Posts for xy2_


1 2
12 13 14
26 27
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/ntw9RMcDFWM
Altaïr takes the back route
Assasin Base 2 is the 'corrupted' version of the Assasin's base, where Assassins work togheter with Templars to capture Ayla. This means a lot of trouble for Altaïr, but luckily his acrobatic skills are still on par and he just jumps over most of them.. quite figuratively. Notes: - I wait a bit before jumping on the first downwards slope. Jumping any earlier would have not made me get on the second platform. - There are two types of fire bars. The ones we're jumping over just deal some damage to you, and Altaïr simply jumps over them. - Now for the big reveal: walljumps, like we know, are able to be infinitely done. With two walls next to each other, the walljumping setup starts. Because the walls are very far apart, unlike in Sewer, I do a glitched wallclimb before all them. You'ill note the climb is inconsistent frame-wise: unfortunately, there's nothing to be done about that. - I land on the south wall then do a double jump to the north wall. - From there, it's jumping until the five lethal fire bars. These fire bars have infinite height, so I have to do a very tricky jump to dodge them. - Once over the pit of obstacles, I jump over the wall of the final area, land on the very high railing, then do a blind leap to land directly on Harash. - Harash is a pretty nice dude, in that he's as vulnerable as every other enemy we've encountered so far. Some nice Battery is done on him. - The final HD animated cutscene is unskippable. Gaze at the summum of gaming.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/RB8K3e4K7Cw Alep Outpost is a whole lot of jumping and not a whole lot of stealth, like the level tries to enforce it to you. This level doens't have any too in-depth tricks, but it is one of my favorite due to the simple platforming that allows for flashy stunts. One rather complex section is at the end, where I skip the trigger for changing the camera, massively reducing lag; however, this effectively means I TAS fully blind for around 15 seconds. Try to count the remaining number of levels left: we're nearing the end of a long, long journey.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/9AAz-Am4AH8
Jerusalem Sewer is the third and last sewer level in the game. As like the two other sewer levels, it follows the unintentional trend to be unneedlessly complex and is the last big difficulty spike.. for a normal player. The level layout itself is rather complicated, but rather beautiful graphically. This level tries (rather miserably, I might add) to create a 'duality' mechanic: here, Altaïr progresses in the level along Ayla. Ayla is basically a glorified crossbow: you can use her to shoot at enemies by touching their icon on the touchscreen, a la crossbow. The huge advantage, however, is that this does not interrupt Altaïr's actions: essentialy, you can make Ayla kill ennemies while Altair minds his reality-bending business! This is extremely useful, and is used a grand total of once. Notes: - To kill the first two knights, a rather questionable route is used: using one fire bomb, then using Ayla to kill the other. The fire bomb is the fastest way to kill the first enemy (you can't kill both at once with the fire bomb) but why do this, considering I have to pick another one up at the refill? This is because this directly influences a cycle much later in the level. There are two options: either go with a slower route here (kill both enemies with Ayla), avoiding the refill and saving some time, or do this route. However, both routes still get the same cycle, and end at the same time (disregarding lag.) Now, the reason I chose this route is because both routes have two spots you have to wait for: for the 'fast kill route', you have to wait more at the cycle much later in the level than the slow kill, and for the 'slow kill route', you have to wait here with the two enemies while Ayla kills the second one. The slow kill route generates a lot of lag, just by having enemies exist and be killed, while the fast kill generates a lot less lag, being overall faster while visually slower. Overall, this is a good example on how lag affects the route.. - Need to wait in front of the metal box for it to exist. - I get an fire bomb on the refill, then use two to bring down the pillar. - The cycle I was talking about earlier comes into play now: the autoscroller has extra waiting, but is a lot less laggy than the option. - A glitched grab is done on the edge next to the net, skipping grabbing the net. - Killing the four enemies at once witha fire bomb was very tricky and required a lot of manipulation. - Doing an extra high triple jump at the bridge skips two triggers: the first, for the two enemies that spawn in front and in the back of Altair, and the falling rock trigger at the end of the level. Saves a huge amount of lag and time. - After the bridge, a very tricky triple jump is done to land straight on the side platform from where the enemies stand. - From that platform, I do a diagonal jump and get a misalignement, putting me straight on the floor without having to grab the edge. - Another tricky jump using a misalignement was done to avoid grabbing. - In the final part of this level, there's supposed to be falling rocks: however, because of the skipped trigger earlier, they don't appear. - The light puzzle is long and slow. Pushing the button starts a 70 frame animation of the mirror turning, without you having to stand on the button fully. This is why I alternate between both buttons at the start.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
