• Emulator: Mupen64 Anti-DS
  • Aims for fastest in-game times while also trying for fastest overall time whenever possible.
  • Takes damage to save time
  • Heavy luck manipulation
  • Completes bonus levels
Graphics plugin: Run synchs with either Jabo Direct3D8 1.6 or Rice Video Plugin 6.1.1 or later version.
NOTE TO ENCODERS: Run can be encoded with Glide64 Napalm WX if using some savestates and pasting segments together. I'll provide savestates and more info on this later. Since both Rice and Jabo has severe graphical issues this is definately the approach i recommend(Napalm has no graphical issues whatsoever).
Input plugin: TAS input plugin 0.6(2 controllers enabled) Sound plugin: Jabo DirectSound 1.6 RSP plugin: RSP Emulation Plugin
This run improves on Rising tempest's previous TAS, however it is overall slower because it beats 2 additional bonus levels because most poeple wanted to see those included. For this reason, run doesn't end at or ever show the credits, i tried to make this work but it wasn't possible. Option was between doing all levels and ending at credits and i chose to do all levels. So instead movie ends at fadeout of final level.
This is the first full TAS run where i've truly aimed for absolute perfection. This run accomplishes that goal in ways i could never have imagined when i started. Almost every level is completed in a time below what was believed to be the lowest possible time before run was started. I should also note that every level is a TAS record, i.e no level has ever been TAS'ed faster than in this run(not counting decimals). The improvements on individual levels compared to previous run are the following:
Level      | This run | Rising Tempest | Improvement
-
Dam          1:47       1:49             0:02 
Facility     0:49       0:52             0:03
Runway       0:33       0:35             0:02
Surface 1    1:44       1:48             0:04
Bunker 1     0:54       0:59             0:05
Silo         1:07       1:14             0:07
Frigate      0:56       1:08             0:12
Surface 2    1:10       1:16             0:06
Bunker 2     0:40       0:48             0:08
Statue       2:15       2:17             0:02
Archives     0:51       0:54             0:03
Streets      1:50       1:54             0:04
Depot        0:42       0:48             0:06
Train        1:40       1:44             0:04
Jungle       0:49       0:51             0:02
Control      3:51       3:57             0:06
Caverns      1:19       1:22             0:03
Cradle       0:32       0:34             0:02
-
Total:                                   1:21

Bonus levels against previous TAS records:

Level      | This run | Previous Record | Improvement
-
Aztec        1:18       1:29              0:11
Egypt        0:42       0:44              0:02
-
Total                                     0:13

The making of this run:

Originally this runs started when Jack(Rising Tempest) asked me if i wanted to be a co-author in an improvement run. Sometime after i started the Dam level and i simply kept going and finished it. At this point i hadn't had alot of contact with Jack and in the end i continued the run by myself. In the beginning, Simon used to do TAS'es alongside my own which was a big factor later on in perfecting alot of levels. We were able to compare runs and TT's and this made it possible to improve levels more than i probably would've done had i done it alone. When reaching the Surface 2 level Simon made his first contribution to the movie when i asked him to do the beginning of the level for me. On the next level, Bunker 2, i ran into some problems about halfway through the run and after countless attempts of trying to manipulate a guard holding a safe key, i gave up. At this point, Simon took over the whole run. He finished Bunker 2, and also did Statue and Archives levels. After this almost a year passed without any furhter progress. Mostly because this run aimed to beat all previous TAS records and the standing record on Streets was 1:51 by Simon which we thought was unbeatable with the control style used(because leaning can't be done which makes the Valentin strafing slower). However, roughly a year later Simon told me is was "about time" to continue the run so we made a try on Streets. Originally we planned to co-author the rest of the run but by coincidence, i ended up doing all the input for Streets. I also continued on with Depot and at this point, we decided that i'd do the rest of the game by myself. The times gotten here in the second half of the run were mindblowing both to myself and Simon and hopefully the rest of the communities following the progress. I managed to finish the run in only a few weeks after returning.

My own thoughts:

This run is far better than i ever expected it to be. And while some minor improvements do exist, I consider this run to be as close to maxed out as Goldeneye can get. Some levels like Streets where luck manipulation is extremely heavy had everything going right and the time is so fast that i think it would be extremely hard to even tie. I'm very proud of how the run turned out and i hope everyone can enjoy it as much as i do myself :)

Tricks used:

