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Joined: 3/5/2005
Posts: 47
Location: Italy
I second samurai goroh's wish and I add Raptor: The Call of the Shadows Maybe a 100% run, killing all enemies and destroying all buildings (when possible). Little Big Adventure 1 and 2 would be also awesome...
<Neclea>Gavin Ward <Sprint>WHAT? WHERE? <oldskoolgamer101>What a stupid name! oldskoolgamer101 was kicked from # soniccenter by Sprint [ says you , kimpy ]
Joined: 7/28/2005
Posts: 339
Doom has been TASed often, but there really hasn't been an updated one. It could be interesting to see if the current TAS records could be beaten by this community.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Neclea wrote:
I second samurai goroh's wish and I add Raptor: The Call of the Shadows Maybe a 100% run, killing all enemies and destroying all buildings (when possible).
In Tyrian, that might be impossible. I must have beaten this game about 8 times, but even with the very best of the very best you still can't kill everything all the time (in part because your ship's speed is eased and because indestructible enemies usually count for the destruction rate). Playing through Super Tyrian would be very interesting though.
Neclea wrote:
Little Big Adventure 1 and 2 would be also awesome...
Second this!
Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
All Lucas Arts Adventures: Maniac Mansion Zak McKracken and the Alien Mindbenders Indiana Jones and the Last Crusade Loom The Secret of Monkey Island Monkey Island 2: LeChuck's Revenge Indiana Jones and the Fate of Atlantis Day of the Tentacle Sam & Max Hit the Road Full Throttle The Dig Nooo, I've planed out some great games like Maniac Mansion, Monkey Island, Day of the Tentacle back in the glory days of adventure speedrunnig... but never actually tried or had the time to get a satisfying time and now all my route planning written on paper is gone ;( ... Maybe with the new long-awaited DOS TAS ability I'll try again!
.:| www.superplayers.de |:.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Seconding Tyrian on Super Tyrian mode. How about Abuse? Run with the keys and shoot with the mouse. Ah, life is good.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 5/2/2010
Posts: 41
Location: the Netherlands
- Jazz Jackrabbit - Wolf3D - DOOM - Hocus Pocus - Duke Nukem 1/2 - Arctic Adventure Not sure how interesting the following would be: - Wacky Wheels - God of Thunder - Paganitzu
Joined: 5/15/2006
Posts: 102
Not many people are aware of this, but Doom 2's actual record for a TAS is 14:02. Rambo Bones was working on an updated version of it but gave up on doing it. New time would be somewhere around ~13:20. Some of the times and tricks are baffling.
Doom2 - Hell On Earth
UV Speed Movie (Built)

          Level Time <30uv1402
---------------------------------------------
          01    0:04 -0:01 (Level stolen from Sylvain Chabert)
          02    0:14 -0:10
	  03	0:17 -0:00
	  04	0:17 -0:01
	  05	0:18 -0:01
	  06	0:42 -0:01
	  07	0:05 -0:00
	  08	0:13 -0:04
	  09	0:31 -0:01
	  10	0:21 -0:01
---------------------------------------------
Total Episode 1 3:02 -0:20
---------------------------------------------
	  11	0:24 -0:01
	  12	0:35 -0:00
	  13	0:50 -0:02
	  14	0:07 -0:00
	  15	0:24 -0:01

	  31	0:27 -0:03
	  32	SKIP -0:11

	  16	0:10 -0:00

---------------------------------------------
WIP Total	5:57 -0:38

Demo completely built using custom tools
Strafe 50: Always on
---------------------------------------------
Plays back with Doom2 v1.9 and any compatible
ports.
---------------------------------------------
Author: Adrian Danis (RamboBones)
E-Mail/MSN: rambo_bones@hotmail.com

---------------------------------------------

Map 01 (0:04; -0:01): Borrowed this as my
starting level from Sylvain Chabert and all
credit goes to him.

Map 02 (0:14; -0:10): Many thanks to
cack_handed for discovering this awesome glide
which saves roughly 9.5 seconds by itself. An
additional half second is saved by building
a better ending

Map 03 (0:17; -0:00): Elevator jump can't be
done in single player, so back to the original
route for this level

Map 04 (0:17; -0:01): Yet another level that
I could have sworn I would not get another
second off. It's nice to be proven wrong :)

Map 05 (0:18; -0:01): Same comment as Map 04

Map 06 (0:42; -0:01): Handled some corners
better

Map 07 (0:05; -0:00): Nothing to be improved
here

Map 08 (0:13; -0:04): Many thanks to Sylvain
Chabert for this awesome trick. Getting past
the linedef the first time to the red key is
easy, but getting out is probably the
technically hardest trick I've ever done, 
even harder than the map 02 glide. But 4 
seconds are saved so it's definately 
worth it :)

Map 09 (0:31; -0:01): After taking the elevator
back up in the baron room after collecting
the yellow key I handle the corners and doors
much better leading to this single second
improvement.

Map 10 (0:21; -0:01): I knew this time was
possible when I built it originally, was just
too lazy to achieve it.

Map 11 (0:24; -0:01): I must've made a mistake
when copying the time down.

Map 12 (0:35; -0:00): Same time, but no rocket
boost at the end so I gain some extra armour
which may come in useful later.

Map 13 (0:50; -0:02): Spent over an hour removing
the final tick to get two seconds off.