This is a hardware limitation of your keyboard. The only solution is that you must purchase a better keyboard that does not have this limitation. To be more specific; in order to save money, keyboard manufacturers often put many keys on the same "circuit" of sorts within the wiring of the keyboard. This prevents multiple keys in the same region of the keyboard from being pressed simultaneously. A way to work around it is either set the commands you want to different keys or hotkeys, or use Autohold.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/oJgW9dRNhiM Outer Jerusalem is the end of the boring no equipement levels, and the start of actual gamplay. This level is very fun and complex to route, due to one important quirck: no checkpoints are skippable here! This is because this level is an 'escort' level, where the central character here is Ayla (the one with the portrait on the touchscreen.) Going too far away from her will end the level, and she will only be active to follow her predestined path when checkpoint to load it trigger. As such, all of them are crucial.. This level makes heavy use of diagonal bridge jumping. When on a bridge, you can either bridge boost (frame perfect jump as soon as you land, giving you extra speed) or redirect yourself by walking on the bridge (R) then reorienting yourself. This takes 3 frames (in-game frames; in reality, around 12 frames) so most of the time, I don't actually wait to be fully redirected to the direction I want to go, and instead do a max range jump almonst directly diagonally to the intended direction. The max height jump, coupled with input to redirect Altaïr to the target position, gives us enough edge to barely land on where we want to land. This saves a little bit of time and looks cool. Notes: - This level starts off with very intensive bridge boosting. So fast, in fact, that I cannot progress until the camera has caught up: the last bridge I land on does exist, but I have to wait until the camera is showing it to be able to turn. Until then, Altaïr is unable to turn and progress. - After the first cutscene, I don't land right on the checkpoint, because that would trigger a cutscene. Instead, Altaïr swiftly maneuveurs around the cutscene trigger. - Jumping over the second rope turned out to be slightly faster. - Triple jumping from below the bridge allows me to get pushed up and ultimately on it. This is convenient, as it allows me to reach the first checkpoint faster by bridge boosting. - On the second bridge, I do a glitched fall (holding R at the edge of the bridge, then Up while next to falling) and ultimately reach the first checkpoint. - Clever jumping is used to avoid climbing the net on the way to the second checkpoint. - Need to pick up a bomb for the next segment. - Altaïr is forced to lay down the bomb: this gives me some time to play around. After the bomb explodes, I cutscene clip down to the bridge to be able to jump off it, giving me more speed than Altaïr's base speed from a full stop (which he is after triggering a cutscene). - Abuse double and triple jumps ao avoid grabbing pillars. - The three grapplings were fun to optimise, and look very fast. Note that I can't go any faster on the first grapple, because that would make Altair do a glitched grapple, putting him on the right of the grappling point with backwards speed, eventually making him do a full circle and winding up slower. - To fall down to the end trigger, I use a very niche trick, which makes its second appearance in the run: when running from a full stop up to a sloped platform that leads down, either running or crouching for one frame on the space between ground and the downward sloped platform will make Altair instantanely gain running speed.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/63koEVD2v5A zzzZZZzz- I mean, we get to see another exciting weaponless level! Inner Camp is Templar Camp but made even more tedious. Is it possible? Yes! Again, as in Templar Camp, being detected is an instant game over, so slowing down on purpose is necessary. In a cruel, brutal twist of fate, this 'minimum sword use' run actually.. upgrades the sword?! This forced sword use, which is one of the last where we actually use our sword to deal damage (and not for flashy visual effects; cue the three Basilic fights) is dependant on our sword level. Ironically, the fastest way to complete this fight is to upgrade the sword. Raise your arms for competitve swordplay! Apart from that, there's nothing interesting going on in this level, barring a momentum conservation after opening the third cage.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/RFOtbCLyOhw
Protecting at it's finest
Templar Camp is the closest thing to 'normal gameplay' you'ill see in the entire TAS. It's an very interesting level in the way that its conditions are unique: at the start, Altaïr is stripped off all his weapons, and the level relies on a stealth approach: being spotted by any enemy (red !) will end the level. If you see Altaïr slow down, it's to wait for forced enemy cycles. Other than than, there's not much that requires a lot of explaination here, so enjoy. This is the second (and unfortunately, last) level in which you will not hear the combat theme.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/Ve06kIQD-X0
Screw your morals, Altaïr!
