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Time Crisis for Playstation

The crime organization Wild Dog has kidnapped Rachel, the daughter of the President of the Republic of Sercia. The government of Sercia has enlisted VSSE to save Rachel. VSSE sends Richard Miller (the player) to rescue her by single-handedly shooting his way through hundreds of enemies to do so.
Epilepsy/Seizure Warning This run contains a lot of light flashes. If you are sensitive to such things...you've been warned.

Game objectives

  • Emulator used: BizHawx 1.13.1
  • Aims for Fastest Time in Arcade - Story Mode.

TAS Notes

  • This game is really a two-in-one.
    • Arcade Story mode is the same as the arcade version of the game....woah.
    • Special Mode is an additional mode in the PSX version that plays through a different story. The path taken on this mode will vary based on efficiency of play.
  • This run was played using Gamepad input. Though designed to be played with a GunCon, BizHawk doesn't currently support this input method.

Stage by stage comments

Stage 1:
Area 1 - Straightforward blasting. The final screen contains an explosive box that will kill all enemies at once, but this takes longer than just killing the men normally due to the animation of the forklift collapsing.
Area 2 - Nothing Special. Just shooting.
Area 3 - The car that tries to run you over is shot to make it crash. This is faster because dodging the car requires you to fight one more enemy after dodging. The scene after dodging the car contains an explosive box that is this time used to kill everyone faster.
Boss - MOZ: Easy fight, hit the orange ninja-like guy (Moz) three times. You have to wait for him to leave the screen and return in between shots. Killing all the other ninja-like guys is necessary to bring Moz back faster.
Stage 2:
Area 1: Another option to kill everyone at once is available here by shooting the banding holding up the iron girders on the last screen of this area. Again, though, the animation to do so takes longer than just killing everyone normally.
Area 2: Nothing special
Area 3: Nothing Special
Boss - Sherudo Garo: This guy normally throws knives at you...he doesn't get a chance here. Again only one shot is allowed per appearance and killing the other enemies brings Garo back faster.
Stage 3
Area 1: The biggest single loss of time happens here. At the area where the turret gunner is attacking from the top of the tower, gamepad inputs do not allow for precise enough targeting to hit him until he leaves the turret. With a GunCon, he can be hit between the shields of the turret; which would majorly speed up this section. Since I can't shoot him, I use single frame dodges to avoid being hit by his shots. These are barely perceivable movements at normal speed.
Area 2: Nothing Special
Area 3: Moz returns in the middle of this section and is again a 3-shot kill with delays between shots.
Boss - Wild Dog: Pretty straightforward fight. As with the other bosses, he can only be hit once per appearance and the other enemies must be dealt with also.

Other comments

  • This is a Zero damage run (seen on the ranking screen post-credits). I doubt taking damage anywhere would speed up much.
  • Not obtaining 100% accuracy results from shooting the stuff (explosive boxes, grenades, etc.) that speeds up time, but doesn't count as enemy hits.
  • No extra shots were taken that weren't necessary. It's possible to shoot a single enemy multiple times, but is unnecessary.
  • A run could be done with 100% accuracy, but would be slower due to not using the quick kill method in Stage 1: Area 3 and having to wait on/dodge grenades instead of shoot them.

Improvements

Potential
  • Most enemies were shot on the first possible frame so the targeting dot could begin motion to the next enemy ASAP. As death animation varies on where they the enemy is hit, some deaths are faster than others. It's possible that I may have missed opportunities for faster death animations, but any of these would likely speed things up only if it's the last one or two guys to die before moving to the next screen/enemy sequence. This would also probably be limited to a handful of seconds over the course of the run.
Expected
  • GunCon support would drastically improve this run.
    • Moving from one target to the next could be instantaneous instead of requiring the time to sweep the blue dot across the screen from one enemy to the next.
    • It would also allow for more precise targeting of enemies. This would yield more control over death animations as well as rectifying the problem mentioned above with the turret gunner. There are a few other areas where enemies could be hit slightly faster as well instead of waiting for them to move a few pixels one way or another.

Note on publication (if accepted)

The credits roll after killing Wild Dog. However, following the credits is a final screen with ranking and opportunity to enter initials. For the encode, I would recommend a dump that has the inputs necessary to enter TAS for initials. Only after the high score table does the "The End" screen display. Here's a .bk2 file with this added (additionally, the blue dot is moved out of the way during the credits).
Final note: If it is deemed that the high score input is necessary for the timing of the run (as opposed to input ending on the last shot of Wild Dog) it will add 13,200 frames.

ThunderAxe31: Claiming for judgment.
DrD2k9: Cancelling due to known improvements and lack of desire to fix this run.


