Posts for Dimon12321


Dimon12321
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Temp Encode UPD: the movie is published, so I deleted the encode.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Oh, finally someone has took this game! Godzilla's showing some taekwondo and its opponents stand no chance against it xD You even managed to use "death" trick. Yes vote! Here's a temp encode. It might look weird. This is my first FCEUX 2.4.0 encode. For upscaling I used the ffmpeg command I use in Bizhawk. Looks like it fixes incorrect resulting aspect ratio, which ffmpeg alone doesn't care about. UPD: temp encode has done its job. I have deleted it
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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feos wrote:
The point of this run is that it was challenging to accomplish. Of course someone might have recorded it in realtime, but for a programmer it was more interesting to script it all in advance, and then to fix bugs in bizhawk and the site that made it not possible for this movie to be made and submitted. Encoding it will also be challenging, and probably judging too. That's the whole point - for the fun of it! And I'm speaking as someone who's not a fan of this whole idea lol. But as long as we have people eager to invest themselves into it, it's okay! It's not like we suddenly started removing entertaining runs from the site anyway.
From this point of view, it makes sense. I'm not criticizing the process of making this TAS. Geez, I'd wish I could program such a bot on my own. But 33 days? Like, come on! Ugh, may the fun not go through tortures. Just launch a 24/7 stream of it, when that yearly Desert Bus charity competition begins, and there you go. Alternatively, it will be 33*2 parts of 12-hour videos and another one that takes the remaining 2 hours.
Memory wrote:
Your post just comes off as overly negative and elitist and I don't see the point, other then to put people and TASes down. That is something you've been called out for in the past (see Nethack) and it absolutely needs to stop.
I'll be honest with you and everyone else. It doesn't take much effort from me to be a part of the crowd that says "Yes" to any proposal as long as it doesn't do much for it. I just stay skeptic to activities that will take a giant amount of time to do and will very likely have little avail as a result (let it be poor feedback, lack of attention etc.). I know how time-consuming TASing can be, but sometimes it may require something more than just self-satisfaction of done work that had taken thousands of hours, regardless of how humble you may be and how the phrase "Yes, I've finally done it!" may reward you. And that's if an author has finished its work. It could have became the victim of its own high ambitious. Guess, there were a lot of such cases. That's about movie making, not movie encoding, but the point is similar. I'm not trying put people or that TAS down. All I do is question the point of publishing it after it gets accepted. I prefer to question things when it makes sense, rather than share blind optimism to everything I see or just ignore something.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Memory wrote:
Dimon12321 wrote:
Hahahahahaha-ha! That's cool, but can Desert Bus be taboo-ed for publication? Not in defence of Spikestuff, but who will watch this publication?
People who want to watch a month of desert bus. What does perceived lack of viewers affect you or even the site in any way? We've long since moved past the idea that TASes have to be entertaining to be published.
It doesn't affect me. I'm not interested neither in this game, nor in this "TAS". I just don't see the point in encoding and publishing it and I think you don't see it either. For such a game, which is unique case for sure, all the judge has to do is note the time, make sure it matches the rules and make a decision. I'm sure in that case, which I hope will be the only one in the site's history, this is necessary and sufficient, like some Math theorems say. Even though the site's trademark includes the recording and publishing of each accepted movie, recording 33 days of maximally repetitive gameplay doesn't make sense. I'm not trying to persuade anybody to refuse to publish it, my opinion has never been worthy in 8 years of my presence. But my point is, that's not a good idea. After all, don't encoders have any others things to do?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Oh. Finally someone went past State of Liberty levels' manipulations Yes vote
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Hahahahahaha-ha! That's cool, but can Desert Bus be taboo-ed for publication? Not in defence of Spikestuff, but who will watch this publication?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Link to video ROM data Name: Resident Evil - The Mercenaries 3D (USA) (En,Fr) Decrypted.3ds SHA1: 6b546e98f8d64fbc79d2a68fde540a7b66e50be9 MD5: 78191c84040c6e37698da28c5111f4da User movie #638045688360378687
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I recall some people wrote they were looking forward for Citra to have TAS tools, so they could try Resident Evil: Mercs 3D. So, here we have TAS tools in Citra. Where are all these people with their articles and WIPs? Alright. So, if you like RE4 or RE5 Mercenaries, then here is a lenient game for you. Well, sorta lenient. Goals Even though, the game has no storyline, there are 2 main goals for beating the game:
  • complete all regular missions (1-1 through 5-5);
  • complete all missions (1-1 through 5-5, and EX-1 - EX-9).
