Being the first person to have a Flash and a MacOS movie published, I'm really feeling the pressure to keep innovating. As such, I decided that my next project would be a PS3 classic - Uncharted 2!
Game objectives
- run to the right
- jump when necessary
Stage by stage comments
Menus
Alright so, since the actual UC2 is quite a long game I thought that would be too hard to TAS, so instead I decided to do a frame perfect RNG manipulated pixel perfect frame ruled tricked the game into thinking it's confused so that it would run the flash game by the same name instead. This trick is very complicated to explain so I just won't.
The game actually checks the system time to do the age check, so I set the initial system time to sometime in 2033, so that the first date that comes up in the menu satisfies the requirement. Other than that, it's just clicking the buttons on the first frame possible.
Level 1
In this game, Nate loses significant speed in air, so I keep jumping to a minimum. In the first level you start with no weapons and are expected to perform a sneak melee kill on the first enemy to pick up his weapon, which is really slow. Luckily there are so few enemies in this level that I can just run through the whole thing not caring about the enemies at all, tanking all the damage.
Around 19s in I do the first glitch. When entering the incredibly immersive quick time event of opening the door, I can click on one of the options at the bottom to bring up a confirmation prompt. In this case I use the Home option, but any one of them works. Selecting "No" unpauses the game and lets me move while the QTE is on screen. Since the door gets opened the moment I enter the QTE, unpausing the game lets me run through it and continue on with the level.
Level 2
Level 2 is where a ruffle inaccuracy starts to show its ugly head. For some reason Nate seems to jump just slightly lower compared to Flash Player, making jumping immediately to the ledge at the start impossible, so I had to take the intended way of shimmying along some ledges.
Nate loves grabbing those ledges, which you can see on the second one where I don't even jump and he still sticks to it. I'm able to avoid the third one by punching on the last frame before dropping down, but otherwise I just try to drop the shimmy as soon as possible, provided it doesn't cause an unnecessary ledge grab.
Once again there is a QTE and once again I abuse the menu glitch to gain control of Nate during it. While the screen is covered I make my way down to the bottom right, where a gate is closed and needs to be opened by that same QTE. After completing the QTE the game would normally point the camera at the gate being opened, which it still attempts to do while I continue on with the level. On the very next ledge climb animation I do another menu-reset to stop the camera animation and bring it back to normal. The ledge climb animation plays even when paused, meaning I lost no time resetting the camera there and it makes the action much easier to follow.
Level 3
Level 3 introduces a new gun which with TAS mashing isn't any more effective than the regular pistol. Other than that, the level follows the same formula as the other two.
Level 4
The final platforming level and it features just that. The level has two routes one can take, the top route ending up just a slight bit faster due to skipping a ledge climb.
Final Boss
THE END?
ikuyo: Claiming for judging.
ikuyo: Updated file with correct platform, framerate and time tracking options according to the annotations.
: Claiming for judging.
: Looks solid, and fsvgm777 got it to dump correctly, accepting
fsvgm777: Processing.