On Surface 1, i shoot through the window of a hut to make the guard with the key come out.
On Bunker 1, i use 2.3 control style to shoot during cinema, this to alert a guard so he can open two doors for me. I also shoot close to Boris in beginning so he'll get his hands up earlier and therefor start walking earlier.
On Silo and Aztec, i do little quickpauses to speed up any full pause coming later.
On Frigate, i manipulate every hostage to choose the closest escape point.
On Surface 2, i shoot a camera through the trees to save some time. This is done at earliest possible moment cause the camera is not loaded until this point.
On Bunker 2, we lure the clipboard guard early, which usually makes a safe key guard take a bad route, however, if you're fast enough, he'll take a good route, this saved 5 seconds.
On Statue, Trevelyan is shot so he can start talking earlier.
On Archives, 2.3 control style is used to get an earlier slap in beginning.
On Streets, a grenade is used to destroy a roadblock allowing Bond to run through it.
On Depot, 2.3 control style is used to destroy a screen during cinema, this is part of an objective and also attracts guards who open a roller door for you.
On Train, i use a weapon switching trick to use ZMG and Laser at the same time. This doesn't save anything but adds alot to entertainment.
On Jungle i once again use 2.3 control style to be able to throw mines instantly.
On Control, i shoot Natalyas legs many times so that she'll have a shorter distance to run when escaping.
On Cradle, i use a grenade to kill both Trevelyan and destroy a console at the same time. This completes both objectives on this level.
On Aztec, i lure 2 guards to open a glass door for me, saving a ton of time. I also input the guidence data in the end of the level instead of in the beginning.
On Egypt, i warp a solid stone door without even opening it!
I'm not gonna go into further details on each level because i could write endless details about them.

Possible improvements:

While most levels are executed perfectly, two minor mistakes were made in this run(and couldn't be helped since this was discovered long after run had started):
1. Control style 2.4 had been a better choice. It was discovered that bonds forward speed is the value that can accelerate after a certain time and 2.4 allows you to do this during cinemas.
2. Using aim crosshair for some shots was believed to not decelerate Bond if only held for a single frame. Further memory watching proved that this was false and therefor some speed was lost on some levels. This might still work with 2.4.

Special Thanks:

Simon Sternis, for support/help throughout run, especially for taking over the run when i gave up.
Jack Wedge, for creating the previous run which has been an inspiration and a source for comparising.
The-Elite community, for all years of developing strats and also for an overall interrest in the run.
Tasvideos community, for helpful ideas, help with memory watching and also great support throughout the run.

Mukki: Judging...
Mukki: Fantastic work here, no question. Despite the fact that a good encode is yet to be uploaded I may as well accept this now as an improvement to the currently published run. It is a no-brainer. Hopefully this can be published with a Glide64 Napalm WX encode.
Aktan: My next project....