Note: Due to very bandwidth-heavy consuption that embedding the videos on this thread gives, and to avoid mobile users from dying, I've removed most of the embeds on this page, leaving only recent ones and big uploads. Sieged Acre 2 was designed with the same style as Sieged Acre 1: a lot of interesting platforming (interesting, as in very open and easily breakable) and not too much enemy killing. It's normally a rather long level, but triple jumping breaks this level to little pieces. Seven levels to go.. Notes: - I start the level with a strategic fire bomb. This clears the first wave of swordsmen and spawns the second wave immediatly. - The second wave spawns behind the gate, behind a death barrier, so I wait by manipuating their behavior, then get the second required swordsman to move towards me. - This spawns the third wave. Altaïr's doens't actually have to kill it; you can simply wait for him to have the insane realisation on how to block the gate, which takes over 800 frames. Can't speed it up, unfortunately. This segment alone takes a third of the level.. - I do a triple jump to skip the first platforming section and land on a side of an house, saving 15 seconds. - Once that's done, I land on the second front pillar of a house at the perfect position, allowing me to simply jump again, skipping avoiding the enemies:; saving another 15 seconds. - The third skip, a smaller one is done straight after lowering the bridge: a simple jump is enough to get across without lowering to the part with the red orb, saving over 5 seconds. - The bridge section is pretty fun to TAS. - I do an optimal side grapple, saving some time. - A diagonal triple jump is made off the bridge, instantanely landing on the house and saving around 10 seconds. - On the falling bridge, I get hit by a manipulated cannonball to cancel my animation and land faster on the ground, to trigger the cutscene earlier. This saves around 20 frames. - After walking up to the net platform, I do a triple jump and land on the slope to the left. This saves over one minute, because it also straight up not triggers the final event with enemies coming from ladders, cutting short a ton of lag. - A side effect is I trigger all the dialogue at very close intervals, effectively not letting Altaïr say his scripted lines, saving some lag. - Once the two arrows are fired, I just simply make it to the last checkpoint and wait for the level to end.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Warp wrote:
Unless the palette glitch saves time, I personally don't like it very much.
I definitly get where you come from; unfortunately, there isn't much I can do about it. It is based on entering on a specific frame, which is coincidentally the fastest way to finish in this scenario, and delaying that would waste time.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Sub 17 Massive improvement from stair glitching in the last level.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/x1cykzP8yLI Sieged Acre 1 is one of my least favorite levels to TAS and to watch. Because of the very tight health management , the result ends up looking incredibly sloppy; unfortunately, I can't do anything about it. The level is pretty straight forward, so no notes here: most of the skips here are either done with jump animation resetting or just taking damage. Some parts may look very messy or severly unoptimised, making this level look bad; sadly, I really can't do anything about it.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/hI3iegOdOEU
One level down, nine to go. This level got delayed by a lot because of work of Dr. Jekyll and Mr. Hyde, and the level itself isn't really the most enjoyable to run. It's a big, big trainwreck. Why? This is because, as usual, the entire level is loaded right away. However, the layout of this level makes you go through several loosely linked areas, giving birth to a very confusing map layout and a wierd intended path. Just to give you an idea, the end of the level is right behind the start.. next to a huge unpassable wall. Unsurprisingly, to avoid this entire level from breaking, extra effort was noticably put into making sure boundiary walls were ungrabbable and really high. Why wasn't this done on earlier, more breakable levels? Nobody knows. This, however, does not give me much in the way of breaking the level.. Notes: - I start the level by a double jump to get onto the railing, then land on a nearby tree. This allows me to jump onto the nearby boxes and up to the two nearby houses, skipping pulling the level and over 10 seconds. - Another skip is done by simply landing close to the wall, landing on the very edge of small walkable part on the boundiary walls and preventing you from dying. - Pressing the two buttons triggers a checkpoint again, getting me back into the level. - An impressive grappling is done on the way