Posts for FitterSpace


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Before the verdict, I leaned toward accepting it as a different branch, but now I'm in favor of rejection. I think Nach's comments make sense and I respect his decision.
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Wow, I had no idea this game was so broken. That's awesome.
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I hate to be that guy, but the number of embedded videos in this thread makes my browse hang for a long time. (my internet is too slow). Can you post links to the videos instead? Otherwise, nice work. I lurk most of the time but I appreciate what you guys are doing for this game.
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That was great. My favorite parts were Link's platforms and target tests. Those explosion boosts were really awesome. This is my favorite smash 64 TAS, so definitely a yes vote.
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It's fine if this submission gets accepted, but I am against obsoleting the NTSC TAS. The current NTSC TAS is the gold standard of TASing, and should not be replaced by time saves from switching versions.
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Alright, it's been a little over 3 months since I finished the TAS, and I just wanted to take some time to reflect on what I've learned from TASing this game, as well as talking about some new improvements that could be made in the future. First, Goldeneye Wii is the first full-game TAS that I am really proud of, and I'm thankful for all the people who enjoyed watching it and all the nice feedback I got from it. I've done other TASes before, but nothing on this scale. The small, but dedicated GoldenEye Wii speedrun community helped me so much with routing and optimizing the TAS. I spent weeks routing the game and doing full-game speedruns in preparation for the TAS, so I'm happy that it turned out the way it did. As good as I think it is, the TAS isn't perfect. There are still several minutes of possible time save due to a new movement technique and lots of smaller time saves throughout the game. I've mentioned most of these in my submission notes but I want to post them here, too. The first, and most significant time save is Sprint Cancelling. By cutting off a sprint exactly 15 frames (half a second) before it ends, You can start another sprint almost immediately. You can cut off the sprint later than that, too, but you won't save as much time. This means you can basically sprint forever, with 3-frame gaps of walking between each sprint. The best part is that you can interrupt the sprint any way you want. Reloading, shooting, and slowing down for 1 frame are the most common ways to quickly cut off a sprint. The best example of this is the Solar level in the current published TAS. It's hard to say exactly how much time this saves throughout the whole game, but it seems to save 1 second for every 6 sprint cancels. Obviously, this is huge, and would cut off several minutes from the current TAS. The rest of the known improvements I listed in the submission notes are: Dam, after completing the final objective, you can fall through the floor and skip going down the nearby stairs. Saves around 2 seconds Facility, there is a hover in the atrium that saves 4 or 5 seconds Bunker, you can hover over a scientist to skip going down some stairs, saving 8 seconds Bunker, picking up a grenade launcher during the playaround section would have made killing later enemies faster and possibly more entertaining Station, there is a faster route I didn't know about, saves a few seconds I will probably improve this TAS in the future, but I want to finish all my current projects before I even consider it. Right now I'm working on a TAS for GoldenEye: Rogue Agent and It's coming along very well. 007: Nightfire is another game that is just begging for a new TAS. I've been working on it for a very long time, and I believe it will be done in the coming months. As for potential future projects, I love Gamecube era FPS games. I think it's really the start of the modern age of gaming. I'm really interested in Medal of Honor, Call of Duty, TimeSplitters, and other James Bond games, too. I'm glad I've gotten involved in the speedrunning and TASing community because I see limitless potential in these kinds of games.
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Link to video I just finished the Hong Kong level. This is one of the longest levels in the entire game, so I'm happy to have finished it as quickly as I did. I wrote a huge essay about the little details in the YouTube video description, but I'll post them here as well.