And also such landmarks as New Game+ and all missions SS ranks. New Game+ is beating each mission in the fastest possible time using the best character and set of skills. Missions There are 2 types of missions in the game. Regular missions have different objectives. You should kill a specific amount of zombies, kill all zombies, survive waves (or let the time reach zero), kill a boss. Plus, some of them involve extra conditions or changed scripts. EX missions are basically regular Mercenaries from RE4 and RE5 with bosses, time chests and timers. Basically, you just need to play for a given time without doing anything to increase it. Mission rank depends on your score, which is calculated by a specific unknown formula which includes: - enemies killed, - maximum combo, - the remaining time on the clock when a mission is over, - (maybe) you accuracy. TAS is usually able to beat most missions with SS rank, but some missions rely on remaining time too much. Would be great to have some kind of a spreadsheet with scores and ranks. It's not a good idea to beat each mission twice with and without timers. Aiming and Camera Note: The game works at 30 FPS. When I mention control directions for 1 frame, I actually mean 2 frames: one frame which reads the input and one blank frame. The control is the similar to elder parts, but it takes one step back comparing to RE4. Unlike Gamecube or PS2 control, you use Circle Pad only for aiming, which makes it more difficult and uncomfortable. Camera moves in any direction by swiping the touchscreen in range of ~90 degrees from its idle perspective. You can point it to any spot you want, but in the TAS you have to swing from one corner to another one to make it move faster. When you hold R, you start aiming in the direction the camera was pointing. Once it’s started (you start aiming your gun or the laser is already pointing), the camera stops reacting at swipes, even though they remain intact, if you keep holding you finger/stylus on the screen until releasing R. Instead, you use Circle Pad for controlling the laser point. Once you release R, the camera starts reacting at swipes again. If you shoot and then release R, your character will keep the weapon aiming for a short while once the weapon shooting animation cycle is over. During this period, you can move the camera with swipes and, when you hold R again, your character immediately aims where the camera was pointing at and you’re ready to shoot. Aiming Speed option Since the aiming doesn't speed up, we can image some kind of spherical 2D grid where the laser of your gun aims at. Depending on Aiming Speed set in the settings (one of 5 options), it manages the resolution and the point shift length. “Slow” and “Slowest” options are more for long-range kills, while “Fast” and “Fastest” are more useful for close combat. Since new enemies spawn in if elder ones are dead, killing enemies in the fastest time is necessary, which means you have to kill distant enemies quickly too. So I recommend either sticking with “Default”. In most cases, you’ll end up making yourself aimed at the head at the moment when your shot results in a critical hit (headshot). For this to do, you aim at the area of enemy’s head, and wait until it crosses your line of fire, or fidget your laser point around to make it point at the head. Aiming works like that: Regular one frame Circle Pad horizontal movement (Left, Right) does no effect. Your aim will stay at the same point. Regular one frame Circle Pad vertical movement (Up or Down) does 1 grid shift. Diagonal one frame movement (Up-Left, Up-Right, etc.) results in moving 1 grid shift vertically. Horizontal part (Left/Right) is ignored. Two-frame directional movements (like Left, Up-Left) are difficult to explain. Depending on which spot you were aiming before making that kind of movement, you will get a different amount of shifting. Yeah, if you move your pointer according to input directions, but it won’t usually point where you expect. At first, I though it’s possible to achieve tiny pointer movements, if you set “Modifier Scale” to a specific value range in Citra’s Configuration -> Controls, but no. If you find a spot that lets tiny pointer movements, you will get the same movement regardless of Modifier Scale percentage. But, in general, horizontal-leading movement (like Left, Up-Left) provides a strong horizontal movement and a regular vertical movement. Vertical-leading movement (like Up-Left, Left) provides a regular vertical and a regular horizontal movement. The perfect algorithm, I think, should work like that: - you swipe the