to the button. - I have to wait to position myself on the bridge to do an optimal bridge boost. - Landing on a very precise part of the staircase with the triple jumps resets the triple jump animations, and lenghtens it a bit. No use apart from looking funny. - We get to Basilic 3. Same stuff as the other fights. - Simply walking on the edge of the building skips the entire spike jumping section. - A big timesaver is done by jumping onto the net. You normally cannot get onto nets while in oil, but you can still jump from solid ground to them, saving quite a lot of time. - Cutting corners in the sewer with some diagonal jumps. - Unfortunately, I'm forced to wait on one of the raising pillars for a cycle. - The last part of this level is settings two ships on fire. I avoid lag by looking as little at the ships and ennemies as possible; this cuts down lag by seconds. The second cinematic cutscene triggers (which we unfortunately skip: a shame, since it looks gorgeous for the DS limitations; the first one was after the third level). We get into the true endgame, and this is where the game really picks up: we get some of the better designed and interesting levels in the game, which are less of a mess; and the graphical quality of this game, which is alderaly outstanding, stays on par. Now, if only the rest of the game wasn't rushed, and the game had a few more months of developement, this game would have turned out to be extremely good; and I'm not kidding here. It's a shame, because it has very good concepts, a nice-looking 3D world, a story which is more in-depth than the first AC, with ideas some of which are executed well, but most of which are broken as hell. But hey, blame Gameloft for rushing games! We get our final subweapon: the smoke bomb. The smoke bomb is a worse version of the fire bomb, but still a respectable weapon: it is used the same way (either placed or thrown) but instead of dealing massive damage to all enemies, it stuns them for 10(!) seconds. This makes it a solid alternative to the fire bomb.. but fire bomb ammo isn't extremely tight in most levels, so in a situation where you need to kill enemies, fire bomb is the best choice; in a situation where you have to kill bosses, sword is the forced choice, and in a situation where you have to dodge enemies, you can just use a fire bomb again instead of a smoke bomb, because it will instantanely kill all enemies anyway. Why dodge enemies when you can kill them?
Post subject: Re: #4913: xy2_'s NES Dr Jekyll and Mr. Hyde in 17:27.41
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Warp wrote:
TASVideoAgent wrote:
The previous TAS chose to take no damage on purpose: I take as much as possible on purpose for damage boosting.
Could you explain this? All damage throws you back, rather than forwards. It seems to be wasting time.
Most of the time, damage boosting is very slow: you get sent very far, and back! However, this is dependant on what you get hit from: light hits (dogs, cats, bird shits, shots, rolling barrel and jumping barrel) don't knock you back with the intensity of heavy hits (bombs are the most notable example.) Light hits can even be made to make you take no damage (this is achieved on one of the first dogs, dealing Jekyll no damage.) Using these facts, there is exactly one enemy that turns out faster: the dog, with a 'bad' cycle. Let me demonstrate with MSPaint:
Ways to pass 'bad' dog cycles
On the left, this would be 'normal' dog routing: doing three consecutive jumps, which is insanely slow. This method has also a big disadvantage: it rolls the RNG three times! The second method (on the right) shows the damage boosting method. First, have Jekyll walk up to the dog, then execute a fast damage boost (which means, falling down to the ground instead of floating, which wastes 6-8 frames). The invicibility frames (in orange) will allow you to pass through the dog when he turns around again, allowing you to simply jump over him again with a jump! Now, is this method actually faster? Comparing it, it is quite faster, by around 100 frames. The lag frames when you get hit sabotage the strategy quite a bit, but you are able to salvage some frames. The other damage boosts were done for fun while waiting for bomb cycles on the final level.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
gamerretro2 wrote:
Samsara wrote:
Tangent wrote:
Anyway, here's the other two ways. https://www.youtube.com/watch?v=L_FsRpOqn5M
Any thoughts on this, gamerretro2? You should see if these are faster than praying and use them in a new file if they are. I'll hold back on judging until you come back with an answer.
i think impossible hour advance 5 minute to entering in room and my time is 10:53
Does the time advance when waiting in the village / in a room?
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/AT5VT1mJC00
A not so flat 2D tree..