I'm really proud with how this turned out. I normally don't finish TASes this long as quickly as I did, but I've been working on it almost every day since I finished the previous level. There are a lot of little things I did here and there to save time. At the beginning of the level, the enemies don't know I'm there. So I'm able to run through most of the first floor without anybody seeing me. I can use my new-found eye power ability to disarm enemy weapons briefly. This will make it easier to avoid enemy fire, which slows me down. I do take a little bit of damage, but I don't think it's possible to run through the whole level without getting shot at all. I do everything in my power to reduce damage as much as possible. Shooting enemies (even without killing them), reloading, and changing directions slightly are some techniques I use to dodge bullets. I'm not sure why, but reloading seems to affect enemy RNG in some way, so I'll do that if I have time to. After getting the briefcase on the second floor, I start moving backwards. It doesn't matter what direction you strafe in, you'll always be moving at the same speed. So it's faster to move backwards here than to turn around and move forward. I also think it's pretty funny to see Goldeneye running backwards for a short time. While I'm going down the first zipline, I shoot as many enemies as possible because it saves time later. You can't speed up the ziplines, so I have more than enough time to kill a few enemies so I don't have to shoot them later. There's a strafe slam just after the zipline that saves a few seconds. Normally you're supposed to go to the right and kill all the enemies in that area, but the strafe slam lets you skip doing that. After the zipline in section 2, there is a set of stairs that I skip over. You're intended to go down the stairs and Climb up a ladder to access the next rooftop. But if you strafe down the stairs, you can turn to the left and land on the railing. Now you can strafe onto the rooftop without going around the building. Because I didn't climb the ladder as intended, I had to go to the back corner on the roof to load in the next area. You will fall out of bounds and softlock the game if you don't do that. Another cool skip happens almost immediately after the last one. After climbing up a red ladder, I do the infamous "potted plant skip". Many speedrunners hate this trick because it can be tough the execute quickly. But that's not a problem for the TAS. I strafe into the corner and get through the window in under a second. After going through the window, I walk along the building itself to get to the next area more quickly. At the start of section 3, I do yet another strafe slam to climb over the railing and skip going down the stairs. Then I hack a terminal from a distance. I need to activate two terminals in this room to unlock the door, so using my eye power from a distance saves a few seconds here. I managed to prevent some enemies from spawning near the end of section 3 for some reason. I'm not exactly sure what happened, but my theory is that the TAS was just too fast. If I wait there for a while, they will spawn in eventually. So I assume the enemies are scripted to spawn after a certain amount of time and the developers didn't expect anybody to get there as fast as this TAS does. At the start of section 4, I need to kill enough enemies to unlock the next door. It doesn't really matter how quickly I kill them. I only need to kill them before the door is able to open. So I had some spare time to play around before the door opened. The triad boss is on the next floor, but he isn't much tougher than any normal enemy. I headshot him once and move on to the aircraft battle. This is probably the coolest part of this level. One useful thing this TAS does here is swapping weapons to skip recoil animations. If you shoot a rocket and pick up a different rocket launcher afterward, you will skip the recoil animation. This ends up saving several seconds over the course of the boss fight. The final part of the level is the rendezvous. There are several groups of enemies I need to kill before the level will end. However, I can't kill any enemies too quickly or else other enemies may not spawn, which softlocks the game. So I strafe past the first group while shooting them, then I wait for just a moment before shooting the second group. This is where the softlock can happen. So I shoot the two groups of enemies here as quickly as the game will allow me to. But here's the confusing part: For some reason, the last two groups of enemies didn't spawn, but it also didn't softlock the game like it normally would. Instead, one single enemy spawned on the other side of the building. I killed him and the level ended. I don't know why the other groups didn't spawn, but I won't complain about it.
The next level is Midas Casino, and it's gonna be crazy. There are a ton of out of bounds glitches that skip boring parts of the level. There is also a two-minute waiting section at the end, so I'll have more than enough time to play around and do funny stuff with the enemies.
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That's "100% No Source Requirement". The world record for that category is just over 3 hours.
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Link to video I just finished Auric Enterprises. The level is pretty straightforward since there aren't any glitches or skips, but it's still pretty entertaining. You slow down a little bit when you get shot, so I kill as many enemies as possible. I also got some really sick grenade throws in there. I do take a little bit of damage but sometimes it's unavoidable. But I feel like I did a really good job of avoiding damage.
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It's been a while since I posted about the Rogue Agent TAS on here. I've spent the past two weeks or so moving, so I haven't had much time to work on this. But now I finally have my computer and everything I need to start working on it again. I'm nearly done with the 2nd level and I should have it uploaded finished and uploaded to YouTube sometime this week.
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That's amazing. I've watched the other levels and I can't believe you can get those kinds of times with cinema and no lookdown. Crazy stuff. Do you have any plans to continue the TAS?
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Mavalock went back and improved some parts of the TAS. First, he saved another frame on Courier (3 frames total over the previous TAS). He added the speech skip in King's Ransom to save 15 frames, plus better movement optimization to save a total of 48 frames over his previous attempt. He also found the memory address for RNG, which will be useful. He told me that Bond's footsteps, gunshots, and various sound effects can affect it.
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I've added You and DwangoAC to the list. What games would you prefer I list under your name? I just put "various" for the time being, but I can change that to whatever you want. I checked Invariel's twitch page but the past broadcasts only go back so far. I recognize his name and profile picture from the forums but I don't see where he streamed TASing, so i'll add his name to the list later.