touch screen, - you press R, it aims at the head, - after you shoot, you release R and swipe the camera to the next target - the shot animation is over, you press R and it aims at the next head. Unfortunately, I didn't test it. As I mentioned earlier, the camera swiping has inertia, so TAS editor would definitely save a lot of time to make it easier to aim, while taking inertia movements into account. Especially, if you use a machine gun and, hence, you don't always have time for camera to fully finish its swipe. Critical hits Like in RE4 and RE5, the game rolls a dice on each frame to decide if you cause a critical hit (headshot) kill, if you pull the trigger at that moment. It’s difficult to say how to manipulate luck with it, but if you’re aiming at a group of enemies, the critical hit always happens at the same moment, no matter which head you’re shooting at. There’s one specific detail. Critical hit works if you are not moving your gun! For some reason, when I start moving the gun to the next enemy, knowing that my pointer will still be on the enemy’s head when the gun shoots, I don’t cause a critical hit. It certainly not depends on what part of a head you’re shooting at. Route My main focus is any% for regular missions and New game (with no save data). 1) First 3 missions are 1-3, 2-3 and 3-5. Each one unlocks a new set of missions. Mission 1-3 is killing 5 weak zombies. Character: Chris Mission 2-3 is killing 25 weak zombies. There are 2 spawn points. Character: Chris or Hunk. I didn’t test Hunk, but I think, while dealing with multiple enemies on the screen, killing zombies with 2 Hunk’s machine gun shots is faster than waiting for a critical hit for Chris’ pistol. Mission 3-5 is boss fight with Popokarimu. Character: Hunk. 1.1) Once Mission level 4 is unlocked, we can complete the whole level set Missions 4-1, 4-2, 4-3, 4-4 and also 5-1, 5-2, 5-3, 5-4 are survivals for 2 minutes each, so we can complete them sooner or later. Character: anybody. - Some useful (or not) skills can be unlocked for B rank: Handgun Technique (4-1), Machine Gun Technique (4-3), Bomber (5-2), Technician (5-3). - Bomber can be useful in boss battle in 5-5. - Downside: “Technique” skills’ property profit is unknown (see Question 1 in Misc section). 2) Mission 4-5 is a survival mission which contains 10 waves, having 180 enemies and 20 boss-like enemies in total. This will take about 6 minutes to complete. Any% on the other hand, requires sticking with wave 1 until the time runs out. So the mission can be considered time-based too. 2.1) Mission set 5, as mentioned in 1.1, is also time-based, so it’s up to you when to play it. 3) Mission 5-5 is killing 15 enemies to make Popokarimu boss appear, and then kill it. Enemies are zealtons and executioners (black). It will be complicated to ignore the later ones. Character: Krauser (most likely) or Hunk. It’s interesting if the enemies drop rocket ammo. Can the boss die of 1 rocket without “Giant Killing” skill on? Also, this map provides mines instead of hand granades which might help to damage the boss. 4) Mission set 1 (time-depended) 4.1) Mission 1-1 is just running by a specific route. When you reach one red glowing marker, the next one becomes active and that’s until the final one. Character: unknown. Girls might run faster. I don’t think Wesker’s charging-running-kicking special move will save any time. It all requires testing. 4.2) Mission 1-2 is destroying all barrels around the map. Here you can build your own route. There are red markers, but it’s not necessary to touch them. Character: Rebecca or Hunk. Machine guns let you spend less time waiting for weapon shooting animations to finish. It’s not clear if Rebecca runs faster than Hunk because she wields a machine gun, not a pistol. 5) Mission set 2 (time- dependent) 5.1) Mission 2-1 is killing all 15 Majini zombies, meaning you don’t have an infinite crowd to kill remaining zombies easily; you have to look for the final enemy. They are regular enemies. The main obstacle here is finding the spot to spawn enemies quicker. I don’t think the starting spot is good. When a Majini spawns in, it has to climb up the container before you can shoot it. Character: Wesker. 5.2) Mission 2-2 is killing all 20 zombies. The conditions are the same as in 2-2. Character: Wesker. 