If you've never played this game before, you might be thinking this looks like normal gameplay. How far off this is from normal gameplay is pretty stupendous, in reality. Templar's Hold is an interesting level: it has also the status of fully breakable, because there's a trigger at the end of the level, which is Lord Basilic. Beating him triggers a cutscene, and he's always loaded, so the objective is getting to Basilic, disregarding any checkpoints, enemy triggers, or normal gameplay along the way. We're also nearing the end of the game! There's 10 levels left, and at my current pace (1-2 levels per day), plus making subtitles, I should finish this run within two weeks. Notes: - Doing a triple jump after going over the first knight is faster than grabbing the ladder. - Do a small slope momentum conservation on the well. - The box pushing part is hell on earth. First off, as soon as you come, the knight will hit you no matter what. You have to manipulate the fastest attack. - Once that's done, I go behind them, and throw a nice little welcome present. There's no way to progress without killing these knights, as they will block you, but thankfully, fire bombs are incredibly OP and take care of them. - The infamous box pushing starts. Now, there are two ways to grab a box: the slow grab and the glitched grab. Normal box grabbing is stopping to have the idle state (which is neccesary to grab boxes) and pressing A. I always want to do a glitched grab, but there is a trick condition to follow: you must have grabbed a box before (this means I can't glitch grab the first box) and you must never lose your speed. Simply turning loses enough speed to lose the glitched grab, so you need to be quick. There's also a very tight frame window to follow. - The reason the glitched grab works is that when you ungrab a box, you can regrab the box instantanely, because the game puts you back into the idle state instantanely. Now, it is possible to slightly carry this idle state, by never stopping once you acquire it. This makes it so that the game doens't update your state to a stopped state and you are able to regrab instantanely. If you get into a stopped state, it is different from the idle state; you have to wait while fully standing still to get into the idle state. Messy.. - I do a glitched grab on the second and fourth box. - Here's where the first trick happens: by grabbing the platform while it is ascending upwards, you can simply get on it. After that, doing a triple jump off the edge gets you on an nearby house, skipping having to go back next to the wall, and saving over 20 seconds. - But that's not the end! I execute the real big skip, the tree skip. This is done by jumping on the three from the nearby house. It abuses the fact that everything is solid: the tree exists, so we can simply jump on it! - After that, we jump on the big wall that was supposed to block Altaïr, but also functions very well as an intermediary platform. Just the tree skip skips the dumb torture minigame, saving 45 seconds, but also prevents all the supposed ennemies in this next area from spawning, saving minutes (I'm not kidding here) of lag! - The gray boxes are supposed to block your path in getting to the house, but Altaïr has demonstrated that he uses what's supposed to be limiting walls to his advantage. Using the boxes, we actually make it to the house, whereas we coudln't have made it without. - The square house (with the gray boxes on top of it) is quite special: it's actually covered in an instant death barrier, except for the very left of it. This is to avoid skipping half of this section by jumping from the initial house to this house. Who in their right mind would do that, anyways? - From the very specific spot where I cannot be instant killed, I jump over to the small wooden house. - Overall, this last skip saves over 30 seconds. - I use the very side of the fence in the small tower to jump off them. - Sadly, I cannot make it directly to Basilic with a fall this height. I have to take the intermediary route. - Jumping in the house is faster, as it has a small boost it gives you when jumping off the slope. - The Basilic fight is different from normal fights: you have to press buttons in the displayed order.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Tangent wrote:
There are multiple ways of getting past the guard. I EXTREMELY doubt that praying 100 times is the fastest.