Map 14 (0:07; -0:00): This level is slightly
faster, but not enough to take a second off

Map 15 (0:24; -0:01): Another surprising
improvement

Map 31 (0:27; -0:03): The normal exit provides
a decent improvement, although almost half a
second was saved over the rest of the level

Map 32 (SKIP; -0:11): Since this level isn't
neccessary to complete the game, I have elected
to skip it this run. A saving of 11 seconds is
always nice :)

Map 16 (0:10; -0:00): Same time as before, but
I feel bad waiting around to change to
the rocket launcher ready for the next level.
It doesn't hurt my time but doesn't feel
right for a speedrun, but I really need to
conserve rockets and as such pretty much
had to use the ssg then
Active player (294)
Joined: 12/16/2008
Posts: 458
Location: Houston
text adventure game like hg2tg NetHack or some other rouge like
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
http://en.wikipedia.org/wiki/List_of_MS-DOS_games - Blockout by Baxter! - Colonization, how early is it possible to declare independence and still survive? - Civilization, maybe... - Command & Conquer - Death rally - Descent - Dune 2 And that's only up to D! Three others that come to mind: - Pinball Fantasies. While you can play forever with luck and skill, we could have "highest score in 5 minutes" or "fastest time to 100 million". - One Must Fall is to me the best fighting game on the PC. But how to make it interesting for a TAS? Story mode? - Nethack could be fun, but even if there are a lot of interesting solutions/luck, I guess it would all be a blur to the viewer...
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Truncated wrote:
- Nethack could be fun, but even if there are a lot of interesting solutions/luck, I guess it would all be a blur to the viewer...
Nethack would be impossible to time because it, like chess, doesn't run on a timer, but rather on the computer's ability to accept inputs and calculate turns. Thus, following the common sense, it should be timed by the number of turns — any arbitrary time scale would be either irrelevant or redundant in this case. Which, on the other hand, makes it easier to make the encode run at any framerate we like with no possible complications.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Nethack has already been speedrunned, anyway - by including a 'stuffed' bones file with everything you'd want in a run anyway, you can blaze through the game. The only limitation is that you have to wait until turn 2000 to do the quest - you can get the game over with not much after that. Since this basically corresponds to the luck manipulation a TASer might do to, say, get many many wands of wishing, it practically already is a TAS.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 1/3/2006
Posts: 334
Just a question: I cant find it in the emulator thread nor the page: does this thing has mouse support? Ive currently no resources to test...
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
It does, but the interface to it isn't really there yet.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
upthorn
He/Him
Emulator Coder, Active player (392)
Joined: 3/24/2006
Posts: 1802
Dada wrote:
What about Magic Carpet? http://www.youtube.com/watch?v=rxXYZoUvDqs
This. So hard.
How fleeting are all human passions compared with the massive continuity of ducks.
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
MegaRace, which I just found out was also on the SegaCD: http://en.wikipedia.org/wiki/Megarace
i imgur com/QiCaaH8 png
Player (146)
Joined: 7/16/2009
Posts: 686
Editor, Expert player (2480)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
King's Bounty. The game has a shortcut key for the search command, so after perfect manipulation, the player would only need to press "S" (Search) and "Y" (Yes). That would be the shortest in-game input sequence ever. Maybe a Lua script bot can be written for manipulating it?
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
I think this site has a serious lack of FPSs (really, I wonder why Doom SNES never had been run), but now, this might become possible. I doubt hardware acceleration is possible though.
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Joined: 8/4/2005
Posts: 5777
Location: Away
scrimpeh wrote:
really, I wonder why Doom SNES never had been run
The short answer is "because it sucks". :D The long answer is that Doom TASing has already been available on at least two other platforms for years, one of which is original (PC) and the other (N64) is just a much better version compared to butchered and choppy SNES port. In fact this site hosted Doom TASes before the submission system.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
scrimpeh: Doom SNES has not been run because it's a pretty lousy port. Also, since Doom is open-source, it has had TAS capabilities added already. There are a number of TASes. Here's one: http://www.youtube.com/watch?v=bwaIpvuy6Gk&feature=related Other FPSes, not sure. I guess there aren't a lot of good ones for the consoles we have. Now that I think about it... Quake is also open source. I wonder why noone has added TASing to that... maybe WE should?
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
Well, I was wondering about more advanced FPSs such as Unreal or Half-Life. (Then again, Half-Life has a pretty impressive semi-assisted speedrun on SDA). Would those be even possible to emulate using JPC-rr?
Editor, Expert player (2480)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Would it be possible to include Doom TASes here now that we have the section for DOS games? I see no reason why Prboom+ could not be accepted here. It probably emulates the original game more accurately than most of the emulators used here. It would allow at least 6 TASes: Four episodes of Ultimate Doom, Doom2 and two episodes of Final Doom. Also, 100% runs would be awesome enough to be in their own category. (I can't remember whether Heretic works with it too, which would give a few more episodes to make TASes for.) Heh, Prboom+ might provide more TASes than VBjin!
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Well, it's not even an emulator to begin with, it's the game engine itself. As for Quake, if TimEh managed to add pretty much all important rerecording functions to Half-Life, doing so for Quake should be at least not harder, right?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 8/27/2009
Posts: 159
Location: California
Yume Nikki, so I can finally see how the hell it plays out. Fucking convoluted madhouse.
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