Posts for CaRC1n0g3n

Experienced Forum User
Joined: 4/24/2007
Posts: 10
I watched the whole thing tonight. You don't make nearly as many dodges as I thought you would have, heh. ^^;; I'm a bit iffy on your Grave Digger fight, though. Acid rounds would be better than all that weapon switching imo, but I need to watch everything a few more times and mark down everything you did on your route. Your final fight with Nemesis was very good too; I didn't consider pumping flame rounds into him and making him chomp on the Tyrant in the corner of the room before the second blast. It's definitely faster than trying to adapt the Japanese strategy to the American version, and goes to show you how little I actually play around with the game... I was contemplating how to deal with that fight. /me takes notes. Another concern I have is the load times, considering it's run on an emulator... I don't entirely know how comparable your time is to running it on a console. I could run some tests by recording on my PS3 and running some video side-by-side, so I can calculate where time is gained and lost. I've got a couple of other SDA runs I'm sort-of working on right now, pending school. I'm very motivated to play this game again, and hopefully I'll get to work on a new RE3 SDA run before the end of the year. Thanks. =D
Experienced Forum User
Joined: 4/24/2007
Posts: 10
I'll talk to HKGoldenMrA next chance I get about dodging. It took him 374 tries to get the knife/no damage run. ZENO usually takes around 400 tries to get a 'perfect run' by his standards. It's likely that HKGoldenMrA knows something we don't. =p
Experienced Forum User
Joined: 4/24/2007
Posts: 10
Okay then, how 'bout this: what movement cues do I want to look for in order to dodge successfully?
Experienced Forum User
Joined: 4/24/2007
Posts: 10
http://www.youtube.com/watch?v=kFHdCh1RvEI&feature=PlayList&p=5E3317DC6BF967C0&index=2 All of this was done with a one-frame timing window you say? There's gotta be more to it. It's like, impossible for human reflexes to hit a one-frame timing window. I notice that he's never directly facing the zombies whenever he shoves. He always turns at an angle or does a 180 facing backwards before he does.
Experienced Forum User
Joined: 4/24/2007
Posts: 10
I'll have to watch this run for sure. I knew my run at SDA was crap, but now I see there are even ways to landslide ZENO's run, with the NA version no less. There's absolutely no excuse for me not to improve my run now. Honestly, I don't know whether I should be flabbergasted that nobody (US or Japanese) figured out how to gain such a huge time advantage, or that I didn't learn about this project sooner. I had a feeling unequipping weapons did something outside of giving you an extra second or two on load time. I knew unequipping weapons made you run faster in the GC remake, but I wasn't sure if the same held true for the original RE engine. I'm going to need to figure out the dodge system too, since it seems like most of the time savers come from perfect dodging. Neither I, ZENO, or Goda took advantage of it in any of our runs, partially because it's damn hard to figure out the timing window in which to shove a zombie. The only person I know who has that down to a science is HKGoldenMrA. =| Masterful work. I hope to see a Rocket Launcher run as well. =]
Experienced Forum User
Joined: 4/24/2007
Posts: 10
Warp wrote:
Anyone can do a great looking segmented speedrun. Just like anyone can TAS to a very high standard. It just takes patience.
Speedrunning, no matter in how short segments, is extremely hard. TASing with the high quality standards required currently here is extremely hard. Claiming anything else is just ludicrous.
Care to explain where there's a contradiction? Also... Go smoke some bud or something, dude. Chill out =|
Experienced Forum User
Joined: 4/24/2007
Posts: 10
A bit tired at the time of typing, so bear with me. It just seems like an interesting topic... Stanski's right, it takes a LOT of patience and luck to pull off a segment exactly right, just as it does with a TAS. Is the reloading of all those savestates not just another way of segmenting a run (granted, illegitimate)? TASing should be considered a higher standard than a segmented run though, because elements of reflex are totally removed. As for Warp's comment, where does this 'playing at full capability' come in if you can only do certain tricks one in every 20 attempts? A fluke is hardly 'full capability'. SS runs force you to think on the fly. Back to the original topic though... Entertainment in a run is a side-effect. Even at this site, though, I would think that a run labelled as 'more entertaining' would still be obsoleted by a run that's just a few frames faster. Correct me if I'm wrong, but that's the impression I would get.
Experienced Forum User
Joined: 4/24/2007
Posts: 10
Does that fix all the annoying graphical errors? and AKA, I somehow doubt that statement. With the game's 2D control option, one might be able to find some interesting zombie dodging patterns.
Experienced Forum User
Joined: 4/24/2007
Posts: 10
Yeah, I just downloaded Mupen and RE2, tried to play it, and there's all sorts of nasty flickering and stuff. What's the best available Graphics Plugin? Also, is there such a thing as a PSX TAS? I caught wind of something like that at SpeedDemosArchive...
Post subject: Resident Evil 2
Experienced Forum User
Joined: 4/24/2007
Posts: 10
So I checked around the forums here, and noticed that nobody bothered to do a TAS for any of Resident Evil 2 on the N64. Why is that? Resident Evil 2 is a very choice candidate for speedrunning in general, why not try to push the game to its limits? I estimate a time of 1:10 or less is doable for a TAS.