Do you have proof of other ways of getting past the guard? AFAIK, the only way is getting the Travel Pass (by praying 100 times) and giving it to the guard.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Looks solid :)
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Let's talk about the game.. it's a trainwreck. It's unfathomly boring, makes no sense, and the visuals and audio will give you physical pain. I'm voting No on this one, and suggesting for the Vault. The run itself is surprisingly well optimised for a game of this caliber; the quality of your TASes has improved significantly, gamerretro2, and I personally find this one publish-worthy.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/KBHbt1YaZCU
Altaïr's dream: raising some happy little platforms
If you thought Outside Tyre 1 was pretty good, it was just a small warmup. Outside Tyre 2 is where the real stuff happens, and it's definitely one of the hardest levels in the run, on par with Sewer and Tyre Sewer. This level has so much going on it's pretty insane. Worked non-stop all day on this (with close to no breaks.. bad idea) and I'm very satisfied with the results. Notes: - To trigger the button, you have to trigger all the checkpoints first. This means we can't just jump straight to the button: it will not work. - Very precise corner bridge boost to get onto the raising platform. - Skipping the cutscene doens't update objects properly (as we alderaly know): visually, the raising platform is not there for a little bit, but it's fully loaded. - You might be noticing that I do two slightly longer jumps instead of frame-perfect short hops after passing the raised platform. This is the start of the big setup.. :) - In this game, enemy behavior is determined by three things: your position, your current jumping state, and your facing angle while jumping. This is why I have to do bigger jumps. This manipulates the knight to Altaïr's right. - He ends up chasing me, and runs head-on into the spikes. Perfect! As I bridge hop to the main building, I have to manipulate RNG a little. - Because the knight I recently brutally baited into deadly spikes died, he gives me a red orb. Every single enemy, when killed, drops a blue orb (used to upgrade) and a red orb. RNG will define the outcome of this red orb: it is determined on two things, my position on screen and the timing of the orb. This can give me many different outcomes: I want to have full health for the incoming jump. - So, to wait for perfect red orb RNG, which also corraleates with my position, I need to wait a bit. This is why I do a double jump: it's also to redirect the red orb to my position slightly. - Now that all the conditions are met, I instant climb down the barrel and execute the most impressive jump in the entire run. This jump is a frame-perfect full length triple jump. What I do is that I go just slightly over the entire '2D' segment before going back in with very precise displacement. This is because Altaïr can actually be controlled in a jump; using the directional keys while falling, you can redirect your velocity by quite a big amount. - So here's what I do. I jump facing down, then at the start of the jump, I hold down to redirect the jump just over the section. As soon as Altair reaches the barrel, I hold down-left for a little bit before holding left again. This is to shoot for the bridge. I fall like that for around 20 frames until Altair has visually reached the little platform, then I finally hold up-left to get a perfect clip onto the edge of the bridge and get back to safety. - This jump is by far the hardest in the entire TAS, and took a lot of routeplanning to get down. - Now that I'm safe, I climb down the platform hanging off it (I have very little health, and not enough to survive the full fall), then push the level. - From there, it's a merciless upward climb. You aren't exactly given much to work with.. - I start by grappling off the first grappling point on the bridge. This is faster than walljumping and climbing up the bridge, because it then allows me to shoot back into the bridge again, jumping off it, then finally landing on the bridge. THis is much faster than the slow climb, and we can't glitch a flast climb here. - The second bridge, compared to the first, is child's play, and I just make my way back to the top. - I do a single jump and land on the barrel. Because the barrel is a sloped surface, it will slightly redirect my jump. Nice to show off, and the other options waste time. - I wait a bit before climbing up the big house with the knight waiting me: if I climbed any earlier, two archer arrows would have instantanely killed me. - For some reason, a knight got stuck in the pit. - After rescuing the second hostage, I have to land on an intermediate platform instead of on the lower part right away. - We finally discover Altaïr's true passion: raising happy little platforms. Isn't that beautiful? :) - Jump diagonally after raising the platform saves quite a lot of time. - The pickpocketing minigame has a forced cycle, so I move the key like an hyperactive child during this time. We get the crossbow! Everyone raise your hands for unneccesary sub weapons! The crossbow has an interesting mechanic: you stand still while shooting it, and kill enemies by touching their icon on the touchscreen, which shoots in a line from Altaïr's position. In short: it's totally useless.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
thommy3 wrote:
Looks great. Climbing the net seems pretty slow, couldn't you jump a bit later and end up higher in the net at 1m10s, or isn't that faster?