TASVideoAgent
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This topic is for the purpose of discussing #5821: DrD2k9's PSX Time Crisis "Arcade Mode" in 12:30.93
DrD2k9
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I just found this. http://tasvideos.org/forum/viewtopic.php?p=445196&highlight=#445196 As I suspected, using a guncon would be MUCH faster. I can see the 1:20 difference (in-game time) between that run and mine being mostly due to moving the target dot and waiting on times where enemies couldn't be targeted immediately. Even then, there are a couple areas I think that runner may have been able to shoot earlier. So it may be possible to be even faster than that!
Spikestuff
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Yeah, we're waiting for Hawk to support GunCon for a reason. Which I do bug about on occasions. Abstained. Good Job making one. But it's also late considering the several over on nico that exist pre-Hawk (iirc).
WebNations/Sabih wrote:
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DrD2k9
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Spikestuff wrote:
Yeah, we're waiting for Hawk to support GunCon for a reason. Abstained. Good Job making one. But it's also late considering the several over on nico that exist pre-Hawk (iirc).
I figured the lack of GunCon support was why there wasn't a run yet...but I figured it was worth trying anyway. nico? (forgive my ignorance here.)
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Very cool. I remember playing this in the arcades and could never get past the second stage. I was very impressed by the speed, but then even more surprised how visible a difference the GunCon run was! Yes vote.
Spikestuff
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From the Time Crisis thread. Your times are faster than the nicovideo one that exists (with controller). However it's got a segment slower compared to antd's Stage 1, Area 2. It might be related to PCSX-rr vs Hawk where it has a fast disk, but I kinda doubt it in this case. However, this is just a point out. *Stage 1 - Area 2 Clear: antd: 1'22"76 DrDk9: 1'22"96 (Lower is better) *This carries from the Area 1 times, so antd caught up to yours after trailing for .53 seconds from the previous room.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
DrD2k9
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Spikestuff wrote:
From the Time Crisis thread. Your times are faster than the nicovideo one that exists (with controller). However it's got a segment slower compared to antd's Stage 1, Area 2. It might be related to PCSX-rr vs Hawk where it has a fast disk, but I kinda doubt it in this case. However, this is just a point out. *Stage 1 - Area 2 Clear: antd: 1'22"76 DrDk9: 1'22"96 (Lower is better) *This carries from the Area 1 times, so antd caught up to yours after trailing for .53 seconds from the previous room.
I will check into this as soon as I can. Based on the times it's probably a small change, so I may be able to update my run fairly easily.
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Seizure warning?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
DrD2k9
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Ferret Warlord wrote:
Seizure warning?
I have no problem adding that to the submission text. I didn't think about all the flashes that way. E: Done
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I think it's entertaining, even if GunCon would speed it up. Fastest run on the site right now, since the others have not been submitted. (Personally I don't think unsubmitted runs should prevent an otherwise good run from being accepted).
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I happen to be very familiar with this game, and there is a detail in your run that has come to my attention...
DrD2k9 wrote:
It's possible to shoot a single enemy multiple times, but is unnecessary.
Are you sure? Because you also said:
DrD2k9 wrote:
As death animation varies on where they the enemy is hit, some deaths are faster than others.
You see, shooting a single enemy multiple times can cause two death animations that are otherwise never seen: shooting an enemy twice makes his death slower, but shooting him trice makes his death much faster. This trick can be seen in a TAS on Nicovideo, a TAS on YouTube, and even in the RTA WR. And here is the proof: User movie #45050134583604789 I've saved 211 frames (3.43 ingame seconds) over your submitted run in the first area alone.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
DrD2k9
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I'm cancelling this submission. I'm frequently amazed and frustrated at how quickly my work is beaten by someone else on this site. I try all the various combinations I can think of to beat a game as fast as possible before submitting, but someone always seems to find something I didn't. It can be extremely discouraging. Especially when I've spent hours upon hours working on completing an entire game and then someone finds an improvement near the beginning; forcing me to either abandon the game outright or redo practically the entire run. It's even more frustrating when it's for a game that has never been submitted before, and no one else seems to care much about until after I submit it. ThunderAxe31, please don't take all this as a direct result of your post....I'm just venting a general frustration with this site and my own incompetency in TASing. In regard to this particular game: I had already been reworking it myself, for at least the 5th time (having gone through it multiple times looking for improvement possibilities before originally submitting). I had also found significant improvements as of last night (not as good as yours, though). I don't know if I'll ever re-submit. I've mostly lost the desire to work this game... unless GunCon gets support.
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GJTASer2018
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It's probably for the best for a TAS of this game to wait until GunCon is supported, because the risk is there of any polished non-GunCon submission being obsoleted by a sloppy GunCon submission just because the GunCon will be faster...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
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^ Why I don't have any submissions despite being on the forums for years now...
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Well, no, if it's sloppy, even if it's faster it still will get rejected for being sloppy.