but whoever figures out how to do that is a better person than me.

Special Thanks:

I would firstly like to thank nfq. Despite his odd views on electricity, God, gravity and magenetism, he put together a damn good run that included a very good route and some techniques I hadn’t seen before. Many of the tricks shown can be credited to him, or the Turok community in general. I would also like to thank everyone who has posted in the game thread, and everyone who has pushed me to finally get this done, including Adelikat, Comicalflop, and JXQ (among others). Finally, I apologize it took so long to get done, but I hope it was worth the wait! Any questions will be happily answered in the discussion thread to the best of my abilities.
Suggested Screenshot: Input frame 16534

adelikat: Accepting + Encoding.

adelikat: Nevermind about the encoding. Mupen wants to continually crash my computer. Someone else will have to take this one.

Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Screenshot, all compressed and ready to go:
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Joined: 4/30/2007
Posts: 150
oh description is nice and spiffy now except i think a lot of what it calls "anachronisms" and other weirdness are readily explained by turok taking place in some alternate world called "the lost land" and the campaigner added the cyborgs and robots and crap to take it over but then why does anyone care because there are no people living there in turok 1? now THAT is something to think about although there are village huts and shelters and whatnot i think whatever else can be explained by a trip to wikipedia and looking up the turok comic, although ive never looked it up there myself it probably exists
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
the textures, text some other things are pretty messed up in the avi... it doesn't look like on console. you should have used a better plugin to record it with (jabo's 1.6). i gave this a yes vote long ago, but i didn't know what to say. you seemed to lose time on the thing you did on level 7 beginning, but otherwise it was good.
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Jabo's wasn't used because it and DeHackEd's computer don't get along. I agree that there are some things about the AVI that look different from console (specifically the disappearing guns when the wall gets too close, the shadowboxed texts). Also, the wall cannon you're referring to allowed me to get to the backpack about 2.5 seconds faster than in your submitted run, but it is unfortunate it takes so long to set up.
Living Well Is The Best Revenge My Personal Page
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
mmbossman wrote:
I agree that there are some things about the AVI that look different from console
specifically the textures: http://img229.imageshack.us/img229/7425/comparisonkc2.jpg could you give me the memory addresses for boss HP and jump height? i tried to find them before but i'm not so good with computers, so i couldn't find them. 20 hz pulse rifle... that's one thing i didn't know.
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Longhunter (1300 HP? I think): 00A13490, long Mantix (3300 HP): 00A12FB0, long Thunder the T-Rex (6600 HP): 00A13290, long Campaigner (3300 HP): 00A13A00, long There is no specific address that I found for jump height, but there is an address for global Z axis location (009E58CE, short). These were all obtained using MHS, but because it monitors the RAM for both the game and Mupen itself, I've heard some stories of addresses changing for no reason. I never had any problems though.
Living Well Is The Best Revenge My Personal Page
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
thanx. i was curious to see how much damage the weapons do. and now when i tried a bit more i was able to find the HP for a raptor all by myself.
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
I have a (nearly) full list of all the weapon damage if you'd like that also, although since you have the boss RAM addresses, it's pretty easy to turn on invincibility and just shoot the boss with different weapons to see.
Living Well Is The Best Revenge My Personal Page
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
yes, gimme the list. but some weapons do different damage depending on what enemy it is.
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Knife 1-5 HP Regular Arrow, full draw 10 Regular arrow, 5 frame draw 2 Regular arrow, 10 frame draw 4 Tek Arrow 50 Pistol shot 10 Regular Shell, 5 pellets/shot 5 HP/ pellet Explosive shell 50 Assault Rifle, 3 bullets/shot 10HP/ bullet Pulse Rifle 13 Minigun (500, 4/shot) 7 Alien weapon 15 instant, +12 w/ explosion Grenade Launcher varies, max ~95-99 Quad rockets varies, ~26/rocket Nuke Varies, max ~1100, most common ~1000 I didn't bother to do the particle accelerator or the chronosceptor since they weren't of any use against the Campaigner. Like you said, a few enemies have variable damage taken. I believe I tested these on a fireball-shooting Purr-lin. Also, in case you were wondering, I chose to kill the priests near the end of level 4 with the knife like you did because they have 210 HP, and trying to hit them with 2 grenades plus another shot of some kind proved to be much less efficient than using the knife.
Living Well Is The Best Revenge My Personal Page
Joined: 9/28/2008
Posts: 2
I love the scene after the Campaigner goes down. Turok's checking his watch thinking "Damn, it almost took me 37 minutes to kill that jerk. I almost missed Heroes."