Post subject: TAS Livestreams (Twitch, YouTube, etc.)
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In this thread, I wanted to make a list of people who stream themselves TASing a game. This is to encourage viewership and community growth. Because TASing takes a lot of time and effort, it's nice to have people to interact with who are interested in what they're seeing. My goal is for people to see this thread and find someone who TASes a game they enjoy. I can't speak for everybody on this list, but I've gotten several viewers who had no idea what TASing was. This is a good opportunity to help grow the community and get more people interested in watching and making TASes. I also hope to encourage more TASers to stream themselves working on their projects. If you know of anybody that streams TASing that wasn't included on this list, post a link to their stream and I'll add it. Also, let me know what games you TAS and I'll list them (up to maybe 3 or 4 games) Name: FitterSpace Twitch: https://www.twitch.tv/fitterspace Games: GoldenEye: Rogue Agent and 007: Nightfire Name: theenglishman Twitch: https://www.twitch.tv/theenglishman Game: Metal Gear Solid: VR Missions Name: Mavalock Twitch: https://www.twitch.tv/mavalock Game: 007: The World is Not Enough Name: tasMalleo (Malleoz) Twitch: https://www.twitch.tv/tasmalleo Game: Paper Mario and Paper Mario: The Thousand-Year Door Name: Weatherton Twitch: https://www.twitch.tv/weatherton Game: Mario Kart 64 Name: Link_7777 Twitch: https://www.twitch.tv/link_7777 Games: TASMania Name: DwangoAC Twitch: https://www.twitch.tv/dwangoac Games: TASBot Tips for TAS streaming:
    Because TASing isn't the most entertaining thing to watch, I recommend playing some video game music in the background. I find that video game music works better than real life music since it appeals to a more general audience. People are more likely to enjoy listening to music from the game you're TASing (or similar games) than random music from a playlist. If you're streaming to Twitch, be sure to set your community to "speedrunning". The Speedrunning community on twitch exists to make it easy to find speedrun streams, much like SpeedRunsLive. The moderators of that community encourage TAS streams, which is good. This increases viewership because there are tons of people who scroll through the list to find a game they like. This is a good opportunity to introduce TASvideos to a wider audience. Use a mic. As a viewer, it's hard to be interested in a TAS stream if i'm only seeing the game itself. Without a mic (or webcam), viewers who are unfamiliar with TASing are unlikely to care about what they're seeing. Assuming you stream often, you will get viewers who don't know what TASing is. I've mentioned it several times in this post, but this is a good chance to introduce the concept of TASing to a wider audience. Explain what frame advance is, explain savestates, explain TAS input, explain what you're trying to accomplish, explain everything. The more they learn about it, the more interested they will be, and they'll be more likely to watch more TASes that people work for months, or even years, on.
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Mavalock finished Thames Chase the other day. He hasn't posted it here yet, so I'll post it for him. Check the YouTube description for his comments on the level. https://youtu.be/Bv1jqvJK77A
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That brakesliding technique looks really insane. I remember hearing about it when it was first found, but I don't know much about it. How do you do that, and what does it do? I noticed you used it while going up slopes, so is it like Z-sliding in Ocarina of Time?
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jlun2 wrote:
FitterSpace wrote:
It also plays on the easiest difficulty since the harder difficulties don't add anything to the gameplay or entertainment. It just makes the run slower.
Can you please elaborate? Sorry, I've never played this game, so it might sound naive, but isn't that the point of a harder difficulty?
I recently finished a TAS for Goldeneye: 007 on Wii, and the hardest difficulty was chosen for that game because it makes the TAS more entertaining. There are more objectives that make the route more interesting (You don't simply sprint to the end like you do on the easy difficulty). Unfortunately, this game isn't like that. In this game, the hardest difficulty only makes enemies tougher. They take longer to kill and they deal more damage, so it ends up being slower without adding anything interesting to the run. For this reason, the easy difficulty was chosen.
