Posts for Rising_Tempest

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Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
This is the first hack in almost forever that I've played which doesn't suck. A pleasant surprise. Hopefully they make a bugfix though, it DEFINATELY needs it.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
ArcadicGamer wrote:
any update on this? Been anticipating a publish, but not seen anything? This run still in progress?
I have not worked on it since around the time of my last post. I still was unable to manipulate the only wind that works for a hole in one on hole six by replaying the first five holes with slight changes in shots to affect the wind. Most of my small amount of TASing time available the last little while has gone to Goldeneye. While I really would like to finish this playaround, I just don't have the time for it right now. Sorry.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Pretty nice Control playthrough Henrik. Though I don't really see room for improvement outside of the things already mentioned, I still think the stage would be possible to complete in under 4 minutes. Luck manipulation would be key in this though. Like, were you able to get the fastest death animation for the last few guards in the first room, thus getting Nat to move to the console faster. And some other stuff I'm too lazy to go into greater detail at the moment. Liked all the headshots during the two minutes of guarding Nat, but I think it would have been more interesting to play around with the guards a little since you have time to waste. A lot of the limb hit animations are pretty funny and this would be a good time to show some of them off. As for my own runthrough, yes, I'm still on Facility. Sorry for lack of progress guys. A lot of work and even more piano practice is taking up much of my time. I still want to do a full runthrough of this game and hope to have more time to work on it as I can sort my shit out in life. Maybe, I could work on it with someone else, like I did for Zelda 2. I still find some time every now and then to work on it, and it's slowly getting done. Right now I'm trying to optimize the decoder door warp with a mine boost down the stairs. Some other improvements over before: -Waiting through some of the cinema, instead of in the vent for the optimal Doak placement -Making the keycard b guard throw it close as possible to the door -Exiting the console room fast as possible -Better mine boost in the 3 guard hallway -Optimal door warps all around -Better strafe lines And so on. I should get a very low 50. I already have the next two stages planned out, and they'll go much faster than this one when I get started on them. Both will be faster than the previous runthrough I'd done, naturally.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
I voted yes. It's nice and fast, with some glitches I hadn't seen before. Clearly, the 120-star run is more entertaining, but this one suffice to amuse and amaze.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Why isn't this thing starred?
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Good job dude.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Super sweet.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Movie publish so slow is make my balls ache.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Spider-Waffle wrote:
Good to hear your starting this again. I thought you could shoot the furthest camera on S2, this would save 20-30 seconds, I was really looking forward to that.
Maybe, I will play a few 2.3 stages, separately, later on to see how much time can be saved. No guarantees for now though.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Mukki wrote:
Loved the WIP. Can't believe i haven't been following this. I agree with Comicalflop though. If those shots wern't taken into the ground then you would have 100% shot accuracy at the end.
Those shots make enough noise to get guards to open doors for me. Every shot fired has a purpose, whether or not it connects- guaranteed. As for the Facility, I'm up to the hallway right before Doak, I've been taking my time to make sure I get the lines as straight as possible, and the turns to be very tight. Since it takes awhile to properly align the joystick as such, it can take upwards of fifteen minutes for as little as 30 frames of input. I should end facility with a 52. Also, I'm trying to minimalize lookdown for entertainment purposes obviously- it doesn't save that much time, and since I'm TASing over actually playing the game, I don't need a little trick like that to get a WR or better on every stage. I'm working two jobs now, and practicing pianos 2 hours a day, so I can't quite work on this as much as I'd like. I imagine I'll have facility done by the end of the month, but I won't set a concrete deadline because it'll only encourage me to pass it by. Thanks for the good comments to some of the newer faces in the thread.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
I finished the TAS I was working on, I'll probably start this up again. Since I'm making for this site, I'm just going to play fastest 00 Agent mode. Unlocking the ending, while aiming for fastest in game time. Because I'm lazy, I think it's more likely I'll just finish my one controller TAS than start a new one with two controllers. While it would save a second or two on a small handful of levels, I don't feel like doing the first level over again for the millionth time. Thusly, I played that WIP a bit today and got the Doak placement for facility. I'll play through the level over the next little while whenever I have time (I'm working two jobs as of monday). So,,, keep an eye on this topic, there'll be stuff.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
A quick look at my numbers file says its only a loss of 321 frames to not Up+A at palace 3. But, you'd be one large enemy short of rigging the 6 count. I tested a random encounter to kill the extra one needed, but it took too long (483 frames). So this really is the fastest way, for that portion of the route, guaranteed.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Pretty sneaky...
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
No, the submission number is right. Inz and I just travelled back in time to rig some other things in our favour, and happened to submit this then. Also, sorry for so many edits. Well, not really.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Maybe as a demo or something... it was pretty neat. I wish I had some drugs to enjoy it further.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Clearly, Raph is the only choice for a 1 Player version of the game as he moves around quickest and can kill enemies on the opposite side of the screen more quickly. For the most part it seemed fairly well optimized, I think the last couple boss fights might have been a bit quicker, I noticed a few times you were able to connect twice in one of Mike's super kicks, maybe the bosses could've been manipulated better for this to happen all the time? Also loved the fight against the first Shredder, he always gave me so much problems when I played the game, nice to see him get his ass beaten in. The input music thing was kind of a neat touch too. Also, I see an incredible amount of potential for a 2 Player run in this game. I remember playing with a friend and always competing for who gets the most kills, this could be reflected in a TAS by playing the friendly fire 2 Player mode and have the players hit each other at random for hilarity (you wouldn't need to worry about taking extra damage as much, with 2 Players generally taking care of opposite ends of the screen you don't need to whore specials so much). Also, maybe try playing on Hard Mode with the Konami code just for kicks. It would obviously lose some time as a few enemies would take a bit longer to kill, but I think this game should try to be more entertaining over ridiculously quick (that isn't to say it shouldn't be Optimal..). Also, maybe have a few deliberate deaths to cycle the turtles around a bit for more variety. Other neat things too. Voted yes, and looking forward to a 2 player run if someone does one.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
It was entertaining enough to not have to skip through anything, and some of the strategies used here 'n there surprised me a bit. Very nice, voted Yes.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Pretty schweet.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Looking great... I didn't know you could just fire charged shots at some objects for free points. I liked how you had 74 hits after about ten seconds of play in the level. Keep going, this is probably what Im most looking forward to seeing completed (apart from what I'm, allegedly, working on myself).
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Apparently, 235. There's something wrong with this test, methinks.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Oddity wrote:
what's jump+fairy and town glitch? I'm glad left+right wasn't used so I'm guessing those other two are along the same lines of weird.
They're both extremely peculiar warping glitches as well.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
The elevators work different in the FDS- I think this is why it was chosen originally, the NA elevators didn't emulate properly or something. Since you need to hold down to go down the elevator, the game actually flags you as ducking- so you can't move left or right until you stop holding down, this is why in our movies we sword bounce off the wall to get a little closer to the edge of the platform. This isn't an issue with fairie (you cant duck as a fairie), so you can move left/right on the elevator this way. So, in rooms where the spell is cast its (generally) for the best to start on the elevator and save a few frames by getting off sooner. There are a few other physics changes, namely loss of momentum from striking objects (it wasn't quite so much in FDS), and how a couple bosses work, but otherwise the games behave similarly.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
First vote bitches!
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
L4yer wrote:
In other news, this is truely difficult. I dont know if it is jabo's fault or just the fact it is two players but the number of visible frames (for positioning) is low. :(
Perfect Dark has the worst frame rate of almost any N64 game. Have fun.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
That was pretty cool. Keep going!
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