I've tried a lot of approaches at this section, and also looked back recently to test your suggestion, but the problem you run into is the rope. This particular rope doens't behave like the swinging red ropes or the grappling: it stands almonst completely still when grabbed. Waiting on it would do absolutely nothing, as it doens't carry your movementum, and moves so slightly waiting would give no boost. What about jumping over the rope? It's also impossible, because the rope's hitbox reaches all the way to the left wall to even a bit over the net, making it impossible to jump by the side. Setting up a triple jump would, in theory, be faster, but again, the rope is positionned to high to be able to jump over. And the left path is slower, since it requires a much longer jump to be made, and also requires a big detour to go to. It looks really slow compared to all the other rope jumping in this level, but I can't do much about it :(
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/wxJl13BZV1c
Outside Tyre is a very platform heavy and very linear level. That doens't stop us from abusing it, though. The triple jump plays a big part.. This level is very awkwardly made. It's stored in two levels (which are exactly the same): the end of this level is when the second one starts, which is exactly the same level, but with enemies, which brings the question of 'why do you even need to load a different level to load 10 enemies and a different lose condition', but it's just GameLoft things. You might notice I reload the level as I push the level: this is to get my full health back and be able to fall. You can do this level without a reload; however, the route is incredibly slower and less impressive, so it's worth suffering through the 300 frames to reload. Also, a little bonus: this is one of the only levels in the game where you don't get to hear the game's combat theme (in case it didn't force you to mute every single of my WIPs) and instead get to listen to wind. Still better than the combat theme..
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Agree with grassini on most parts. The run is very strong in some parts.. personal favorites were the necro yun 2p match and necro sean 2p match, as well as the sick yun taunt kill. Lars, if you're talking about userfiles for the upload limit, it should be 4 MB. If the movie is too large, you can send it in a .zip instead. Feedback is important, especially in these kinds of runs. Don't TAS too much at once and have fun :)
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/2XlvJ5bEfdM Temple of Sands 3 is pretty uninteresting compared to.. well, every single level in the game (barring the tutorial skip.) Again, there's an out of bounds + void in this level, but it can't actually be used because there's no cutscenes left in the level! Thanks, Temple of Sands, for wonderful levels :( You might notice I actually use a finisher instead of a good old Battery on the first swordsman at the end of the level. This is simply to skip the grappling hook tutorial by grappling on the first frame. It, however, still stays.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/TQUHXSb28wg
Triple jumping in action
Temple of Sands 2 is an somewhat interesting level, but it also allows me to showcase the brand new triple jump. The triple jump goes the higest out of all the jumps by a large margain and also gives the highest speed boost (by a tiny bit). This leads to some very interesting routing, and even the act of simple movement can become challenging in trying to do fit as many jumps and triple jumps as possible. Also, remember the grappling tutorial? It will stay with us for the rest of the entire game. This means, we can't get close without jumping to a non-paladin non-boss enemy ever again if we want to save the precious seconds. Notes: - A well timed triple jump jumps past the first wall climbing section, saving a lot of time. - I do a direction cancel close to the wall, then do a max height backwards triple jump. This makes it so my jumps starts from the left, but by redirecting my momentum, I manage to have Altaïr redirected to the wall and wallgrab on it. Once I wallgrab, I just do a wallclimb and get on top of the wall. This saves time over doing the short walljumping section, and also skips some enemies. - Walking on the exact edge of the traps do not trigger them. - Once I get to the water hole, I do a precise frame perfect jump, allowing me to barely make it over to the platform without any momentum. - Then, as I am over to the platform, I execute a backwards double jump, then triple jump up-right into the wall. This gives me barely enough velocity, and going into the net sets up the glitch. - You see, when Altair grabs a net, his velocity and damage to be taken upon landing is stored. This means I can store the velocity of my triple jump by simply going onto the net. - Now, here is where the magic happens: I get damaged by the spikes by entering them from the left. There's a big oversight: when you are damaged by a wallspike, the first frame is actually making Altair go off the net (he is not able to take damage outside of the net.) To circuvent this, the programmers made it so Altair had to be taken off the net first. The next frame, it will apply the lethal damage, but only if Altaïr is still at the position of the spikes. - But, since I stored my momentum and damage to be taken with net storage, upon walking on the spikes, I get off and my momentum to the left instantanely resumes, making me travel far enough left to get off the instant kill hitbox of the spikse in one frame, and allowing me to continue without getting killed! - You might wonder what 'damage to be taken' means. Since the game is still considering me as not having touched a ground platform, I am considered in the air while on the net. Thus, when being knocked off upon hitting the spikes, my state gets updated to 'on ground' for one frame and I take damage, even though the knockback deals no damage by itself. - All these antics save over 8 seconds from using the net normally. - I land on the far left portion of the floodgate, allowing me to jump back on the platform? - Finally, doing a triple jump skips the rest of this puzzle, saving over 9 seconds again from having to bomb and cross the gap normalyl. - For some reason, there's a boss in here. I simply jump over him.
1 2
12 13 14
26 27