6) Mission set 3 (time-dependent) 6.1) Mission 3-1 is killing all 15 Town Majini, 4 of which are scripted Cephalos. There are 2 spots on your way where you can pick up flash granades. It’s interesting if you can kill at least 3 of them by shooting barrels. There are 4 barrels around the map and it’s possible to make all 4 groups be blown by them. Will the enemies then not die and spawn Cephalos instead? Character: Wesker or Hunk. We can spawn all Cephalos and kill them later. Hunk’s grenade launcher makes it easier, if you shoot them all in one go, not switching weapons back and forth. Throwing flash granades may take not much longer too. 6.2) Mission 3-2 is killing 10 Town Majini. I don’t think the mission will fail if you don’t kill any enemies with a melee attack, but who knows. Character: Wesker. 6.3) Mission 3-3 is killing 20 Town Majini. They seem to spawn infinitely. Character: Wesker 6.4) Mission 3-4 is killing all 100 Majini. Last enemies should be looked for. Character: Wesker or Rebecca. Rebecca’s MP5 has 20% of critical hit rate and the grenade launcher can kill the crowds. Wesker’s weapons are better, but you’ll have to run around collecting pistol ammo. That’s all. EX Missions EX Missions are survival missions (time-based), so you can play them too until the timer runs out. EX-9 has 15 waves, so it's left for you to run around for 5 minutes. Misc Revenge skill is pretty interesting, but you need to drain your health to red level, but unfortunately it takes too much time comparing to the sum of waitings for every headshot during a mission. Giant Killing skill would also be great to have, but Mission 4-5 survival does not fit into any% goal, only for SS ranks goal. But the skill can save some time on 5-5. Game information These sources share almost the same information, but provide it in different forms. It’s not clear, where did they get this data from, especially numeric data. I asked Berserker, the guy who wrote GameFAQs article, about it. He said he didn’t remember it and his active period in RE:M 3D was quite small unlike RE5 and RE6 Mercs mode. https://gamefaqs.gamespot.com/3ds/609524-resident-evil-the-mercenaries-3d/faqs/62693 http://www.biohazardmercenaries.com/forums/index.php?topic=8347.0 http://sephirosuy.blogspot.com/2011/06/rem3d-walkthrough-guide.html Open questions 1. Is the aiming restricted to 8 directions (Up, Up-Right, Right, Down-Right, Down, Down-Left, Left, Up-Left)? Citra doesn’t have TAS input, but if you move Circle Pad in a custom direction, will the pointer move accordingly? 2. What exactly does “Improve (weapon type) handling” property do in “(Weapon type) Technique” and “Technician” skills? 3. Can the enemies drop rocket ammo when you play as Krauser? 4. Can you deal a critical hit to a Cephalo (parasite)? In RE4 you can instantly kill one of its forms.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Temp Encode UPD: removed because the TAS has been published.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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It caused some WTF moments for me why you were skipping boxes on some stages, until I remembered those stages have crystal passages where the remaining boxes are. I like watching Zig-Zag TASes, but it doesn't fit CB1 due to its poor game optimization and chamberness. Much appreciated for not using it here! Yes vote
This revisit skip could have saved a little over a minute if it was included. While this is an amazing discovery, this was found at a very unfortunate time as it couldn’t be included in the TAS. If I included it, I would have to redo everything after rolling stones, which pretty much means redoing the entire TAS. Given that it took hundreds of hours to make this TAS, this wasn’t really an option for me.
How dependent on RNG is Crash or how inconsistent is its lagging? Doesn't it make sense to edit Rolling Stone level in TAStudio, all the level intermission screens where crystals are counted and cut the map part where you go back to Rolling Stone?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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SpaceColonizer wrote:
The game takes longer to "confirm" an answer when you shorten it. because of the perfect inputs possible in a TAS, typing a few extra letters can often cost less frames then the frames lost by those delays.
If I remember correctly, feos and Spikestuff provided proofs that word cuts do save time in previously rejected submissions. Still, word cuts make the movie less entertaining.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Omnigamer wrote:
Hey all, I just wanted to provide some awareness of Game Ventures, a platform created specifically for managing crowd-funded gaming contests, including Bounties. Though intended mostly for real-time contests, TAS and related goals are also supported. Full disclosure, I am co-owner and president of the org.