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I'm reviving this topic to let everybody know that I'm working on an any% TAS for GoldenEye: Rogue Agent. If you don't know already, this game has a lot of cool tricks that make it a really good speedrun. I don't know exactly how long the TAS will be, but I think it'll be a little under an hour. I'm going to provide a verification movie so this TAS will be able to skip cutscenes. If you play through the game once, you can skip cutscenes the next time you play. This will be useful for making the TAS faster and more entertaining. It also plays on the easiest difficulty since the harder difficulties don't add anything to the gameplay or entertainment. It just makes the run slower. Rogue Agent is also a 2-disc game, so there will be a disc swap about 2/3 of the way through the run. Link to video edit: added the video
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Although zipping and horizontal overflow are not the same thing, they do appear the same from someone who isn't as familiar with the sonic games, such as myself. I think what people expected to see here was a glitchless TAS. The Sonic 1 no zips TAS is the best example I can come up with. While it accomplishes its goal of being a zipless run, people were still upset by the terrain ejection because it looks like zipping and it can skip large parts of the level. I feel like this TAS does basically the same thing as that one. It accomplishes its goal in a very entertaining way, but I think most people would prefer to have three branches: any%, glitchless, and 100%. I think this TAS is very entertaining, so I voted yes. But I would prefer to see a TAS that doesn't use glitches than a TAS that uses some glitches but not others.
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I had the PC version when I was a kid and I really enjoyed that game. I haven't played this version, though. It might not make for the most entertaining TAS, but I still enjoyed it. The platforming was cool and I thought it was hilarious to see Harry flying like crazy during the Quidditch part, sometimes going through the rings before they even show up. I'm voting yes.
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I think this game is pretty cool. The TAS looks very well done, so I'm voting yes.
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MUGG wrote:
So reading that twitter, SD barrier skip is basicly just around the corner, waiting to be done. That's pretty damn awesome! I never thought clipping past a wall at a mere 40 speed was ever going to be possible. What if you use a bomb to gain extra speed for one frame? (similar to ball clip and goku clip in GB Trip World, for example - those are clips that only work due to gaining extra speed for 1 frame, not that a 2D gameboy game compares much to a 3D gamecube game, but just saying)
https://twitter.com/TrogWW/status/851880257158344706 Some Wind Waker runners have been trying this lately. Hopefully they get it to work.
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https://youtu.be/LdQA71Yaup8 I'm going to livestream the whole TAS this Saturday at 2:00 PM CST (8:00 PM BST) and I'm going to do live commentary. Soon after, I'll upload it to YouTube and submit it to TASvideos
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I think a demonstration tier is a great idea. TASing takes so much time and work, so having a way to get more TASes published is a good thing. Not just for ACE runs but also for other categories that wouldn't make it to moons. I have a pretty good example of this, actually. I TAS 007: Nightfire and there are three main categories on the speedrun leaderboard. Any%, No Clipping/OoB, and All Tokens. The any% TAS will be finished eventually and will obsolete the current published TAS. All Tokens is a fun category that still has some cool tricks, but doesn't skip huge portions of the game like any% does. But then there's No Clipping/OoB, which is essentially a glitchless category. I plan to TAS that category eventually but I highly doubt it would be published to moons since it's much less interesting to watch than any% or All Tokens. When I make the All Tokens TAS sometime this year and it (hopefully) gets published, It would be the 2nd category to get published on this website. Assuming I make a No Clipping/OoB TAS after that and submit it here, I highly doubt it would get accepted to moons since it's the least interesting to watch of the three main categories. If it even got published at all, it would most likely make it to the vault, which would honestly be pretty insulting to me. I would spend months working on a great, optimized Nightfire TAS that doesn't use glitches, only to potentially have it published in the same category as shovelware games like Gummy Bears Mini Golf because it's incredibly boring. People would only see the No Clipping/OoB TAS if they chose to view vault runs, which most people don't do because they are usually games that would have been rejected a few years ago due to 'bad game choice'. There would also (potentially, if All Tokens got published) be 2 published Nightfire TASes at that point, giving even less reason to care about a third one that isn't interesting to watch. A demonstration tier would fix this problem by allowing more TASes to be published on this site. There are several movies I've seen in the Gruefood Delight that have been rejected because the goal was too arbitrary or the TAS didn't offer anything over the existing published TASes. Things like Super Mario 64 "CCC-less", Super Mario Bros. "Minimum Score (500)", or Sonic the Hedgehog 2 "Without Spindash". A demonstration tier would allow some of the TASes with more arbitrary goals to get published here without being dumped in the vault or outright rejected. You could argue that having more arbitrary or boring TASes would lower the average quality of content on TASvideos, but I don't think this is much of an issue. If a TAS is extremely unoptimized or poorly made, than it would probably have been rejected anyway. But there are plenty of well-made TASes that have been and could be rejected in the future, which I don't want to see happen.
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TAS timing is 1:40:45. Not sure what the RTA time is yet. There is some time at the beginning spent changing settings and stuff, so that could possibly be sub 1:40. I'm dumping the video right now so I should know at the end of the day. I'm going to stream the whole video this weekend and submit it after that.
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