TASVideoAgent
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Posts: 15628
Location: 127.0.0.1
This topic is for the purpose of discussing #3011: Wyster, Scaredsim's N64 Goldeneye 007 in 30:42.48
Experienced player (534)
Joined: 1/12/2007
Posts: 682
YES!!!!!!!!!!!!!!!!!!!!!!!! I love it!
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
Re-record count: 400000
Interesting. Hacked or faked I'm sure, but interesting. Can't wait for an encode to watch.
Taking over the world, one game at a time. Currently TASing: Nothing
Active player (302)
Joined: 9/2/2006
Posts: 504
Actually i ended up with around 399xxx so yeah it's a bit faked but not alot. (Besides i have worked at times worked on several m64's so there's supposed to be several thousand more :P)
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Though I cannot watch the last few levels without an encode, I was able to watch all the levels up to Control from the youtube feeds. From what I have seen, this run is amazing. Great job man. Also, thanks for including the bonus levels. The last run felt somewhat incomplete without them. I really hope someone can provide a high resolution encode (at least 640x480) using the Glide64 Napalm plugin. That would be fantastic to watch.
They're off to find the hero of the day...
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
The previous Goldeneye TAS was the most entertaining TAS on the site, and this is better. Incredibly optimized. Obvious yes vote. If possible, I'd like to have a more thorough explanation about how you opened the glass using Clemens strat (seems very inconsistent). Did you find the position in RAM for the guard? Nice guidance strat there too, somehow I had never thought of that.
Active player (302)
Joined: 9/2/2006
Posts: 504
Encoders, read this to encode with Glide64 Napalm WX(this also works for anyone who wishes to watch with napalm in Mupen64): Since this movie doesn't natively synch with Glide64 Napalm, the encoding has to be done in segments which can later be pasted together into one complete movie file. In this zip-file i've included savestates that start each segment along with a .txt file that states exactly when to end each segment. So simply set emulator to pause at the specified end frame, pause movie, load the savestate that corresponds to the segment you wish to record, and let it run. Should be simple enough. Most segments end and start during blackness so no problems should occur when pasting together those segments. There are 14 segments in total. http://rapidshare.com/files/449016177/Segments.zip Glide64 Napalm WX: http://glide64.emuxhaven.net/files/Glide64_NapalmWX_R1.1.zip ---------------------------------------------------------------------------------------------- If i may suggest a picture for this movie, a picture of me shooting Trevelyan in the head on Control while he says "Too slow James" :D
Player (184)
Joined: 12/24/2010
Posts: 144
Location: Brazil
I will wait for the encode then I give mah vote!
My main objective here is to TAS the most obscure games titles!
Joined: 4/29/2006
Posts: 70
Mupen crashes when I try to load a savestate.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
The screenshot suggestion by wyster: http://img560.imageshack.us/img560/1533/screenshotsuggestionfor.png Btw, whoever encodes this using Napalm, make sure you get right colors, I get only 16-bit color when encoding with Napalm. I haven't heard of others who have this problem though, maybe it's just Vista that sucks.
Undie wrote:
Mupen crashes when I try to load a savestate.
Might be because you're using the wrong mupen version, try the antidesync version: http://ssternis.free.fr/antids-mupen.exe
Joined: 3/17/2009
Posts: 496
encode plz lololololol
Joined: 4/29/2006
Posts: 70
Encoding, but I'm not using Napalm as everything fucked me over when trying to use the savestates and mupen antids fucked with avi dumping so I got sick of it. Because of this there is graphical glitches so I don't recommend this encode for publication. With that said someone else will have to do a publication encode :( Encode will be up in about 1 hour.
Joined: 4/29/2006
Posts: 70
Encodes http://undie.no-ip.org/encodes/goldeneye-tas-wystersimon.mkv [SD][130MB] Will not be making HD-encode. Do note that this encode is not with the napalm pack so there are plenty of bugged graphics to be seen. Therefor I do not recommend this encode for publication.
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Control was HILARIOUS. (yes vote)
Current Project: - Mario Kart 64
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
This game has officially been PWNED. (heh) Just having Aztec and Egypt here makes this worth a Yes, but the general improvements make this all the more awesome.
Former player
Joined: 6/28/2004
Posts: 219
Location: Raccoon City
This is very optimized and technically impressive, I will agree with that. But no one has mentioned that he is literally staring at the ground or a wall for 90% of the game? Extremely boring to watch.
Joined: 7/2/2007
Posts: 3960
That's an unfortunate result of the laggy drawing system. Fortunately, Perfect Dark doesn't have this issue.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 6/8/2010
Posts: 21
Smoking fast, entertaining as hell, and rightfully includes the bonus levels. Super easy yes vote.
Active player (302)
Joined: 9/2/2006
Posts: 504
But no one has mentioned that he is literally staring at the ground or a wall for 90% of the game?
I decided early on that my goal with this run would be speed. Using lookdown on some levels is the only real way to accomplish that. If i were to do tradeoffs everywhere i think the end result would feel less consistent. I have however tried to minimize lookdown on indoor levels and levels where it doesn't matter(Surface 2/Jungle etc). (Sometimes it's also used in manipulation purposes)
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Joined: 3/10/2004
Posts: 7698
Location: Finland
Wyster wrote:
Actually i ended up with around 399xxx so yeah it's a bit faked but not alot.
But why? Rerecord counts don't affect the validity or acceptability of the run, but they are still interesting information (and used for example in the statistics page). What purpose does faking it have? The information is interesting only if it's honest.
Post subject: Re: youtube
Joined: 4/29/2006
Posts: 70
UploadBot wrote:
http://www.youtube.com/watch?v=WVgCZ9FiA_U
Undie wrote:
Encodes http://undie.no-ip.org/encodes/goldeneye-tas-wystersimon.mkv [SD][130MB]
Don't think Youtube is a big fan of matroska and ogg, getting heavy sounds glitches and video appears to be lagged. The reasons might be something completely different. I've been told that mp4 and AAC are the way to go for youtube. Not too sure about the details regarding this, perhaps someone can fill in the details.
Active player (302)
Joined: 9/2/2006
Posts: 504
But why? Rerecord counts don't affect the validity or acceptability of the run, but they are still interesting information (and used for example in the statistics page). What purpose does faking it have? The information is interesting only if it's honest.
Heh yeah i get what you mean but the point is, i was so ridiculously close to 400k that i could've simply said "I optimized that last turn insanely well". As i mentioned the run has used alot more rerecords than that count says and therefor adding some does not make it any less honest. It was only a matter of 200-300 rerecords which is nothing. This is still accurate enough to be of statistical interrest. Also i only did that because i enjoy looking at an even number myself, not to make it look better to everyone else.
Glitcher
He/Him
Joined: 3/24/2007
Posts: 216
Location: London, U.K.
The train level was just crazy. Whouda thunk a watch laser could be so deadly? But why didn't Natalya follow you on the way out?
Active player (302)
Joined: 9/2/2006
Posts: 504
But why didn't Natalya follow you on the way out?
It's a glitch/timesaver i found a couple of years back. If you get out of the train fast enough she won't follow and you can simply wait by the end as she completes her objectives. Approx 14 seconds saved.