Looks like the site was recently founded as its board is not so long for now. But I wish it will eventually become more popular.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Hi and welcome to TASvideos! Have no surprise nobody has responded to you so far. Our community doesn't raise that much, even though it's quite old. The site is used mainly for archiving useful information. You can describe here you researches, so maybe you or another person, who's willing to make a TAS on this or that game, may find it useful. Don't expect anybody to assist you here, unless you're TASing some bestseller game, like Sonic, Mario or Zelda. If you want help with emulators, visit TASVideos' Discord channel. If you want help with the game, visit Discord channel dedicated to speedrunning this game (game series). Most game pages on speedrun.com include respective Discord channels. Wii and Gamecube games can be TASed using Dolphin. Each game should be tested before digging into serious TASing in order to submit it here. One of the main problems is that games go out of sync resulting in effort losses. redream, the Dreamcast emulator, doesn't have TAS tools. Who knows, when they will be implemented. It's possible to launch it in Linux through libTAS, but it certainly requires testing whether it's even possible to playback the actual game footage, without any TAS for now. Good luck!
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Some games for Nintendo 3DS let you buy in-game stuff for Play Coins, some of which may simplify game completion. The emulator, Citra, lets you set any amount of coins. Is it considered the same as using in-game cheat codes?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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"Rerecords count: 3448" I usually argue why people don't try more input variations, but here I'd like to know how you didn't go nuts saving and loading states with your mouse for so many times? xD Because there's no hotkey for savings/loadings
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I can just shrug of all those descriptions and strange game goals. I'm not interested in the fate of this submission as well as any "showcase" of this kind. So, does it beat the game in the fastest time? Judging by the video, it makes sense to just beat the actual game, not recreating/unlocking unused content, which used to be in beta version of the game. Why was this video provided anyway? To show ACE potential? I can summarize that ACE can basically do anything to the game as long as such a gap is discovered and it (or console) has enough memory to store the code. But in terms of speedrunning, no matter human or predefined input does that, ACE goes way, way beyond that. It's like hacking the game without modifying the ROM is not considered hacking. Sorry, maybe I'm wrong, but that's how I see this.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Yes vote, just for sharing this Spanish shame with me. It's difficult to decide what is the best goal. I think, getting the "highest" score in each event would a little more entertaining, but I don't insist =) Let's stay with beating this b**ch in the fastest time. Figure skating is a random event. I remember, my friend got 4.2 by meshing buttons and constantly falling on ice.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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So, I made a research. Looks like, it doesn't make sense to go for the weapon at the beginning of level 1 and save ammo to kill Cain (boss) in 1 shot. Weapon only gives you 10 blasts, while the bare minimum of shots in order to reach him is 11 shots. Most of the tall enemies are impossible to jump over. And even if it's possible to save 1 bullet for the battle, it doesn't worth it because you'll spend more time bypassing enemies. In the final boss battle, your weapon is taken away, so it doesn't make sense to save ammo for it either.
WhiteHat94 wrote:
I remember I accidentally found a zip in the 2nd to last stage, Centrum Floor 4. It did the same sort of thing that getting hit by one of the missiles does in that it took me all the way to the end of the stage, but with the zip it actually finished the stage without killing me. It was involving the elevator in the middle of the stage. Unfortunately I wasn't recording, but it was like I went below the screen then I jumped up into the platform there on the right. I don't remember the specifics but it would definitely save time.
Didn't test this glitch, but I can assume it might happen if you touch that missile thing and the elevator on the same frame, but I hope you can arrest villains in that state because you need 3 of them to finish the level.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I think, the tag "Final boss skip glitch" should be placed in the publication
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I thought you dropped it, long time no see. Yes vote
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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The optimization is much better than in the previous submission. What about the lag optimization during the final boss fight? It seems like it's better if you come closer to it, making less geometry to render.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Nice improvement! Why does it sometimes take longer for zombies to die when you're using the grenade launcher. Do they have more health?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Wouldn't it be better to beat C64 version? That version is superior. It will obsolete NES version once it's published.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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EZGames69 wrote:
Glad to see people enjoying this project so far. Here’s the penguin stage: (video)
I might mislead you with this fact, but I remember a moment in my childhood when, in the final part of Level 4, I managed to hit that angry guy with the gun during his rise animation. Maybe PC version has unlocked framerate which results in such a gap. Maybe there was some error and he decided to take the same position where he got hit.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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feos wrote:
But regular Endurance mode is almost the same as Arcade (and lacks fatalities I think?), so the difference would have to come from different playing style. And in terms of that, the existing movie surpasses this run as well because it demonstrates abilities of different characters instead of just one. What do others think?
Agreed. Existing movie is more entertaining than this one.
TASing is like making a film: only the best takes are shown in the final movie.